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#576 | |
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Join Date: Feb 2011
Posts: 2,999
Mmm... Ice Cream!
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Starmie: Hydro Pump (though with +Spe becomes irrelevant) Blizzard Thunder Zap Cannon (with +Spe) Mollux: Fire Blast Heat Wave Gunk Shot (?) Toxic (?) Lanturn: Hydro Pump Thunder Blizzard Bounce (?) Volbeat: Zen Headbutt (?) Thunder Watchog: Super Fang Hyper Beam Giga Impact Iron Tail Hypnosis Focus Blast Thunder (But then again, is Watchog...) Many good moves right? Oh yeah, it's only a 10% acc boost... that also helps your opponent and thus leaves you more vulnerable to Jump Kick, HJK & Cross Chop (Watchog), Fire Blast & Heat Wave (Volbeat), Megahorn (Starmie), Power Whip (Starmie & Lanturn), Stone Edge (Mollux & Volbeat), Thunder (Starmie), Hurricane (Volbeat), Blizzard, Hydro Pump, Dragon Rush, Gunk Shot, Hyper Beam, Will-o-Wisp, Hypnosis, and a BIG etc... You say you Don't HAVE to activate it yes, but every pokemon, or at east every decent one, has a couple of this moves, many times more, and only activating it in the ones that don't is just not realistic, you're just gonna end up not using it at all, you might use it against mons you have already an adventage agin, but you're never gonna bother against anything that has suc a high powered attack, In doubles and triples the risk increases and the abiity is just dead weight, why even bother when other using more reliable methods than don't hep your opponent exist? So I really thing Illuminate changing is good, but leaving it as a simple Victory Star clone rather than this weird No Guard hybrid that pleases nobody is not, I still have issues with the no stacks, but for now, that's it. |
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#577 |
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Points out the obvious
Join Date: Mar 2010
Posts: 6,566
A country full of spiders
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If we want to fix Illuminate again, then a Victory Star Clone is not going to cut it in my books. Illuminate is supposed to be an ability that can be turned on or off, because flavour-wise, you cannot keep up a light forever. And with every ability with a switch, there is supposed to be boons & ills resulting from it. New Illuminate makes very good sense flavour-wise, since you light up an area, you can find an opponent more easily, & the other way around.
Also, from a competitive standpoint, being vulnerable to other moves is not as bad as making your moves more accurate, imo. I mean, +Speed Starmie gets access to stronger coverage moves with Thunder & Blizzard becoming as accurate as Thunderbolt & Ice Beam. +Speed Mollux gets 100% Heat Wave, Toxic, & Fire Blast, more importantly. Volbeat...meh, but Watchog also benefits from the boost with 100% Super Fang, Hyper Beam, Giga Impact, Hyper Fang. Zen Headbutt, Aqua Tail, & an improvement in accuracy to a host of moves. Also, this risk thing you talk about in Doubles+ is not as bad as you make it out to be. If you are spamming moves like Heat Wave, Icy Wind, Rock Slide, Blizzard, etc., then Illuminate is obviously going to be to your benefit in a way, since the chances you are going to miss drop/diminish. True it helps your opponent as well, but if you plan to spam such moves, then obviously, enabling Illuminate is worth it. The bottom line is that new Illuminate is not as terrible as you think, but it makes sense flavour-wise, & basically, it is risk vs. reward. New Illuminate is balanced, & that is what matters in terms of the health of the game. |
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#578 |
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Join Date: Feb 2011
Posts: 1,939
Siberia
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Leethoof tentatively throws out ideas. I remember we once had this brilliant idea to give Levitate mons DW abilities, but that was back during the "GENEGGAARRR OP PLS NERF" phase of our ASB history, and instead we compensated by trait-ifying it. I'd like to bring up this suggestion once again, mostly because I enjoy meddling in game mechanics for no apparent reason.
