As a few people know, I'm currently creating an FF7 mod for PSOne. It's quite radical, and is intended to provide a comprehensive 'rebalance' to the game.
One of my objectives was to make element and status vulnerabilities intuitive, and debuffing less luck-reliant, meaning that players can rely on their memory and skill rather than the random number generator. The problem that I'm facing is: to what do I attach certain status vulnerabilities, making them 'intuitive' without being either OP or useless?
For instance, we might make large creatures vulnerable to Mini, but many of these creatures are reliant upon physical attacks, so that might be OP. If we make *small* monsters Mini-prone, then what's the point? These creatures don't rely on physical attacks anyway, though I suppose we could give *all* creatures a large variety of moves to counter that.
Another problem is that I have to make consistent decisions on status vulnerabilities, but without these statuses compounding one another to make a certain monster completely impotent. For instance, if I say that debuffs 'exaggerate' the natural attributes of their targets, we might say
Large bulky creatures - slow, sleep : Small, spazzy creatures - berserk, mini.
Berserk + mini = a pushover, of course, as does slow + sleep. But if we do the opposite, then
Large, bulky creatures - mini, berserk...
ARGH!
Any ideas? I need to deal with the following status attributes. Here are my thoughts so far:
Death (living things) / Petrify (the non-living?)
Slow (large monsters?) / Mini (small creatures?)
Berserk (stupid monsters, 'low' on the evolutionary ladder) / Sleep (intelligent entities)
Silence (all - have monsters able to deal a variety of attacks) / Poison (anything organic)
Stop likely replaced by paralysis - it's a bit OP - and now suits everything.
Thoughts?