Quote Originally Posted by Duelle View Post
I'd rather enfeebles be redesigned with some of the effects changed so that we can have some actual enfeebling instead of using spells to outright avoid stuff. I doubt mobs would be immune to paralyze if its effect was "Attack Down & Accuracy Down" instead of "randomly prevents an action". Break could be treated as a stun with a root attached, and so on. Sure, it doesn't work like it did in Final Fantasy VI or VII or X, but they'd fit in the context of an MMORPG.

Another thing to consider would be spells building off each other. Say, Bio's Attack down acting as a booster for Paralyze's effects, or perhaps Slow acting as a booster to Addle. That at least creates a pseudo chain of spells that need to be casted.

Oh, and Dia/Bio being exclusive of each other needs to go away. Giving Attack Down and Defense Down to a mob is not exactly OP, game-breaking or anything.
All our enfeebles are pre-49, any changes to them will also effect WHM, BLM and SCH.

We like to enjoy Dia III at 15%, but BLU/RDM can do Dia II (10%) + Frightful Roar (10%) for a combined defense reduction of 20%. They every debuff under the sun available to them, granted most have "gotchas" attached to them. The idea was for SE to create similar spells for RDM, not available to WHM / BLM / SCH, that allow a RDM to reduce the targets status and reduce it's capability's. Reducing the target's defense is mathematically the same as enhancing everyone's attack, thus you can indirectly buff your alliance. This would be inline with what the dev's vision of RDM is.