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File: HMMgKlgWEAAsz6F.jpg (126 KB, 1080x995)
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What RPG implements status effects in a way that's fun but balanced? It sure isn't JRPGs.
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What is fun and balanced in this context?
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>>4012446
no idea didnt read, ask balance man himself about it
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In nwn, poison does stat damage. Some of the movement away from jank is due to the influence of MMOs - in PoE2 there are “boss fights” with mechanics and phases that are obviously influenced by mmo encounters, and once they’ve created such a fight, they don’t want a cheeky player bypassing it by reducing the Swamp Monster’s INT to zero.
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>>4012446
Fire: damage each turn. doused by water attacks. improves fire damage taken. reduces damage dealt (Pokemon Burn)
Poison: damage each turn. reduces hp regeneration / healing. we can do the Pokemon way via Toxic where the poison gets stronger each turn as well.
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Buff and debuffs are the gayest shit ever.
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>>4012446
It's hard to balance something like DoT damage properly. You either stuck with shit that deal 5 damage/per year, or thing that outright can nuke even the stronger bosses do to percentage based damage.
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>>4012446
I mean you ask about status effects but the example is specifically damage-over-time effects, which is way more specific. So which one do you really mean here?
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Making boses immune to all stat effects or crowd control is lame and ghey.
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>>4012446
There's one RPG that cracked the code and could be expanded upon, but I'm not giving you free game design lessons
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>>4012541
Two RPGs, one american the other japanese
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>>4012537
People say "But it'll make it too easy", and to them I say "Go play Etrian and SaGa, where that's not only allowed but encouraged, in fact one Etrian class has an ability for removing adaptive immunity"
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>>4012489
No they aren't. They provide an element of depth by giving you things to do other than deal damage or heal.
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brogue. poison only damages one enemy and leaves their surroundings along, fire can spread to your advantage or detriment. if faced with the choice, you need to decide whether you want to be able to create explosions, temporarily deny areas and destroy paths while being unable to safely attack in many scenarios or if you want to play it safe. kind of like a rocket launcher verses a sniper in a boomer shooter.
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>>4012489
You should just say turn based is gay.
The most manly way is dodge roll and parry, isn't it?
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>>4012446
I still like Larian's ideas the best even though millennial goobers think it's fashionable to shit on anything besides press A to JRPG or d20 saving throws.
>Do enough damage to remove physical or magic armor, then apply the proper CC type
It's fun, it makes some kind of logical game sense. It addressed the usual problems of trivializing boss fights with 1 CC without removing CC from anything but pointless trash like most JRPGs have done.

It got panned for not having enough hybrid abilities/encouraging mono damage type parties but the central idea is good and these are solvable flaws.
Then their other innovation with the surface interactions could be taken farther.
Their status types made sense too from Warm to Wet, Poison interacting with fire for explosives was fun, same for oil doing slow, water w/lightning etc.

Talking DOS2 more than BG3 in which they neutered all that stuff to try to cram it into 5e rules with varying success rate.

Literally the only truly new advancement to come down the RPG pipeline in decades mechanic wise.
Sure owlcat can juggle buff timers or mess around with all that binary system shit in 40k, and I don't hate it, but it wasn't anything truly innovative.
Some things were still stupid, like being able to teleport enemies without removing their magic armor first, but I assume that was oversight or just lazy so PCs could keep teleporting themselves and allies.

There is no RPG company more advanced than Larian now for complexity, technical and tactical depth and fun RP mechanics and it's not even close. You can miss me with Persona social tranny bookkeeping type stuff, it's just extra busywork, as are most RPG "innovations" that don't add tactical depth.

>>4012450
>balance man
Swen doesn't wax on about himself in a pretentious muh balance manner though for speaking fees at leftist dumps, he makes killer rpg apps instead. I don't think he'll be that easy to ask.
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>>4012446
hey OP, 3½ days ago you made this thread and the first comment: >>4012449 had a very important question about the premise of your thread.
The thread is kind of pointless if you can't answer that.
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>>4013874
are you new to this board? it has always been like this here. people just dump their thoughts on these threads and just leave instantly. nowhere to be seen again.

I guess he just wants everyone to brainstorm for mechanical ideas.
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>>4012446
>Oh no! The enemy did a thing!
>That's not fair or balanced!
>WAAAHHHHHH!
Fucking die. Fucking DIE you subhuman skinwalking vermin. How fucking dare you pretend to be a person?! Fucking die.
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>>4013605
How is this better than saving throws?
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>>4012537
this makes me so fucking angry
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>>4014035
It's not. That's the point.
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>>4012446
>blind = reduced accuracy
>slow = makes them slow
retard-kun...
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>>4014664
Right then.
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>>4012446
Larian does, but any time I mention a Larian game in /vrpg/ everyone turns into a feces-flinging screeching monkey
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>>4012586
Midwit take.
"debuffs" are a very crude category for this. More interesting to have multiple stats/resources (eg balance)
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>>4014884
Imagine calling someone a midtwit while providing an even vaguer and shallow reasoned take.
Shame on you.
>inb4 too stupid to understand
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>>4014994
>Imagine calling someone a midtwit while providing an even vaguer and shallow reasoned take.
I’ll have you know that I scored in the first percentile in an IQ test, thank you very much.
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>>4014035
A saving throw (typically you casting a CC spell) is just a stupid gamble that is 9/10 not worth just doing another round of attacks and letting 1000 hours of dev coding sit unused in your spell lists. What a colossal waste. It's really beyond me why they're even kept in. At least in Owlcat's game you can dedicate your build to them and be really good at turning fights off but that is its own kind of boredom after a while.

