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Thread: Create &/or Change Anything & Everything Competitive Edition!

  1. #721
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    Quote Originally Posted by Ghosts of the Forums View Post
    the ability doesn't work on priority.
    So it only works on Prankster-incompatible moves with 0 priority (Tackle, Ice Punch, Close Combat)? And do other effects of the move happen (Ice Punch's chance to freeze, Close Combat's Defense and Sp. Def penalty, Brave Bird's recoil, as examples)?

    and that poke is really fragile, so it really can't take a hit. also, it gets camoflaugue, (i know i spelled it wrong) but that's just for flavor.
    Camouflage actually seems really neat for it.

    But still, if its Speed and Attack are high enough, its defensive stats wouldn't really be needed. Most priority moves wouldn't one-hit KO it even if it were something like Vacuum Wave.






  2. #722

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    if the ability activates, secondary effects do not apply. except in the case of freeze or flinch, which negates the ability even if it would activiate, but only if the secondary effect would trigger on the attack the ability negates. is that too complicated?

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  3. #723
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    Revamped Version: v.05 Final Version!!!!(I bet u all are tired of me posting this lol)

    New Mechanics!!!

    Area Fields:

    Each one has its benefits and disadvantages depending on the Type of the Pokemon In battle. It will change the scenery in the battle. Each Area Field will last 5 Turns if used by a Move or activated by an Ability. However if the Area Field is encountered naturally it will remain present until another Area Field takes its place. The natural Area field that appears in battle is dependent on which tile the player is standing on (with the exception of Sky). Only one Area Field may be present at one time, and only the most recent Area Field will take effect. Nature Power and Camouflage will now be affected by Area Fields.

    Arena
    Locations: Inside Houses and Plain terrains
    Examples: Players starting house
    -Nature Power is Earthquake
    -Camouflage Type is Normal

    Move necessary for forced Transformation:

    New Move: Coliseum

    Type / Power: -- / Accuracy: --% / PP: 5 / Target: All / Category: / Priority: 0
    "The user calls upon the forces of nature to transform the Area Field into Arena"


    City
    Locations: Cities, Towns and Populated areas
    Examples: Cerulean City, Blackthorn City, Oldale Town, Resort Area, Castelia City etc.
    -Raises the Attack and Sp.Attack of Steel Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Electric type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Poison Type Pokemon by 10%
    -Pokemon cannot be inflicted with the Sleep status while City is present(This includes your opponent(s) Pokemon)
    -Has a 5% chance of Poisoning(Regular) the Pokemon in battle once per turn(this includes your own Pokemon)
    -Nature Power is Sludge Bomb
    -Camouflage Type is Steel

    Move necessary for forced Transformation:

    New Move: Skyscraper

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: All / Category: / Priority: 0
    "The user calls upon the forces of nature to transform the Area Field into City"



    Darkness
    Locations: Caves and Dark areas
    Examples: Diglett's Cave, Granite Cave, Dark Cave, Distortion World, Challengers Cave etc.
    -Raises the Attack and Sp.Attack of Ghost Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dark Type Pokemon by 10%
    -Lowers the Accuracy of Non-Ghost & Dark Type Pokemon by 10 %
    -Has a 5% chance of to inflict Sleep Status to the Pokemon in battle once per turn(This includes your own Pokemon)
    -Darkness is removed if Harsh sunlight comes out via Drought or Sunny Day
    -Nature Power is Shadow Ball
    -Camouflage Type is Ghost

    Move necessary for forced Transformation:

    New Move: Murk

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: All / Category: / Priority: 0
    "The user calls upon the forces of nature to transform the Area Field into Darkness"



    Desert
    Locations: Dessert, Sand, Deep Sand and Wasteland areas
    Examples: Dessert Resort, Route 111(Dessert area), Route 228
    -Raises the Attack and Sp.Attack of Ground Type Pokemon by 10%
    -Lowers the Attack and Sp.Attack of Water Type Pokemon
    -Lowers the Speed of Non-Flying, Ground Type Pokemon & Pokemon without Levitate by 10%
    -Pokemon with Sand Rush or Sand Force are unaffected by the speed drop
    -Sandstorm will now deal 1/10 each turn
    -Sandstorm will now last 8 turns
    -Has a 5% chance of Confusing the Pokemon in battle once per turn(this includes your own Pokemon)
    -Nature Power is Earthquake
    -Camouflage Type is Ground