We as a community (or rather, the Council) could brainstorm suitable abilities for said mons. To be honest, a lot of levitate mons are below average, and an extra ability could be just the umph that they need. Rough list of ideas that I came up with (a majority of them probably only make sense in my mind): Gengar Line: Poison Touch, Infiltrator, Insomnia, Pickpocket Weezing Line: Stench, Aftermath, Unaware Mismagius Line: Frisk, Sniper Unown: Wonder Skin, Magic Guard, Something super strongth Flygon: Sand Force, Sand Veil, Serene Grace, Regenerator, Sand Rush Lunatone: Sturdy, Solid Rock, Drizzle Solrock: Sturdy, Solid Rock, Drought Claydol Line: Sand Force, Telepathy, Magic Bounce Duskull: Cursed Body for all teh ghostses Chimecho Line: Soundproof, Filter, Serene Grace, Simple Bronzong Line: ... Carnivinve: Clorophyll duh, Leaf Guard, Sticky Hold, Hyper Cutter Rotoms: Static, Motor Drive Eelektross Line: Analytic, Volt Absorb Cryogonal: Ice Body duh Hydreigon Line: Defiant, Intimidate, KEEN EYE, Insomnia, Inner Focus Yeah pretty much none of those made sense. Anyways, DISCUSS! |
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#579 | ||
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Join Date: Mar 2012
Posts: 1,153
Malaysia, GMT +8
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Well, just thought I'd repost some issues that were slightly lost amidst radical fixing of Illuminate, debate for signatures/autographs, and current discussion of Forewarn.
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<Birkal> if pwnemon was my little brother, I would beat some sense into him <Birkal> and then take him out for tea and scones <Birkal> and then we'd talk ASB and grow facial hair together <Birkal> like proper brothers ASB Player | ASB Ref |
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#580 |
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Join Date: Jan 2009
Posts: 4,361
Deity of Misfortune
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Proposal 1 - Traits
Proposal 2 - Levitrait
Proposal 3 - Wonder Guard
Proposal 4 - Leech Seed
Just tossing some ideas out there.
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ASB Ruling? It might be here! 02:47:37 AM ~ <%Objection> i'm neutral on boobs |
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#581 | |
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Join Date: Nov 2011
Posts: 1,978
Hiding yo husbands
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Levitation is a common aspect in the Pokemon world, and I feel we must respect that, even if ingame did not give them abilities that blatantly state "THIS POKEMON IS FLOATING IN THE AIR". If we get rid of Levitrait, then several Pokemon will make little sense. Azelf can't be hit by EQ, why should Klinklang? (just an example). tl;dr Supporting all of df's proposals except the removal of Levitrait
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CAP ASB Team Pwnemon: i was raped by my left hand once <Ditto> It's not racism if I don't consider them people |
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#582 |
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Join Date: Feb 2011
Posts: 2,999
Mmm... Ice Cream!
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I see no reason to the change in Leech Seed, I find it hardly overpowered and there are very few pokes with enough Hp to steal 4 Hp per turn (and even less to 5, which is just Chansey and Blissey)
I support proposal 3 tough |
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#583 | ||||
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Join Date: Jan 2009
Posts: 4,361
Deity of Misfortune
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Saying "It makes little sense" could act as justification for many pokemon to get many other abilities. Not a slippery slope I wish to go down myself - It wouldn't weaken the current levitate pokemon (Who would simply have it as an innate ability rather than a trait). Quote:
Pokemon taking 4 DMG/A from Leech Seed
A large number above are immune for various reasons mind, but yeah.
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CAPASB Team & Reffing Profile
ASB Ruling? It might be here! 02:47:37 AM ~ <%Objection> i'm neutral on boobs Last edited by Dogfish44; Nov 29th, 2012 at 2:19:18 PM. |
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#584 |
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Join Date: Jul 2012
Posts: 2,834
Brazil
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I agree with Dogfish on Wonder Guard.
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Nobody is going to die on my watch.....And ASB team <Gem> that dick <Gem> i like <Gem> :D |
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#585 |
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Join Date: Mar 2008
Posts: 3,186
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I fully agree with Dogfish regarding traits (including Levitate), don't have an opinion about Wonder Guard and I think Leech Seed is fine as is.
