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balance changes

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Thread replies: 37
Thread images: 5

>rock no longer weak to ground
>rock no longer super effective against ice
>focus blast removed; all pokemon who could learn focus blast can now learn aura sphere

care to add your own?
>>
>>29069959
Since you posted a Charizard image, I'll go ahead and say

>Stealth Rock can't be resisted 4x or do 4x damage.

Besides, it doesn't make sense that the second type kicks in only when it's either super effective or not very effective.
>>
Water types no longer have access to ice moves over 50bp
>>
>>29069959
So make ground borderline useless?
>>
>>29070040
Sorry, I forgot about steel and electric weaknesses
>>
Luchalitten removed
>>
>>29069959
Why would you remove Focus Miss?
>>
Make it so that Ground-type Moves like Bonemerang can hit Flying or levitating Pokemon.
>>
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>>29070053
>>
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>Snow Cloak now functions like Chlorophyll, Swift Swim, Sand Rush, granting 50% Speed in Hail rather than 20% Evasion
>Hail now grants Ice types 50% Defense much how Sandstorm grants Rock types 50% Special Defense
>Stealth Rock PP reduced to 3.
>>
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>>29069959
Ice is super effective against water, wtf is going on.
>>
>>29069959
Megas are removed
>>
>>29070092
interesting changes
>>
>>29070053
>>29070081
>>29070109
cant you fucks discuss anything without arguing about inane shit
>>
>>29070182
This entire board is inane. The entire site, even.
>>
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>>29070182
>expecting rational discussions on an alt-right racist pedophilic origami website based around a children's card game

wew lad
>>
>>29069959
Ice now resists water, normal and flying.

Ice is now SE vs normal and steel
>>
>>29069959
>Aura Sphere Megazard Y
Holy fuck
>>
>Flying no longer immune to ground
>Steel weak to normal
>Electric resistant to Ice
>>
Popplio's HA is Speed Boost
>>
>>29069959
Mega Launcher now boosts Aura, Pulse, Cannon, Beam, and Bomb moves
>>
>>29069959
All entry hazards are changed to work like stealth rocks, Spikes deal ground based damage, Toxic spikes deal poison and stick web deals bug damage.
>>
>Freeze Dry has 90 BP
>Ice resists Water and Fairy
>Steel is immune to hail
>Aggron, Ampharos now learn Recover
>>
>Ice resists Flying and Dragon. (Birds and reptiles hate cold, what are they gonna do to Ice?)
>Ice resists Water. (Same reason Water resists Ice.)
>Poison is super-effective against Water. (Poison, well, poisons the water.)
>Water is super-effective against Poison. (Water dilutes poison.)
>Poison is no longer weak to Ground. (Because why?)
>Bug is no longer resisted by Fairy. (Because why would Fairy resist Bug?)
>Bug is now resisted by Rock. (Because why WOULDN'T Rock resist Bug?)
>>
Stealth Rock now lasts 5 turns and all the damage is cut in half
>>
>>29070010
>it doesn't make sense that the second type kicks in only when it's either super effective or not very effective.
where else would it come into play?
>>
>>29069959
>make fighting the single most important offensive type in the game: the post
Holy fuck anon, your idea of balance is utter fucking shit.
>>
>>29070675
>normal
>steel
???
>>
>Rock resists Rock
>Bug is not longer weak to rock
>>
More than anything else I'd just want some base stat reworks to various shitmons from the older gens.
>>
>>29074151
Frostbite and how cold temperatures can make metals extremely brittle, like using compressed air to make the lock brittle, then smashing it.
>>
>>29069959
Bug now takes normal damage from fire and instead takes super effective damage from electric type attacks.
>>
>>29074227
I never really thought about it but electricity killing bugs just makes sense.
If they don't do this they should at least make an electric move like Freeze Dry that is SE to bugs called Zapper or something.
>>
>>29074011
What about Hydro Pump?
>>
>>29074137
When the move is normal effective. For example:

A Water-type takes normal damage, but if it is Water/Ghost-type, it still takes 1x damage from SR. The second type isn't increasing the damage it receives.

But if it was a Fire-type, it takes Super Effective damage. If it was Fire/Flying, it takes 4x the damage. Now the second type counts, increasing the damage.

I always found it unfair. Either make it that all dual types take a bit of extra damage, or the second type doesn't matter at all. Otherwise, it's a bit unfair.
>>
>>29070092
I would make it Special Defense but otherwise, sure
>>29074011
Lordi
>>29074097
>Freeze Dry has 90 BP
sure
>Ice resists Water and Fairy
Oh cool, sure
>Steel is immune to hail
Why buff steel..
>Aggron, Ampharos now learn Recover
but why though

>>29074132
Stop this
>>
Change Stealth Rock. It's still a hazard but goes away after a pokemon hits it. Instead of doing % damage based on type effectiveness it does the equivalent of the user hitting them with a 100 Base Power Physical Rock attack. Now it's like a Rock-type Future Sight but it goes off on entry once instead of after a set number of turns.

This is how I thought it worked in Diamond when I was fighting Roark, I didn't understand it was a hazard, I thought it was Rock type Future Sight since I rarely switched and only lost one guy against him
Thread posts: 37
Thread images: 5


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