    New Move: Arid

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: All / Category: / Priority: 0
    "The user calls upon the forces of nature to transform the Area Field into Desert"



    Forest
    Locations: Forests and Hidden Grotto's
    Examples:Viridian Forest, Ilex Forest, Petalburg Woods, Eterna Forest, Pinwheel Forest etc.
    -Raises the Attack and Sp.Attack of Grass Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Bug Type Pokemon by 10%
    -Raises the Critical Hit Ratio of Fire Type moves.
    -Nature Power is Seed Bomb
    -Camouflage Type is Grass

    New Move: Woodland

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: All / Category: / Priority: 0
    "The user calls upon the forces of nature to transform the Area Field into Forest"



    Grassland
    Locations: Grass and Tall Grass
    Examples: Route 29 etc
    -Raises the Attack and Sp.Attack of Fighting Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Normal Type Pokemon by 10%
    -Nature Power is Grass knot
    -Camouflage Type is Grass

    New Move: Savanna

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: All / Category: / Priority: 0
    "The user calls upon the forces of nature to transform the Area Field into Grassland"



    Mountain
    Locations: Mountains and Volcano's
    Examples: Mt.Chimney, Mt.Coronet, Twist Mountain etc.
    -Raises the Attack and Sp.Attack of Rock Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Fire Type Pokemon by 10%
    -Nature Power is Rock Slide
    Camouflage Type is Rock

    New Move: Everet

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: All / Category: / Priority: 0
    "The user calls upon the forces of nature to transform the Area Field into Mountain"



    Peak
    Locations: Mountain tops, Snow and Frozen areas
    Examples: Mt Coronet summit, Route 217, Route 216 etc.
    -Raises the Attack and Sp.Attack of Ice Type Pokemon by 10%
    -Lowers the Attack and Sp.Attack of Grass Type Pokemon by 10%
    -Hail will now deal 1/10 each turn
    -Hail will now last 8 turns
    -Has a 5% chance to inflict Freeze status to the Pokemon in battle once per turn(This includes your own Pokemon)
    -Nature Power is Avalanche
    -Camouflage Type is Ice

    Move necessary for forced Transformation:

    New Move: Tundra

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: All / Category: / Priority: 0
    "The user calls upon the forces of nature to transform the Area Field into Peak"



    Sky
    Locations: High elevated areas and shadows(which can now be found all over instead of just bridges)
    Examples: Top of Sky Piller, Top of Celestial Tower
    -Raises the Attack and Sp.Attack of Flying Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dragon Type Pokemon by 10%
    -Lowers the Attack and Special Attack of Fighting Type Pokemon by 10%
    -Lowers all Ground Type Moves Accuracy by 50%
    -Nature Power is Aircutter
    -Camouflage Type is Flying

    New Move: Azure

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: All / Category: / Priority: 0
    "The user calls upon the forces of nature to transform the Area Field into Sky"



    Ocean
    Locations: Water Routes, Underwater, Puddles, Seas, Rivers and Lakes
    Examples: Route 20, Route 40, Route 133 etc.
    -Raises the Attack and Sp.Attack of Water Type Pokemon by 10%
    -Raises the Accuracy and Power of Electric Type moves by 10%
    -Lowers the Attack and Sp.Attack of Fire Type Pokemon by 10%
    -Lowers the Defense and Sp.Defense of Steel Type Pokemon by 10%
    -Nature Power is Surf
    -Camouflage Type is Water

    New Move: Marine

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: All / Category: / Priority: 0
    "The user calls upon the forces of nature to transform the Area Field into Ocean"



    In case you're wondering. Arena is sorta like the "Default" field. Also, Pokemon Types effects do stack in a way. So say you you have a Magneton in battle while City is in effect, Magneton will get a 10% boost in Attack and Sp.Attack for being Electric Type and then another for being Steel Type. It also works for Disadvantaged Types. Say Abomasnow is in battle while Peak is in effect it will get a 10% boost in Attack and Sp.Attack for being Ice Type but will then get a 10% Decrease in Attack and Sp.Attack for being Grass Type.
    Last edited by cascadethewarrior; 25th September 2012 at 2:13 AM.

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

  4. #724
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    Quote Originally Posted by Ghosts of the Forums View Post
    if the ability activates, secondary effects do not apply. except in the case of freeze or flinch, which negates the ability even if it would activiate, but only if the secondary effect would trigger on the attack the ability negates. is that too complicated?
    Erm... would you mind posting an example?

