I don't see why we removed it in the first place. The learning element was an excellent manner of versatility and uniqueness. I am all for having it back personally.
However, I'm not for the restricted elements.SpaceTimeIllusion
The only reason they are up there is for the sake of cannon use. After running FFWorldzcom for four years, and coming across too many problems with people using these spells, I too banned them from non-cannon use, in addition to the Soul element. (A concept I'm hoping never
makes its way into the KH franchise, because absorbing all elements into HP is just plain ridiculous.)Graviga
, for example, is a massive area spell that deals damage to anything caught in it---in Kingdom Hearts I, this spell is used as MAX HP DELETER
. (Which means, that if you were hit with it, you didn't take much damage and it wasn't fatal even at 1 HP, but your HP value actually went down.) If you were hit enough times with Gravity, your HP value may go from 90%/100%, to 30%/40%, much like the Disease Status in Final Fantasy. (And no, I'm not bullshitting you either, I'm reading this directly from the Strategy Guide.)
However in the bulk of games that it is placed in (CoM, and more recent Final Fantasies) have it as a damage multiplier: basically meaning that the weight of Gravity
as a spell causes the targets to take more damage, and this ability was stackable. In theory this would make sense, because the gravity would put more stress on the body trying to move and fight, therefore making them more vulnerable.
There's also the practical use of the spell. We're talking about walking on walls, suspending from ceilings, and being able to hang in the middle of the air...(Xigbar...)
In either case of whatever version you want Gravity
spells to be, it's not going to be much of a fair playing field.Time
in itself is a complicated concept, which is why we've never (ever) had an active Luxord. Time Magic
in itself is a very overpowered concept in the idea that it literally stops time in a certain area. The damage dealt to the target during this period of time, would be accumulated and dealt after the spell wore off.
At FFworldzcom, I allowed this element to be used for minor buffs and debuffs, such as slow and haste (which are technically
time magics, and I can tell you first hand that these actually work...but they have to be monitored). I didn't, however, allow STOP
or any of their other versions to be allowed as far as spells went---save for Summons with the ability, and even their Stop was limited to a maximum of five posts. Everything else? Sure, okay. But not
Stop. (Or Disable for that matter.)
Anybody caught in that kind of spell wouldn't be able to use weapons, spells, or enchantments, for however long the spell deemed it.Illusions
are things I don't have that big an issue with. The only thing I worry about them though is damage computation.
Xemnas and Zexion both have the ability to conjure up doubles of themselves to attack the enemy, which in itself is a pretty extreme ability when you're talking that we already have partner characters and damage being done by the main character themselves. Add into that damage dealt by copies of them, who deal in essence half the damage that they do according to the stats base on the gameplay.
And then there are absolutely infinite possibilities as to what one can create through illusions. We're talking anything here. Imagine what someone with the MP pool of Lenneth or Morpheus could do with something like that, seriously.
I would let this sleeping dog lie. There's a reason why these elements are restricted to cannons. Even as a learning element, these three are just too much. It wouldn't matter the proficiency of the magics, simply because the spells in those three areas are that powerful in the first place. They are restricted for a reason, and it should honestly be kept that way.