Data ASB Feedback & Game Issues Thread (New Proposal Handling System in OP)

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I agree with the Auto Learn Universal TMs, the change of Training Items, and the Arena Trap proposals and do not believe they should be moved to discussion.
 
Of the proposals that IAR has listed as "needing votes and shit", I support Arena Trap, Baton Pass, Counter-farming! (which imo should be called counter counter-farming since we're countering counter-farming), and Change Training Items!, and believe that those do not require discussion. I also support the Auto-Learn Universal TM's! and Critical Hits! proposals, but believe that these require further discussion.
 
Of the proposals that IAR has listed as "needing votes and shit", I support Arena Trap, Baton Pass, Counter-farming! (which imo should be called counter counter-farming since we're countering counter-farming), and Change Training Items!, and believe that those do not require discussion. I also support the Auto-Learn Universal TM's! and Critical Hits! proposals, but believe that these require further discussion.
 
I support Arena Trap, my Weather proposal, Baton Pass, Anti-Counter-Farming, and Auto-Learn Universal TMs and believe they should not be moved to discussion. I also support the Critical Hits change, but believe it should be moved to discussion.
 
Gotta play the naysayer here, unfortunately.

1) Arena Trap and Baton Pass Shenanigans should get the rocket docket towards voting, as I can't see anything wrong with them.

2) I am strongly opposed to CounterCounterFarming measures. Who are you to say I can't battle a Fire Arceus with Sunkern? How do you intend to handle battles with Magikarp? They all will be, to some degree counterfarming. Also If you just block blatant counterfarming, you are just being silly. It's like saying you can counterfarm as long as you are discreet. Worse, if the mods have power to block a match where one of the players played severely worse, you will just push away most newbies, as you can't expect them to always bring their A-Game on their first matches.

I think this needs to be ironed well. Giving a mod power to veto a match is opening a huge can of worms. In the end, it will be up to the mod's discretion and again: who are you to say who I can or cannot battle?

3) Also against auto learn TMs. I don't see the point of them. If you say that "it takes too many matches for a pokemon to be good" then I must point out that the moves you chose won't help much. Frustation, Return, Round and Snore aren't used pretty much at all, except for some normal types and even then its rare. Rest and Sleep Talk are hardly effective when you don't have 4 good moves to choose from (and since you want to boost the young mons, you will hardly ever get 4 good moves to choose form in this situation). Finally Protect and Substitute...well...aren't they the reason every poke gets 3 TM moves to choose from?

At least a discussion is necessary even if it is to choose different moves.

4) Also against the change on training items on the grounds of it being hilarious. Aside from Amulet Coin, the pokemon I want to train are usually the weaker mons, the ones that hardly ever get a KO (specially in singles). The change you are proposing is like saying: "use your training item on your strongest mon if you want to see results", which is IMO hilarious, as the whole point of training items (again, aside from Amulet Coin) is to speed up the growth of weaker mons.

Also regarding the "ingame" argument, if you want to keep going on that route, you will need to abolish EC, MC and DC and stick only with KOC (and change the prizes rules quite a bit), since ingame the mon only gets any kind of experience (aside from day care and stuff like that) when an opposing mon is KOed.

5) Finally regarding the critical hits proposal, I think it needs to be a little while more on discussion. I agree that the problem is real, but I really don't think the proposed solution is...how should I put it..."user-friendly".

my 2 cents.
 
I have an idea that I have talked a little over irc with Objection. While looking over the move, Block, I had a random thought: Why is it only a pokemon's WC? Shouldn't it involve a pokemon's SC as well?

My reasoning for even proposing such a change is this:
Just because you are heavy, does not mean you are a good blocker. You will need size to make that happen. It's much harder to get past a Blocking Snorlax than to get past a Blocking Boldor.

Dat's Original Block said:
Block: The Pokemon moves with unnatural speed to block off an opponent’s exit or attempts to gain distance. When used against a non-damaging evasive action, Block will nullify that action and do fixed damage equal to two (2) multiplied by the Block user's Weight Class. In a switch battle, the Pokemon also moves with an unnatural speed to block any attempt to switch the opposing Pokemon and the move's energy prevents the opponent from switching out that Pokemon in between rounds for the duration of the battle.

