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Resource BBP Bug and Feedback Thread - Generation 9 Edition!

Just some thoughts on Contests so far. I like it a lot. The systems are pretty easy to understand. I am hooked.

My issues:

Metagame Vocabulary
This might just be game culture not having caught up yet, but there isn't a whole lot of vocabulary for pretty important concepts for metagame discussion. For example, I use "Explosion-like" for example to refer to Explosion and all of its clones, but perhaps the Explosion effect text itself could instead be something like 'Bombastic Finisher: Until the end of next round, the user gains: The user can't perform moves.' so that now I get to talk about Bombastic Finisher moves, rather than "Explosion-likes". There's also no easy way to refer to "moveset variety", I've been using "prime move variety" to try to refer to it, as in the moveset that excludes all clones, with "prime move" intending to mean the abstract move that a certain amount of move clones share in common.

'Prime Moves' at Level 2
There isn't a whole lot of difference between the prime moves available at Level 1 and Level 2, but certain nutty ones become available at Level 3 and even crazier ones at 4. Maybe Level 2 can be given some prime moves of its own to make it more different?

Unown
Unown seems obscenely strong, far stronger (rather, incredibly more cost-efficient) than Smeargle, and a well-prepared Smeargle seems incredibly strong here already. With just one letter boi, I have access to every move in the game, including the cracked signature ones, and I can have multiple of those cracked signature moves, as well as most synergistic combos (even ones that are not possible for any other mon besides Unown/Smeargle) because there is so much redundancy in moves. A prime move has several real moves with different initial letters, so Unown's letter limitation actually limits very little imo.

Queue Sniping
I'm not very enthusiastic about queue shenanigans where you can do things based on the mon/specialty you see posted. I'm not sure how it can be solved.

Deliberately Pooping your Opener
"Throwing" your contest RP opener seems to be a legitimate strategy to try to get the very valuable first round 3-mover. It's hilarious but probably not great for the game.
 
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Queue Sniping
I'm not very enthusiastic about queue shenanigans where you can do things based on the mon/specialty you see posted. I'm not sure how it can be solved.
It used to be that the contest queue required more than 4 people to fire, such that one person (or two people, I don't remember) would always be left out of it. This was to prevent queue sniping. I think it kind of sucks though, if you joined the queue but keep getting bumped. Unsure what the solution to this would be. Maybe declaring your mon when sending in rather than upon signing up?
 
It used to be that the contest queue required more than 4 people to fire, such that one person (or two people, I don't remember) would always be left out of it. This was to prevent queue sniping. I think it kind of sucks though, if you joined the queue but keep getting bumped. Unsure what the solution to this would be. Maybe declaring your mon when sending in rather than upon signing up?

I think so too. Perhaps DMing in your mon along your opener RP and the judge posts them all in the OP to start?
 
I think so too. Perhaps DMing in your mon along your opener RP and the judge posts them all in the OP to start?
Hmm, yeah that could be an interesting solution, although I don't know if it's necessary for the opener to also be sent in in advance. Are there potential consequences to letting people post openers directly in the thread?
 
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Meloetta isnt in the Contest Viewer (not Aria nor Pirouette)
 
From the DAT:

Hex
The user releases a curse that amplifies the target's existing pain.

While performing this move, if the defender has one or more Major Conditiones: Hex has 13 BAP.

Poison
The Pokemon is subject to a slow-acting toxin that is causing them gradual harm as it acts.

The Pokemon is subject to a slow-acting toxin that is causing them gradual harm as it acts.


This condition is created noting a Dosage of two (2) by default.

At the end of each step: The subject takes damage equal to this condition's Dosage.

(This condition is closely related to the Toxin condition.)
 
The way para works currently feels unintuitive to me since it does not stop pokemon attempting moves and instead counts down when a move is attempted.

This feels inconsistent with things like sleep, and causes interactions I would not have guessed.
1. You can trigger a sub for using a move on a turn you are paralyzed. for example "if my opponent is to use a fire attack in combination use protect." would protect if the opponent used it on a turn they are para
2. If you are asleep you can fail to be paralyzed if you don't have a vaild move. for example if the opponent spores you on the step before you would para, you will not spend a turn being paralysed and will still maintain the same amount of strain.
 
The way para works currently feels unintuitive to me since it does not stop pokemon attempting moves and instead counts down when a move is attempted.

This feels inconsistent with things like sleep, and causes interactions I would not have guessed.
1. You can trigger a sub for using a move on a turn you are paralyzed. for example "if my opponent is to use a fire attack in combination use protect." would protect if the opponent used it on a turn they are para
2. If you are asleep you can fail to be paralyzed if you don't have a vaild move. for example if the opponent spores you on the step before you would para, you will not spend a turn being paralysed and will still maintain the same amount of strain.
Paralysis doesn't tick down when a move is attempted, though? It's "at the end of the round, and when the subject leaves or enters play."
 
Not a bug, but I noticed in league circuit that if I attack a water absorb pokemon with a water attack while using a cleanse tag they will get the heal (because cleanse tag only works when attacking, and you have finished your attack by the time water absorb triggers in 8.12).

Felt very surprising to me when I figured it out, but have not thought about if there are better ways to handle things.
 
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