So the last thread (located here) died off of discussion so this will revive it in a more current context.
The Current Endeavor:
The user recalls the hardships of the match and tries its hardest to pound that experience into its opponent. Endeavor fails unless the target has more HP remaining than the user. Endeavor can only be used once in the same round as Endure. This move fails unless the user can pay the entire Energy Cost.
CT: Force
Fixed Damage Formula: (Target HP - User HP) / 1.75
Energy Cost Formula: 6 + (Calculated Damage / 1.75)
The original series of posts sparking discussion about Endeavour:
Some proposed solutions:
a) Cap the damage (20/25/30/40/50)
b) CT: None
c) Cannot be used under Endure
d) Alter the damage formula (Fixed Damage Formula: (EN / 100) x (Target HP - User HP) / 1.75)
e) Alter the energy formula (Energy Cost Formula: 6 + (Calculated Damage))
f) Alter the damage formula (Fixed Damage Formula: (Target HP - User HP) / 2)
There was more or less a consensus that Endeavor was in need of a nerf of some form in the previous thread so, what I'd like you guys to discuss:
How much should Endeavour be nerfed? (If you don't think it should be nerfed answer that here)
Which of the above, or which combination of the above should be used to nerf Endeavor
If none of the above, how should it be nerfed?
Please keep posts civil, intelligent, and on-topic.
The Current Endeavor:
The user recalls the hardships of the match and tries its hardest to pound that experience into its opponent. Endeavor fails unless the target has more HP remaining than the user. Endeavor can only be used once in the same round as Endure. This move fails unless the user can pay the entire Energy Cost.
CT: Force
Fixed Damage Formula: (Target HP - User HP) / 1.75
Energy Cost Formula: 6 + (Calculated Damage / 1.75)
The original series of posts sparking discussion about Endeavour:
Frosty said:In theory, Endeavor would be a balanced version of ingame, since ingame equals hp and here we just deal a proportional damage. But in ASB, after a mon defeats another, when the replacement is sent out, chances are that the weakened mon will still be able to use Endeavor at least once. That possibility is greatly increased by how Endure works and the turn-based aspect of ASB (so if you have a weak mon with endeavor and you are ordering last, the odds are that you will manage to fire at least one of those). On a situation like that, Endeavor deals up to 50hp of damage, something that no other move (and very few combos) can muster. And if you check battles, you will see that this happens quite a lot and is enough to put the opposing player in a spot extremely difficult to come out (see deadfox081 previous subway for an example). I propose we cap the damage, like we do with Destiny Bond and Final Gambit. 30 seems like a good place to start, since it is still big enough to make a splash, but not too much.
zarator said:3) I completely agree with capping the damage of Endeavor, although I believe that in such a case we should also cap the energy cost (so that a Pokemon doesn't pay the equivalent of a 50 dmg blow in terms of energy for a 30 dmg blow)
ZhengTann said:Endeavor: Disagree about the cap though. For one thing, Endeavor is a niche move similar to Reversal, in that the user would have to be at a disadvantage to be able to use it effectively. If the problem is "50 damage blow in terms of energy of a 30 damage blow", then I'd rather propose tweaking the multiplier (1.75 is a cumbersome decimal anyway, why not change it to an integer like 2?)
Dogfish44 said:Endeavor: The largest problem seems to be abuse after a round of Endure, in which case I'd suggest simply giving the move the Perish Song treatment and making it -1 Priority. Either that or some arbitrary cap on the damage it can do.
Gerard said:Endeavor: Even with a -1 priority that doesn't solve the ability to be used with Endure to cause massive damage (ex. I have 13 Hp after defeating an opposing mon, another mon comes out, it's faster but it lacks encore, now I can use Endure while he can attack me or use Infestation or something like that, which will probably not kill me, now I get at least one action to do whatever I want, I doesn't even matter if I Endeavor has -1 priority since I will get to do it anyway (and now I don't even have to worry about Phantom Force or Bounce)) So I agree that a 30 dmg cap would be the ideal here (Everything else is capped like that anyway)
Some proposed solutions:
a) Cap the damage (20/25/30/40/50)
b) CT: None
c) Cannot be used under Endure
d) Alter the damage formula (Fixed Damage Formula: (EN / 100) x (Target HP - User HP) / 1.75)
e) Alter the energy formula (Energy Cost Formula: 6 + (Calculated Damage))
f) Alter the damage formula (Fixed Damage Formula: (Target HP - User HP) / 2)
There was more or less a consensus that Endeavor was in need of a nerf of some form in the previous thread so, what I'd like you guys to discuss:
How much should Endeavour be nerfed? (If you don't think it should be nerfed answer that here)
Which of the above, or which combination of the above should be used to nerf Endeavor
If none of the above, how should it be nerfed?
Please keep posts civil, intelligent, and on-topic.