Attack Power: -- or Fixed Damage = 2 * User's Weight Class | Accuracy: --| Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: N/A or Yes | Typing: Normal | Priority: 0 or 2 | CT: Passive

This is all fine and dandy, but using this formula, Groudon, the heaviest pokemon at SC 12, only deals a mere 24 damage. If a Groudon blocked you using it's weight alone, you'd expect more, right? Yea, that's what I thought. I propose the following change:


New Block said:
Block: The Pokemon moves with unnatural speed to block off an opponent’s exit or attempts to gain distance. When used against a non-damaging evasive action, Block will nullify that action and do fixed damage equal to the user's Weight Class + the user's Size Class minus the target's Size Class multiplied by two (2). In a switch battle, the Pokemon also moves with an unnatural speed to block any attempt to switch the opposing Pokemon and the move's energy prevents the opponent from switching out that Pokemon in between rounds for the duration of the battle.

Attack Power: -- or Fixed Damage = (User's Weight Class + User's Size Class -Target's Size Class) * 2.5| Accuracy: --| Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: N/A or Yes | Typing: Normal | Priority: 0 or 2 | CT: Passive

In this senario, we will watch as Groudon uses Block against a Scyther attempting to use an Agility (Evasive):

Damage Calcs said:
Scyther used Agility (Evasive)!!
(-7 Energy)

Groudon used Block!!
(-6 Energy)
Damage: [(6 + 12 - 3) * 2.5] = 37.5 Damage

Flavor-wise, this makes sense. A big and heavy pokemon like Groudon should be able to deal a lot of damage to a much smaller pokemon like Scyther. If we were to reverse the situation, Scyther's Block would only deal 10 damage (Yes, Scyther cannot learn Block, but this is an example).
 
Regarding Baton Pass: I think it should be passed without discussion.
I agree with everything IAR said in the above post, except for training items.
Training items should not be changed, because that will completely remove the purpose of training items, which is to make weakmons stronger. With the proposal, they don't really work if your weakmon loses because it's a weakmon. No vote.
EDIT: Mother of ninjas... When I posted IAR's was the most recent post.
Anyways: Supporting KS without discussion, unless somebody feels that the multiplier should be changed.
 
2) I am strongly opposed to CounterCounterFarming measures. Who are you to say I can't battle a Fire Arceus with Sunkern? How do you intend to handle battles with Magikarp? They all will be, to some degree counterfarming. Also If you just block blatant counterfarming, you are just being silly. It's like saying you can counterfarm as long as you are discreet. Worse, if the mods have power to block a match where one of the players played severely worse, you will just push away most newbies, as you can't expect them to always bring their A-Game on their first matches.

I think this needs to be ironed well. Giving a mod power to veto a match is opening a huge can of worms. In the end, it will be up to the mod's discretion and again: who are you to say who I can or cannot battle?

The point of battling is supposed to be, y'know, to win. Even in training battles. Deliberately setting up or participating in a battle that you know full well that you are going to lose (such as Fire Arceus vs Sunkern) is counter farming because why else would you participate in a battle that you already know you are going to lose before you even send in teams? Counters in ASB are supposed to be things that are earned, which is why counter farming is considered a bad thing. We've had other methods of counter farming being used before such as 1v1 doubles (in which you enter the same mon twice so it gets twice as many counters) and we've already put the kibosh on those blatant methods. However, matches like Burn the Bellsprout and Crush the Combee haven't had the kibosh put on them when they really need to if we are to do something about counter farming.

Leaving it to mod judgement, while not a perfect solution, is the best solution to counter farming problems that has been suggested so far, and I am certain that there is no perfect solution to the problem, so we have to settle for as close to perfect as possible. If you have a solution that gets closer to perfect, suggest it. Bear in mind, "counter farming is bad" is being treated as objective fact now.

4) Also against the change on training items on the grounds of it being hilarious. Aside from Amulet Coin, the pokemon I want to train are usually the weaker mons, the ones that hardly ever get a KO (specially in singles). The change you are proposing is like saying: "use your training item on your strongest mon if you want to see results", which is IMO hilarious, as the whole point of training items (again, aside from Amulet Coin) is to speed up the growth of weaker mons.