    Quote Originally Posted by cascadethewarrior View Post
    Revamped Version: v.05 Final Version!!!!(I bet u all are tired of me posting this lol)

    New Mechanics!!!

    Area Fields:

    Each one has its benefits and disadvantages depending on the Type of the Pokemon In battle. It will change the scenery in the battle. Each Area Field will last 5 Turns if used by a Move or activated by an Ability. However if the Area Field is encountered naturally it will remain present until another Area Field takes its place. The natural Area field that appears in battle is dependent on which tile the player is standing on (with the exception of Sky). Only one Area Field may be present at one time, and only the most recent Area Field will take effect. Nature Power and Camouflage will now be affected by Area Fields.

        Spoiler:- Truncated for page-stretching prevention:
    The environment in which a battle is taking place can be both for aesthetic reasons ("ooh, I'm fighting in a grassy field") and to make mechanics that require information pertinent to that environment work. However (and I'm going to say this again), if the mechanics impose advantages and disadvantages based on things that the environment shouldn't affect at all, then at least those advantages and disadvantages should be completely balanced out. In other words, Nature Power, Secret Power, and Camouflage are not examples of mechanics that are based on things that the environment shouldn't otherwise affect, because the moves innately need the environment to "tell them what to do"; stat increases aren't things that the environment dictates. Yes, the entire mechanic of area fields is within flavor (some Pokémon being better at swimming in large bodies of water than others, for example), but in this situation, the flavor aspect should be dropped for mechanical design reasons.

    Having said that, I'll start that list of benefits and hindrances again:
    Normal - 1 benefit, 2 hindrances
    Fire - 2 benefits, 3 hindrances
    There's already an imbalance with the first two types on the list.

    One thing that I think you skimmed over is that the list of benefits and hindrances can be balanced if each of them are "2 benefits, 1 hindrance", if one has "2 benefits, 1 hindrance" and another has "4 benefits, 2 hindrances", or if one has "1 benefit, 1 hindrance" and another has "0 benefits, 0 hindrances". Obviously, it would be best balanced if each type had "0 benefits, 0 hindrances", but that's not the point of the mechanic that you introduced.






  5. #725
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    Quote Originally Posted by Wishing Star View Post
    The environment in which a battle is taking place can be both for aesthetic reasons ("ooh, I'm fighting in a grassy field") and to make mechanics that require information pertinent to that environment work. However (and I'm going to say this again), if the mechanics impose advantages and disadvantages based on things that the environment shouldn't affect at all, then at least those advantages and disadvantages should be completely balanced out. In other words, Nature Power, Secret Power, and Camouflage are not examples of mechanics that are based on things that the environment shouldn't otherwise affect, because the moves innately need the environment to "tell them what to do"; stat increases aren't things that the environment dictates. Yes, the entire mechanic of area fields is within flavor (some Pokémon being better at swimming in large bodies of water than others, for example), but in this situation, the flavor aspect should be dropped for mechanical design reasons.
    The point of the Area Fields was to boost Pokemon in their natural environment. Not to boost the moves they used, if I did that then they would be nothing but over-glorified Weather. By changing that you are changing the whole point of the mechanic.

    Having said that, I'll start that list of benefits and hindrances again:
    Normal - 1 benefit, 2 hindrances
    Fire - 2 benefits, 3 hindrances
    There's already an imbalance with the first two types on the list.

    One thing that I think you skimmed over is that the list of benefits and hindrances can be balanced if each of them are "2 benefits, 1 hindrance", if one has "2 benefits, 1 hindrance" and another has "4 benefits, 2 hindrances", or if one has "1 benefit, 1 hindrance" and another has "0 benefits, 0 hindrances". Obviously, it would be best balanced if each type had "0 benefits, 0 hindrances", but that's not the point of the mechanic that you introduced.
    Some Types can hit more Types for super effective damage(2 for Steel and 1 for Poison). Some Types resist more Types than other Types(11 + an immunity for Steel while 3 for Poison). By that same logic there is no balance in the Types either. Some Types just get more benefit than others they all can't have the same amount of benefits and hindrances.
    Last edited by cascadethewarrior; 25th September 2012 at 3:41 AM.

