ITT: make minor adjustments to moves.
>Dreameater works on non-sleeping foes, but only with 50 basepower
>when you switch on your opponent using Protect, Ürotect still activates, making the move more punishable
>if you use Roost while hazards are on the ground, you will trigger their effect
>Scald is reduced to 50bp because fuck that move being viable offensively AND defensively
Put your hand in boiling water and say its power should be 50bp
>>32517759
Well, if boiling water is as damaging as lava we can talk about it.
multi hit moves bring up mini games where you have to time your hits right for them to connect
>>32517759
Scald?
>>32517808
Nah, that would feel very much out of place in a turn based combat system. The game tests very different skills than that.
>>32517742
levitate and air balloon add the weaknesses of flying types; ice, electric, and rock, to these Pokemon. So Rotom fan would take 4x ice damage, 8x with the meme ballon set and 16x under forest's curse
Blaze and it's clones always boost the types
Sap Sipper draws in all grass attacks in doubles/triples like storm drain or lightning rod
All moves that do not deal direct damage are at -1 priority
Ice resists normal and water
Grass resists fairy, deals normal damage to flying and steel.
Bug no longer resisted by fairy
Ground resists steel
Spikes now work like stealth rocks, only one layer. But has ground properties.
Both stealth rocks and the new spikes will only deal half damage. There are no less damage for resists. 4x weak mons only take 25% damage.
Leech seed now takes double damage from moms who are weak to grass.
High Horsepower's calculates damage with the user's Defense instead of its Attack
Now Mudsdale's signature ability actually works with its signature move instead of both of them being completely worthless
>>32517742
Toxic, Leech Seed, Thunder Wave, Draco Meteor/Leaf Storm/Over Heat, and Rock Slide are 100% accurate now.
>>32517742
>when you switch on your opponent using Protect, Ürotect still activates, making the move more punishable
I don't agree with this. Protect is a shitty move which only has a few niches in singles. No need to nerf it.
Hyper beam and all derivatives no longer recharge if they KO something
Razor wind has 120 bp and loses its charge turn during tailwind
Explosion and Self Destruct now half the target's defense before applying their damage
Lock on and Mind Reader apply themselves as a buff to the user rather than a debuff to the opponent
Rage now causes the user to increase it's attack when hit for 3 turns after it's used instead of 1
>>32519251
>which ONLY has a few niches in singles
t. Never played doubles
>>32519442
that's why he says singles
everyone knows protect is one of the most valuable moves in doubles
Sunny day lowers defense of ice types by one stage (because they melt and are softer) but raises their speed by one stage (because they are less solid)
>>32519436
>Razor wind has 120 bp and loses its charge turn during tailwind
Also, there should be an item increasing the duration of tailwind.
>>32519251
It doesn't nerf Protect per se, it just gives the opponent the ability to play around it, which also allows you to play around what your opponent is doing. I think it would add a slight amount of depth to using Protect.