Immunity seems a bit random in my opinion. Why not limber, water veil, own tempo, vital spirit, etc? From first glance this metagame seems pretty limiting, but I'll have to mess around with it a little first.lcass4919 said:Supportive abilities: immunity, flash fire, sap sipper, mold breaker, prankster.
How about natural cure? Gets a little bit of all of those.Immunity seems a bit random in my opinion. Why not limber, water veil, own tempo, vital spirit, etc? From first glance this metagame seems pretty limiting, but I'll have to mess around with it a little first.
i mostly chose those specific abilities to balance them. i would do the "change it up every month" but then that means the meta would never solidify, and im not a fan of metas with no "Consistancy" so i dont see how i can run one myself.You could have a poll with all the offensive, defensive, and supportive abilities. The top 5 will be used here.
Alternatively, not have it fixed and move this to pet mods where you can change it up every month.
I find this meta extremely hard to balance with 5 abilities in each set. Some abilities are bound to cancel each other, which often defeats their purpose.
I think it's better to limit it to 3-4 abilities.
Or you could make more sets. Since you compared this with MMOs, realize that Assassins often have defensive skills, and Priests have offensive ones. In short, make hybrid sets.
Something like this:
Warrior: Adaptability, Mold Breaker, Guts
Crusader: Unaware, Filter, Magic Guard
Wizard: Tinted Lens, Sheer Force, Magic Bounce
Priest: Regenerator, Magic Guard, Prankster
Assassin: Tough Claws, Technician, Infiltrator
Rogue: Poison Heal, Prankster, Mold Breaker
Hunter: Sniper, Super Luck, Compound Eyes
Druid: Sap Sipper, Poison Heal, Water Absorb
The way this could be implemented would be using the first ability on the list to determine your "class". More options in teambuilding is always good. :)
i actually like the concept of both of these ideas, having less abilities on each,(3 sounds reasonable) but instead having plenty of specific classes to choose from. would that be straying too much from my original concept? not many abilities provide good downsides that don't completely make stuff useless, so i kinda oppose that idea. ill have stock ideas for each class,(looking at both of yours i have good ideas) and every week ill probably hold a poll to get community opinions on changes to each individual class(thus this meta is codable from the start).Maybe there should be a downside to each class to balance it out. Like in RPGs you may go warlock but end up having shitty ap resist (im a geek) or you choose archer and you get fucked as soon as something comes close.
Warrior - Tough Claws, Sheer Force, Mold Breaker, Adaptibility and downside would be Defeatist or something.
Mage - could be focussing on the special side. No Guard, Magic Guard, Sheer Force Defeatist
Priest/Cleric - would be healing NOT STALLING/TANKING Regenerator, Natural Cure, Magic Guard,
Tank - the heavy walls Fur Coat, Toxic Heal, Heavy Metal (the ability that adds weight)
Assasin/Ninja - focus on speed and weakpoints Unaware, Mold Breaker, Speed Boost, Technician
^^^^^^^^^
Personal oppinions though
I like the idea of having more than three classes tbh (although Hunter looks literally useless and Wizard looks like an overpowered piece of crap so you should probably balance those if you go with that suggestion).
the original idea of support was to have an immunity to "almost every type" while also being able to set up hazards and whatnot to combat both stall and offense to a "decent" degree. but being too broken, i decided instead an immunity to every form of damage stall can deal to support would be enough to help it. and with prankster and mold breaker, its already a strong force for offense. it was also created to combat fur coat. as i knew even with the rediculous boosts offense gets, defense just laughs it off. the reason i want to keep the three as they are, is that physical has ALWAYS had a better advantage then special(better distributed setup, stronger moves with less reprocussions, more "perfect coverage") so to also somewhat balance that, i made sure support had a method to make physical sweepers good for breaking stall while not powering them up too much.Out of curiosity, how do you define an ability as one of the 3 categories (offensive, defensive and supportive)?
I mean offensive is probably obvious, any ability that directly increases your offensive capabilities such as tough claws are classed as offensive. But my problem lies in the defensive and supportive categories, what is the line that separates them? My first guess is any ability that boosts you're defensive capacity, for example poison heal provides more HP each turn and thus requires more effort to take down. So why are things like flash fire in the supportive category? Flash fire seems defensive not supportive. What defines supportive anyway? Is it just where you dump all the abilities that don't fit the first 2 categories?
What about abilities like contrary or simple? What category would they fall into?
Uh... what? I understand what your saying about how they should counter each other, but I don't see how this at all balances it. By keeping Fur Coat as part of the meta you are basically invalidating physical offense without actually keeping special offense in check, which just leads to the entire meta centralising around special attackers and special walls. This is not balance at all, and if anything it is a case of cancer/unbalance similar to Mega Salamence's effect on the OU metagame before it was banned.If I understand catagories should counter each-other, so I don't think Fur coat should removed since it neitralizes offence. Without it it'll be almost impossible to beat offence
Uh... what? I understand what your saying about how they should counter each other, but I don't see how this at all balances it. By keeping Fur Coat as part of the meta you are basically invalidating physical offense without actually keeping special offense in check, which just leads to the entire meta centralising around special attackers and special walls. This is not balance at all, and if anything it is a case of cancer/unbalance similar to Mega Salamence's effect on the OU metagame before it was banned.
The thing is, I don't want to be forced to run chansey and/or blissey on every team i make to not auto-lose to special attackers. If that is the case, then that is proof of meta overcentralisation, Physical offense has stuff like Skarmory etc. already, it doesn't then need fur coat on top of that to make it literally impossible to run a successful phys offensive 'mon. It would uust completely break defense, and that is not balanced in the slightest rofl
Instead of trying to buff defense, the ideal solution would be to nerf offense. The fact is that, while you would expect a triangle, one simply will never exist here. This isn't swords>axes>lances>swords or fire<water<grass<fire. We're talking about entire ranging playstyles, and that means that you go from a simple triangle to a sphere of phys offense beats special defense but loses to phys defense on top of everything else, and by turning SpD walls into complete catch-alls for every mon in the game you are breaking the balance. This is not desirable.
Skill link is not a thing.I'm fine with Fur Coat staying. My problem is Technician, which basically doesn't raise power at all, with exception of Skill Link pokes, because single hitting 60 bp only raises to 90 bp, which is no different from boltbeams. The only relevant thing about it is Skill Link, 40 bp priorities and Dual Chop. Replace it with something.
It doesn't have to be guts but as I said before, Guts would be the best replacement of it because it's kind of unfair that Defense and Support have a way of neutralize/taking advantage of status and Offense doesn't.
Edit: but in my honest opinion, Fur Coat really needs to go. With Regenerator + Poison Heal, you have your self heal 33 (Regenerator) + 12.5% (Poison Heal) = 45.5% EVERY SWITCHES and with Unaware you can't boost yourself to beat it. It's completely overpowered already. You can basically switch pp stall with blissey and you can win with just that.
I know that Skill Link doesn't exist with the current state of the meta, but maybe if the idea to have more classes with fewer abilities is approved, one of them could be Skill Link + Technician.Skill link is not a thing.
Quick Feet, then? Dunno if that would be relevant here either though because lack of speed isn't the issue.Guts would be completely useless since no physical mon would ever have offense.