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

  6. #726
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    Quote Originally Posted by cascadethewarrior View Post
    The point of the Area Fields was to boost Pokemon in their natural environment. Not to boost the moves they used, if I did that then they would be nothing but over-glorified Weather. By changing that you are changing the whole point of the mechanic.
    But the natural environment in which a battle is set should only affect mechanics that absolutely require it as part of their effect and aesthetics in the first place.

    Some Types can hit more Types for super effective damage(2 for Steel and 1 for Poison). Some Types resist more Types than other Types(11 + an immunity for Steel while 3 for Poison). By that same logic there is no balance in the Types either. Some Types just get more benefit than others they all can't have the same amount of benefits and hindrances.
    Type balance isn't solely governed by type matchups. Tools that types have access to, like Fire's burning, Dark's variety, and Poison's poisoning, are also factored in. The selling point of Steel is that it resists many types, whereas the selling point for Poison is that it has access to the poison status ailment. In turn, the strengths and weaknesses of the types cannot be used to justify inherent type imbalance in a new mechanic.






  7. #727
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    Quote Originally Posted by Wishing Star View Post
    But the natural environment in which a battle is set should only affect mechanics that absolutely require it as part of their effect and aesthetics in the first place.
    Yes, so a Water Type or Electric Type is required in order to benefit from Ocean. So the person using the mechanic would or could choose to build their whole team around that.


    Type balance isn't solely governed by type matchups. Tools that types have access to, like Fire's burning, Dark's variety, and Poison's poisoning, are also factored in. The selling point of Steel is that it resists many types, whereas the selling point for Poison is that it has access to the poison status ailment. In turn, the strengths and weaknesses of the types cannot be used to justify inherent type imbalance in a new mechanic.
    It's basically the same thing. It can be justified. The selling point of Ocean to work as how an actual Ocean would be applied in the Pokemon world. Each of the Area Fields have tools that they are access to as well, Like City's poisoning, Desert's speed drop and confusion, Darkness sleep etc.
    Last edited by cascadethewarrior; 25th September 2012 at 3:42 PM.

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

  8. #728

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    i'll post an example:

    conkelldurr uses drain punch on a pokemon with my previously stated ability.

    if z = conkeldurr's attack, y = the ability activating, x = the ability preventing the pokemon from being hit, and o = the pokemon being hit, it would look something like this:

    z (no y) o

    if the ability triggers:

    z (y) x

    but, if conkelldurr uses ice punch, f = freeze activating, so the outcome could look like this:

    z (f) (no y) o

    if the ability and freeze chance both activate, it looks like this:

    z (f) y (because of a condition restricting the target from attacking) o

    tryed to simplify that.

    HAVE CLAIMED SHROOMISH!

    (╯°□°)╯
    RAAAAAAAAAGGEEE!!!!

    OPPA GARCHOMP STYLE


    credit to cyrius for the userbar, and trident20 for the garchomp.

    link to my first battle with new team, don't click it, I just have no where to post it for now. http://www.pokemonshowdown.com/replay/ou-17364367

    RECRUITING FOR MY UPCOMING CLAN. VM/PM ME.

  9. #729
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    Quote Originally Posted by cascadethewarrior View Post
    Yes, so a Water Type or Electric Type is required in order to benefit from Ocean. So the person using the mechanic would or could choose to build their whole team around that.

    It's basically the same thing. It can be justified. The selling point of Ocean to work as how an actual Ocean would be applied in the Pokemon world. Each of the Area Fields have tools that they are access to as well, Like City's poisoning, Desert's speed drop and confusion, Darkness sleep etc.
    I don't think you understood what I meant.

    The environment in which a battle takes place is a mechanic that causes something else to have an effect, not a mechanic that has an effect itself. The environment causes Nature Power, Secret Power, and Camouflage to use a move, inflict a status ailment, or make the user change type respectively; having the environment directly affect the performance of Pokémon violates this.

    It's quite intuitive that every mechanic that's made provides benefits and hindrances to something, but the real problem lies in exactly what mechanic those benefits and hindrances are based off of.