4 abilities Klinklang on the Subway is just ridiculous. Also, this entire trait thinge seems EXTREMELY arbitrary. There is no ingame or manga/anime (although I don't watch those anymore, so I may be wrong) precedent of those traits. Before anyone says "but it floats above ground!", I recommend you check the EQ animations of Stadium and PBR. Any pokemon that isn't able to get some good altitude will be hit by the ground.
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#586 |
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Join Date: Jan 2009
Posts: 4,361
Deity of Misfortune
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Whilst I'm bringing up issues: Do we round speed when we raise/lower it, or round it (If so, how?). This is not addressed clearly anywhere I can see, and for some moves (Electro Ball and Gyro Ball come straight to mind) this could be worth a fair chunk of damage.
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CAPASB Team & Reffing Profile
ASB Ruling? It might be here! 02:47:37 AM ~ <%Objection> i'm neutral on boobs |
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#587 |
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there is actually no underscore in my name
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Moderator
Join Date: Jan 2008
Posts: 5,484
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In battle speed boosts are always truncated.
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#588 |
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Points out the obvious
Join Date: Mar 2010
Posts: 6,566
A country full of spiders
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Actually, iirc, Levitate was the first ability to become a trait, so...In my opinion, I personally agree with changing the types of all abilities in question but Levitate. I mean, how is a Bronzong supposed to move in a zero/one ability match, lol. What about Lunatone & Solrock. . .So I would just keep Levitate as a Trait for flavour reasons.
Also, before Forewarn goes to the Council, I want to get some last opinions on the potential versions we could have... Current Forewarn: Type: Innate This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (×2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy. Pokemon with this ability: Drowzee, Hypno, Jynx, Smoochum, Munna, Musharna, Necturna. Evasive Version Forewarn: Type: Innate This Pokemon has the ability to sense the opponents attacks, and tend to be more evasive in nature. When this Pokemon uses the Dodge command, the Evasion rate of Dodge is increased by a percentage (%) of one (1) plus (+) double (×2) the move's base attack power used by the opposing Pokemon targeting this Pokemon (The Dodge rate is still capped at 50%). When this Pokemon uses Evasive Agility or Evasive Teleport, this Pokemon will also evade moves that can target more than one Pokemon in addition to its current evasive properties. Pokemon with this ability: Drowzee, Hypno, Jynx, Smoochum, Munna, Musharna, Necturna. Grazing Version Forewarn: Type: Innate This Pokemon has the ability to sense the opponents attacks, and tend to be more evasive in nature. When this Pokemon uses the Dodge command, Evasive Agility, or Evasive Teleport, if this Pokemon takes damage while using either command, then the final damage inflicted to this Pokemon is halved (×0.5). Pokemon with this ability: Drowzee, Hypno, Jynx, Smoochum, Munna, Musharna, Necturna. Anticipation Clone Forewarn: Type: Innate This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and if hit by either move, then the BAP of that move is reduced by two (2). Pokemon with this ability: Drowzee, Hypno, Jynx, Smoochum, Munna, Musharna, Necturna. Either way could work, but I do not want no change, & I want to steer away from the Anticipation Clone thing, since Forewarn does not tell the user if they have super effective moves in game...Thoughts? |
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#589 |
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take into the air...
Join Date: May 2009
Posts: 6,143
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I actually made a post about traits sometime back here, which links to the original implementation of Traits if anyone is interested in the reason why they were made in the first place.
I like all of Dogfish's proposal, although I'd argue for keeping the Levitate command and giving the current Pokemon with the Levitate Trait the Levitate command instead, since honestly I don't see a lot of non-Flying yet winged Pokemon obviously capable of flight (e.g. Volcarona) getting hit by these attacks. Also in-game pretty much everything has the floor function applied to it. I've also got a proposal of my own that I posted some time back:
Proposal - Change the Reflect / Light Screen cap to affect all moves, not just combinations
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#590 |
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Join Date: Aug 2010
Posts: 4,004
Maryland
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i completely agree with df's proposal, with engi's addendum
also i agree in all instances "not being bullshit" should 100% trump flavor, including in the case of levitate.
