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Game Freak hit with another hack, info leaking

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Link to Centro post about it.

Reading the post, I feel just like with Southern Kalos that GF casted their scope too big. Sounds like not only would there be the normal cast of SM characters, but they were going to also have a whole batch of new characters show up. This could also be why SM has a Type Specialist for each Type, a relic for when many of the characters were going to be likely candidates for Gym Leaders.

Normal - Ilima
Fighting - Hala (Part of Elite Four)
Flying - Kahili (Part of Elite Four)
Poison - Plumeria
Ground - Hapu
Rock - Olivia (Part of Elite Four)
Bug - Guzma
Ghost - Acerola (Part of Elite Four)
Steel - Molayne
Fire - Kiawe
Water - Lana
Grass - Mallow
Electric - Sophocles
Psychic - Faba, Dexio
Ice - Sina
Dragon - Ryuki
Dark - Nanu
Fairy - Mina

I guess one reason they didn't go through with it is like, why would you choose anyone else but the Captains? With Ilima, Mallow, Lana, Kiawe, Sophocles, & Mina that's already 6. And I feel Guzma and Plumeria would then be the last two being they have nothing else to do after disbanding Team Skull.

Would be interesting to see what they had planned for Badges. Was there just a Badge (or few you got to pick) for each Type? Would each character have their own idea for a Badge (or few and you helped them select)? Would they allow you make the Badges No, that's a terrible idea... all the phalluses and genitalia...

That could be what happened, although in my mind I would have expected them to take a sort of forced-choice approach to the “candidates,” with each Gym really only having one actual recruitable Leader, and the rejects being nondescript NPCs who inevitably fail out of the running in some sort of comical fashion. Like the whole “choosing a candidate” thing would just be a pretense for what are actually side-quests to get the predesignated character on-board.
 
That could be what happened, although in my mind I would have expected them to take a sort of forced-choice approach to the “candidates,” with each Gym really only having one actual recruitable Leader, and the rejects being nondescript NPCs who inevitably fail out of the running in some sort of comical fashion. Like the whole “choosing a candidate” thing would just be a pretense for what are actually side-quests to get the predesignated character on-board.
In retrospect it's pretty easy to draw a line between things like "Kiawe gets fired from his part time job" and "Mallow confirms that the trial captains age out of their position" to "do you want to be a gym leader"
 
An awful intentional double standard if you ask me.

Like, I dunno how could they see Ghost as balanced nowadays despite the complaints from a lot of players in Gen 8 + Gen 9, while also having an apparant favoritism to Fairy given that:
  • Fairy Pokémon is available as early as possible despite being one of the best types around, while they did their best to avoid that to Dragon and (back then) Steel when possible; that would work if the early Fairy Pokémon are the Clefairy line, Jigglypuff line and Ralts line, but there are far more Fairy Pokémon available for early game than I wish.
  • No emergency nerfs related to the type itself despite the dominance to that type.
  • Moonblast’s Base Power not being lowered to 90 despite 30% SpA reducement and being perfectly accurate.
Not to say that Dragon was sidelined… if anything it got overrepresented on special high BST and Pseudo-Legendary Pokémon ever since Gen 7, to the point Dragon-type becomes less special, paradoxically, at least regarding those Pokémon.
Because (outside of NatDex) it isn't? The only non-legendary Ghosts with VGC results are Gholdengo, Dragapult, Annihilape, and Flutter Mane which are also the only non-legendary Ghosts in OU or above on Smogon. And most of them aren't strong because they're Ghosts, they're just strong Pokémon who happen to be Ghost types.
Aside from maybe Flutter Mane, they'd all be just as strong if they were a different type.
 
