Here is some round 2 feedback. I still have about 5 more I need to address, but figured I would not leave you waiting.
I will hopefully have this finished up later tonight. I will mention that I am not worried about our concept playing into our framework all that much. My hope is to slate options that have lots of room to fulfill the concept. Lastly, I will encourage users to not provide commentary on legality of concepts since it is my and the mod team's responsibility to make those conclusions.
I am fond of these mechanics and have wanted to explore them in the past. I worry that the lack of options limits the concept too much out the gate. Options like soak and magic powder also risk being unexpectedly powerful since they strip the opponent of their stabs and resists.
Partner concepts have failed to work in the past, and I am not keen on repeating those mistakes. I think a better approach would be to use the Young God concept and build a stronger version of a UUBL mon as opposed to trying to bolster viability.
First Come, First Served can cover these mechanics without being specifically limited to them. That really puts this concept in an awkward position, and I am unsure of what can be done to set this concept apart from its competition.
I think it is different enough from Get It How You Want It so you do not need to delete it. I have made similar comments towards other concepts that we probably need to build in a way that not only encourages one move but disincentivizes the other. It would be unfortunate if one utility is the default for both forms.
Pacing of a match usually is not dictated by a single mon. It is mostly influenced by team compositions. As is, the concept feels like a convoluted way of saying make one form defensive and the other offensive.
Holy hell this scares me. When I brought up the issues with Equilibra’s two abilities for Two Sides of the Same Coin, I had spaced on the fact we have two different forms. This just exacerbates that problem with an additional ability. Not to mention, two Pokémon would have this problem as opposed to just one.
The design space here is very limited. It also sounds like we are making a mon that will counter itself which I am not thrilled about. This could maybe be spun so that only one screen gets used per form sort of how Gen 6 Tomohawk sometimes ran reflect as its last move.
I think Young God and this have a lot in common. Taking mechanics we are not currently using and giving it new life is something I am always willing to explore. I do know that some strategies from older gens were based on weird mechanic interactions that no longer exist like gen 2 resttalk being able to use rest while asleep and gen 1 hyper beam not having to recharge if the opponent was KOed. Is that problematic for this concept?
I am more interested in the disrupting aspect of this project, but I think the entirety of this project is solid. With the example of FS+breaker combos, I would worry about us veering too close to a partner project, but I think the amount of design space lets that be a very small concern.
This would benefit from being called “Hax-Proof” or even a variation on Colossoil’s concept “Stop the Secondary” since some of the concept revolves around secondary effects. I think this could work, but I am not super familiar with all the options available here. That makes me unable to gauge how much there is to explore.
This is a fine concept. I like how some of these mechanics can stack on one another, but other than that I have no strong opinions on it.
I will hopefully have this finished up later tonight. I will mention that I am not worried about our concept playing into our framework all that much. My hope is to slate options that have lots of room to fulfill the concept. Lastly, I will encourage users to not provide commentary on legality of concepts since it is my and the mod team's responsibility to make those conclusions.
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