You are quoting the wrong person :D I like pause and I don't think it really interferes that much with the flow. Micamo is the one you should be quoting ;d I also want to control everyone.
Good heavens... *facepalm*.
I literally read your response, then my brain just switched to "Yeah, so about the effects of pausing... which is TOTALLY WHAT YOU JUST READ! Nope! Don't double-check! Just quote and type!"
Hahaha. I'm sorry about that, truly. Looks like it's to the closet with me, for a diagnostic. *plugs into diagnostic station... makes shutdown noise*... x___x
Can I mulligan?
Yeah, you wouldn't want a situation in which you were fighting a single, potent enemy (like a boss) and it was all but immune to several of your characters' main means of combat effectiveness. That's always highly annoying. It's on up there with those "Only ONE type of damage can hurt this guy!" bosses/foes.
But, what I was getting at was that, maybe he's resistant to, say... bleeding. Well, if the two potential effects you can cause with longsword-spec'd characters are bleeding (damage over time) and wounding (slowed movement/action speed... purely for example), then you simply can't rely on the oodles of damage over time from bleeding cuts that you might normally have used quite often. But you can still utilize specialized effects of the longsword (delaying the enemy's actions), and still deal damage. And yes, you could think of that as "well, now I can only do 1 effect instead of both." But, just because the longsword can produce 2 effects, in this example, does not mean that the norm of the game is a bunch of enemies all susceptible to both effects from longsword attacks.
In other words, I think things that restrict the way in which you can use things are far better contributions to fun and interesting combat than things that just shut doors in your face. "Your sword isn't effective in the way you've been used to so far,
but it's still effective in another way(s)."
Really, the idea works better when expanded out to a character build, rather than just a weapon, so zooming in on the weapons/equipment like that wasn't my best example. Maybe your Fighter doesn't hit as hard against this boss, but there are more factors than damage-per-hit that determine effectiveness in combat. So, maybe you have to make better use of the other factors to make up for that partial detriment. IF you want maximum combat effectiveness, that is. It probably won't be that you can't beat the boss without employing the absolute perfect strategy against him, chocked full of micromanagement. It'll just be tougher and a closer fight, perhaps. Or maybe you just focus on the other characters a bit more, who are still quite effective against the boss (if he's got a strength, he's got to have some sort of weakness that makes other people/attacks/tactics even better against him than they usually are against general foes). *shrug*. That's the beauty of a whole party.
Sometimes, the easiest effectiveness boost will simply be from swapping weapons, but plenty of times there will be alternatives, methinks.
Edited by Lephys, 17 August 2013 - 03:30 PM.