Thinking about putting the "Poison" effect all over the place in your game? THINK AGAIN!!!
You've probably noticed it in your test play, but the Poison status is EXTREMELY disruptive while you're walking around maps. The screen flashes and a loud sound effect ("Damage") plays, your character stops for a few seconds, and you get some generic text telling you you're poisoned. To top it off, the actual damage you take is rather negligible. And this happens every 15-30 seconds or so while you're walking. (Frankly, when I'm not prepared for it, it scares the hell out of me.)
You can, of course, try to use a workaround:
*If you're using Event Battles only, simply put a "Cure Poison" line in there at the end of each battle.
*If you're giving the party a Treasure at the end of random battles to trigger an auto event, consider sticking a Cure Poison line in the auto event
*If you're using Random Battles without the Treasure trick, for the love of God, make cheap, semi-reusable Antidote items (if you're really nice you could simply give the player one infinitely reusable antidote item), or give a few (not just one) characters a very cheap Cure Poison spell/skill. It takes a turn to use in battle, which at least enables some semblance of balance.
Anyhow, additional workarounds to the Poison Problem or comments on how much it does (or doesn't, I guess, if you're a masochist
) annoy you would be appreciated.
You've probably noticed it in your test play, but the Poison status is EXTREMELY disruptive while you're walking around maps. The screen flashes and a loud sound effect ("Damage") plays, your character stops for a few seconds, and you get some generic text telling you you're poisoned. To top it off, the actual damage you take is rather negligible. And this happens every 15-30 seconds or so while you're walking. (Frankly, when I'm not prepared for it, it scares the hell out of me.)
You can, of course, try to use a workaround:
*If you're using Event Battles only, simply put a "Cure Poison" line in there at the end of each battle.
*If you're giving the party a Treasure at the end of random battles to trigger an auto event, consider sticking a Cure Poison line in the auto event
*If you're using Random Battles without the Treasure trick, for the love of God, make cheap, semi-reusable Antidote items (if you're really nice you could simply give the player one infinitely reusable antidote item), or give a few (not just one) characters a very cheap Cure Poison spell/skill. It takes a turn to use in battle, which at least enables some semblance of balance.
Anyhow, additional workarounds to the Poison Problem or comments on how much it does (or doesn't, I guess, if you're a masochist






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