I apologize for not introducing myself in the proper topic, but since I (unfortunately) do not think I'll become a regular poster, I thought I could just post once or twice in this thread. I'm not a hardcore pokémon player by any means, but I always like to think of ways to make UU or NU pokémon suitable for more standard play. However, like I said, I have no idea how the metagame really works, so I'm guessing most of my ideas are only good in theory. XP
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Alright, let's talk about Swalot. First, I don't like how a lot of moves can't be used in a competitive format, so I usually try to think of ways where they could be made viable, so I was thinking of this: give Swalot a new trait that builds up a free Stockpile (without the defense and sp. defense boost) every turn.
This would make Swallow/Spit-up much easier to implement, removes a wasted Stockpile moveslot, adds more variety to the mix, and could lead to more new moves that take advantage of stockpiling. Of course, I think Swalot would need another evolution to fully take advantage of this trait and use it competitively, but it sounds good to me (plus, this new trait could be applied to some other monsters, like a Mawile evolution or whatever).
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Um, another thing I noticed is that Sturdy is a pretty bad trait, and most monsters that have Sturdy are almost unusable in the metagame (Golem, Aggron, Bastiodon, Probopass, etc.). Perhaps Sturdy could be reworked to have additional benefits?
For example, why does it only have to apply to moves like Fissure and Sheer Cold? Why can't it apply to ANY move that would normally OHKO a monster? At the very least, it should be a built-in Focus Band.
Now, stop me if I'm wandering into broken territory, but could it even be expanded this far? Let's say that it does more than a Focus Band; if a move would normally OHKO, it only does a smaller amount of damage, like a third of the pokémon's max HP? Or maybe some formula could be used to stop damage after a certain percentage of some sort (maybe the percentage could even be randomized, thus making it something to not be relied upon for all situations). Also, the ability could be made null after a certain point, like after 50% or 75% of the poké's max HP has been cut.
Unless this would make something like Aggron broken, I think it'd be pretty cool. Everybody focuses on the double weakness of things like Rock/Ground or Rock/Steel, but with this ability enhanced, those same pokémon once hurt by their bad typings will instead be *enhanced* by them, relying on them to force opponents to use moves that aren't so common. Bastiodon will not need to worry about Earthquake as much anymore, because it is guaranteed to be at least a 3HKO, or Golem with Surf or Grass Rope or whatever. Instead, players will have to purposefully use moves that would normally do a lot of damage WITHOUT going for the OHKO, thus making the ability not take effect, allowing for a 2HKO. Even then, the 2HKO guarantee should help out some of these guys even a little bit, right?
Or am I missing something? (Probably...)
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How come so many Bug types need to suck, especially the ones that already have three forms? (Beedrill, Dustox, Beautifly, etc.) How about, for a future Pokémon game, they added in some sort of mechanic to rectify this?
Okay, I know these kinds of Bug pokémon were designed to help trainers during the early hours of single player, and suck if the player didn't learn to adapt without them... but that doesn't mean they need to suck forever. If help in the early game was their only purpose, then surely an adjustment could be presented once the main game itself is finished, yes? Perhaps... Bugsy from GSC is found researching Bug pokémon in a certain forest or area, and makes some startling discovery. Maybe it's that pokémon who evolve from cocoons and such (notice how the main four–Butterfree, Beedrill, Dustox, and Beautifly–all evolve from similar second stages?) grow stronger the longer they are in that state, suggesting that base stats will be higher if they are evolved past a certain level (let's say, 36 or so). Or maybe they just evolve better if they do so in the region Bugsy is experimenting in (like with Glaceon and Leafeon around those rocks).
So, now we could have awesome Bug pokémon with competitive stats! But, why stop there? How about getting rid of that awful Bug/Flying type combo, especially when it's not being put to good use? Maybe that could just be its "imperfect" typing, when it's evolved "prematurely." Hell, you could give Butterfree a Bug/Psychic or something, whatever gives it its own niche!
And how about more? Maybe these guys, having reached their full potential, gain access to some new moves, like a Bug equivalent of Giga Drain for Beautifly (probably doesn't work gameplay-wise, but it would fit its character at least :P).
Or, how about a move I've been working on in my head, a Bug version of Substitute (Hive Call or something)? Like, what it would do is take a pokémon (I originally had Beedrill in mind) and splits it into three separate mini-monsters, each receiving a third of the overall HP, stats, etc. It hurts more than Substitute, but has more attacking potential. When you use a move to attack, all three would initiate the attack, one after the other This would probably work well with multi-hit attacks, especially if the attacks themselves had their mechanics changed slightly, along with hold items that would, say, boost the damage of such attacks (plus, don't forget Swarm).
I know that, as the game stands now, the damage would still be too small to be very worthwhile, but all that's needed are a couple bumps here and there, maybe an added effect for so-and-so move, etc. etc. etc. The important thing is not implementation (that can always be adjusted), but variety and strategy. If Hive Call subs can only be broken one at a time, then multi-hitting moves will grow in popularity and usefulness (I mean, if it weren't for Stealth Rock and Spikes, Rapid Spin would NEVER be seen on any team). Rock Blast, Pin Missile, and others would become much more widely used, especially if the minimum number of hits was brought up to three, and the damage per hit was increased (is 20 damage per hit too much?).
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Alright, one last one, I don't want to bore you guys. ;)
I'm sure this has been discussed before, but I think Gamefreak should be a bit more liberal with some of the weather abilities, particularly Drizzle and Drought. I hate to bring up such an obvious addition, but wouldn't dozens of pokémons' usefulness be severely enhanced, if just for utility?
For example, my friend (who knows much more about the metagame than me) tells me how some pokémon aren't necessarily bad, it's just that there are others who do the same things they do except better (like Blaziken and Infernape). To me, this just seems more like a case of identity crisis, where a certain monster has yet to find its unique gameplay niche that sets it apart from other similar, yet more usable pokémon.
So, what are some pokémon that could benefit from weather abilities? I don't think I'd be the best person to ask (I'd love to hear you guys say which ones would benefit from which abilites the most), but... would it be too much to, say, ask for Typhlosion to get Drought? Would that make him too powerful, or just good enough to make him a popular choice for teams?
(Also, I know it goes against precedent with starters in regards to their abilities, but they could always fix that in a future game. Like, maybe an "Ability Tutor", or a small sidequest that results in alternate abilities for starters, ones that would be more adequate for their gameplay niche? I always thought a sort of built-in Big Root-esque ability for Meganium would kick all sorts of ass.)
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And, wow, I started ranting kind-of. I'm sorry, I hope I didn't make my post too long. :(
Anyway, I'd like to get some professional guidance here. What works and what doesn't? What sounds fun and interesting, and what sounds boring or tedious?