I'm in the camp of banning a whole type for competitive. I have a few suspect tests but I will wait when the timing is more suitable and the community is ready for a more apt change if tera is not banned.
This part of the forums isn't really for competitive stuff.OU, as a whole, now, need to recognize, if the metagame is thought to be balanced, then, Clauses, should, start, getting discussed; hidden ones, we, do not, know, exist, are, out there.
I don't think so. The forums for individual Smogon metagames can be found here, the place for higher-level Smogon policy stuff can be found here, and the forums for official Game Freak metagames like VGC can be found here. Posting in the Policy Review subforum requires either a badge or special permission.DrPumpkinz Is there an age requirement?!
Do we really.we need something.
now that Certainly Very Normal post got me thinking - what if gamefreak decided to erase a type from existence? like fairy from the TCG but in the main series? "we decided steel was a mistake. the type is gone. steel mons will be redirected to other types or simply become monotypes of their other type. gg guys." it certainly sounds like a mess, but i never thought about it before and at this point i am not immediately saying no to any attempt at shaking up the type table. we need something.
The damage calculation should be in the games by now.
Altaria and Kingdra Gen 2 and 3:
this is winona erasure
this is winona erasure
And why are the dogs unrelated? If you want to do multiple lines based on the same thing, sure, but DO SOMETHING with that. 3 dog lines, all single-typed, all 2-stage lines. And they have different BSTs, different evo levels, don't have similar abilities or learnsets...They're very clearly not counterparts, so why introduce all 3 of them at the same time?the 3 dog lines (why is there so many dogs)
The question isn't why. It's why not.And why are the dogs unrelated? If you want to do multiple lines based on the same thing, sure, but DO SOMETHING with that. 3 dog lines, all single-typed, all 2-stage lines. And they have different BSTs, different evo levels, don't have similar abilities or learnsets...They're very clearly not counterparts, so why introduce all 3 of them at the same time?
I certainly wouldn’t mind the Mons that are built for doubles if they did way more of what indigo disk did. It’s still a little boggling how despite being the focus of competitive battling, it took them like 20 years to make another game/dlc that actually focuses on doubles; instead of making everything singles focused outside the obligatory handful of fights that are double batttles.So I want Gamefreak to stop wasting their time with the Doubles Focused Pokemon designs.
I do not mean I want them to stop trying Doubles-Mons (gimmicky or trying for power), but that if they want the Dex to include so many Pokemon that clearly only play their best in that format, the games need more Doubles Content while those mons are available. For a quick example, Passimian and Oranguru are available on Route 5/Lush Jungle areas of Alola, early-midgame catches, in a game that I don't think features more than 3 Double Battles in the entire run (and this is me assuming there are any just to cover my ass) where you could utilize their signature traits (which I find particularly glaring with Passimian since Receiver is its only non-Hidden Ability). SM/USUM actually feel particularly eye-twitching to me because SOS/Totem battles mean the OPPONENTS can utilize these techniques a lot, but you cannot since the challenge is in the 2v1 set-up.
It makes these Pokemon feel very Vanilla (even if they're good) for maingame purposes, and by the time you reach the Doubles content, they often aren't event particularly stand out compared to "regular" built Pokemon that you give Doubles Tools instead of a Doubles Focus.
This is coming off the Indigo Disk DLC for SV, where I actually experimented with the Doubles Gimmick mons because there were a sizable number of fights to actually experiment with them against both regular and boss trainers, so I could actually fine-tune my gameplan instead of breaking it out the one time it works and then just forgetting about it again. Stuff like having to consider EQ vs High Horsepower on my Excadrill or actually getting use out of Fake Out/Helping Hand on a Hitmontop to buy set-up turns. I don't need it (all) to be this level of difficulty, but some reasonable presence of Double Battles in the main game seems like a no-brainer given they design so many Doubles-focused Pokemon AND obviously it being the VGC format. Maybe something like SV's three paths, one could be focused on Doubles as opposed to Singles.
Maybe, but a lot of low-level moves have the potential for doubles use that never gets utilized because they're already outclassed by the time doubles becomes relevant. For example, the level 1 status trio of Growl, Leer, and Tail Whip all hit both opponents in a double battle.Ultimately having double battles as main part of the main story is kinda useless, low level pokemon don't really have any real doubles interaction bar some gimmicks like dondogiri or minun and plusle
Not really, debuffs have to be very powerful or provide extra effects in order to be actually worth using.You have VGC experience, are Leer and Tail Whip used in serious doubles?
I know this is from a few pages ago but no one commented on it. I grew up with Gen 5, it was my favorite since before everyone suddenly realized it was good, and if anything I agree with you because I've played through BW so many times before. I'm the type of person who plans their teams out beforehand and doesn't like to repeat types too much, and I always end up choosing from the same pool of mons because of how the game is structured. I'd always plan to use things like Golurk or Bisharp because they're really cool mons but between evolution levels and availability it'd just be better to use Excadrill, Krookodile, Chandelure, etc. People joke about Sinnoh (esp DP) encouraging starter/garchomp/staraptor/lucario/(one of floatzel or roserade)/luxray teams but if anything BW1 were bigger offenders wrt that, even if the pool of viable mons feels slightly bigger than DP.Black and White 1 has one of the most monotonous structures in the entire series, and it has some of the weakest ability to make good teams.
