While I think freeze dry is an interesting move, I don't really like it as a method for buffing a type. If the move is too widely distributed, then essentially it's just a change to the type chart. There's not a huge practical difference between every ice type getting freeze dry and making water weak to ice. Give it too limited of a distribution and you're not really buffing that type, you're buffing a few mons of that type.Since the types that tend to be rated lower by most of us (Bug, Grass, Ice, Normal, Poison, Psychic and Rock) are all resisted by Steel, a nerf to their common enemy would go some way towards helping with their viability, even if it wouldn't solve their specific issues.
To try and curb Steel's dominance as this ultra-convenient defensive type, it'd be cool if we had Freeze-Dry clones that directly threatened it. Some ideas I had were a Poison-type attack revolving around acid corrosion (kinda wish Corrosion the ability worked like this) a Psychic-type move linked with bending/altering matter, and a Water-type one tied to oxidation through rust (though that may be an excessive buff for Water-types).
By rattling Steel-types and making them have to scout and play around extra types they'd usually not worry about, while limiting those interactions to a handful of slightly weaker attacks, there'd be more of a point in considering non-Steel-types to better cover for certain threats, thus potentially reducing Steel's overall presence / ability to check or counter opposing mons. Certain types that find it especially hard to overcome Steel would also become more potent (imagine Poison-types being able to threaten the likes of Ferrothorn or Magearna with a clean OHKO).
At one point I thought making one of Water or Electric supereffective against Steel would be more impactful right away, but those two types are already really good and don't need a considerable buff like this one. In the case of Electric, I would especially dread the idea of BoltBeam being any better than it already tends to be. I imagine it'd be better to give that kind of specific advantage to underpowered types instead.
Hypothetical, but how unbalanced would things be if electric WAS super effective against Steel?
Since steel conducts electricity I have always wondered why this wasn’t a thing.
I personally put the Eras like thisI think this general system is the closest to an actual "eras system" for the games, at least from a gut perspective. I especially think it is fair to break up the "early 3D era" with "modern 3D era" if only because of the more risks they've been willing to take in regards to how the game plays. XY and ORAS are definitely not really in the same boat as SwSh, L:A, or SVunless you're one of those people who claim this was the beginning of the death of the franchise and it's been one long decline
Modern Era, when the hype of the previous era died down.
"This is when the hype died down" usually just corresponds to whatever specific time period the person making that statement got older and aged out of the primary demographic.My main problem with separating eras like this is that not only is it subjective (plenty of people think gen 6 or gen 7 is when pokemon got "bad") but its also just kinda not matched by reality. sv is second place for the best sold pokemon games of all time, only beaten by the Impossible To Beat gen 1 games and has broken tradition of the second release on a console doing worse than the first. Pokemon IS hype now
I agree with this to the extent that gen 2 definitely had a vibe of waning enthusiasm. (Genwunners are a thing for a reason after all.) It's just that gen 3 was such a clean break from the prior games in multiple ways that it functioned as a clear offramp for that specific crowd.No one really wants to admit that Gen 2 was when Pokemania was dying. It's very noticeable for the anime crowd that after Ash lost in the Indigo league, interest plummeted as people were mad. It doesn't help that Gen 2's identity is severely Kanto oriented, so even the casual crowd that grew up and left the franchise by Gen 3 care more about Kanto than Johto
The exhaustion is arguably around 2000/2001. Gen 3 just got ostracized cuz of the hardware disconnect trapping old mons + fully abandoning watercolor art + the anime still not fucking dying along with Max being hated
I feel like this is giving the anime's decision to make Ash lose slightly too much credit.No one really wants to admit that Gen 2 was when Pokemania was dying. It's very noticeable for the anime crowd that after Ash lost in the Indigo league, interest plummeted as people were mad. It doesn't help that Gen 2's identity is severely Kanto oriented, so even the casual crowd that grew up and left the franchise by Gen 3 care more about Kanto than Johto
The exhaustion is arguably around 2000/2001. Gen 3 just got ostracized cuz of the hardware disconnect trapping old mons + fully abandoning watercolor art + the anime still not fucking dying along with Max being hated
Having each type a niche through a mean or another is nice and all, but a bad defensive matchup (be it against too many great offensive types, or too little valuable resistances) or too many duds can end up outweighting the positives, especially if another type can do the same niche with much less issues.I feel like the thing about Pokémon’s type chart is that every Type is designed to have some form of use and that even the worst Types in the game can thrive in the right situation. Trying to decide if any Types are over or underpowered isn’t a matter of looking at which Types are strictly the strongest and against what, but rather it’s a complex puzzle that dives into the core mechanics of the game. Which Types are good for a win condition? Which types are good for a defensive pivot? How much opportunity cost am I spending by picking this Type of Pokémon over another? Things like that. Sometimes, you’ll have situations where added mechanics seemingly “break” already existing Types, too- see how Power caused some controversy way back in the day in Gen 2 with the Legendary Electrics in particular because that design archetype wasn’t designed around the idea of universal type coverage.
