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#651 |
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Join Date: Nov 2011
Posts: 708
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Well, one of the sources for the "power creep" in OU is that there simply are more Pokémon now than before. The group of the 5% strongest non-legendary Pokémon in the game is getting bigger and bigger, with move- and ability-pools expanding even beyond that. Brought back a couple of generations, I think a current RU team could wreak havoc in the upper tiers of an earlier metagame.
As a rule of thumb, the strongest non-broken Pokémon in the game make it to OU, and as the general power level of all Pokémon increases, so does OU itself. The metagame becomes more fast-paced and hard-hitting than before, while the middle or lower tiers adopt the playstyle and power level of the previous generation's OU. The bar for competitive playing is raised a little bit for every generation. Last, I think that the average power levels of all Pokémon in relation to another might not change much from generation to generation, but the few % at the ends of the bell curve embraces an increasing number of 'mons. Just as strong Pokémon, moves and abilities are added in every game, so are crappy Pokémon, moves and abilities. In total, it evens out, but as we tend to concentrate on the strongest few percent, to us it appears to be a radical power creep going on. It's easy to forget that we get a Vanilluxe for every Hydreigon and a Zen Mode for every Regenerator. Gen. V Beedrill would completely smash the Gen. I metagame, but in Gen. V, it's still residing on the bottom of the barrel. I think hardly anybody bashes a relative power creep in NU. |
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#652 |
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Join Date: May 2012
Posts: 124
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Gen I has 12 OU Pokémon, II has 9, III has 7, IV has 11, and V has 13. In summation, fuck your power creep. We get viable Pokémon every generation, old or new. Having two Uber tiers or making UU the premiere tier are stupid. The metagame will shift, as metagames do. Changing tiers in this way is not a good solution to holding on to your precious Persian.
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#653 | |
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Join Date: Mar 2011
Posts: 96
New Zealand
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The number of boosts you could list for offensive pokemon just goes on and on. MoxieMence. Shell Smash. Quiver Dance. Chlorophyll Venusaur. Sheer Force. The number of boosts to offense are numerous - but compare that to the boosts to defence. In Gen 5, such boosts are almost nonexistent; there's Poison Heal Gliscor, for one. Ferrothorn is amazing too. But overall, the buffs to defence are infinitely outweighed by the boosts to offense, creating a trend line that is currently sharply erring towards a more and more offensive metagame. Hence, 'Power Creep'. To bring this post back on topic, this is definitely a trend that (imo) needs to be reversed (or at least held back to some extent) if we are to get a really enjoyable and skill based Gen 6 metagame. I feel like a lot of the problems with gen 5 could be fixed if only we were able to more competently counter some of the meta's top offensive threats. Last edited by FrostFire; Feb 3rd, 2013 at 3:22:32 AM. |
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#654 | |
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Join Date: Oct 2009
Posts: 1,074
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FrostFire is right. The offensive options in Gen 5 completely out shadow any defensive ones. I expect Gen 6 might be the same since game freak will likely add more variants of psyshock/secret sword/psystrike, possibly for physical attackers. Other possibilities are draco meteors for fighting types, ghost types, even better special rock moves. It's easier for them to make cool powerful mons.
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A nice way defense could be viable again is another major game mechanic, like the physical special split. In this change, pokemon would deal less damage if they fell below certain levels of health. IE there are 4 zones. 1-25,26-50,51-75,76-100% health. At the best health, a pokemon does the most damage, but this falls off only slightly at the lower zones. This makes defensive pokemon much more viable since they have recovery and aren't attacking, while it becomes easier to wall things that take spikes damage. Last edited by Eggbert; Feb 3rd, 2013 at 3:01:53 PM. |
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#655 | |
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Join Date: Sep 2012
Posts: 104
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This doesn't even mention stuff like Choice Band and LO. What items has defense gotten that are even close to that level? |
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#656 |
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Join Date: Oct 2012
Posts: 108
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I'd say Eviolite and Leftovers far surpass that, but eviolite only buffs formerly useless things that need it. Like chansey which, though formerly useless, now has a niche. The difference is that Eviolite takes subpar defensive pokemon and makes them average, whereas Life Orb takes average offensive pokemon and makes them great. That's why offense prevails despite the introduction of things like eviolite.
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#657 |
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Join Date: Sep 2012
Posts: 104
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Eviolite is definitely better, but it only helps things that are would be useless otherwise. I love that it was introduced(bulky Scyther in RU yesplz), but it doesn't help OU at all(even Chansey dropped).
