Mmm, I often find speculating about game design more interesting than the games themselves...
I don't play Pokémon anywhere near a competitive level, but I have friends that do and I often lurk on Smogon. I understand the implications some mechanics have on the metagame, and so I was wondering if any combination of the following mechanics would address some of the issues you all are talking about:
Issue:
Auto-weather mechanics are too overbearing.
Possible fixes:
– Auto-weather is only maintained while the original Pokémon is on the field.
Hippowdon may be capable of stirring a sandstorm upon entry, but the sandstorm will clear the moment he is switched or knocked out. The only means of maintaining a weather condition between monsters is to actually use the appropriate move during a turn.
– Auto-weather lasts a set number of turns.
Like a normal weather condition, the auto-weather effect will have a set duration. (It could be the usual five turns, or possibly more or less.) The only means of restarting the auto-weather effect would be to switch said Pokémon out, and then back in again.
– Weather effects do no boost type damage.
This applies to sun and rain effects in that they would no longer boost Fire and Water move damage. (I do not know if this is a contributing cause to the overbearing weight of the weather mechanics in the metagame...)
– A new hold item is introduced that clears weather when the Pokémon is switched in.
This may or may not be consumable...
Issue:
Entry hazards such as Stealth Rock have become too overbearing.
Possible fixes:
– A new ability is introduced that clears all entry hazards from that Pokémon's side of the field when it is switched in OR makes the Pokémon immune to entry hazards.
Specifically, it refers to Stealth Rock, Spikes, and Poison Spikes.
– A new hold item is introduced that clears all entry hazards OR makes the holder immune to entry hazards.
May or may not be consumable.
– New moves are introduced that make entry hazards a punishable strategy.
There are numerous means of introducing such mechanics, but such examples could include:
- Spike Launcher -- A medium BP attack that greatly increases in damage relative to the number of entry hazards on the attacker's side of the field. Said entry hazards are consumed as they are "launched" back at the foe.
- Revolving Earth -- Switches the entry hazards or field effects on your side of the field with those of your opponent's. In addition to entry hazards, effects such as Aqua Ring will also be swapped.
- Field Boost -- Provides stat boosts (such as +Attack or +Special Defense) depending on the entry hazards on your side of the field. The boosts would be balanced in such a way as to ensure a powerful and worthwhile reversal.
– Entry hazard damage numbers could simply be adjusted.
This includes static number changes, damage caps, etc.
I know it's probably not my place to post something like this, but I'm really interested in solving problems like these and I'd be interested in knowing what combination of the above mechanics (if any at all) would address metagame issues. This would also be a good time to point out that, while GameFreak is certainly no Blizzard or what have you when it comes to active balance and testing, they
do try to make Pokémon relatively balanced and interesting, so solutions like the above may be on the way for Black & White. BW's metagame will be different from DP's.
And since I see a discussion on Registeel, I'll just go ahead and throw in my fan ability for him. XD
New Ability:
Adaptive Metal
When struck by a physical attack, this Pokémon's Defense will increase by one level, and its Special Defense will decrease by one level. Similarly, when struck by a special attack, this Pokémon's Special Defense will increase by one level, and its Defense will decrease by one level.
This is, of course, in addition to some sort of Steel recovery move, as has been mentioned previously. :3
Thanks for reading!