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[11:56pm] Pwnemon: statutory rape and all [11:56pm] bmelts: i have such a huge boner right now [9:28pm] Kadew: pwnemon that signature is like an x marking the spot of treasure, except instead of treasure its a pile of humorous garbage that turtles crapped out |
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#591 | |||||
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Points out the obvious
Join Date: Mar 2010
Posts: 6,566
A country full of spiders
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#592 |
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Join Date: Sep 2008
Posts: 5,096
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OK, looks like a lot went down while I was finishing up a bunch of assignments. Let's see what we've got here ...
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<dogfish44> I got a suprise KFC ^.^ <Glacier> kinky fat chick? |
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#593 |
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Join Date: Feb 2011
Posts: 2,999
Mmm... Ice Cream!
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Why not keep Levitrai, but make an objective criteria for Pokemon to be allowed to have it, I think something like:
Pokemon with Wings that are seen as flying as it's main medium of transport (be it spirits or Anime) get Levitrait Pokemon without Wings that float (according to Anime precedent or other stuff) or have them but use them only on occasion get Levitate by command (maybe we should power it up to at least be the same as Magnet Rise so the change doesn't hit them too hard) Thus erasing whatever is that makes Magnezone different to Klinklang and giving an measure so nobody can object as to why one mon gets it and another doesn't |
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#594 |
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Join Date: Jul 2012
Posts: 2,834
Brazil
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Nobody is going to die on my watch.....And ASB team <Gem> that dick <Gem> i like <Gem> :D |
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#595 |
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Join Date: Jul 2012
Posts: 2,834
Brazil
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Ok, so we all know one thing:
Rock Smash sucks. Rock Smash: The Pokemon smashes the ground or a free-standing boulder near the opponent, shattering it to pieces. The quick impact of the rocks can lower the opponent's Defense by one (1) stage. Attack Power: 4 | Accuracy: -- | Energy Cost: 3 | Attack Type: Physical | Effect Chance: 50% | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive While the likes of Gust and Rock Throw got a small boost to combos that makes them somewhat useful Rock Smash is still a terrible move (specialy given how stat drops arent that good here). After talking about this on IRC, we reached 3 suggestions to make Rock Smash worth using. Rock Smash: The Pokemon smashes the ground or a free-standing boulder near the opponent, shattering it to pieces. The quick impact of the rocks can lower the opponent's Defense by one (1) stage. If used against a rock type, it's BAP and energy cost are doubled. Attack Power: 4 | Accuracy: -- | Energy Cost: 3 | Attack Type: Physical | Effect Chance: 50% | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive This gives some Fighting coverage (To an extent) for pokemon that cant learn something better (Such as Kricketune, but then again, it is Kricketune.). To compare, a Rock Smash on a Rock type would be a Crunch clone with better chance to lower the Defense stat. Flavor wise, the move's name implies it can Smash Rocks AND thats the move's whole point in game, so an extra effect on Rock types makes sense. Another suggestion is this: Rock Smash: The Pokemon smashes the ground or a free-standing boulder near the opponent, shattering it to pieces. The quick impact of the rocks can lower the opponent's Defense by one (1) stage. The impact prevents Sturdy from working for 6 Actions. Attack Power: 4 | Accuracy: -- | Energy Cost: 3 | Attack Type: Physical | Effect Chance: 50% | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive Given how most Rock types have Sturdy, that also makes sense flavor wise and makes the move much more useful. On the other hand, we can change Rock-Smash so it doubles the final BAP if used in a combo with a fighting move (Like Gust does for wind-based moves). Thoughts?