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#658 |
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Join Date: Sep 2012
Posts: 14
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What I think would be a great addition next gen is a variation on Rapid Spin. Something that would have the same effect (clearing the field), but not normal-type. Maybe water or fire, to get it a different set of immunities (Jynx/Arcanine for OU?), and/or, make it a support move, and therefore vulnerable to Taunt?
This reduces our obsession with Ghost-types and the few rapid spinners we do have (sorry Starmie), and I think, if properly distributed, can lead to more interesting hazard play. Assuming an increase in hazard inducers (I think this is a safe bet, seeing as GF was fine making Stealth rock a tutored move this gen), as well as this increase (both in # and diversity) in “Spinners,” we could end of seeing more back and forth hazard battles, with them being set up and removed multiple times throughout the match . ---- On another note, an interesting type people often toss out is Poison/Steel. I think this is cool from a metagame perspective, maybe as a bulky attacker, keeping that Dragon resistance, neutrality to Fighting, but getting destroyed by Ground. Poison Heal seems reasonable, which would give the stall people some love. But it’s other ability… Mega/Super/[other similar adjectives] Cannon Similar to Iron Fist, this would boost a certain “type” of attack, namely cannon/shooting based ones. This would be the signature ability of this guy, whom I envision having a gigantic cannon on its back (I guess kinda similar to Genesect, but less robot-y, maybe more amorphous, being Poison and all), to take advantage of STAB Sludge Bomb and Flash Cannon (Gunk Shot too, on the physical side). These two attacks get great neutral coverage (resisted only by Steel), and a 20%ish boost to their damage could make them more competitively viable. |
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#659 | |
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Join Date: Aug 2009
Posts: 820
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How about no. |
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#660 |
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Join Date: Jan 2013
Posts: 46
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My idea for a ground type Eevee:
HP:110/424 Atk:130/394 Def:65/251 SpA:60/240 SpD:65/251 Spe:95/317 Ability: Sand Rush Of course it probably wouldn't get Rapid Spin but do you guys think it would be broken? |
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#661 |
Join Date: Mar 2012
Posts: 337
Where the ocean bleeds into the sky
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Depends on it's moves and the metagame.But usually Eveelutions have poor offensive movepool and I doubt this would even get swords dance.So I don't think so.
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#662 |
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Join Date: Sep 2010
Posts: 694
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Speaking of Rapid Spin alternatives, how about a move like this:
Name: Earthshaker Type: Ground PP: 10(16) Power: 50 Effect: moves a random entry hazard (one layer of Spikes, one layer of Toxic Spikes or Stealth Rock) to the opponent's side. Ideally this move should get a wide distribution (same as Earthquake), including pokemon with Mold Breaker so that Gengar and Giratina-O don't become absolute must have as spinblockers. Since Ground is the most common immunity in the game, it would be easy to block this move without overcentralize the metagame. This way this move and Rapid Spin wouldn't outclass each other. 50 BP because while I don't like the pathetically low base power of Rapid Spin, I don't think this move should double as a sweeping tool given its good secondary effect. |
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#663 |
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Join Date: Dec 2011
Posts: 12
Boston
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I like _Rayquaza's general idea for the move--I think that a Rapid Spin clone is long overdue--but I don't really like moving one random entry hazard to the other side. After all, moves in general are based on real physics, so maybe if it just cleared an entry hazard layer or two it would make more sense.
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#664 | |
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Join Date: Oct 2009
Posts: 1,074
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This wouldn't be like a burn cut in damage, just a few percentage points. |
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#665 | |
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Join Date: Oct 2012
Posts: 75
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Say, if a pidgy has 100% health instead of doing 47%-53% normally to a rattata with tackle, it would do 50-53% damage instead (cutting out that lower half of the RNG), however as a pokemon drags on in battle, it's attacks may become more shaky and would eventually fall back to doing 47-53% damage as normal. It could also work as a defiance type mechanic, where the boost comes when the pokemon is at low hp rather than high hp. Regardless I think the only way to make a change like that which wouldn't piss more than half the community off, would be to make it so insignificant that it would end up being a waste of GF's development time and make the pokemon damage formula more complicated than it needs to be.
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#666 |
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Join Date: Oct 2010
Posts: 478
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I feel like this concept would work better before shit like Eviolite Chansey existed. Now we've got walls that are nearly unbreakable beyond the power of the fifth generation. You're stripping that power and those walls that CAN be broken are now too tough because you just took 25% from Spikes.