This is why you do weakmons vs weakmons, not weakmons vs strongmons. That said, it could be potentially problematic in babysitter matches (ie, ones with a mixture of weakmons and strongmons). Because of this, I am changing my stance on the training items proposal to support but feel there needs to be discussion.

Also regarding the "ingame" argument, if you want to keep going on that route, you will need to abolish EC, MC and DC and stick only with KOC (and change the prizes rules quite a bit), since ingame the mon only gets any kind of experience (aside from day care and stuff like that) when an opposing mon is KOed.

Assuming you mean abolish the EC, MC and DC that get given out rather than abolish the whole concept of EC, MC and DC, this could potentially help resolve the counter farming issues.

---

I support King_Serperior's Block proposal but feel there needs to be discussion. The idea behind it is solid enough, but I'm not 100% sure about the formula.

---

After the Fake Out debacle on the last couple of pages, I am going to officially propose this version of Fake Out:
[box]Fake Out: The Pokémon strikes the opponent with immense swiftness using their hands/paws, creating a shockwave of air that pushes the opponent back, causing them to flinch. In Switch=KO, Fake Out only flinches on the Pokémon's first use of the move, even if resetting effects like Circle Throw, Dragon Tail, Roar, U-turn, Teleport, Volt Switch, or Whirlwind used by it or against it. In Switch=OK, Fake Out may only flinch if the Pokémon using the move hasn't used it since it was last sent out. Fake Out can still damage opponents after its first use since the Pokémon was sent out; it simply cannot flinch them. Fake Out is the fastest priority attack, beating out even ExtremeSpeed.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 3 | CT: Set[/box]

---

Finally, the council has made the following decisions:
  • Arena Trap: VOTE
  • Baton Pass: VOTE
 
I thought I'd leave the fixes to others, especially after that referee payment debate got out of hand (of which I must shamefully say that I contributed to getting out of hand), but I have to finally come around and act to try to stop what could be a disasterous change. Frosty has summed it up, so I'll just quote the part of the post where the argument matters to the issue I am worried about.

Gotta play the naysayer here, unfortunately.

4) Also against the change on training items on the grounds of it being hilarious. Aside from Amulet Coin, the pokemon I want to train are usually the weaker mons, the ones that hardly ever get a KO (specially in singles). The change you are proposing is like saying: "use your training item on your strongest mon if you want to see results", which is IMO hilarious, as the whole point of training items (again, aside from Amulet Coin) is to speed up the growth of weaker mons.

Also regarding the "ingame" argument, if you want to keep going on that route, you will need to abolish EC, MC and DC and stick only with KOC (and change the prizes rules quite a bit), since ingame the mon only gets any kind of experience (aside from day care and stuff like that) when an opposing mon is KOed.

Yes, the proposal regarding training items. Essentially, if you change the way training items work, their usefulness will plummet. The key point of training items is to train up weaker Poke'mon, and forcing them to get near-impossible KOes at their basic state to actually benefit from the item would defeat the purpose (and useage) of the items. Not to mention, some of us play for fun, and not to win; changing the training items would make this forum more compeditive-based, which would likely drive away potential players.

I am standing with Frosty on this issue. Keep training items the way they are.
 
It's amazing so much can happen while you're asleep. Suddenly Policy Center is abuzz with activities again.

Counter Counterfarming: I'll have to agree and state that it does not require discussion. I think much of the discussion has been done in this thread, and in the end, I think we can trust in the judgement of projmods and Councillors when it comes to Frosty's question of "who are you to say who I can or cannot battle?"

Auto-learn TMs: Like Frosty said, the problem "it takes too much to be good" cannot be solve with such universal distributed moves that lack coverage. I might suggest a few other counter-proposals, though, so for now I disagree but think that it merits more discussion.

Training Items nerf: The allure in Training Items is that they allow additional rewards beyond what offered in standard matches - that's why they cost quite little, and why they're frowned upon in serious RPs and Gym Leagues. So I'll have to go with disagree and thinks it does not merit discussion, because we'll then disregard the point in Training Items.