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Nobody is going to die on my watch.....And ASB team <Gem> that dick <Gem> i like <Gem> :D |
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#596 |
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Join Date: Aug 2010
Posts: 4,004
Maryland
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so
i'd really love to see the council address a couple of things - first, we need to address ref compensation in case of player dq. the current situation is frankly shit, and refs always get undercompensated for their time. if the council doesn't do something about this i will personally murder you all >:l secondly we need to implement df's proposals that turn levitate from a plague back into an ability, or at least discuss them in a council thread, because levitrait 4 everyone is bs
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[11:56pm] Pwnemon: statutory rape and all [11:56pm] bmelts: i have such a huge boner right now [9:28pm] Kadew: pwnemon that signature is like an x marking the spot of treasure, except instead of treasure its a pile of humorous garbage that turtles crapped out |
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#597 |
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Don't cry, little one
Join Date: Mar 2008
Posts: 3,459
Italy
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Before you start reading this, I want to make clear a few things:
1) This post is being written in the wake of an IRC discussion with several ASBers which happened yesterday, not because got hit on the head today while tidying up my room 2) This post will probably stir up a shitstorm. So, please, don't try to gutrip me, don't jump to conclusions, and stay reasonable. Please read everything I will say before replying. Most of you are probably aware of the big mess CAP 4 has been, due to BMB's questionable leadership. The first thing which dawned to my mind (and not just to me, I believe), is that Aurumoth is potentially very broken for ASB. Let's take a look at stats first: Bug/Psychic HP 110 Atk: Rank 5 Def: Rank 4 SpA: Rank 4 Spe: Rank 2 Spe 94 Size Class: 4 Weight Class: 5 Abilities: Weak Armor, No Guard, Illusion The first thing that is immediately apparent is Aurumoth's beastly offensive potential. If it runs a Quiet Nature (which is hardly an issue, thanks to No Guard), it reaches 5/5 offenses, backed by a defensive layout that rivals Dragonite's one (who indeed boasts the same offensive stats). Now, why would Aurumoth push the edge, unlike Dragonite? The answers are many, actually: 1) Illusion: This is the biggest worry in my opinion. Aurumoth has the full potential to completely disrupt any Pokemon treating him as the wrong Pokemon... and there are a LOT of Pokemon Aurumoth can disguise as which have the same destructive potential (Most Fighting types, many Steel types, several Rock types, etc) 2) Movepool: A simple comparison between Aurumoth and Dragonite shows how the former is on a whole new level from ASB's perspective: Physical movepoolAt a first glance, it's obvious that Dragonite's movepool is larger. It also gets a few assets Aurumoth misses out on (priority, Brick Break, Dragon Tail, Bulldoze/Earthquake to name a few), but as far as sheer power goes, Aurumoth probably has a (small) edge over Dragonite here. STAB Megahorn, backed by No Guard, outshines absolutely everything Dragonite can muster, even because Bug has a much better supereffective coverage than Dragon (and SE coverage > Neutral coverage in ASB, from my experience). But it doesn't end here. Dragonite may have Superpower, Earthquake, Stone Edge, and so on... but Aurumoth has Close Combat, and this alones means a lot (not to mention Feint and its utility in Doubles). Still, all things considered, Dragonite may have an overall edge in this area (Sky Drop, Dive, and Fly can't be underestimated), but Aurumoth isn't very far behind. Special movepool Again, Dragonite's movepool is undeniably larger. It also gets a VERY powerful STAB in Hurricane, and Aurumoth has little to oppose in this sense (although with the recent fixes, Psychic is not far behind, and a lot more reliable). But once again, coverage comparison is very tricky. Aurumoth may miss out on Fire-type moves, but it gets Solarbeam, Hydro Pump, Shadow Ball... and basically everything else Dragonite can boast - Ice Beam, Thunderbolt, Focus Blast... you got the picture. While I was willing to say Dragonite has a better physical movepool, I believe Aurumoth gets the edge when it comes to special offense. Support movepool As you may expect, this is the tiebreaker - and a tiebreaker which is completely onesided. First of all, let's look at what Dragonite has over Aurumoth: Agility, Bide, Detect, Endure, Haze, Heal Bell, Sandstorm, Thunder Wave... there are some assets here, indeed. But what happens if we look at what Aurumoth has over Dragonite? Heal Pulse, Wish, Counter (I know technically it is a physical attack but whatever), Disable, Ally Switch, Will-O-Wisp, Magic Coat, Skill