There are a lot of inconsistencies that boil down to "monsters do not use the same rules as the player". It'd conceptually possible to change that so that they do, but things like blindness, that change what information is available to the blinded unit, would require changes to the AI and are a lot more far-ranging than stuff like confusion. You have to balance the cost of such changes against the benefits they'd provide. If you could blind monsters, when would you use that instead of confusion? Status effects are already hard to balance (as we've discovered rather recently when some changes were attempted), and adding more of them would surely end up diluting their relative importances.
A wide and varied pool of status effects for the player is of course a completely different matter, both because you don't have to write the player's "AI", and because the more avenues of attack that monsters have, the more complexity is possible with respect to game balance. Similar logic is presumably why we have more than just acid/electricity/fire/cold/poison as elements.
A wide and varied pool of status effects for the player is of course a completely different matter, both because you don't have to write the player's "AI", and because the more avenues of attack that monsters have, the more complexity is possible with respect to game balance. Similar logic is presumably why we have more than just acid/electricity/fire/cold/poison as elements.
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