The other option is to just make Forewarn a Filter/Anticipation copy since those are ability effects we made up ourselves anyway.
Actually they do, two lights are an improvement since one light can ony go into one direction with respect of an alien object, a second one creates a secondary light source that reduces the number of shadows into any given space or object, this is the more notable inside a photography studio where you can see the diference between one, two and three reflectors on a model since every other light source avaible is gone, and I have to assure you, the difference is notable
Gerard said:PS: Proposed Forewarn sucks, dodge sucks, and not even removing the cap makes it so incredibly niche and not even worth as an ability
Anticipation clone is a great idea imo.
On the other hand, my idea for Forewarn is to give the pokemon a 100% Effective Dodge against most attacks. Spread moves, combos and priority wouldnt be affected.
That way, Dodge would be generaly better, but without making Teleport and the likes out-classed.
what if we made it cause the opponents move with the highest BAP to have no effect? this wouldnt be amazingly powerful because things with ohko moves or explosion etc would pretty much be unaffected by it, whereas it could be fairly strong vs mons with four bap 12 moves or something like that?
I have another suggestion - based on the fact that most match have a 2-day DQ period, and most ASB-ers are kind enough to extend that DQ, a match usually ends at least 5 days after the last post. Since the winner in a DQ match gets the regular rewards, can the reffs get the equivalent compensation of a fully played match as well?On Pwnemon's argument for ref compensation during a DQ, I have a suggestion:
For singles battles, refs receive a compensation of .5 UC per round, rounded up. In cases where you only ref, say, one round, you get 1 UC, but if you were to red 26 (near the size of a 6vs), you'd get 13.
For doubles battles, you would get 1 UC per round, seein how they are more difficult to ref.
For triples battles, you would get either 1 or 1.5 UC per round, rounded up. Personally I lean more towards 1 UC per round seeing as the number of actions in a round of triples is the same as that of doubles.
Of course, all DQ compensation with this formula would be capped at the amount of UC obtained if the match had been completed properly.
The reason for this is that reffs take serious responsibility for the matches - ensuring fairness in calcs, deciding flavor, putting the thread up, etc. - so it would be nice to see them compensated fairly even if one of the battler is DQ'ed. There's a slight flaw that can be abused in this though - large battles (say a 6v6 Singles) give huge DQ compensation to refs, which encourage harsh DQ enforcing.Example said:A 3v3 Doubles match ends in a DQ when Player 1 passes the time limit. Player 1 has 2 mons KO'ed, Player 2 has 1 mon KO'ed. Reff rewards would then be calculated as if Player 1 is fully defeated, which means regular 7 UC (3v3) plus 2 UC (3 mons DQ'ed Player 1, 1 mon DQ'ed Player 2, divided by 2 for Doubles format).
Actually, that Forewarn idea would make Dodge pretty much outclass evasive Teleport and evasive Agility, because those don't avoid spread moves or faster moves and have lower priority than Dodge, and they cost more energy.
Stalling is more viable in ASB than you realise; See Shuckle (Walls everything), Gliscor (Can drain a lot of Energy from the opponent), Kitsunoh (Perish Stall w/ U-Turn), etc. Also, the idea that Forewarn mons cannot stall is ludicrous either; Jynx can attempt to stall out a big threat with Mean Look + Perish Song. Necturna is incredibly bulky & can recover HP quickly, & can Sketch a phasing/evasive move as well. Musharna has above average bulk & can use Pain Split alongside a variety of disruptive moves. Hypno...Well, yeah. A buffed Dodge/Evasive move is going to help them stall more effectively than you realise, Jynx in particular, since all it needs to do with perish stalling is to count down the actions. Especially given the proposed changes I made will help Jynx in Perish Stall.My biggest problem with that is that best case scenario, you still equal, you both lose an action, and while the opponent might lose a bit of energy, you didn't do anything, stalling is far from efective in here, and more likely than not you lost one action going second, you haven't outdamaged your opponent, you haven't done a single thing to it, you just dodged an attack, and since no forewarn user even has a phazing move, you can't even stall into a better match, that's why I personally HATE the idea of forewarn having to do with dogde and co. any decent player will sub for evasive and protective moves and be done with it, and even if they don't, unless they use a combo or something really energy exhausting, they're not in such a bad position that missing one turn will be that bad, since they're not gonna be damage either.