Swap, Trick... and I didn't even mention everything! A lot of ASB's big hits are here, and this includes a lot of disruptive moves which can go wonderfully with Illusion and that kickass offense to secure an immediate advantage for Aurumoth from the getgo. ------------------------------------------------------------------------- Now, let's take a deep breath. I haven't written this thread to discuss Aurumoth's brokenness (or not such). What's interesting, though, is the conclusion that spurred from the first debate about CAP 4. It quickly became apparent to a lot of us (I'm referring to the IRC convo) that there was something inevitably off between CAP and ASB. To put it as briefly as possible, CAP doesn't make Pokemon taking ASB into account. This is obvious, but it also means that, realistically, we have absolutely no assurance that a CAP can or can't break ASB, because the two systems are so different that something crucial in CAP can be worthless in ASB and viceversa (Consider Quiver Dance and Magic Coat or Disable, for example). It shouldn't come as a surprise, therefore, that a CAP which is balanced in itself could be too much for ASB, and viceversa. The two systems are just too different, as I already said. Someone could say "But no Pokemon has been created for the ASB mechanics!". And it is true. Someone in IRC mentioned this as well. But consider the following three points: 1) Our tiering system (I'm using this word in a loose meaning of "what's available to us") is very different from Smogon's, and funnily enough, much closer to GF than theirs. This is a natural consequence of the radically different systems. Smogon may find Excadrill overwhelming, but no ASBer in his right mind would think the same thing within ASB. The same is true for Blaziken, etc. On the contrary, many of the legendaries Smogon allows in OU (Like Landorus, Terrakion, Cresselia, Kyurem, etc) would be VERY dangerous in ASB if ever released. 2) In the metagame CAP works for there are a lot of Pokemon which are unavailable (mostly) in ASB. For example, the gap in power between OU's Electric-types and ASB's Electric-types is appalling (right, Dogfish?^^) 3) When the ASB system was first created, we did consider the existing Pokemon, and tuned the mechanics to make sure they couldn't be overwhelming. Maybe Pokemon weren't made with ASB in mind, but ASB was certainly made with Pokemon in mind. The same thing obviously can't be said about any future CAP which could be created. I hope this extended answer clarifies why I believe CAP creations have a sort of "special place" in our discussion. ------------------------------------------------------------------------- Now, on to the main point of this post. Our system has been generally referred to as CAP ASB. With CAP meaning, generally, the addition of the Pokemon created by the CAP process. These Pokemon, however, are often more of a source of problems than anything else, because of the reasons I stated above. Not to mention all the rumors about ASB influencing the CAP process and viceversa that ran amok in the past months. Therefore, I want to make the following proposal. Let's sever our boundaries with the CAP process This means, in practice, stop adding CAPs to the ASB meta. For the sake of common sense, I'd allow the ones up to Mollux to be kept - if anything because of how many ppl already own them etc. But for the future, I suggest we take either of the following two avenues: 1) We "freeze" the metagame, and stop adding Pokemon altogether besides what GF gifts us with. This is perhaps the simplest solution, but not the most exciting. Plus, aside from the existing CAPs, it wouldn't offer much of a reason for us to keep calling ourselves CAP ASB. This would be the best solution if we want to take a "less CAP ASB, more ASB" route. 2) We start a CAP creation process of our own, aimed for the ASB metagame. This is the most radical proposal, which attempts to save the "CAP" concept of ASB while stopping to add CAP creations as explained above. It is not my intention here to tackle such a big proposal all in a single post (how would we structure the process? Would we use threads or another subforum/social group? Would we get artists/spriters to support the project? How would we treat leadership? etc etc...), but I want to clarify two things: - This is the proposal I personally favor over the aforementioned one. - I believe there are strong reasons for running such a project within ASB, as well as little reasons to fear a backlash for the rest of Smogon. Give me just some more lines to elaborate the second point. I honestly believe ASB is a much deeper game than in-game Pokemon. The array of viable abilities, moves, items, types, Pokemon altogether has no comparisons in any other meta. As such, not only there would be a LOT to discuss in terms of concepts and ideas, but we would have less problems in terms of overcentralization and overpower. Let's say that, at a certain point, there are 50 Pokemon in OU. If you add 5-10 CAPs to that - all