Block: I think the proposed damage formula is simple enough, and pretty logic, as well. Agree to it, but requires discussion to ensure community consensus.

Fake Out: Being the reff of Fake Out Triples, I can only say Agree to the change and that it needs no discussion.
 
Yeah, the more I think about it, the more I think the training item idea is terrible. So I am now opposing w/o discussion.

As far as Fake Out, NO, STOP NERFING DELIBIRD GDI!!! Nah, just kidding. But in all seriousness, using Delibird in a Triples Match, I say support w/o discussion. Fake Out too borked.

The whole stat boosting proposals definitely needs to go to a discussion, but I support some change to them.

Not much of an opinion on Block atm, but a discussion seems necessary.
 
Counter Counterfarming:agree and state that it does not require discussion

Auto-learn TMs:disagree but think that it merits more discussion.

Training Items nerf:disagree and thinks it does not merit discussion.

Block:Agree to it and does not require discussion requires discussion

Fake Out:Agree to the change and that it needs no discussion.

I'm lazy. And I ran a couple calcs and KS' formula looks pretty good at a glance so I don't think it needs discussion.
 
I'm kind of confused by the Block proposal; given that you've made an argument for the attacker to have both SC and WC factored in, is there any specific reasoning you have for factoring in the target's SC but not its WC? Moreover I'm sort of concerned by the fact that you're saying "a mere 24 damage" since that's really nothing to laugh at especially given that by doing that your opponent has wasted an action on not damaging you as well.

Even if it goes through, though, I'd say that something that increases damage to this degree should probably cost a little more than 6 EN.
 
The council has made the following decisions:
  • Anti-counter farming measures: VOTE
  • Free near-universal Moves: DISCUSS
  • Change to critical hits for multi-hit moves: DISCUSS
  • Change to training items: VETO
The discussion thread for free near-universal Moves will go up soon.
 
Sorry for the double post, but this needs to be brought to our attention.

Earlier in the feedback thread, we had a whole bunch of suggestions for what to do about stat-boosting moves. For your convenience, I have gathered every post containing a suggestion (partial or full) here:

Stat boosts/drops suck. They're low power, obscenely complex and n ear always less powerful than simply attacking. Let's propose a new system!

  • Atk, Def, SpA, SpD, Spe boosts and drops do not decay.
  • A boost to Atk, Def, SpA, and SpD increases the corresponding rank by one. A drop lowers the corresponding rank by an equal amount.
  • A boost/drop to speed multiplies speed by 1.5^(Stage), where Stage is the overall stage.
  • Increases in accuracy and decreases in evasion do not decay. if a Pokémon's accuracy stage is below 0, or a Pokémon's evasion stage is above 0, at the end of a round, then move the corresponding stat one step towards 0.

Simplifies and strengthens stat boosts, whilst keeping the safety mechanism against the more hax-based moves.

To be honest I prefer having them decay and speed multiply by 1.75. The first because in ASB pokemon tend to last for a while and you have the potential to turn a problem into...another problem.

The second because it's close to reality. A 80 speed mon with max EVs with +1speed is faster than a 120 mon with max EVs. I am too lazy to give actual calcs here, but if you just stick with raw 80*1.5=120 math, you will end up with an underpowered boost that isn't what happens in-game. Remember that, unlike in-game, you can't just sweep with extra speed. Its good, yeah, but not that good.

As for just sticking the boost in the BAP, I am all for it, as long as you just make it +1.5 always, so it goes from +1 to +3.375. If you just say its an additional rank, there is a big chance you will pass through rank 5 and end up with an actually weaker boost ._. .

