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ITT: re-work some Pokemon mechanics. >Protecting on a switch

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ITT: re-work some Pokemon mechanics.

>Protecting on a switch does not cause the Protect to fail, thus rewarding a correct prediction because the Protect will likely fail next turn.
>Entry hazards are used up after being switched into, say, 5 times. There is a wearable item that causes hazards to stay active for 8 switches.
>Raising your Evasion automatically makes you take more damage if you are hit.
>Scald is straight up nerfed to 50 base power so it isn't a viable offensive move anymore, but still a decent defensive move.
>>
post in this thread you keks
>>
>>28099037
>no
>lolno
>this makes no sense and no one raises his evasion anyway
>no, but lava plume should be learned by almost every fire-type because it's stupid that water pokémon burn more ofter than the fire ones.
>>
>>28100080
What's wrong with the Protect thingy?
>>
>>28099037
>>Protecting on a switch does not cause the Protect to fail, thus rewarding a correct prediction because the Protect will likely fail next turn.
this needs to happen
the other are shit. Scald should be nerfed but not like this.
>>
>>28100147
It makes fake out megakhan unstoppable for one.
>>
>>28100241
Just raise your evasion. :^)

But, you said for one. What is two, three and four?
>>
>>28100147
Protect is a good scouting move. You used it correctly if you use it to scout the opponent's action, and switch is an action.
>>
>>28100273
You scout your opponent's move pool, not his actions.

But let's not argue semantics here. This mechanic would add a layer of decision making. There is no risk involved in using protect the way it is now, even though there should be because Protect is just too good. Making a decision to prevent being scouted should be rewarded rather than doing nothing at all. This would heavily influence your playstyle.

And on top of that, it just doesn't make logical sense that Protect fails when the opponent does nothing, but doesn't fail when the opponent uses a boosting move.
>>
Feint now instakills when it hits a Pokemon using Protect or Detect
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>>28100466
Nah, that would be retarded. Protect should be nerfed, but only slightly.
>>
>>28099037
>Protecting on a switch does not cause the Protect to fail, thus rewarding a correct prediction because the Protect will likely fail next turn.
>Entry hazards are used up after being switched into, say, 5 times. There is a wearable item that causes hazards to stay active for 8 switches.
I'm actually okay with this two changes. The rest not so much.
>>
>>28100489
But only like 40 Pokemon can use protect and it would add another layer of strategic thinking when using protect rather then basically spamming it without consequence
>>
>>28100571
But the punishment for making the wrong call would be 100% losing a pokemon. That is just way too much.

Double the power of the move if it hits a protect, sure. But don't just OHKO them.
>>
>Rename Flying to Wind

>Remove it from Pokémon that only have it for being able to fly / being birds but don't have anything to do with the element (like Butterfree, Dodrio, Hawlucha)

>Create a new classification for Pokémon: Terrestrial / Aquatic / Amphibious / Airborne (with better names)
>Ground immunity is now based on that

>Levitate is no longer an ability and is replaced with something else on Pokémon that have it as their sole ability

It's literally all I want
>>
All grass types have built-in Natural Cure
>>
>>28099037
yes
maybe
no
hell no
>>
>Introduce a Sub-Ability system that works at the same time as the principal ability. Move some "futile" and "note usefull at all" abilities to the sub-group. Example: Levitate or insomne.


>As whe have the "critic hits" system also make the "sucesfull defense" that can reduce the damage taken.

>The battle ground type also have effect on the battle just like the weather, but not can be changed by especial movements as Rain Dance or Hail. The ground can change on random moments by general type movements. Example: If we are fighting on grass, strong fire attacks can burn it and make a simple earth ground. Or on water ground (Lake, swamp etc) using Ice type attacks severly times can make a frozen ground.
>Based on that, the ground type affect in diferents way on diferents type pokemon. Frozen ground make Ice pokemon win speed but on Grass pokemon the defendses decress. Or on heat-lava ground fire types power up their attack/sp attack and decress the Water type pokemon attacks and decress Ice type defenses. Thing like that.

>The HM moves have their own move slot and some HM moves can be learned by natural ways by some pokemon. Fly for example can learned by razonable flying pokemons, Surf also can be learned by big body pokemon that can swim.

>After throw the move, make a "hit mark mini game" that determinate the final strength of the move. If you choose Water Gun you aiming in that "hitmark" makes strong or weak that Water Gun. Also with moves like Double Team can raise 2/3 evasisness points if you hit well but only 1 point if you didn't.
>>
>>28099037
Egg groups, body types, and regular types now have their own movepools.
For example: Any pokemon in the Monster body type will learn Scary Face at lv 15. Every Fire type will learn Flamethrower at lv 25. And so on.

Pokemon can still have species-exclusive learnsets and gimmick pokemon are exempt from this mechanic completely.
>>
>>28100627
while we're at it, just make ghost type immune to all physical attacks!
>>
Get rid of vitamins not giving you EVs after you have 100 in a stat. It's so easy to EV train nowadays what's the point of having that limitation in?
Thread posts: 21
Thread images: 1


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