When you get to the boss in RPGs the developers have another dilemna, do they allow CC to work on it, therefore removing 1000 hours of epic boss cinematics tactics dialogue etc. or do they ban CCs from that boss and pretty much any interesting non-trash enemy with impossible resists or outright immunities, most devs choose the latter.

Ablation of armor types before you can CC solves both issues while elevating tactical depth. You know it won't be a gamble, and the "can't use this on the boss ever" is also addressed in a fun way.
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Every element can be a damage over time. Elemental systems are independent from damage system, much like armor and magic resist are independent to eachother.
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>>4015456
This is why elemental systems are redundant in RPGs
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>>4014684
Sometimes they are, they're very imaginative. Other times they're kinda just like the rest where X debuff is just a stun
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>>4015145
CC resistance is the superior version of what you're talking about, usually called Tenacity. The problem with CC on D20 systems is what we call "save or suck", but if there were ways to diminish those effects that wouldn't be such a problem.
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easy way to fix this
- fire does high initial DoT that decreases over time (the flame burning out)
- poison does low initial DoT that increases over time (the poison entering your system and causing organ failure)
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>>4012446
Chrono TRIGGER was fine.
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>>4012489
>make buff/debuff class
>all bosses are completely immune to all status effects
every time
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>>4012446
like >>4012474 said, dots tend to have unique properties that makes it so they aren't just a different flavor of do x damage every x time like
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>>4012446
Being a pokemon fan is being eternally cucked, but at least this shit doesn't apply to us.

>Fire debuffs attack strength
>Toxic stacks over time

This also naturally leads towards different strategies and use cases. Facing against a heavy hitting physical threat? Burn them. Facing off against an bulky wall? Poison them and now they're on a timer. If that same wall is healing itself then toxic stacking over time will eventually outrun its healing capacity unless it overwrites the status or switches out to reset the toxic timer.

Dogshit games, but pretty brilliant battle system for a children's game...
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>>4012446
Final Fantasy X
Etrian Odyssey
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>>4013605
Too bad karian a bunch of literal faggots. And i mean literally every single employee in the company is a fat blue haired cock gargling jew who thinks about getting butt fucked every second of the day. Baldurs Gay 3 is the gayest fucking game ever made and the people who like it are dysgenic lumpenprole r_ddit scum.
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>>4021924
many Pokémon romhacks and fan games are top tier rpgs

who cares about official.
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>>4012446
They're not a big part of the game, but I like that there's lots of effects in dragon's dogma and that's bosess aren't immune to all of them, and they do different things. Interactions like the wet status effect doing nothing on its own but shocking enemies and freezing them when you use the right damage is cool.

Cassette Beasts has a fun twist on Pokémon type advantages where instead of just dealing bonus damage type match ups inflict status effects, some of them feeling even more impactful than bonus damage. Stuff like using fire on plastic types changes their type to poison, wind on electric types massively increases their accuracy and makes their moves AoE, plant moves on water types inflicts a small DoT which also heals you, etc.
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>>4022080
Romhacks and fangames keep the ambitious part of the fanbase alive.
Meanwhile the sheeple keeps replaying old games and seething to same old criticisms from dishonest haters about gamefreak incompetence that is the oldest news ever.
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>>4012446
>fire
Increases your pain meter, can damage or destroy gear, weakens bodypart integrity, removed by getting doused in water or by rolling on the ground

>poison
Impairs stamina regeneration and strength, different poison types have different side effects. Progresses through stages of worsening symptoms, eventally leading to death. Is basically a delayed instadeath but worse.

How interesting status effects end up being is entirely dependent on the game and it's core mechanics. If all you haave is an HP bar and a couple of integer stats it's gonna be dificult to make fire and poison much better than pokemon
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>>4012446
Diablo 2.
Frost damage: slow/freeze
Poison: dot
+ curses, auras, shouts.

And also, the elemental damage difference was on point. Frost is lowest damage + debuff, lightning is 1-100, fire is 50
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>>4024490
What does the pain meter do?
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>>4024607
NTA but i'm making an rpg with a pain meter and it mostly does nothing but if you keep your pain meter full for too long you'll become paralyzed with pain for a time and if you're hurt again while in that state you become brain damaged and lose access to one of your abilities permanently.
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>>4021924
My favorite is paralysis. The speed control is very valuable
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>>4024879
So there's no inherent penalty to increasing pain? Seems kinda useless desu
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>>4012446
OP play a non FF or SMT game challenge
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>>4012446
Etrian Odyssey
Wizardry
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>>4012446
In some games poison does "CURRENT HP - 1" damage, but HP restores to previous value once it wears off.
Fire always can kill you. Fire never leaves you at 1 hp.
Poison+fire can stack, poison+poison or fire+fire does not stack. Resistances and immunities are separate.
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>>4034233
Poison being non-lethal always just seemed retarded to me
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>>4012446
ddda is the best action rpg imo when it comes to status effects, how you apply them and how they interact with equipment, skills and items. And ffxiii has the best/most fun buff and debuff system i've experienced. i'm a drpgfag though, aside from smt and atelier i havent really played that many jprgs to know how often they do this kind of stuff well.
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Mewgenics does a good job with the DOT stuff.
Burn does damage at the start of a units turn, then the number of burn stacks decreases by 1, sets many tiles on fire and is put out by water.
Poison does damage at the start of a units turn, does not decay, reduces healing by 1, but each time a poisoned unit is healed 1 stack of poison is removed.
Bleed only does damage to a unit at the end of a round, and instead of decaying it adds another stack of bleed.
They still mostly just do damage but these slight differences can end up very meaningful and change your gameplan up a lot



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