Instead of altering ranks, which will actually be a nerf, it should be a multiplier of *(1+.1*Att)*(1-.1*Def) where Att is the offensive stat and Def is the defensive stat.
Examples:
+1 Mild Salamence Outrage vs. +0 Fidget:
-(12+3+1.5)+1.75=18.25 hp (now)
-(12+3+2.5)=17.5 hp (DF)
-(12+3+1.5)*1.1=18.15 hp (Me)

+0 Adamant Darmanitan Flare Blitz vs. +6 Whimsicott:
-(12+3+3+4)*1.5-10.5=22.5 hp (now)
-(12+3+3-4.5)*1.5=20.25 hp (DF)
-(12+3+3+4)*1.5*.4=13.2 hp (me)

+2 Modest Ninetales Fire Blast in sun vs. Tomohawk:
-(12+3+3+1.5)+3.5=23 hp (now)
-(12+3+3+4)=22 hp
-(12+3+3+1.5)*1.2=23.4 hp

-2 Adamant Flygon Earthquake vs. Mild Nidoking:
-(10+3+4.5)*1.5-3.5=22.75 hp (now)
-(10+3+1.5)*1.5=20.25 hp (DF)
-(10+3+4.5)*1.5*.8= 21 hp

+6 Adamant Snorlax Frustration (Lower hp) vs. Gallade
-(10+3+3)+10.5=26.5 hp (now)
-(10+3+9)=22 hp (DF)
-(10+3+3)*1.6=25.6 hp (me)

+2 Volcorona vs. -1 Alakazam
-(9+3+3)*1.5+5.25=27.75 hp (now)
-(9+3+6)*1.5=27 hp (DF)
-(9+3+3)*1.5*1.2*1.1=29.7 hp (me)

DF's proposal actually nerfs offensive stat boosts, while mine doesn't seem to do much until we start talking extremes (See Whimsicott) or layered bonuses (See Volcorona). Also, both proposals need SE to be better than the current one.
Obviously, it needs work, but I feel like that's in the general range that it should be.

Stat Boosters are still going to be so shitty, even if we try & buff them...

That is, in order to get stat boosters to even become usable with regular frequency (i.e. worth using on any Pokémon), outside of taking advantage of some moves like Protect, you have to break the things, & that would be a terrible idea, especially when the only Pokémon that can use Stat Boosters viably under the current system (e.g. Swoobat, Volbeat w/ Power Lens) can become broken as fuck if we did decide to "break" them.

So, in essence, if we are going to buff Stat Boosters, personally, I would just remove the decay, possibly increase the boost increment to 2 from 1.75, & be done with it. The only thing that confuses most users is the decay system, so just get ridding of it is an acceptable buff alone. Affecting Ranks is a pretty bad idea, since even w/o decay, all it does is reduce power, which kinda defeats the purpose of trying to buff them, since you are reducing their strength. Furthermore, most Pokémon do not tend to last long enough nowadays for something to fully decay, & if you are being haxxed with shit like accuracy drops & stuff, you can always just switch out, or use a phasing move.

This leads to the biggest problems as to why Stat Boosters will always suck on 95% of Pokémon, even with a minor buff like no decay: Not only is the boost so little to the point that you have to hit multiple times to deal more damage in the long run, but you are also completely vulnerable to anything while using them.

With the first point, basically, if you use something like Swords Dance with no items, you are wasting an action & 7 energy, just to deal an extra 3.5 Damage. 3.5. That means if you deal like 14 damage an action to an opponent normally, it will take you 4 actions of flat out dealing damage just to make up that lost action. And that is assuming no decay. The more damage you deal normally, the more actions you have to spend dealing damage to make up the lost action. The reverse is also true, but in reality, the lost action to boost, is generally not worth it, especially in a damage race.

With the second point, when you are using that action to raise your stats, you are a complete sitting duck that leaves you wide open for your opponent to take advantage of, using shit like Taunt, Torment, a recovery move, or even worse, one of: Haze, Clear Smog, Roar, Whirlwind, Circle Throw, & Dragon Tail. These 5 moves in particular are killer to the stat boosting user, since they wipe out your boosts, resulting in all those actions wasted for nothing (At the end of the round in Switch=OK for the last 4), & worse yet, the stat reducing moves you use can be wiped out as well with shit like U-Turn, Volt Switch, Teleport, etc.

All in all, Stat Boosters/Droppers are always going to be bad moves to use, unless you break them, & breaking them would be terrible for ASB Game Balance. So imo, just remove decay, possibly increase the boost increment to 2 from 1.75, & be done with the issue.

