Multi-hit moves being all-crit was also multi-hit moves being no-crit if they missed on the first one. Modern mult-hit moves have higher average damage than they did in Gen I just because they often crit and get a small boost. Honestly, most of this has either been covered or isn't a clear improvement, or is a case of conflict: making Substitutes block Sound moves again is a downgrade to those moves.Don't forget that Sub blocked sound moves before gen 6.
No moves from gen 5 were nerfed beside Sky Drop, but that's not important unless doubles start.
Steamroller does a Dragon Rush
All gen 1:
Critical hits were based off of speed. I'm pretty sure that's a buff.
Stat-boosting moves remove status nerf, such as using swords dance would negate the attack drop from burn and give you the boost
If a multi-hit move crits, they all crit.
If flying or underground and are fully paralyzed, you stay invincible
Trapping moves lol, and they still trap the opponent if they switch out
Sleep takes a full turn to wake up
Counter+Mirror Coat are triggered by moves that hit subs and can crit, but only ignores the opponent's defense stats.
Critical hits were intended to multiply the critical hit ratio by 4, but if you want to get technical, it unintentionally divided it by 4
Although this isn't a buff to a move/ability, but PLEASE DONT BRING BACK THE OLD SPECIAL STAT!!!!!!!
That would also be directly nerfing sound-based movesDon't forget that Sub blocked sound moves before gen 6.
No moves from gen 5 were nerfed beside Sky Drop, but that's not important unless doubles start.
Steamroller does a Dragon Rush
All gen 1:
Critical hits were based off of speed. I'm pretty sure that's a buff.
Stat-boosting moves remove status nerf, such as using swords dance would negate the attack drop from burn and give you the boost
If a multi-hit move crits, they all crit.
If flying or underground and are fully paralyzed, you stay invincible
Trapping moves lol, and they still trap the opponent if they switch out
Sleep takes a full turn to wake up
Counter+Mirror Coat are triggered by moves that hit subs and can crit, but only ignores the opponent's defense stats.
Critical hits were intended to multiply the critical hit ratio by 4, but if you want to get technical, it unintentionally divided it by 4
Although this isn't a buff to a move/ability, but PLEASE DONT BRING BACK THE OLD SPECIAL STAT!!!!!!!
That would be a nerf to freezeHaze also unthaws frozen Pokemon in gen 1
- Freeze will only thaw if a Fire-type move is used against the frozen Pokemon. [Generation One]
In Gens II to V, the power was not fixed, and could be anything from 31 to 70. I believe that is actually Hidden Power's peak, since you could choose to lower the power of your HP to 60 in order to get the Technician boost.Also do the hidden powers "peak" as a base 70 move? Or are they base 60 to accommodate tehnician users?
If you want to go there, it's also the case that their reductions were re-applied under way too many circumstances.In gen 1, a burn's attack drop and paralysis's speed drop would stay even if the user was cured, until it switched out. This is justifiable due to the massive buff that rest got anyways.
Using Agility or Swords Dance while paralyzed or burned, respectively, would negate the status impairments from those effects and then double the enhanced stat. (Gen 1) Though this could be seen as a nerf to the statuses.
I'm not going to wade through the math right now, but there's a question of mechanics: if it's possible to get any (Valid) Hidden Power at 60 (Or more) BP with the same sort of nearly maxed out IVs that are possible in Gen VI, then yeah, I'd agree. If there's even a single Hidden Power type that requires a larger-than-modern sacrifice to get modern-or-better BP, than it's not a clear-cut improvement to return to old-gen Hidden Power mechanics.In Gens II to V, the power was not fixed, and could be anything from 31 to 70. I believe that is actually Hidden Power's peak, since you could choose to lower the power of your HP to 60 in order to get the Technician boost.
I think Moves and Abilities have priority over other mechanics for this project, though unfixable would have to specify/clarify.That would be a nerf to freeze
Also, Gems
Technician Hidden Power isn't really a thing though. Only Mr. Mime and Roserade get Technician with a decent Special Attack stat, and both of them are pretty bad in OU. Meanwhile, countless Pokemon benefit from the old Hidden Power mechanic, i.e. Alakazam, Keldeo, Serperior, Latios, Thundurus and many more.I'm not going to wade through the math right now, but there's a question of mechanics: if it's possible to get any (Valid) Hidden Power at 60 (Or more) BP with the same sort of nearly maxed out IVs that are possible in Gen VI, then yeah, I'd agree. If there's even a single Hidden Power type that requires a larger-than-modern sacrifice to get modern-or-better BP, than it's not a clear-cut improvement to return to old-gen Hidden Power mechanics.