Every time there’s been Types Game Freak wants to tone down, there’s been some common trends between those Types. In their eyes, a “broken Type” needs a handful of things, and preferably a combination of them. It needs a deep roster of strong Pokémon of that Type, it needs a deep roster of good moves or at the very least one move so good that it helps carry the entire Type (see Psychic in Gen 1 and Close Combat in Gens 4-5), and it needs good unweighted and weighted matchups both offensively and defensively. When new generations are created, however, we see a scenario where already strong Types tend to get even stronger… at the cost of their bad matchups also getting the same treatment. Power creep is a universal phenomenon in this sense, and for that reason I don’t there’s any one Type in the game right now that’s overly dominant or completely ruinous, since even the strongest Pokémon tend to have equally viable answers because of all of the power creep.
Instead of broken individual Types, what we’ve seen more and more of over time is a shift towards overpowered Pokémon who are as strong as they are for reasons other than their typing. Now, it stands to reason that several Ubers are strong because they can use their STABs or whatever, but something like a Mega Kangaskhan pre-nerf or a Prankster Thundurus, to say nothing of all the threats running around in Gen 9, is probably going to be strong no matter what Type(s) it is. Conversely, if a Pokémon’s base stats, movepool, and Abilities aren’t very useful, it’s going to be way harder to make use of whatever typing that Pokémon is given. This is an extreme example, but you could have a Steel/Fairy Pokémon with a deep movepool, incredible base stats, and something like Truant as its only Ability and the Pokémon would still probably be unviable.
Refer back to what I said about the Legendary Electrics in Gen 2, however. No tiering action against them or against Hidden Power currently exists at this time, but when newer mechanics are introduced that massively warp the metagame in favor of certain Types like this, specifically those features the Type chart wasn’t designed for, that’s the kind of thing that breaks a Type in the traditional sense. Rock-Types tend to be slow? Say hello to Speed boosting strategies and both Dragon Dance Tyranitar and Choice Band Aerodactyl in Gen 3 who bypass many of the normal issues Rock-Types are known for. Most Dragons have higher physical Attack in the older generations? Say hello to the physical-special split. Fairies being resisted by the three Types with the most resistances? Slap a Ground Tera on that bad boy and watch as your problems disappear.
Edit to prevent double posting: This whole concept of “later introduced mechanics can break older strategies” is arguably the entire reason Baton Pass has been so controversial for so long, By nature, being able to do things like pass stat boosts or make use of “slow pivoting” (as opposed to the immediacy of just switching out normally) changes how the game is to be approached. That begs the question, though- is every newly developed strategy like this “broken” by definition, if you’re speaking as strictly as possible? And wouldn’t that mean Gen 1 is technically the only generation with nothing (besides Mewtwo and Mew I suppose) “broken” about it at all?
Grass resisting Electric makes it a bit more valuable defensively in this scenario, but it hardly matters since it has so many common weaknesses.There's Grass, but it'd be losing further relevance as an answer to Water if Electric gets better.
I think psychic could justifiably be taken off steel's resists, it doesn't make sense that it would be able to resist essentially mental magic, it's called the steel type, not the tin foil type.
You know it's a wild take when I gotta bash Sinnoh.also sorry for double post but i need to emphatize: bdsp is one of the best selling remake of all time, only beaten out by lets go who is boosted by being more kanto and introducing go mechanics. Shit on these games all you want but theyre running laps on earlier gens
I'll go a step further. Trying to balance this game properly is a fool's errand. There are too many variables to begin with, but also the metagame evolves in unpredictable ways. For example, we were talking about Bug's reputation as the worst type of the game, and Scizor just made it back to OU with its Bug typing being a very valuable asset to it (Defensive synergy with Steel + STAB on U-Turn).I feel like the thing about Pokémon’s type chart is that every Type is designed to have some form of use and that even the worst Types in the game can thrive in the right situation. Trying to decide if any Types are over or underpowered isn’t a matter of looking at which Types are strictly the strongest and against what, but rather it’s a complex puzzle that dives into the core mechanics of the game. Which Types are good for a win condition? Which types are good for a defensive pivot? How much opportunity cost am I spending by picking this Type of Pokémon over another? Things like that. Sometimes, you’ll have situations where added mechanics seemingly “break” already existing Types, too- see how Power caused some controversy way back in the day in Gen 2 with the Legendary Electrics in particular because that design archetype wasn’t designed around the idea of universal type coverage.
