Freeze: I'm glad that it's been somewhat codified now, but I think it is becoming complicated much like the degrees of burn were. The problem with anything affecting specific body parts is that, 99.99% of the time, battlers never specify which body part they're aiming an attack at. Plus, even if the ref somehow works out which body part gets affected, how does he know which moves that affects? For example, can a mon use Fake Out if its arms are frozen? I guess what I'm saying is, do not make any ASB mechanics involve specific body parts AT ALL EVER, because it's too fucking complicated. Instead, go with something like what Gerard suggested, where stage 1 of freeze simply slows a mon down, stage 2 immobilises it a la Ingrain, and stage 3 is a total freeze.
Sleep: I heard about this last night and my reaction was a great big WTF? As far as I know, if a sleep-inducing move is used on one turn in-game, that mon is guaranteed to be asleep the next time it tries to move. I don't understand why we deviate from this in ASB ... except sleep-inducing moves cost somewhere between 6 and 10 energy iirc, whereas Protect (the other way of guaranteeing avoiding damage for one action) usually costs considerably more. I heard one suggestion on irc that I liked: have sleep be 3/2/1 actions or possibly 2/1/1 actions (ie, 2/3 chance of 1-turn sleep, 1/3 chance of 2-turn sleep) instead of what is effectively 2/1/0 right now (why the fuck do we even have 0-turn anything?), but have the sleeping mon automatically wake up if it takes 12 or more damage (maybe lower this damage cap even further to 10 or 8). That's right, damage, not BAP. Why the fuck could a Dragonite sleep through an Ice Beam but not a Fire Blast? How does Aggron not wake up after Earth Power if a Stone Edge can wake it up? This way, although a pokemon can be temporarily incapacitated, the opponent is much more restricted in terms of what moves they can use.
However, Yawn is now ridiculous. It was fine the way it was before.
Moves being used evasively: I thought we ultimately agreed in a previous SotG that this was a flat out never, not in a million years, absolutely not, no way jose, no chance lance, nyet, negatory, mm-mm, nuh-uh, uh-uh, man falling off a cliff NOOOOOOOOOOOOOOOOOOooooooo ... so why is it an issue today? If people are trying to use moves evasively, make them pay the energy cost and make the move fail completely! If you want a guaranteed dodge, use Protect (which everything gets).
However, this does bring up another issue: Protect outclasses Dodge command to the point where Dodge command is practically never a viable option. Now, I don't have a problem with Protect outclassing Dodge, since we're talking 5 energy against 7+ energy. However, I think the Dodge formula needs an adjustment. Currently it's (dodger's speed - attacker's speed)/5, how about making it /4 or /3 instead and put a cap of 50% so stuff like Ninjask and Electrode and Agility abusers can't get guaranteed dodges for 5 energy. I'll need to work out some numbers so I may withdraw this suggestion later.
Freeze: Agreed. This is why I dislike Burn.
While I'm content to specify where Dunsparce should be aiming his Secret Powers, I'm less content to have that for everything.
Sleep: I agree with a fixed damage cap. I agree that it's ridiculous an Ice Beam doesn't wake up a Dragonite but a Power Whip does.
Also..why not give them an increased energy cost a la the Draining attacks?
Moves being used evasively: Opinions change. Some of us didn't like the idea from the beginning-and honestly, using a move that deliberately involves speed to move out of the way of something (at the cost of damage, of course) seems like a fairly rational idea.
Buffing the Dodge command: I never liked Dodge due to how useless it is under common circumstances and how it restrains creative dodges. I like the idea of buffing it, although I'd personally do away with it entirely and bring it back to dodges being roleplaying/ref discretion.