This is in the final product. Each of the kahunas wears a Z-Ring exactly like these. And indeed, any other characters that wear a Z-Ring wear the one that corresponds to their island’s kahuna.
I've seen this happen multiple times now, where people have seen something in specifically the SM concept art and thought it was scrapped when it was something in the game.
Southern Kalos really screwed up some peoples' whole outlook priming them for the worst with Alola when actually they pretty much got everything they wanted done anyway and what little they didn't was mostly conceptual phase rejects

Oh... either that shows how much I pay attention, or despite giving them (and their Trial Captains) unique Z-Rings they didn't show them off so they may as well just had all similar looking Z-Rings. I get not wanting to bog down the game with a long cutscene, but I don't think anyone would complain if when they activated their Z-Move it showed a quick close-up scene of their Z-Ring (thus showing off its design) with a glowing Z-Crystal. Heck, just have an Option to "Shorten Z-Move Activations" and animate the characters also doing the Z-Move pose.

It's a similar problem I had with Key Stones for Mega Evolution. Though at the very least with Key Stones you saw the different way characters wore them. However in-game at best you're given a glimpse of an important character's Key Stone during their battle intro (moreso if they have a 3D model), and them activating it happens off screen.

I suppose we do have the anime to not only show the game characters doing the activation with their unique Key Stone/Z-Ring but also anime-only characters (also the anime characters may have a unique one from their game counterpart).

Canceled Changes:

- Will-O-Wisp: Doesn't effect Ghost types. (Don't agree, if anything Will-O-Wisp being ghostly is why it would burn Ghost-types. If they want to weaken Will-O-Wisp further I say have it not work in weather other than Strong Sunlight which I'd have increase Will-O-Wisp's accuracy)

- If a poisoned Pokémon is poisoned again it becomes Badly poisoned. (Agree, or at least has a chance to. Badly Poison is sorta a rare variant, though many don't think it because Toxic is/was so common)

- Intimidate: Ineffective on Dark types. (Don't agree, no reason Dark-types would be immune; they would instead get immunity to Prankster which I feel makes more sense)

- Dark Void: Accuracy changed from 80 to 60. Made ineffective against Dark and Ghost types. Final game only has Accuracy lowered to 50. (Don't agree. I agree Dark Void should be weakened, but it's not the Accuracy that should be lowered. It should be a 100% single target move that can override a Pokemon's current non-volatile status ailment if it's not Sleep (that way its different & stronger than Spore, cause its a Legendary's Signature Move). It just feels humiliating that the nightmare Pokemon doesn't have a 100% Sleep move yet all fungus Pokemon do)

- If a Poison type is drained, damage will be taken (Mixed. I like the idea, and they could just buff Liquid Ooze some way even if it's just more damage from being drained. But while it makes sense for Poison-types which are made of poisonous material or are said to be covered in a poisonous defense mechanism, there's just as many Poison-types which are just normal lifeforms which have like poison sacks. Maybe instead of dealing damage, draining Moves of Types that are weak to Poison just don't heal as much, and then maybe also give a buff to Liquid Ooze on top of that)

- Grass type damage increases by 1.5 in strong sunlight (Don't agree, but that's because I think Grass-types should heal 1/16th of their max HP in strong sunlight or rain. They're plants, it makes sense)

- Dragon Killer: New Ability, doubles damage against Dragon types. (Don't agree, like who would get this? It feels like it would be a niche Ability on top of having limited distribution)

- Fairy Light/Shine: New Move, changes target's type to Fairy. (Agree. This feels like it would make more sense as a Dragon countermeasure on top of potential other uses both defensively and offensively. Though missed opportunity to not call it "Pixie Dust")

- Toxic: 100% Accurate even if used by Bug types. (Mixed. Agree Bug-types do need some boons, but not sure if this is it. If there's a Status Move you want to buff for Bugs, I say give Infestation an improvement. Instead of a Special Attack that directly applies the "infested" volatile status, have it be a field hazard you can place on your opponent side of the field so any Pokemon they send out becomes "infested")

- Sticky Web: Now effects Flying types and Levitate. (Disagree. Just doesn't make sense.)

