Now that you bothered replying on this thread I have 1 more extremely important question that nags me.
A factor in satisfaction in turn based video games (also for most other types of games) is created through an aspect of consistency. My question would be, what was the original thought behind debuffs being turn based instead of round based?
Because the way I see them, being turn based is not an issue generally as long as the opposing character has 1 action point and my characters have enough initiative. But as soon as the opposing character has 2 or more, almost all debuffs become very hard to setup for reliable combos.
A simple example; Lets say Winter Knight Brint is the letter B, a random enemy is letter A. Both have 1 action point. If B uses Entropic winds and causes frigid for 2 turns, its only usable if the turn order is not two times in a row for A. So like: B-A-B-A or A-B-B-A. This is not bad because initiative is a roll based system which is fair. You win some, you lose some
But for enemies with multiple action points, statisticaly given that there are 2 other party members along side Brint in that example, frigid becomes impossible to properly maintain for Brint alone. Since Winter Brint has low initiative, Brint will never get to be the last, then the first one in the turn order to be able to procc Frigid against every single multi action enemy in the entire game (trust me I tried). His kit kinda relies on Frigid alot and thus has to be able to set it up. But the problem with this, is that it will force the mc to use something to create frigid for at least 3 turns in order to create any reliability for brint if the enemy has 2 action points, let alone 3. Why shouldnt Brint be able to have semi reliable frigid setup? This alone made me never use debuffs ever (thief frosthammer exception). Because buffs themselves will 100% work but debuffs are more of an intrinsic problem rather than too much of a coin toss and are thus weaker in later content.
This is why Im led to believe that the easiest way to balance debuffs in this game is to make them last an entire round (because technically this is already the case for the player team due to 1 action point). The only problems with this type of debuff countdown would be:
A: If the debuff placed is at the end of the round it will insta expire (fixable by making it transition to the next round if the enemy hasnt had and action point after the debuff was placed)
B: Stuns and prone could last multiple action points (I mean its probably not even a big deal to have the stun be more useful than silence and disarm by the virtue of lasting an entire round, bc of the enemy immunity afterwards, but have the immunity be round based as well)
C: Some of the debuffs would need tweaks if this were the case.
So these are my thoughts, sorry didnt want to make this soo long but had to explain clearly. What are your thoughts?