To be honest I kind of like the decay system since it encourages strategic play with your stat-changing attacks. All removing decay would do is encourage using the attack in the first couple of actions and that's really it.

I'd also like to note that stage-boosting attacks have become less useful as power creep has come into play (most notably items and our strange urge to make things better and better), since it's additive. For example, using Swords Dance on A2 gives you four actions of +2 Atk and three actions of +1 Atk, which comes out to 19.25 DMG over three rounds; the real payout, though, comes when you use it again later, which, due to the fact that stat changes only drop by one stage per round, means you can theoretically get up to 26.25 DMG purely from the second change, which is pretty good but not too great given Dogfish's point that ASB Pokemon don't tend to last for more than three rounds. Unfortunately I have to agree with IAR above here and say that they're really only going to be useful in pinch situations. Increasing the effect of each to +2 or -2 DMG could work, but then it might get a little out of hand for Simple users or Tail Glow; I haven't run calculations on these yet.

I think Speed stat-changing is a different matter entirely, though. They're pretty convoluted as it stands now and the system makes absolutely no sense whatsoever (1x, 1.75x, 3.5x and /1, /1.75, /3.5 what) and really powerful actually. A system I've been thinking about is essentially the same as the accuracy and evasion system we have, except with numerator and denominators of 2 instead of 3. That is to say:

  • The Speed multiplier starts out with a fraction of 2/2.
  • Each positive Speed stage increases the numerator by 1.
  • Each negative Speed stage increases the denominator by 1.
  • The Speed stage is determined by the sum of the positive boosts with the negative boosts (that is to say, +2 and -1 results in +1, not +2-1.)
It makes a lot of sense, and is more reasonable; in addition, it also emulates more closely the in-game Speed system. Below is a chart for the current system v my proposed system, given a Base Speed of 100.
Code:
Stage Boost | Current Sys | Proposed Sys
-3          | 19 (.190)   | 40 (.4)
-2          | 28 (.285)   | 50 (.5)
-1          | 57 (.571)   | 66 (.67)
+0          | 100 (1)     | 100 (1)
+1          | 175 (1.75)  | 150 (1.5)
+2          | 350 (3.5)   | 200 (2)
+3          | 525 (5.25)  | 250 (2.5)
As you can see the proposed system is a lot less ridiculous, particularly as the stage boosts are increased. This also makes overcoming the Speed drop from paralysis more difficult than it is now, as it should be in my opinion (a Scary Face right now drops Speed almost as much as paralysis, while it would only go halfway under my proposal).

tl;dr - Removing decay is bad. The current stat system for Atk / Def / SpA / SpD is probably as good as it's going to get. The current Speed system needs a change; a proposal is given.

Even if the pokemon increases from Rank 3 to 5 the damage increases by a total of 3, which is lower than the current system (3.5), while a SE attack does come out on top with 4.5 damage it's still barely enough to justify the nerf on most other cases which would only increase their damage output by 2 or 2.5, with a SE hit doing an extra 3 / 3.75 (4x SE doesn come out on top but again the number of cases does not justify the nerf in a majority of mons)

I'm in favor that Atk, Def, SpA & SpD increase/reduce total damage in 2 and to avoid the decay, this should boost them enough while avoiding breaking the mons that abuse them the most, also it could make some interesting strategies like boosting spread moves or making some powerful walls, considering that we have Focus Energy, Phazing Moves, Psych Up, etc... to control this moves I don't think we have to worry to much that such a boost will make them too good

I admit that the decay system is confusing. However, it is currently the only thing that gives any incentive (lol incentive and stat boosts) to use a +1 move over a +2 move or +1/+1 move. If you remove it, moves like Howl will be completely outclassed by moves like Swords Dance and Bulk Up unless you buff the Howl-like moves in some way.

I propose that, if we remove stat stage decay, that non-damaging +1 and non-damaging -1 moves will prevent the respective stat stage from being lowered or raised respectively for the rest of the round.