Every time there’s been Types Game Freak wants to tone down, there’s been some common trends between those Types. In their eyes, a “broken Type” needs a handful of things, and preferably a combination of them. It needs a deep roster of strong Pokémon of that Type, it needs a deep roster of good moves or at the very least one move so good that it helps carry the entire Type (see Psychic in Gen 1 and Close Combat in Gens 4-5), and it needs good unweighted and weighted matchups both offensively and defensively. When new generations are created, however, we see a scenario where already strong Types tend to get even stronger… at the cost of their bad matchups also getting the same treatment. Power creep is a universal phenomenon in this sense, and for that reason I don’t there’s any one Type in the game right now that’s overly dominant or completely ruinous, since even the strongest Pokémon tend to have equally viable answers because of all of the power creep.
Instead of broken individual Types, what we’ve seen more and more of over time is a shift towards overpowered Pokémon who are as strong as they are for reasons other than their typing. Now, it stands to reason that several Ubers are strong because they can use their STABs or whatever, but something like a Mega Kangaskhan pre-nerf or a Prankster Thundurus, to say nothing of all the threats running around in Gen 9, is probably going to be strong no matter what Type(s) it is. Conversely, if a Pokémon’s base stats, movepool, and Abilities aren’t very useful, it’s going to be way harder to make use of whatever typing that Pokémon is given. This is an extreme example, but you could have a Steel/Fairy Pokémon with a deep movepool, incredible base stats, and something like Truant as its only Ability and the Pokémon would still probably be unviable.
Refer back to what I said about the Legendary Electrics in Gen 2, however. No tiering action against them or against Hidden Power currently exists at this time, but when newer mechanics are introduced that massively warp the metagame in favor of certain Types like this, specifically those features the Type chart wasn’t designed for, that’s the kind of thing that breaks a Type in the traditional sense. Rock-Types tend to be slow? Say hello to Speed boosting strategies and both Dragon Dance Tyranitar and Choice Band Aerodactyl in Gen 3 who bypass many of the normal issues Rock-Types are known for. Most Dragons have higher physical Attack in the older generations? Say hello to the physical-special split. Fairies being resisted by the three Types with the most resistances? Slap a Ground Tera on that bad boy and watch as your problems disappear.
Edit to prevent double posting: This whole concept of “later introduced mechanics can break older strategies” is arguably the entire reason Baton Pass has been so controversial for so long, By nature, being able to do things like pass stat boosts or make use of “slow pivoting” (as opposed to the immediacy of just switching out normally) changes how the game is to be approached. That begs the question, though- is every newly developed strategy like this “broken” by definition, if you’re speaking as strictly as possible? And wouldn’t that mean Gen 1 is technically the only generation with nothing (besides Mewtwo and Mew I suppose) “broken” about it at all?
This. I mean this with all due respect to the competitive scene, but this franchise is a monumental disaster of game design where you can’t try and fix one balance issue without creating three more. But at the same time, you as the developers consciously don’t want Pokémon types or the Pokémon themselves to just be perfectly balanced rock-paper-scissors either. (18-way rock-paper-scissors sounds miserable in that context.)I'll go a step further. Trying to balance this game properly is a fool's errand. There are too many variables to begin with, but also the metagame evolves in unpredictable ways. For example, we were talking about Bug's reputation as the worst type of the game, and Scizor just made it back to OU with its Bug typing being a very valuable asset to it (Defensive synergy with Steel + STAB on U-Turn).
With that said, adjustments are perfectly fine.
What really works is having types have identities. Good flavor, good synergy, gameplay that feels unique because of a type besides the type chart.
I'm talking about exclusive moves to a type, like Aurora Veil, properties, like Ghost being immune to trapping, an overall theme, like Electrics being excellent at speed control... That's the stuff that really elevates a type.