- Icy Wind: Speed of Ice types does not decrease. (Mixed. It sorta makes sense, though you can argue why it would still decrease the Speed cause it's not just the cold but also a strong wind and formation of ice. Also honestly this won't really help the Ice-type at all)

- Noble Roar: Change effect from lowering Physical Attack and Special Attack by 1 stage each to lowering Special Attack by 2 stages (Mixed. I think I see the reasoning, Attack has two somewhat common spread Moves which lower it by 2 stages (Charm & Feather Dance) but Special Attack at best only has one (Captivate, there's Eerie Impulse but I don't think it's as common as say Feather Dance is to Attack). But, from what I can tell, lowering Atk & SpA is a unique effect, only Parting Shot doing the same but it then switches out the user; so there was more merit to keeping Noble Roar as is)

- Electrify: Doesn't effect Lightning Rod (Disagree, doesn't make sense. My guess is someone wanted to make Electrify work, note this was before they decided to start cutting Moves)

- Fairy Lock: Effect changed to last 2 turns (Disagree, mainly because that won't fix why it sucked. Why isn't it just a straight up copy of Mean Look? Or give it some additional effects if you use it on an opponent which tries to switch, like they lose their Item and stat changes)

Anyway, a rare sneak peak into GF's balancing thoughts and in a lot of ways it's not that different from us players (especially with Types that need buffs and certain Pokemon/mechanics at the time that needed debuffs). Too bad they didn't consider changing Stealth Rock to only ever doing at most 1/4th damage...

I think Fairy Light might've been considered for Shiinotic specifically. While Fairy has a few light-focused attacks its entire shtick is that it lights up; it even gets fellow-new-move Spotlight and Illuminate.
Like Trick or Treat, Magic Powder & Forest's Curse I suspect this would've been a signature move unlike Spotlight (which went to a few even if it was meant as the "primary" user)

That would make sense.

wow they really are just Ken and Ryu huh

Huh, I didn't realize the Ken connection until you mentioned it, lol.

I'm still a little frustrated that Salt Cure doesn't deal extra damage to Fairies.
It’s because of the fact that Fairy isn’t Super Effective against Rock (thankfully) whereas Water and Steel do deal Super Effective damage to Rock.

There is some folklore reason. If not Salt Cure doing extra damage to Fairy, then at least Purifying Salt halving damage from Faeries (maybe also Psychic as Psychic is often connected to "Magic" which salt in folklore can stop).
 
I think sticky web would make some sense to hit everyone. Right now the flavor "webbing on the ground", but a lot of spiders (& so on) obviously make their webs (or otherwise let their strands float through the air) in the air to catch flying insects so this would just literally elevate the concept and probably have them tweak the animation/description.

This post brought to you by: nearly walking through a Joro spider's web that it decided to spread across my doorway and then having to spend entirely too long removing it & the web's strands.
 
I think sticky web would make some sense to hit everyone. Right now the flavor "webbing on the ground", but a lot of spiders (& so on) obviously make their webs (or otherwise let their strands float through the air) in the air to catch flying insects so this would just literally elevate the concept and probably have them tweak the animation/description.

This post brought to you by: nearly walking through a Joro spider's web that it decided to spread across my doorway and then having to spend entirely too long removing it & the web's strands.
That's what Spider Web is.
 
- Grass type damage increases by 1.5 in strong sunlight (Don't agree, but that's because I think Grass-types should heal 1/16th of their max HP in strong sunlight or rain. They're plants, it makes sense)
I disagree cuz Solar Power is completely nullified by your suggestion, as thematically cool as it is

Though as others mentioned, Grassy Terrain makes this scrapped GF buff redundant
 
HAHAHAHAHAHAHAHAHAHAHAHA! That is genuinely hilarious in how anticlimactic it is. Here you had people thinking it had something to do with girasol theorizing the third version was gonna be Opal or something, but no. It's just named after a lizard. This is one of the best parts of these, seeing how complex and overthought some of these names are while completely shooting down equally complex and overthought folk etymologies.
gila monsters are awesome so i think its cool
 