designed to be OU - the metagame will change drastically, because of the sheer number proportions. Not only that, but to make sure those CAPs can actually get enough usage to sit comfortably in OU you would have to make them quite beastly - as most CAPs are or have been in their first inception. This is not true in ASB. ASB has a metagame of 150 or more viable Pokemon at the very least, and adding 10 CAPs (over a span of, say, 2 years) would hardly change the meta dramatically. Not only that, but to get actual usage, these CAPs wouldn't need to be anywhere as overpowered as their OU counterparts, and there would be a lot more room for experimentation and originality. Just ask yourselves: would ASB be very different without the current CAPs, metagame-wise? If so, how could the addition of another 10 CAPs, which would be nowhere as powerful as the current ones, alter it in a bad sense (especially when compared to keep adding OU CAP creations). ------------------------------------------------------------------------- This is all... for now. This post is already insanely long, there's a lot to discuss and for what I may know, DK or someone else could jump out of nowhere and veto the entire thing. Or I could get a bunch of insults and be forced to drop the question in less than 24h. So for now I'll leave the post as it is now: a sort of input (no matter how big-looking) to the entire community, to gauge any interest in what could be the biggest chance ever introduced in ASB since its inception over a year ago... and a way to involve more people in the discussion we had over IRC, as well as a way for IRC ppl to state their opinions in a more thought-out way. Let the shitstorm begin. |
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#598 |
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Join Date: Aug 2011
Posts: 1,658
The Demonata
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You know, I can understand where Zarator is coming from here. Right now, I can't say I have an opinion on the proposal of cutting ties with CAP, however, I can say that if it where to happen, I would support option two. I think part of the excitement of ASB is when new CAPmons do come in, and I'd we released CAPmon ino the game based on our own lost of requirements, it would uphold that level of excitement and freshness.
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"Where is the horse and the rider... Where is the horn that was blowing... They have passed like rain on the mountains... Like wind in the meadow... The days have come down in the West... Behind the hills into shadow..." |
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#599 |
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Join Date: Jul 2012
Posts: 734
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I support proposal 2, and doing the CAP ASB project the same way as the CAP project.
As for project leaders, I would say generally, anybody on the council or somebody chosen by said council.
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My CAP ASB stuff is here. |
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#600 |
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Join Date: Mar 2008
Posts: 3,186
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To be entirely honest, I can't see why we need to have a constant influx of new mons in ASB to make it fun.
Neither of the mons introduced to ASB since its creation produced any kind of big whoop, at least not to me. We continued playing the game just like before, just with more pokemon, but it didn't change at all the way we played the game or made it any more or less fun, at least IMO. Don't get me wrong, I really like CAP and the CAPs (I watch the process ever since Revenankh), but they aren't the reason we do ASB. The CAP project aims to know more about the metagame by creating new pokemon to explore other aspects about it and for that the new pokemon are essential, obviously. ASB aims to give its player a pokemon game that isn't the pokemon we all know. For that, new pokemon are 100% irrelevant. If you get them, great. If you don't, great as well. If you choose to sever our boundaries with CAP (decision 1) and create our own fakemon project (decision 2) we will have a really big risk of the fakemon project overtaking the Battling part. In other words, I think there is a HUGE chance an ASB fakemon project ending up derailing everything. We would be another CAP that happen to do their own weird version of pokemon as well. I don't mean to sound negative, but in the end, we will spend a big amount of energy creating a new pokemon (CAP is there to prove that it isn't something easy...at all) that will add...very little to how we play ASB. Honestly? I have mixed feeling about cutting boundaries with CAP, but I am 150% sure that creating our own fakemon project is a bad and, more importantly, dangerous idea. Really dangerous. And I don't think we are ready for the risks such project has.
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