Quote Originally Posted by Kitkat View Post
Yes, but you aren't SE. They are notorious for taking a good idea, turning around and implementing it and making it weaker or less useful (Decoy shot, nerfed heavy strike, etc). So regardless of what you want out of this line there is possibility it will still end up being just as useless and previously existing iterations of the proposed spells. As already shown, other source versions exist and aren't useful enough to cast regularly because of duration, resist rate, or cast/recast of the spell.

Thing about spell ideas is you have to put a lot of "what if" into the planning. Say they do add these spells and they are good, but they forget to think about previous existing spells that create similar effects. Players figure out that they can stack and begin to do so creating a new form of unexpected balance issues. Thus said spells become weaker, or then can't be stacked causing one to overwrite the other creating a "uselessness" to the spells introduced since they now are only worth while for messing around or low-man lesser NM fights.

Call it pessimism, but SE is very good at making something sound good with hype, then failing to really deliver after implementation.
I agree, but that applies to EVERY single spell / ability in the game. It's like the universal disclaimer when referring to SE doing something.

I specifically chose those because their the hardest to screw up. Out of all "enfeeble" ideas, the ones that are the easiest to mess up are the complex ones due to requiring SE to get multiple factors correct. The hardest to mess up are the direct ones with the fewest variables. Look at Dia III vs Paralyze II. On paper Paralyze II would seem awesome, when the monsters use it on us it's potent and has a chance to block spells, attacks, JA's and items. So putting it on the monster would be a good idea. Except in SE's work, the effectiveness is vastly diminished, monsters don't use JA's or items, and their spells seem to be mostly immune to the effects. The things you absolutely want it on would be NM's, their regular attacks can be dangerous, except it doesn't work on most of them. So in reality Paralyze II is mostly useless. Dia III on paper is just Dia II +5%, it lasts 30~2:30 seconds and does 3hp/tick damage. On paper it looks kinda meh, but in actuality it's awesome. Monsters can't resist it, it will always hit for 15% defense down, and the math of the game lends exponential gains to stacking defense down. Dia III ends up being 17.6% attack bonus to every single alliance member, and even the BLU spells's and pets's get the attack bonus, a group that has no other way of enhancing their "attack". In actual usage Dia III is our most potent and useful spell.

So I say again, those above listed debuffs would be the simplest. Cast spell, monster does resist check, if fail then monsters stat is reduced based on your MND or INT or whatever.