Actually, this would be bad in a completely different way. The metagame would revolve around hazard stacking and bulky Pokémon, and make bulky set-up attackers almost literally impossible to break: Tyranitar Curses up to +3; Choice Band Terrakion ordinarily has no trouble as Close Combat still OHKOs; unfortunately, the shuffling and hazards earlier in the match have reduced Terrakion to only, say, 75% of his usual power; Tyranitar lives Close Combat, KOs, and proceeds to sweep your team because nothing else you have is powerful enough to break through, or they're too weak to hit hard enough to finish him off. This is no better than the weather wars and stall's non-existence of today.
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FaceFaceFace: "Genesect is like the Terminator. Scary when he's coming after you, absolutely lovely with ridiculous punch-lines when he's on your side." |
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#667 | ||
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Join Date: Oct 2009
Posts: 1,074
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#668 |
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Join Date: Oct 2010
Posts: 478
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Okay, that puts me at ease more. I still feel like this would make Stall king to the same extent weather is, and no one thing should be that powerful. Even bulky set-up sweepers with Taunt isn't perfect, as you're then limiting them to only stuff that carries near-perfect or perfect coverage in two moves and Circle Throw and Dragon Tail still exist. So now you need Sub, Taunt, and a set-up move, while being a Pokémon with excellent bulk so they don't lose too much power too quickly.
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FaceFaceFace: "Genesect is like the Terminator. Scary when he's coming after you, absolutely lovely with ridiculous punch-lines when he's on your side." |
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#669 |
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Join Date: Oct 2009
Posts: 1,074
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Not necessarily, there are many options because of all the new sweepers we got in BW. Reuniclus with magic guard would be really powerful due to recover and magic guard. Regenerator and the new pokemon that get it would be as well. I don't expect gamefreak to care too much about balance, so we will probably be getting tons of more powerful sweepers in XY. This would do just a bit to even the playing field.
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#670 |
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Join Date: Feb 2013
Posts: 26
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It would be nice if we had a fire type entry hazard called "Stealth Flame" that works very smilar to stealth rock. Steel types could use a slight nerf.
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#671 |
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No, I do not speak German, but I wish I could.
Join Date: May 2012
Posts: 775
ON A GIRL ROOM :3 :3 :3
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Lol, Stealth Flame would be very broken. Scizor and Ferrothorn would take 4x damage from it, probably making both unviable. Speaking of which, Stealth Flame would be a boon to Water-types and rain teams in general, this may seem like an irony, but this would allow them to get past three things that rain struggle with: Celebi, Ferrothorn, and Amoongus. Dragon-types would also appreciate Stealth Rock to break through Steel-types more easily. Lastly, it would nerf Ice-types even more than they are already nerfed: For example, with Stealth Flame, Stealth Rock, and three layers of Spikes, a full-health Abomasnow would be OHKOed just by switching-in. A Fire-type Stealth Rock would not help as Steel-types do not need a nerf and it would just make them unviable (same with Grass-types) or harder to play, thus contributing to Rain teams and Dragon-type dominance.
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#672 |
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Banned deucer.
Join Date: Oct 2012
Posts: 549
Texas
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Regarding Stealth Flame, Bug types would go also down the toilet. Being weak to basically all forms of entry hazards in addition to Stealth Flame while being only an okay typing in itself at best. Ouch. Also, though more stall equals more diversity, dear god I hate stall. Bulky offense is fine, but I like the pace of the metagame in general, a nice fast pace tempo that also pays off for smart switching to defensive mons at the right time. But just adding defensive behemoths like Ferrothorn seems awful. And dear god Gamefreak, please no more bulky haxy shit like Jirachi. I hate that thing. NERF SERENE GRACE!!!
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#673 | |
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Join Date: Aug 2011
Posts: 426
Hooters
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Quote:
You see what I mean? Why make offense more of a presence when it's already more present then it ever has been before?
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#674 |
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Join Date: Feb 2013
Posts: 26
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Okay maybe it would be broken. Yeah. rain definitely does not need a buff.
Another think we could do is make tailwind into a move that isn't completely useless. Make it last 5-8 turns instead of three. Or if 8 is too much make it strictly 5 or 6. They made a potentially good move useless by not making it last very long. |
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#675 |
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Join Date: Mar 2010
Posts: 1,825
In the world, but not of the world
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Stealth Grass is probably a better idea. It nerfs water types and rock-types like tyranitar and Terrekion, and boosts mainly defensive mons - Ferrothorn, Tangrowth, Bug-Types, and Fire-types, which really need help. Though it boosts steels, that's fine because most of them are defensive.
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