    Quote Originally Posted by Ghosts of the Forums View Post
    i'll post an example:

    conkelldurr uses drain punch on a pokemon with my previously stated ability.

    if z = conkeldurr's attack, y = the ability activating, x = the ability preventing the pokemon from being hit, and o = the pokemon being hit, it would look something like this:

    z (no y) o

    if the ability triggers:

    z (y) x

    but, if conkelldurr uses ice punch, f = freeze activating, so the outcome could look like this:

    z (f) (no y) o

    if the ability and freeze chance both activate, it looks like this:

    z (f) y (because of a condition restricting the target from attacking) o

    tryed to simplify that.
    I don't think the ability actually can work like that.
    Under normal circumstances, if a Pokémon uses an offensive move on a Pokémon with that ability, and the ability has the possibility of negating that move's damage, then the ability would have to trigger before the attack successfully deals damage (y, then z). The offensive move having a chance of doing some sort of secondary effect doesn't affect when the ability potentially triggers.






  10. #730
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    Quote Originally Posted by Wishing Star View Post
    The environment in which a battle takes place is a mechanic that causes something else to have an effect, not a mechanic that has an effect itself. The environment causes Nature Power, Secret Power, and Camouflage to use a move, inflict a status ailment, or make the user change type respectively; having the environment directly affect the performance of Pokémon violates this.
    Weather also is also a mechanic that causes something else to have an effect and not a mechanic that has an effect itself. Nothing says the environment can't directly affect the performance of a Pokemon. Realistically speaking the environment would indeed affect the performance of a Pokemon. A Fish Pokemon like Goldeen would do much better on an Ocean Area rather than the City, A Bird Pokemon like Starly would do better in a Sky Area than the Ocean etc.

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

  11. #731
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    Quote Originally Posted by cascadethewarrior View Post
    Weather also is also a mechanic that causes something else to have an effect and not a mechanic that has an effect itself. Nothing says the environment can't directly affect the performance of a Pokemon. Realistically speaking the environment would indeed affect the performance of a Pokemon. A Fish Pokemon like Goldeen would do much better on an Ocean Area rather than the City, A Bird Pokemon like Starly would do better in a Sky Area than the Ocean etc.
    I guess you could say that.

    But what I've been saying the entire time is that if the area fields are going to affect every type, they should affect every type equally to prevent some types of Pokémon from getting too overpowered. :/






  12. #732
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    Quote Originally Posted by Wishing Star View Post
    I guess you could say that.

    But what I've been saying the entire time is that if the area fields are going to affect every type, they should affect every type equally to prevent some types of Pokémon from getting too overpowered. :/
    Can you give me an example because from what I can tell each Type except Psychic has the attack and Sp.attack 10% boost on a field.

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

  13. #733
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    Quote Originally Posted by cascadethewarrior View Post
    Can you give me an example because from what I can tell each Type except Psychic has the attack and Sp.attack 10% boost on a field.
    The ratio of benefits to hindrances should be the same between every type. For example, both of the following work:

    [indent]Normal: 1 benefit, 1 hindrance
    Fire: 2 benefits, 2 hindrances
    Psychic: 0 benefits, 0 hindrances

    Normal: 2 benefits, 1 hindrance
    Fire: 2 benefits, 1 hindrance
    Water: 2 benefits, 1 hindrance






  14. #734
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    Quote Originally Posted by Wishing Star View Post
    The ratio of benefits to hindrances should be the same between every type. For example, both of the following work:

    [indent]Normal: 1 benefit, 1 hindrance
    Fire: 2 benefits, 2 hindrances
    Psychic: 0 benefits, 0 hindrances

    Normal: 2 benefits, 1 hindrance
    Fire: 2 benefits, 1 hindrance
    Water: 2 benefits, 1 hindrance
    But isn't it better that they have more hindrance than benefit so they are not over powered? Almost all the Types have 2 hindrances with a few exceptions that have 3 and 1

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

  15. #735
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    Quote Originally Posted by cascadethewarrior View Post
    But isn't it better that they have more hindrance than benefit so they are not over powered? Almost all the Types have 2 hindrances with a few exceptions that have 3 and 1
    Well, as long as the ratios are the same between each type, it doesn't really matter. Normal could have one benefit and two hindrances, and Fire could have two benefits and four hindrances, and all other types could have that ratio, and it'd still be totally fine. (:






  16. #736

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    bluntness is needed here.

    those weather field effects suck. they are unneeded, and are overpowered. the biggest problem i can see is that it boosts the attacking stats of pokemon who's types are compatible, when it should boost the power of that type of move. otherwise, in the ocean, my slowbro could use fire blast, and it would do more damage then if he wasn't in the freakin' water.

    sorry if i offended you, it just needed to be said.