The other thing about the attack, defence, special attack and special defence stages as to why they suck is because their boost is calculated after weakness and resistance. For the most part, unless your name is Haxorus, you will want to try to hit your opponent on a weakness. If the opponent has a single weakness to the move, a 1.75 boost in damage is equivalent to a 1.1666... boost to BAP, which is really rather weak. If the opponent has a double weakness, it's equivalent to a measly 0.777... boost to BAP. Having the damage be calculated after weakness and resistance is really only significantly benefitting neutral and NVE moves.

Therefore, I propose that we keep the damage increase/decrease per stage at 1.75, but have it calculated before weakness/resistance. If you are worried about it getting out of hand for Simple users and Tail Glow users, you can simply increase the energy costs of Simple-boosted stat boosters and Tail Glow. I reckon 3 for Tail Glow and 2 or 3 per move's normal boost for Simple should do the trick.

Note that these two things I have proposed are independent of each other.

For the attack/defense/SpA/SpD boosts:

I agree with most people here that at the moment they suck in an unacceptable way, but some of the solutions I saw proposed seem just excessive or convoluted to me. In my opinion, the most simple thing to do is:

1) Bring the boost from 1.75 to 2
2) Put it before weakness/resistance multiplier
3) Remove decay

This way, these moves should become fully viable. And to be honest, much of the concern about their "brokenness" is completely unwarranted. Ask yourselves: how many Pokemon don't learn at least one of: Psych Up, Roar, Dragon Tail, Storm Throw, Haze, Heart Swap, Perish Song... There are a lot of ways to counter stat-up moves that I doubt they will ever risk to become broken. Not to mention that most Pokemon, at worst, can stat up alongside the foes.


As for Speed.... I was the main supporter of the change from 1.5 to 1.75, so let me explain. The idea was to try and reflect more closely the effect of in-game speed boosts, especially on +1 boosts. I gotta agree, though, that the progression is currently flawed. In my opinion, instead of 100, 175, 350, 525... it should've been 100, 175, 250, 325... and so on. This way you would possibly get the best approximation possible. As for negative boosts, I agree with everyone else in that they're too steep. In my opinion, it'd be better if, for the negative boosts, we returned to the old progression. So, what I'm advocating for is:

Speed Boosts
-6 0.25
-5 0.285
-4 0.33
-3 0.4
-2 0.5
-1 0.66
0 1
+1 1.75
+2 2.5
+3 3.25
+4 4
+5 4.75
+6 5.5

This should solve most of our issues, without returning to a system that unjustifiably underpowers Speed boosts, compared to in-game.


P.S.: I understand a lot of people are concerned about stat boosts, but I'd also like some comments on my crit proposal.

Given the sheer number of proposals on the topic, it is imprudent to go straight to vote unless one proposal garners an overwhelming amount of support compared to the rest. Still, feel free to vote on the general topic of changes to stat boosts now.
 
Just saying I'm retracting my own proposal (I only tossed it up to get people talking about the issue) and support Zarators proposal, moving to discussion ASAP.
 
Damn it, I've had enough with Confusion and Sleep sucking.

We all know that both of these statuses suck, and there's really no argument about it. I believe its fixing time:

Current Sleep/Confusion said:
If a sleeping Pokemon is hit with a single attack that causes sixteen (16) or more damage, it will wake up one action sooner.

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When a Pokemon receives sixteen (16) or more damage from a single attack, its Confusion Stage is lowered to 0; this means that the Pokemon snaps out of confusion when it moves next.
Frankly, 16 DMG from a single attack is ridiculously low. One SE 10 BAP attack (Thunderbolt, Ice Beam, Flamethrower, Stone Edge, Earthquake...) with any positive rank difference completely nullifying confusion or sleep pretty much means that if you put the status on the enemy, not only does the opponent have to worry about hitting himself, but the user has to severely limit the damage output of his or her own attacks so that they don't accidentally get rid og the status they put on the opponent.

Proposed Sleep/Confusion said:
If a sleeping Pokemon is hit with a single attack with a Base Attack Power greater than 12, it will wake up one action sooner.

