Looks like we’re winding down a little, so let’s move to the next set of questions. Some quick personal thoughts on what has been said so far:
A couple more questions for you all:
To address Abilities in general (particularly Merciless, though other “conditional” abilities fall into this category as well), I’m going to come out and say that from a process perspective it probably will not make sense to pick a conditional ability when 1) the concept specifically delineates moves and 2) this would greatly diminish, if not eliminate, the impact of the Ability stage as a whole.
I also think, and I’m near-universally supported on this from what I can tell, that it’s necessary for us to figure out a specific move or moves to work around early. This reduces the incentive to vote on a slated element for the future aspects that it likely entails, which is a real issue, especially considering our pool of realistic options is not particularly large when accounting for synergies with typing/abilities/what have you.
The point on CAP37 ideally preferring a conditional move to a more reliable one is definitely also something worth considering from the perspective of “this concept’s realization is probably a failure if we turn around and go ‘oh, hex guy is/would have been better with shadow ball’” but I don’t think it necessarily has to force our hand regarding distribution, echoing what quziel said on this front. Following from his example, over a 2-turn sequence, Stomping Tantrum will invariably have the same BP (0+150=75+75), allowing Garbodor to be more liberal in its use of a relatively risky move. Earthquake has a higher damage ceiling, but it requires prediction to reach that level and is thus more variable.
Lastly, I’d like to say that, in general, I’m not a huge fan of overly risky conditional move pairings. Stuff like Sucker+Focus Punch is interesting on the surface but this implementation of the concept is pretty lazy considering what a combination like this would actually do in games, especially when we can use conditional moves in ways that viably minimize risk instead.
I also think, and I’m near-universally supported on this from what I can tell, that it’s necessary for us to figure out a specific move or moves to work around early. This reduces the incentive to vote on a slated element for the future aspects that it likely entails, which is a real issue, especially considering our pool of realistic options is not particularly large when accounting for synergies with typing/abilities/what have you.
The point on CAP37 ideally preferring a conditional move to a more reliable one is definitely also something worth considering from the perspective of “this concept’s realization is probably a failure if we turn around and go ‘oh, hex guy is/would have been better with shadow ball’” but I don’t think it necessarily has to force our hand regarding distribution, echoing what quziel said on this front. Following from his example, over a 2-turn sequence, Stomping Tantrum will invariably have the same BP (0+150=75+75), allowing Garbodor to be more liberal in its use of a relatively risky move. Earthquake has a higher damage ceiling, but it requires prediction to reach that level and is thus more variable.
Lastly, I’d like to say that, in general, I’m not a huge fan of overly risky conditional move pairings. Stuff like Sucker+Focus Punch is interesting on the surface but this implementation of the concept is pretty lazy considering what a combination like this would actually do in games, especially when we can use conditional moves in ways that viably minimize risk instead.
- One move or two? Why? Specifically, I am talking about how many moves we should make our primary focus.
- Should our “condition” be proactive or reactive? Both? Does it matter? A lot of the moves we are discussing have conditions which are reactive - in particular, “hit me” or “don’t hit me” type moves like Sucker and Focus Punch respectively. There are moves with conditions that CAP37 or its teammates could help activate proactively, though, such as Barb Barrage. Is clicking the move itself proactive enough?
- Is there a standard for consistency in activation? Is it simply enough that the reward of the move outweighs the risk of using it?
- Is there a preference towards introducing an already-viable conditional dynamic versus a presently unviable one? Some of the moves that have been discussed, including Beak Blast, Sucker Punch, and Hex, are known to produce effective and engaging conditional dynamics in the current gen through what we can see in official metagames and OMs, whereas others, such as Focus Punch and Metal Burst, have very few parallels to draw from. Is there any lean towards optimizing a move known to be viable versus introducing a dynamic that is novel to the tier and, perhaps, generation at large?




