    HAVE CLAIMED SHROOMISH!

    (╯°□°)╯
    RAAAAAAAAAGGEEE!!!!

    OPPA GARCHOMP STYLE


    credit to cyrius for the userbar, and trident20 for the garchomp.

    link to my first battle with new team, don't click it, I just have no where to post it for now. http://www.pokemonshowdown.com/replay/ou-17364367

    RECRUITING FOR MY UPCOMING CLAN. VM/PM ME.

  17. #737
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    Quote Originally Posted by Ghosts of the Forums View Post
    bluntness is needed here.

    those weather field effects suck. they are unneeded, and are overpowered. the biggest problem i can see is that it boosts the attacking stats of pokemon who's types are compatible, when it should boost the power of that type of move. otherwise, in the ocean, my slowbro could use fire blast, and it would do more damage then if he wasn't in the freakin' water.

    sorry if i offended you, it just needed to be said.
    Than I shall respond with bluntness as well. No they do not suck. They are called AREA FIELDS, not "weather fields". You just can't accept change and the level of complexity it brings(To be honest i'm surprised Game Freak has not developed something similar to this by now). They may be unneeded but they are certainly not over powered, if anything it's under powered. As I said before if I made it so it boosted the Move Type rather than the Pokemon Type it would just be over glorified weather and change the whole point of the mechanic. We already have plenty things that increase based on Move Type but we don't have anything to boost Pokemon Type. It wouldn't even make sense if it boosted Move Type rather than Pokemon Type. At this point I'm done with the Area Fields anyway, I've perfected them and there is nothing else that needs to be changed, so either you like it or you don't.


    Edit: @Wishing Star Thank u for at least trying to understand and help with the Area Fields instead of being rude and just belittling it like certain individuals. even if you don't necessarily like them you still gave your thoughts in a non-judgmental manner.
    Last edited by cascadethewarrior; 27th September 2012 at 2:01 AM.

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

  18. #738

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    why don't you stop targeting me before you get infracted? hydreigon could use another abilit. i understand his current one though, and i'm not saying its bad.

    HAVE CLAIMED SHROOMISH!

    (╯°□°)╯
    RAAAAAAAAAGGEEE!!!!

    OPPA GARCHOMP STYLE


    credit to cyrius for the userbar, and trident20 for the garchomp.

    link to my first battle with new team, don't click it, I just have no where to post it for now. http://www.pokemonshowdown.com/replay/ou-17364367

    RECRUITING FOR MY UPCOMING CLAN. VM/PM ME.

  19. #739
    Join Date
    Apr 2012
    Location
    None of your bizness
    Posts
    1,106

    Default

    Quote Originally Posted by Ghosts of the Forums View Post
    why don't you stop targeting me before you get infracted? hydreigon could use another abilit. i understand his current one though, and i'm not saying its bad.
    No one was targeting anyone. It's one thing to say you don't like the concept or the idea itself, it's a another to be blatantly rude about it and simply say "it sucks".



    New Move: Tutor

    Type: / Power: -- / Accuracy: 100% / PP: 5 / Target: Single adjacent Pokemon / Category: / Priority: 0
    "The user teaches the target one of its on moves in place of the targets last move. The move can be used during battle until the Pokémon has fainted"

    -So like a reverse Mimic except it lasts for the entire battle unless the Pokemon has fainted and was revived. The move of yours it teaches the target is random however it cannot teach the target Tutor.

    Example:
    -Turn 1: Haxorus used Surf on Blissey, Blissey uses Tutor , Haxorus now knows Egg Bomb in place of Surf. Turn Ends
    Last edited by cascadethewarrior; 27th September 2012 at 2:33 AM.

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

  20. #740
    Join Date
    Nov 2011
    Location
    Death City
    Posts
    430

    Default

    Beartic would be a better glass cannon with Ice Shard in its repertoire. At least it would have a priority-based move with STAB.

    It'd be fun to have a Beartic that can inflict damage via Avalanche (the move is suited for slow Pokemon) then finish off the weakened opponents with Ice Shard afterwards.

    "A lot of people think Japanese food is difficult, a lot of work. But you don't have to buy the knife I have. You don't have to train as long as I have. You can do my cooking in your kitchen."
    ~Masuharu Morimoto

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