EOU: Floor 7. Plot twist: Troubadours are now awesome, nothing can stop them. The 3 buffs limit actually helps keep things sane and makes me use some strategy instead of just steamrolling everything, so I think it's fine now.
Right now, the regen song is too powerful. Like the same bard song in FFT, it's too OP for the beginning of the game, and gradually becomes obsolete.
But, by the 3rd stratum I'll also have maxed the other healing skill, so I'm not too worried about healing.
I have a song that raises max HP by 1,5, and as long as I use the defend command on PCs sometimes, even FOEs cannot really do enough damage to kill anyone.
Maxed songs are expensive, buuuut I respecced one bard to get a song that restores TP, so resources are pretty much unlimited right now.
Ailments could have been a problem, but I'll soon have a song that raises chance to recover from ailments, this base is also covered.
There is one very cool thing about buffs that I only just noticed in game. EO has a boost mechanic, which is yet another kind of limit break system. When the boost bar is full, you can you select boost, and then have to select another action, that action will be improved for that round.
This works with songs. The regen song heals 2x as much, for example.
The best part is that EO is very generous with buff/debuff refresh. They stack in all the best ways.
So let's say you have a -30 HP per round POIZN skill that lasts four rounds.
If you use it on the first round, the enemy loses 30 HPs and has 3 turns of POIZN damage left = You do 120 damage total
If you use it again on the second round, the buff will now last 3+4 rounds = 7 rounds, and still remove 30 HP per round. = 240 damage total.
You don't need to wait until buffs are over, or almost over, to benefit from recasting them; it's very easy to keep buffs/debuffs on all the time because of this.
You can have buffs/debuffs on up to 9 rounds max, which is plenty.
Now this is where it gets interesting / broken; if, on the second turn you use a boosted POIZN that removes 60 HP per round, the game considers that the boosted POIZN takes prevalence over the unboosted POIZN, and you'll have 7 rounds of 60 HP damage instead of 30. = 450 damage total
Now obviously this is ridiculous, but it also gets even better: You can use a normal unboosted POIZN afterwards to refresh the boosted POIZN. The enemy will always lose 60 HPs per turn, and not 30, as long as he has POIZN on him, even if you use the weakest POIZN spell on earth to reapply it.
tl;dr: All my buffs are now 2x better and last forever if I want, huzzah