I've seen this happen multiple times now, where people have seen something in specifically the SM concept art and thought it was scrapped when it was something in the game.
SM was the last game where every main Pokemon game team worked on, which is why it's much more polished and finished than any other 3D era Pokemon game
 
I disagree cuz Solar Power is completely nullified by your suggestion, as thematically cool as it is

Though as others mentioned, Grassy Terrain makes this scrapped GF buff redundant
And? It really doesn't need the drawback, and the only Grass-types with Solar Power are Sunflora and Tropius, not exactly powerhouses.
 
Some of scrapped balance change for generation 7 that are not implemented in the final game (translation source from reddit}

teraleak-list-of-ability-and-move-balance-changes-planned-v0-1sp8s074mzxd1.png
teraleak-list-of-ability-and-move-balance-changes-planned-v0-clry1174mzxd1.png

Canceled Changes:

- Will-o-wisp: doesn't effect Ghost types (Dev note: Will-O-Wisp Weakened)
- Poison: If a poisoned Pokémon is poisoned again, it becomes Badly poisoned. Damage starts at 1/8 (Dev note: Poison strengthened)
- Intimidate: Dark type Pokémon are immune to intimidate. Bisharp is under consideration (Dev note: Intimidate weakened, dark type relief) (Personal note: Bisharp and Pawniard were the only Dark types with Defiant at the time, which is likely why they considered it when deciding on this change)
- Dark Void: Accuracy changed from 80 to 60. Made ineffective against Dark and Ghost types (Dev note: Dark Void weakened) (Personal note: it says Implemented, but has 50 accuracy and hits Dark and Ghost types in the final)
- Dark Void: Makes it ineffective against Ghost types (Dev note: Dark Void weakened)
- Posion: If a Poison type is drained, damage will be taken (Dev note: Poison type relief) (Personal note: This one was hard to translate, but I'm assuming they wanted all Poison types to have a passive Liquid Ooze effect?)
- Grass: If there is harsh sunlight, Grass type damage increases by 1.5 (Dev note: Grass type relief)
- Dragon Killer: New Ability, doubles damage against Dragon types (Dev note: Dragon type countermeasure)
- Fairy Light/Shine: New Move, changes target's type to Fairy (Dev note: Dragon type countermeasure)
- Toxic: 100% Accurate even if used by Bug types (Dev note: Bug type relief)
- Sticky Web: Now effects Flying types and Levitate (Dev note: Bug type relief)
- Gravity: Priority moves no longer have priority (Dev note: Prankster and Gale Wings countermeasure) (Personal note: Likely canceled since they introduced Psychic Terrain the same gen to nerf priority)
- Icy Wind: Speed of Ice types does not decrease (Dev note: Ice type relief)
- Noble Roar: Change effect from lowering Physical Attack and Special Attack by 1 stage each to lowering Special Attack by 2 stages (No notes)
- Electrify: Doesn't effect Lightning Rod (No notes)
- Fairy Lock: Effect changed to last 2 turns (No notes)

Other:

- Crafty Shield: Continuous use OK (It could already be used consecutively without failing) (No notes)
- Forest's Curse: (No description) (No notes)

