Posted August 23, 2019
Mortius1: I like crowd control mechanics. Spells that can take an enemy out of a fight (ice per your example) can have a greater impact than simple damage.
This is particularly important for single character games if the levels have been designed such that kiting isn't possible.
Those can sometimes be useful, as long as the game is balanced around making them useful. Basically, either they need to work consistently, or enemies not immune to them need to have enough HP to not die easily. This is particularly important for single character games if the levels have been designed such that kiting isn't possible.
An example of a game that got it right, at least for a portion of its battles, is Final Fantasy 3 (FC); in random encounters, status ailments work really well, so your black mage can easily disable the enemies (as long as you don't run out of level 1/4 MP); unfortunately, status ailments don't work at all in boss fights. Final Fantasy 3 (DS and derived versions) is an example of a game that handles it poorly; status ailments hardly ever work (well, the time I got the Sage job early with the help of a glitch I was abie to put enemies to sleep with Shiva, but that would still not always work, even when she decided to use her sleep attack).
In Dragon Quest 2 (FC), some enemies are dangerous enough that you will want to status affect them. In the remakes, most enemies aren't as dangerous, and the Defeat spell seems less reliable (both for you and against you), while Firebane/Explodet are stronger, making status ailments less attractive (though casting Stopspell on those golden batboons who can wipe out your party with Sacrifice when at low HP is still a good idea).
I'm reminded of another thing; I prefer it when enemies have limited MP just like your party members. Final Fantasy 2, Finan Fantasies 5 through 7, and SaGa 1 do this, while Final Fantasies 4 and 10 (at least 10's Dark Aeons) and SaGa 2 do not. (In SaGa 1, enemy attacks have limited uses just like yours; if the enemy has no attacks, it will either run away (if a random encounter, including a certain (supposedly) invincible one that uses boss music and gives the boss death animation when it runs away), or just keel over and die; it's too bad SaGa 2 doesn't do this. (Also, in SaGa 2, no fair that a certain robot can toss nukes at you while your own robots can't; as its single use is cut in half, rounded down.)
Edit: One other thing I forgot to mention: In FF6, in the later part of the game enemies have so much MP that reducing it to 0 is not a viable strategy. This is in contrast to FF7, where enemies (even bosses) have lower MP totals so the 100 MP drain from Magic Hammer can run enemies out, and to FF5 where there are a few abilities (Magic Hammer being one of them) that do percentage based MP damage, making it viable to reduce even high MP bosses to 0 MP.
Post edited August 23, 2019 by dtgreene