When I consider design of status ailments, I tend toward making them end after the battle. This is because I find status ailments to work best when they present strategic problems and choices for the particular battle in which they occur. Usually, status ailments that persist after battle are just an annoyance, or simple economy-check ("If you have more than X antidotes then you're ok; otherwise you're not") which rarely feels good for the player. Making status effects more powerful, but confined to a specific battle, eliminates a lot of the points of frustration while still giving them both the feel and function of high impact and strategic depth. With all that said, I want to ask this: can you think of situations where it adds an interesting and enjoyable aspect to gameplay for a status effect to persist after a battle? The stereotypical example would be going through a dungeon, and there's a particular type of enemy that you can encounter...This enemy is weak, but inflicts a status effect that persists after battle until cured. This makes this enemy a kind of threat. Perhaps the player would want to run away from this type of encounter, if they are low on items that would remove this status effect. What do you think as a designer - when would it be beneficial or interesting or fun for the player to have status effects persist after the battle, or do you think that mechanic is just a nostalgic (if not annoying) relic of the past?