In FF7, I'd say just the opposite. It's never worth putting a random enemy to sleep. Why waste a turn, when Cloud will kill most randoms with a single slash? What you describe sounds more like messing with enemies then trying to kill them. The only reason I even used the Bio spell was because it also did a considerable amount of damage while trying to inflict poison on the enemy. More often than not, I feel like using a status inducing spell is a waste of a turn. I do agree that FF13 did make Saboteurs more useful than most games, but I still used them less often than the other roles.Easily Forgotten said:In most RPGs, I'd agree that saboteur/indirect magic is rather useless.Saltyk said:That's right. Debuffing magic sucks. I'd rather just bash the enemy with my sword, then take a chance of maybe putting them to sleep. Often it would only take one or two blows to kill him anyway. Poison spells tend to be worthless against most enemies as they don't have the large amount of health to make it worthwhile. And silence never seems to work on magic using enemies. And Instant Death spells may work 10% of the time (forget it on bosses). Usually, you're better off just beating and nuking them to death.
In a couple, however, including FF7, which I'm playing for the first time, sometimes the mechanics of the magics work together to make a combo which is quite fun. Put something to sleep, poisoned, and it will die in its sleep if you just wait. The enemy will only wake up if it is physically attacked, so you could even just put it to sleep and hit it with multiple waves of magic and it is helpless.
In Golden Sun, and its sequel, sleep lasts from a turn to 3 turns, on average. But that can be incredibly helpful. Poison, when used tactically, does a hell of a lot of damage, and even when it doesn't, it's quite fun to watch something tough dying to miniscule amounts of damage while you sit and tank.
It really depends on the game, and the situation in the game. If more poison was like Toxic in Pokemon, where the damage per hit grew as time passed, I'd love it as a normal spell. As it is, it's rather situational, but I like the indirect flavor of magic.
Exactly my thoughts. If the status would be useful, like say silence on a mage, they are immune to the effect. And forget it on 90% of bosses. You're lucky if poison works. In Dragon Age: Origins, I found the best "debuffs" to be spells like Cone of Cold. It did a considerable amount of damage and temporarily froze the enemy. Perfect spell.klakkat said:I will admit, for most RPGs, you are completely correct. Not 100% of them though.
Daze effects in Borderlands, for example, are extremely useful; there are many ways to get it, and once affected an enemy is completely harmless until it wears off. Likewise, in any Dungeons and Dragons based video game, debuffs can be extremely helpful, particularly debuffs that hit a large area.
As for other games... It's almost never worth it to use a debuff in any JRPG, despite availability and effect; you pretty much only want them on bosses since everything else dies so quickly, but most JRPG bosses are immune anyway, so anything besides damage is a waste of a turn. Though, even in many western RPGs, debuffs aren't worth it; I never used any in Morrowind, and only the paralyze effects were of any use in Dragon Age (the other debuffs I tried, but they seemed to do so little I never bothered again).
I know there are some games that make status inducing spells better, but I rarely feel like they are worth the effort.