Its_A_Random
A distant memory
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Endeavor / Helping Hand
Okay, so there has been many a demand to do something about these moves, & there is demand to put these to a vote on IRC & in feedback, so...
Endeavour & Helping Hand are two strange, but potentially overpowered moves when combined with themselves. The former, when combined with itself, is often being seen as a lynch-pin for an instant one for one, that is, a quick, easy KO, which takes little set-up to facilitate, especially given the Base Energy Cost of said move (16+(Gap÷1.75^2)+((Gap-(Gap÷1.75))÷1.75^2)), where Gap is the initial HP Gap before the combo) is often far cheaper compared to the final energy cost (The HP Gap could be 180 & you could still afford the BEC if you have 100 Energy). The latter has a somewhat similar issue—albeit not as overpowered—with being able to Mega Helping Hand some powerful move with an initial BAP of 29 or less (BEC=12+(2B÷2)+(4B÷2), where B is the initial BAP), & potentially create a one for one as well.
Here are the two moves as they stand:
[BOX]Endeavor: The Pokemon recalls the hardships of the match and tries its hardest to pound that experience into its opponent. Will not work if the user has more health than its target. Endeavor can only be used once if Endure was used that round.
Attack Power: Fixed Damage = (Target HP - User HP) / 1.75 | Accuracy: 100% | Energy Cost: 6 + (Calculated Damage / 1.75) | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Force[/BOX]
[BOX]Helping Hand: The Pokemon releases a bolt of blue energy, doubling the Base Attack Power of another ally’s move in the same action. The doubling occurs before the 75% Base Attack Power reduction on a spread attack. The minimum increase in Base Attack Power that can be offered by this move is six (6).
Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Adjusted BAP of Ally's Move / 2) | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 5 | CT: Passive[/BOX]
It was quickly suggested that the Combo Type of both moves should be changed to None in order to get rid of combos involving them entirely, which got a bit of support:
[BOX]Endeavor: The Pokemon recalls the hardships of the match and tries its hardest to pound that experience into its opponent. Will not work if the user has more health than its target. Endeavor can only be used once if Endure was used that round.
Attack Power: Fixed Damage = (Target HP - User HP) / 1.75 | Accuracy: 100% | Energy Cost: 6 + (Calculated Damage / 1.75) | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Force[/BOX]
[BOX]Helping Hand: The Pokemon releases a bolt of blue energy, doubling the Base Attack Power of another ally’s move in the same action. The doubling occurs before the 75% Base Attack Power reduction on a spread attack. The minimum increase in Base Attack Power that can be offered by this move is six (6).
Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Adjusted BAP of Ally's Move / 2) | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 5 | CT: None[/BOX]
But some users complained that this way of fixing either move was too extreme. As a result, a less extreme method—Putting a must have enough energy clause to both moves—was suggested, & also gained support:
[BOX]Endeavor: The Pokemon recalls the hardships of the match and tries its hardest to pound that experience into its opponent. Will not work if the user has more health than its target. Endeavor can only be used once if Endure was used that round. This move cannot be used unless the user has enough Energy to afford the resulting attack.
Attack Power: Fixed Damage = (Target HP - User HP) / 1.75 | Accuracy: 100% | Energy Cost: 6 + (Calculated Damage / 1.75) | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Force[/BOX]
[BOX]Helping Hand: The Pokemon releases a bolt of blue energy, doubling the Base Attack Power of another ally’s move in the same action. The doubling occurs before the 75% Base Attack Power reduction on a spread attack. The minimum increase in Base Attack Power that can be offered by this move is six (6). The user of Helping Hand must have enough energy to use the attack or it will fail.
Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Adjusted BAP of Ally's Move / 2) | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 5 | CT: Passive[/BOX]
Of course, this has the downside of affecting the moves themselves, but it also puts a soft cap on both moves for combining, cutting the usefulness of the combos dramatically, & like the CT None proposal, removing the whole BEC can of worms that has caused many disputes of late.
Council Members will vote on two things, one vote for Endeavour, & the other vote on Helping Hand. Both votes will be conducted IRV-Style, which means that you must list all three options for both voting slates. Your voting slate is as follows:
[BOX]What should we do with Endeavor?
Do not change Endeavor
Change Endeavor's CT to None
Adopt a "Must Have Enough Energy" Clause for Endeavor
What should we do with Helping Hand?
Do not change Helping Hand
Change Helping Hand's CT to None
Adopt a "Must Have Enough Energy" Clause for Helping Hand[/BOX]
For both, nothing changes if Option 1 is chosen. If Option 2 is chosen, that move has its CT changes to None. If Option 3 is chosen, then that move has a "Must Have Enough Energy" clause added to it.
First to four votes for either is a majority, but otherwise, I guess we need to vote on these things.