lasts five turns, and you can add another five by casting it again while it's active, up to a maximum of nine.
You can't. In the first game you only refresh buffs back to their original maximum duration. You're thinking about Untold mechanics.
-especially if you pair it with a Troubadour who can regen TP every turn and/or a Protector with another (physical-only) defensive buff. Most of the remaining fights just require a bit of resistance equipment or status healing/reviving items or simply waiting statuses out and refreshing/applying it again.
Literal waste of turns and skill points that could have been used in the elemental songs. There isn't a single battle in the entire game that should be capable of exhausting your TP pool more than what is reasonable to heal with items (and the ones that you need items for are very late in the game, when the price for those is a non-issue). You're wasting a buff slot that could be used for something else for an effect you could achieve in a single item, if that. Practically the same goes for people using a Dark Ether spammer in EO III and thinking they're being clever. It's not mathematically worth it unless you have a row spamming the most expensive attack in the game. And even then it's barely worth anything.
EOI is also quite lacking in ailment resistant gear (the best ones anybody can equip are one that gives a 20% resist to ailments and one that gives a 20% resist to instant death). So no, you can't trivialize this part as easily as you claim and once again you're confusing later game mechanics.
Furthermore, ailments in EOI have a fixed duration of 5 turns, instead of the volatile duration introduced in EOIII. "Just waiting" a strong ailment out is a very poor choice.
-It requires a mere 19 skill points on a single character to unlock and max out, meaning you have access to it at level 17 - essentially from the second stratum onwards, potentially trivializing every major fight in the game after.
-It's entirely possible to accidentally break the game for yourself because it's so easy to do - you simply need to have one of the most natural classes as a party member, and think that a party-wide defensive buff sounds good to have. This is heavily unlike the gamebreaking x-turn-kill setups in other games which usually require very specific setups and/or lots of levels/skill points/top-tier equipment and/or painstaking farming for the necessary grimoire skills.
Three things:
- Immunize doesn't carry you through the entire game while the brain dead damage optimization strategies will.
- It's quite trivial to break the game in EOIV and the Untold games. You literally just need to do a bit of effort in damage optimization and that's it. Only Ur-Devil gives you some sort of challenge in thinking about damage optimization and even then it mostly comes to grinding the abomination that is the grimoire system. And even with this challenge, damage optimization is so easy that
the first video in which Ur-Devil is killed without a quick kill team, did not come out until months after the game had already been released in the west.
- Perceivably accessible or not, EOI has a single broken ability. The Untold games are broken by design.
To make sure I'm being as clear as possible: I'm not stating that Immunize isn't broken against direct damage attacks. I'm saying that the game has more than that to kill you. Meanwhile there is absolutely nothing stopping you from trampling all over every boss with damage optimization in the Untold games.
-The final bonus boss of postgame seems tuned assuming you have at least Immunize up at all times, if not boosted - pretty much every strategy I've seen requires it to keep from being overwhelmed by damage. (I would love to hear about/see a fight without an Immunize Medic) On the other hand, I've beaten the bonus bosses in pretty much all the other games using standard parties and none of the x-turn kill gamebreaking options.
It's doable without both Medic and Protector. And the solution is as trivial to figure out as it gets. You can reduce its attack with a Hexer or a Protector's Front Guard/Defender (yes, I'm listing Front Guard because it is better) for the physical skills and use boosted songs for the elemental ones. If you choose to go with the songs, though, you'll have to deal with its berserk AI. Which is actually not too bad, especially if you take advantage of the elemental damage bonuses that you'll get from playing the songs. And dealing with the berserk AI isn't even too bad because of how few and far between the random turns are, considering the kind of team that is able to do it.
In this example only one random turn happened