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When a Pokemon is hit with a Base Attack Power greater than 12, its Confusion Stage is lowered to 0; this means that the Pokemon snaps out of confusion when it moves next.
Taking a page out of Outrage's book, with this proposal, the user of sleep move/confuse Ray/whatever can still actually deal any worthwhile damage, while really powerful moves like Overheat and combos will still instantly snap the opponent out of its confusion/sleep.

A simple fix to an obvious problem, really.
 
I agree with this proposal and think that it doesn't need discussion.
Now we need sleep to last longer...
 
I oppose the proposed fix to sleep and confusion if only because it used to be that way before but it was changed because how would Ice Beam not snap out a sleeping/confused Dragonite but Hi Jump Kick would, even though Ice Beam is clearly the more painful move to be hit by? If anything, Outrage and co should have their disruption criteria altered to be similar to those of sleep and confusion (with a different damage threshold possibly, but that's not what I'm here to talk about right now).

That said, while I think confusion is OK as it is, I think sleep needs a buff of some kind. The problem with sleep, however, is not so much that it's not hard to disrupt. The problem is it doesn't last long enough 2/3 of the time. Since Secret Power is the only damaging move that has any chance of causing sleep (and that's arena-dependent, although iirc the ASB arena gives it the sleep chance), putting someone to sleep almost always means you're sacrificing an action to prevent them from doing stuff. However, 2/3 of the time, you're only breaking even, which is really not good enough.

Therefore, I propose that the fix to sleep should be that it always lasts 2 actions (excluding Rest). If you still think 16 damage is too low a threshold for sleep and confusion, we can increase it to 18 damage, but I do not under any circumstances want it to be BAP-based because of what I said in the first paragraph.

Either way, we need to move any alterations to sleep and confusion to discussion.
 
imo alter the sleep counter to 1/2/3 with early bird getting 0/1/1

getting a free action every single time from sleep is too strong imo
 
Okay, I have fixed up the energy issue that Engi pointed out.

Dat's Original Block said:
Block: The Pokemon moves with unnatural speed to block off an opponent’s exit or attempts to gain distance. When used against a non-damaging evasive action, Block will nullify that action and do fixed damage equal to two (2) multiplied by the Block user's Weight Class. In a switch battle, the Pokemon also moves with an unnatural speed to block any attempt to switch the opposing Pokemon and the move's energy prevents the opponent from switching out that Pokemon in between rounds for the duration of the battle.

Attack Power: -- or Fixed Damage = 2 * User's Weight Class | Accuracy: --| Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: N/A or Yes | Typing: Normal | Priority: 0 or 2 | CT: Passive




New Block said:
Block: The Pokemon moves with unnatural speed to block off an opponent’s exit or attempts to gain distance. When used against a non-damaging evasive action, Block will nullify that action and do fixed damage equal to the user's Weight Class + the user's Size Class minus the target's Size Class multiplied by two (2). In a switch battle, the Pokemon also moves with an unnatural speed to block any attempt to switch the opposing Pokemon and the move's energy prevents the opponent from switching out that Pokemon in between rounds for the duration of the battle.

Attack Power: -- or Fixed Damage = (User's Weight Class + User's Size Class -Target's Size Class) * 2.5| Accuracy: --| Energy Cost: 6 + (user's WC * 1.5) | Attack Type: Other | Effect Chance: -- | Contact: N/A or Yes | Typing: Normal | Priority: 0 or 2 | CT: Passive

So, does anyone else have any comments, criticism, or any other issues about this change?
 
waterwarrior said:
Damn it, I've had enough with Confusion and Sleep sucking.

We all know that both of these statuses suck, and there's really no argument about it.
Since when did confusion "suck"? Apart from the fact that confusion always lasts one action less than advertised, there is no escaping from its mega-disruptive potential. Furthermore, the proposed solution simply causes mega-inconsistency & does not make sense. "Oh no, that 4× Super Effective Ice Beam on my Dragonite did not stop confusion, but that Hi Jump Kick did? What is this?!" Same goes for Sleep, but the counter for it could do with a little alteration, especially if the near-universal moves proposal goes through, since everything will be able to pack Sleep Talk to abuse Sleep.

These proposals get a no from me as it stands, with no discussion.
 
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