- Paralysis: Speed changed from 1/4 to 1/2, Thunder Wave accuracy changed to 90% (Dev note: Paralysis Weakening)
- Burn: Burn damage changed from 1/8 to 1/16 (Dev note: Will-O-Wisp Weakening)
- Confusion: 2-5 turns changed to 2-4, chance of attacking self is reduced to 1/3 (Dev note: Confusion Weakening) (Personal note: Confusion turn count was not changed)
- Gale Wings: Can only activate when HP is full (Dev note: Talonflame countermeasure)
- Prankster: Status moves effected by Prankster are ineffective against Dark type Pokémon (Dev note: Prankster weakened, Dark type relief)
- Wide Guard: Will now block status moves that hit multiple targets like Dark Void and Growl (Dev note: Dark Void weakened)
- Swagger: Accuracy changed from 90 to 85 (Dev note: Prankster + Swagger weakened)
- Sucker Punch: Power changed from 80 to 70 (Dev note: weakened Sucker Punch)
- Mega Evolution: Speed calculation on the turn Mega Evolution occurs will be done based on the Pokémon's speed after Mega Evolving (no notes)
- Ally Switch: Priority increased from +1 to +2 (No notes)
- Parental Bond: Change second attack to deal 1/4 damage. (Dev note: Kangaskhan countermeasure)
- Fell Stinger: Power changed to 50, attack increased to 3 stages (Dev note: Bug relief)
- Stance Change: Form change cannot occur when unable to use moves due to status effects or confusion (Dev note: weakened)
- Sheer Cold: When used by a non-Ice type, accuracy becomes 20. Does not work on Ice types (Dev note: weakened)
- Water Shuriken: Changed from Physical to Special (No notes)
- Mystical Fire: Power changed from 65 to 75 (No notes)

- Parabolic Charge: Power changed from 50 to 65 (No notes)

- Flying Press: Power Changed from 80 to 100 (No notes)

edit: I forgot to clarify that this is for gen 7, in case someone asked
A lot of these are extremely interesting and I'd like to see them implemented, or at least tried out or done in a different way.

The Intimidate nerf here is interesting to me because they essentially done something similar the next gen, by instead spreading Intimidate immunity to a handful of abilities... but it was extremely ineffective because they're on Pokémon that wouldn't care about it (Alakazam, Slowbro) would prefer their other more useful ability (Dragonite, Mamoswine) or of course are simply far from top-tier physical attackers (Swellow, Kangaskhan, Lickilicky, etc). Making it type-based would be far far more effective and interesting and in fact easier to grasp for the player rather than having to memorize all the random different abilities that happen to resist it, but in this case Dark type may have been a bad choice because you would effectively be buffing a lot of already very strong dark-type physical attackers

I'm biased here but I think both the bug buffs should absolutely happen. They're far from broken and do just give a little extra buff to bugs; Sticky Web is also one of the weaker entry hazards so giving it Stealth Rock's otherwise unique trait of hitting fliers would be fine. It also just makes a lot of sense, both thematically as spiders usually catch flying insects; and for balance because many fast threats are fliers and are made to be that way from a game design standpoint

Grass getting a 1.5x buff in sun would make Solarbeam the funniest move of all time
 
I think sticky web would make some sense to hit everyone. Right now the flavor "webbing on the ground", but a lot of spiders (& so on) obviously make their webs (or otherwise let their strands float through the air) in the air to catch flying insects so this would just literally elevate the concept and probably have them tweak the animation/description.

This post brought to you by: nearly walking through a Joro spider's web that it decided to spread across my doorway and then having to spend entirely too long removing it & the web's strands.
I'm biased here but I think both the bug buffs should absolutely happen. They're far from broken and do just give a little extra buff to bugs; Sticky Web is also one of the weaker entry hazards so giving it Stealth Rock's otherwise unique trait of hitting fliers would be fine. It also just makes a lot of sense, both thematically as spiders usually catch flying insects; and for balance because many fast threats are fliers and are made to be that way from a game design standpoint

I don't know how I missed that point. And Sticky Web's description says "The user weaves a sticky net around the opposing team, which lowers their Speed stats upon switching into battle", nothing about it being on the floor, infact it does sound strands of it are everywhere. Alright then, I agree; also, upon doing further research of Infestation's Japanese name, I realize my idea doesn't work for what its actually about (tbf, I don't think the translators did a good job adapting it. Other languages I feel got closer to the point using their word for "Pester" (Chinese), "Harassment" (French & Spain), & "Nagging" (Italian)).