Essentially the structure of the game is: Gym, the counter is in a side route, Team Plasma encounter, repeat. I can even lay it out for you, this is changed only a few times.
N -> Monkeys in side route -> Gym 1 -> Team Plasma steals Pokemon -> Fighting Types in side route -> Gym 2 - > Team Plasma in forest -> Darumaka in bit of route up ahead -> Gym 3 -> N -> Side routes have good mons, though could find them on the way technically -> Gym 4 -> Cold Storage -> Peek up next route to get a Level 24 Deerling with Grass move and Jump Kick for Excadrill -> Gym 5 ->Chargestone has Team Plasma -> Emolga trade next to gym -> Gym 6 -> NO TEAM PLASMA -> Gym 7 -> Dragonspiral Tower (Team Plasma) -> Pawniard (Steel) in grass right before Dragon Gym -> Gym 8
While there are a few slight changes to the structure, BW1 very much works in a very predictable pattern even as a new player in my opinion. And it kind of renders teambuilding to be difficult. Keep in mind, before the first gym your only options are two Normal-Types (only one of which is worth a damn), a Dark-Type that sucks, and your elemental monkey, which also sucks after this gym. Then after that you get a few more options, but overall I find teambuilding in Gen 5 to be pretty dull and slow.
And I think it is telling that B2W2 and beyond very much try to keep a good pool of Pokemon in the region. And frankly, yes, I think keeping the dex to only the new Pokemon wasn't a good idea, it doesn't make teambuilding more creative, it turns it the opposite. While Gen 4 is infamous for having very similar teams, I think it is a game where it frontloads all of the good Pokemon, and the rest you have to very much go out of your way to get.
Meanwhile, the games I see have the most variety are the ones that give a lot of different, non-competing, viable options (as in, not going to make your playthrough more difficult) are the ones with the most variety. It doesn't even need to be like SWSH dropping like 150 Pokemon before the first gym, even a game like RSE has some good stuff. Mightyena really isn't terrible for an early/late game option, you can pick up a Lotad easily, Ralts, Wingull, etc. before the first gym. After that you get Mawile, Geodude, Sableye, etc.
In Gen 5, it follows a problem Gen 1 has. If there are similar typed Pokemon, they are usually version locked so you only actually have one, and so the variety suffers by sheer numbers. Gen 2 also.
You can say that it makes BW1 feel more special, but I'd say that making a game's design only really meaningful on a first playthrough (and that is debatable, again, the game has almost an exact type of team it wants you to craft, and basically leads you to it) in a series that got a lot of popularity (especially in the West) for being a very replayable RPG series, is in my opinion not a good idea. Especially with the workload needed to make it work.
Sun and Moon almost has this problem (early game can be a bit rough for options), but Akala Island is full of tons of variety of Pokemon. And then Ultra Sun and Ultra Moon becomes one of the most fun games to teambuild with in the entire series.
As for the story structure, me-no-like. It feels mostly arbitrary outside of the N fights, and I do not think we need anymore caves full of evil team members in Pokemon. Ever again. On replay, BW1 is also way more linear than people say. I think Alola and Unova BW1 have about the same amount of optional areas.
Like, you never even touch Alola's desert if you just follow the story, IIRC.
God, Gen 7 needs more appreciation.
I take the opposite view, doubles with a singles-focused team is painful. Nothing has Protect, you have spread moves that hit your allies, you don't have any pure support mons, etc. Throwing Raihan or Ryme into the lategame doesn't let people learn the format, build a team, and gain experience with it, it just gives people a one-off change of pace, exactly as relevant as Sky Battles or the Inverse House from XY(less relevant, tbh).That said I do see your point and I agree that the odd double battle during main story is fine.
Part of it is also a different philosophy on what's acceptable. Smogon-run doubles OU is also a format that exists and maintains a standard banlist, while GF also does BSS where nothing stops you from running a team that's fully classed as Ubers under Smogon's system.not unpopular (for this place) opinion time: i am not even a fan of double battles (not even just in a game; watching them is distinctly worse than singles to me) and would be perfectly fine if they never existed, and they know most people aren't, given the main games, the anime and most spin-offs very much focus on single battles. competitively it just happens to be... i wouldn't say more balanced, but... harder enough to break that they don't need to actually keep a banlist...? than singles, and that made them focus on it.
I know this is from a few pages ago but no one commented on it. I grew up with Gen 5, it was my favorite since before everyone suddenly realized it was good, and if anything I agree with you because I've played through BW so many times before. I'm the type of person who plans their teams out beforehand and doesn't like to repeat types too much, and I always end up choosing from the same pool of mons because of how the game is structured. I'd always plan to use things like Golurk or Bisharp because they're really cool mons but between evolution levels and availability it'd just be better to use Excadrill, Krookodile, Chandelure, etc. People joke about Sinnoh (esp DP) encouraging starter/garchomp/staraptor/lucario/(one of floatzel or roserade)/luxray teams but if anything BW1 were bigger offenders wrt that, even if the pool of viable mons feels slightly bigger than DP.
Also, have people really said that BW don't feel linear? Back when hating BW was cool I remember people pointing out how linear they were compared to Sinnoh, Johto, or Kanto (Hoenn has a bit of exploration with the 7.8/10toomuchwater sections, but otherwise you're just going from point A to point B).