It's back again!
Open discussion, since there's a lot of points being made. Focus discussion on the merits and flaws of the current decay system, and the strength of boosting moves.
Open discussion, since there's a lot of points being made. Focus discussion on the merits and flaws of the current decay system, and the strength of boosting moves.
Stat boosting moves have ridiculously complicated rules and are generally useless in battle.
I'd like to explore the possibility of removing decay as a means of easing the rule set and making them viable with stat modifying moves following in game ±1/2 convention.
In theory this should be a nice simple flowchart. However, when you look at it, there are so many stupidities it's crazy.
Take a Pokemon who starts the round at +1 SpA. They use Tail Glow A1, whilst their opponent uses Confide A1. Now by the current logic, the Confide would lock in the stat at +3 - this is actually just as bad as if they hadn't used Confide at all.
The system as it stands works, but it's needlessly complex. A smaller stat boost and permanency might make sense here?
Honestly, stat boosts (outside of tail glow/swoobat) are kinda iffy even without decay. I wouldn't be opposed to just keeping them as-is but without decay.
texedit: also evasion
Making boosts permanent and lowering the boost from them is counterproductive given the point is to make the moves simple to understand and not useless in battle save specific niche abusers.
Maybe I am wrong and a Swoobat with +12 DMG and -12 DMG on the special side with no way for the stats to lower naturally is too good but that is very subjective.
I mean the only time you would see these things normally is when you are fighting a Shuckle or you are raiding but even then you are better off dealing damage in the latter case anyway.
This isn't the first time this issue has been brought up and it won't be the last if rejected, but I don't see any real reason to change it outside the aforementioned "its bad buff plz"
The thing with Swoobat, though, is that its whole strategy is shut down by Taunt, Haze, Roar, Heart Swap, Psych Up (to an extent), Imprison (most users get calm mind anyhow), Skill Swap (stealing unaware shuts down stat boosters pretty well), and the fact that it takes 3 turns to set up. Or just smashing its face in with physical moves (100/2/2 bulk isn't exactly inspiring). The main reason to change the decay rules are more because they're confusing than anything else, imo. Stat boosts becoming slightly better is a bonus.
Nitpick: Swoobat can actually counter those strategies since it itself gets Taunt, Imprison, Skill Swap, Psych Up, Magic Coat, etc, alongside its naturally high speed. Also nobody is saying you have to get it to +6/+6 to let it rip.
Yeah stat boosters can be countered through phazing etc but it is not as easy as you think in Swoobat's case lol.
Suggestion doesn't get countered by saying "swoobat op lololol"
Stat boosts are terrible, removing decay goes a long way towards helping them be relevant
Prove me wrong
edit:
Precisely the point. Removing decay gives things like Smokescreen an actual reason to be used and potentially gives a valid substitution against the common Protective/Evasive move.
We need only look at Weakness Policy to see that there's some clear value from non-decaying stat boosts, even if part of that value is driven from a passive activation.
Would stat drops stop decaying, too? Because being at perma -1 Spe after bring hit with Bulldoze would be pretty bad, and things like Draco Meteor and Leaf Storm and the like would drop in usage, since in ASB you tend to have to hit more than once and making all your subsequent hits weaker is not a great idea.
Presumably yes they would stop decaying. For things like DM/LS my first thought is simply not to punish for attacks that don't deal damage. Generally those attacks shouldn't be your primary offense anyway and so making them slightly more reliable might help offset the stat drop.
edit: If there's an alternative solution that also simplifies stat boosts I'm all ears