In all of that I read or seen, that is not true. The only thing I know of is that there are two oddities in status drops:If you want to go there, it's also the case that their reductions were re-applied under way too many circumstances.
For instance: Burn the enemy. Use Swords Dance. Their Attack is now 1/4th base.
http://bulbapedia.bulbagarden.net/w..._I#Burn_and_paralysis_stat_penalties_stackingIn all of that I read or seen, that is not true. The only thing I know of is that there are two oddities in status drops:
1. Rest only cures the damage, not the drop (Indcluded in metagame)
2. Stat-up moves of Attack/Speed will negate the drop, but not the boost
Back then, there were only moves that only increased one stat by a max of 2 stages (Agility & SD). If we simply limit it to moves with one stat-up, then status would still not be nearly as nerfed. It's an issue if it should be a set of moves or a selection of moves. unfixable, of course, has the final say.
Yeah, there's so many in other generations to, such as Acid Rain. I second this.Honestly I don't think you should include glitchesand like half of gen 1in this since a) they weren't as the move was supposed to work and b) it makes things 1000x more complicated
It also may be easier to make it so that just the effects (and priority, etc) of moves are affected - don't change how many turns sleep lasts, or how burn affects attack.
Most of those come with nerfs, though. Slow Pokemon would have reduced critical hit rates, no items doesn't make sense, and removing abilities will always be considered a nerf (except for Pokemon with negative abilities like Slacking and Regigigas, but they've never not had their abilities in the first place). Also the OP says no stat increases.maybe bring back the speed critical hit thing (gen 1)
oh man, crits galore
EDIT:
Also maybe make SP attack and SP Defense the same. (generation 1)
NO ABILITIES! (generation 1)
yeah this tier is interesting lol
No items. (gen1)
Both your teams only have 5 mons :pWell hopefully we can stop arguing about what's not buffed and talk about the actual meta. Let's make it simple. The buffs affect MOVES AND CERTAIN MECHANICS ONLY. NoTypes, no nothing.
Not all Peaks will be reached since some cancel out each other. If they do, LEAVE IT. Now, on to the metagame, since it hasn't developed yet. And take off Team Preview tho!
Here's Hardcore sample teams.
(OGRE LORD) Politoed @ Choice Specs
EVs: 252 SpA / 4 SpD / 252 HP
Ability: Drizzle
Modest Nature
- Hydro Pump
- Blizzard
- Focus Blast
- Scald / Psychic
(Lizard King) Heliolisk @ Choice Specs
EVs: 252 SpA / 4 SpD / 252 Spe
Ability: Dry Skin
Timid Nature
- Thunder
- Hyper Voice
- Volt Switch
- Surf
(Fat Swim) Swampert @ Swampertite
EVs: 252 Atk / 100 HP / 156 Spe
Ability: Damp
Adamant / Jolly Nature
- Waterfall
- Earthquake
- Bulk Up / Stealth Rock
- Ice Punch
(Storm) Tornados-T @ Life Orb
EVs: 252 SpA / 4 SpD / 252 Spe
Ability: Regenerator
Timid Nature
- Hurricane
- Focus Blast
- U-Turn
- Dark Pulse
(THUNBLIZZ!!!) Starmie @ Life Orb
EVs: 252 SpA / 4 HP / 252 Spe
Ability: Analyctic
Timid Nature
- Blizzard
- Thunder
- Rapid Spin
- Hydro Pump
Azelf @ Focus Sash
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Levitate
Hasty Nature
- Stealth Rock
- Taunt
- Explosion
- Fire Blast
Lopunny @ Lopunnite
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Limber
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Healing Wish / Ice Punch
Thundurus @ Life Orb
EVs: 252 SpA / 4 HP / 252 Spe
Ability: Prankster
Timid Nature
- Thunder Wave
- Thunderbolt
- Focus Blast
- Volt Switch / Taunt
Hoopa-Unbound @ Choice Scarf
EVs: 252 SpA / 4 Atk / 252 Spe
Ability: Magician
Hasty Nature
- Dark Pulse
- Psyshock
- Gunk Shot
- Fire Punch
Serperior @ Life Orb
EVs: 252 SpA / 4 Def / 252 Spe
Ability: Contrary
Timid Nature
- Leaf Storm
- Dragon Pulse
- Taunt
- Hidden Power (Fire)