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Resource BBP Bug and Feedback Thread - Generation 9 Edition!

TL;DR: Substitutions overshadow other parts of the game system.

When I first signed up in 2013, the game appeared to be a happy little game where you could effectively play codified Pokémon TTRPG with. I realized far too late that I ended up getting sucked into a programming simulator with a few lil' guys on top.

As necessary as they are, substitutions are the biggest knowledge check in the game. While everything is laid out for you (the handbook on subs is incredibly comprehensive, kudos to y'all), there are a few finicky things that you can only learn once you step on a rake or two or twenty. Helios highlighted one of the biggest gripes I have with subs:
Not sure if it is a problem, but I think subs being quite so rigorous and programatic encourages people to view the whole game like that, which encourages super hard rules as written stances that lead to mod calls if something in the engine breaks, even if the intent is crystal clear.
In order to engage with BBP, I must learn to read substitutions. In order to succeed at BBP, I must learn to break the program that someone else has written. Yes, there are guides on how to sub properly and how to not get dunked on. However, learning how to do this is so essential it's effectively codified into the game by way of progression. Once you complete your "Pokemon Level 0 tutorial battles," you aren't given any additional mechanics to play around with at pokemon level 1-- just more things to sub for.

Are there aspects of the game which are intriguing and allow for trainer expression just like how the competitive RPG is built on cart? Yes: we have combinations, natures, flavor moves, and so much more. But it's all gated behind a mechanic that is necessary, but doesn't feel like the Pokémon I grew up with.
 
Flashfire +1 and +3 abilities play quite poorly together when using fire attacks. First it raises your attack, then it gives you a power bonus if your attack is low.

Maybe the idea is to let 3 flashfire stacks start helping non fire attacks?


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It seems pretty clear that meteor beam, skull bash, geomancy, electro shot and sky attack are meant to work with power herb given that they directly reference power herb in their text.

However power herb says it only works on moves with the tag #charged, and none of those moves have this tag.
(only solar beam and solar blade have this tag)

Also power herb effect lasts indefinitely (halve the en cost and set prio to 0), but the effect written on the moves only lasts for one round (can't be interupted by multiple hits)
 
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Couple of things I found shopping around the DAT for new pickups and future plans

Syrup Bomb's acc is typo'd and is currently missing the % sign

Obstruct is currently Combo Limit: Free which stood out to me as out of line with other protect clones
 
Doom Desire:
(This move may succeed even if the target position slot is empty.)

This move bypasses Protection.

This attack can't hit.

Creates a Delayed Attack named "Doom Desire" on the target's team.
Future Sight:
This move bypasses Protection.

Skip this attack's accuracy check and its direct damage calculation.

Creates a Delayed Attack named "Future Sight" on the target's team.

Should Future Sight have the text saying it can still succeed even if the target position slot is empty?
 
Effect Spore

DAT said:
...

When the user is hit for the first time each round, per unique attacker: Put a Poison marker on each Poison the attacker is subject to; then, put a Paralysis marker on each Paralysis the attacker is subject to.
I believe the poison marker / paralysis marker should be increasing dosage / strain level respectively
 
In The Enigma Raid the dogs are listed as having fatigue, but the profiles are show with the old version of fatigue (or space fatigue). I'm currently confused as to if this is a bug left over from the fatigue change since them being fatigued from the start with the new condition would no longer lower their maximum bars
 
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