Bug already got a nice identity going on lately with all the debuffing attacks it has, but Fairy getting a resist to it just off U-Turn is a mess.This. I mean this with all due respect to the competitive scene, but this franchise is a monumental disaster of game design where you can’t try and fix one balance issue without creating three more. But at the same time, you as the developers consciously don’t want Pokémon types or the Pokémon themselves to just be perfectly balanced rock-paper-scissors either. (18-way rock-paper-scissors sounds miserable in that context.)
Going back to the Bug example you mentioned: Scizor just rose back up to OU to my complete shock, and it did so without needing anything truly significant in terms of changes to the Bug or Steel Types (Tera doesn’t count since that doesn’t fundamentally change the details of what each Type does).
I would like to discuss the idea that Bug would benefit significantly from one of these extra effects, but I also don’t know how to do that without getting into wishlisting territory. We’ve seen this work wonders in metagames too- Flying has been called the best Type in Gen 3 by some content creators for example, in very large part due to their airborne nature making them immune to Spikes. Rock has the Sandstorm boost, Ice has the Snow boost, Poison has the Toxic Spikes interaction, Grass and Psychic both have Terrains and Grass is also immune to powder moves, and while Normal doesn’t have any special traits like that, I would argue that Normal representing flexibility is its main trait, as is its identity as “that one Type that has a ton of neutral matchups”. Am I forgetting any of the other Types we’ve all mentioned? I feel like every Type besides Normal and maybe Dragon should have some kind of trait like this.
Before Psychic ironically came into its own as a strong utility Type, I would argue Dark was originally meant to fill that niche. You’ve got Thief and Knock Off as weaker (prior to the Knock Off buff) attacks based around held items, Pursuit to try and hit opponents on the switch, and basically every Dark-Type attack has this trend of “lower base power but a secondary effect to compensate”. Historically Dark has also been more of a defensive Type if anything, only being weak to Fighting and Bug prior to Fairy-Types coming in, and they also resist Ghost which is very valuable and rare in the modern type chart.Honestly I'd argue Dark isn't THAT good, it's just hard carried by Prankster (fucking bullshit it gives priority to none volatile moves), and Kingambit's ability, along with the ruinous quartet having hyper minmaxxed stats for 2 of them
When you look at Bombirdier and Mabosstiff, neither make an impact. Lokix is entirely carried by Tinted Lens and priority
It's the same with looking at Gen 5. Only Bisharp was genuinely good, other dark types were eh, Zoroark straight up is ruined by team preview, and only Darkrai is busted cuz >Dark Void legendary BST
Vs fighting where Close Combat spam was extremely common Gen 4/5, which incidentally made being Psychic more valueable as they resisted it. If it wasn't for the Knock Off and Prankster buff Gen 6/7, Dark type as a whole could've become the next old Bug
Idk about you, but I don't play the stock market, I play video games. If we're being honest here, all of that gotta go out of the window and we gotta look at things from a game perspective.
Lmao how in the world did I forget about Iron ValiantFighting is in a unique place in Scarlet & Violet, however. At the top of the tier lists for Singles you’ve got Great Tusk, Zamazenta after it became legal, and Sneasler before its ban, and you also have Koraidon for Ubers and restricted VGC metagames. Behind this admittedly really strong top four, though, there’s not as much depth as some other Types, and even Bug-Types have good debuffing options and U-Turn, to name a few tools. Close Combat is still an incredible move but Fairies exist now and when it became a TM in Sword & Shield a lot more non-Fighting Pokémon got this move making it less unique to the Pokémon that did have it naturally. They retain Bulk Up (or Victory Dance, for Hisuian Lilligant) and also have STAB on the popular move Body Press, and on the special side they retain Aura Sphere and Focus Miss- sorry, Blast- but nothing else the Type offers really sticks out as all that interesting save for individual Fighting-Types that do great in the various Smogon tiers. In OU Fighting is solid off of Great Tusk and Zamazenta alone, alongside that crucial Dark resist, but like I said, it’s the depth and the lack of utility I have a problem with.
Yeah, we agree on it.i dont care for bdsp and never played it and i find it a Worthless Product in the franchise, but my point isnt that the games are good, its that we just cant take filtered bubble views on the generations as ways to define eras: bdsp Was successful whether its dogshit ass or mid or the best game ever, so it being part of any kind of era signified by death of hype seems silly to me.
as an example, i do not think many golden era disney movies are good. i find them mediocre products. doesnt meant they arent some behemoths of animation success