I love this too, and think I have a good enough concept of balence to help approve moves.
I think we have already done that through the usage of Nicknames. :o
Should all sig moves have to be STAB?
(all of them are in Obj vs me lol)
Honestly, signature moves, no matter how balanced they could be, will be incredibly unhealthy for the game, add too much complexity to the game, & honestly, will NEVER be approved, given it goes against the vision DK had in mind. If we had this, combined moves will virtually, become fairly extinct(why? What would be different from now?), really weak moves with niches like Rage will never see the light of day again, has the potential to kill stall given most users will go for powerful moves, & quite frankly, it is the very essence of power creep. Take the first line of the Combinations section in the DAT. [BOX]Rather than a Signature Move system, CAP ASB focuses much more on the usage of combinations.[/BOX]Never, not in a million years, absolutely not, no way Jose, no chance Lance, nyet, negatory, mm-mm, nuh-uh, uh-uh! And of course my own personal favourite of all time, man falling off of a cliff: NNNOOOOOOOOOoooooooo.......
This pretty much kills the idea of them ever becoming a thing. Why go out of our way of creating a complex, & frankly, stupid & unnecessary system, when we have Combinations, which is already codified, balanced, & well, a part of ASB?
tl;dr, This will never be approved. Never.
If the creator of CAP ASB wants combos instead of signature moves, then it will almost certainly be a lost cause in trying to convince him in back-flipping on his vision.Combinations:
Rather than a Signature Move system, CAP ASB focuses much more on the usage of combinations. Used correctly, combinations can turn the tide in tough battles. Combinations are allowed at the discretion of the ref, however any combination that makes some level of sense will likely pass the basic test of "can these moves feasibly be combined." Combinations occur on the first action they are used and the second action is a "cool down" action where the Pokemon is left vulnerable to attacks. Combinations can be used any action of the round, but Combinations used on the last action of a round require a cool down on Action 1 of the next round, meaning a Pokemon that ends a round with a combination cannot switch out unless forced out by an attack that round. Note that the cooldown from a combination will not decrease the number of turns left of Confusion etc., and nor can it be stopped by flinching or paralysis. However, Freeze will delay cooldown.
DAT said:![]()
Heat Rock: Causes Drought to cost no energy to activate, extends the duration of the move Sunny Day to six (6) rounds, and enables sun to be used in all arenas where it might otherwise be disallowed.
DAT said:![]()
Heat Rock: Causes Drought to cost no energy to activate, reduces the EN cost of Sunny Day to 5, extends the duration of the move Sunny Day to six (6) rounds, and enables sun to be used in all arenas where it might otherwise be disallowed.