That's what Spider Web is.

Spider Web is a trapping move, a copy of Mean Look. Though considering Sticky Web's name (or rather Japanese name, Sticky Net), it does feel like GF regrets not making Spider Web a field hazard or wish they could make it one now. what Spider Web does sounds more like a Sticky Web/Net, meanwhile Sticky Web/Net sounds like it's creating a big web.

I disagree cuz Solar Power is completely nullified by your suggestion, as thematically cool as it is

Just make it so instead of healing in the Sun the Grass-types (Sunkern family & Tropius) receive damage, or better yet no damage and its just a power increase.

Honestly Solar Power never made sense to me why it hurt the user. Like if GF thinks 1.5x is too high than lower it down to 30% like with Sand Force.

The Intimidate nerf here is interesting to me because they essentially done something similar the next gen, by instead spreading Intimidate immunity to a handful of abilities... but it was extremely ineffective because they're on Pokémon that wouldn't care about it (Alakazam, Slowbro) would prefer their other more useful ability (Dragonite, Mamoswine) or of course are simply far from top-tier physical attackers (Swellow, Kangaskhan, Lickilicky, etc). Making it type-based would be far far more effective and interesting and in fact easier to grasp for the player rather than having to memorize all the random different abilities that happen to resist it, but in this case Dark type may have been a bad choice because you would effectively be buffing a lot of already very strong dark-type physical attackers

Hm, which Types wouldn't be Intimidated? Bug because a hive mind mentality would override their sense of self-preservation? Ghost since they're already connected to the afterlife?

Grass getting a 1.5x buff in sun would make Solarbeam the funniest move of all time

Solar Power Sunflora be like "Where is your God now?"
hq720.jpg

(Does this look like the face of mercy to you?)
 
- Dark Void: Accuracy changed from 80 to 60. Made ineffective against Dark and Ghost types (Dev note: Dark Void weakened) (Personal note: it says Implemented, but has 50 accuracy and hits Dark and Ghost types in the final)
I assume it was implemented, but retooled in a later revision.

Alolan Scyther also evolving into regular Scizor is so  weird, so it is strange they were apparently settled on that already. If anything, Scyther is the perfect candidate to get the inverse Farfetch'd/Corsola treatment; getting a regional form that doesn't evolve further.

On the other hand, Scizor getting access to Fairy type moves would have been interesting.

Ultimately, I think these quirks with Alolan Scyther and Rhydon is why they got scrapped in the end.
 
Looking at the Platinum SVN scratchpads, I find it interesting that Victreebel was used as a reference for Carnivine.

PlatSVN_pmdp_484_frnt_m.png

I suppose that makes sense, since both are based on carnivorous plants. But I also find it interesting that some parts of Victreebel's design (and to a lesser extent, Weepinbell) carried over to Carnivine, such as the yellow body and the dark green spots on it.

comparisonWeepinbel.png
Which makes me wonder, if Carnivine was at some point considered to be a second attempt at a split Weepinbel evolution?

The simpler conclusion is probably that Victreebel was used as a reference to add more detail to Carnivine, but is interesting that there is a link between the two nonetheless.
 
I fuck with the lower stakes mythical movies. Early mythicals were frontloaded with special powers that IMO has made an expectation for mythicals to be super important.

Mew being basically a super-Ditto. Celebi having TIME TRAVEL. Jirachi making any wish come true. Arceus being God itself.

But like, I think it's pretty crowded and I don't think it's really that necessary.

Magearna is probs my favorite Gen 7/8 mythical because I like it conceptually, overall.
 
No post could be more fitting to quote than this one right now

Mew: so rare, so mysterious, you can count the number of people who've seen it on half a hand

Celebi: the master of time, an elusive and powerful creature spoken of in forest myths

Jirachi: only appears once a millenium, imbued with the power of a shooting star, can grant wishes

Zarude: ayo well this thing's a big angry monkey and there's hundreds of them
 
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