On a mechanical standpoint, do you think the gameplay would suffer if there were no chance involved with the pokeball successfully catching the pokemon (aka 100% capture rate for all pokeballs)?
Excluding legendaries from the discussion for the moment, the catch rate mechanic seems a unnecessary clunky relic. I liked how they simplified the TM/HM system and move deleter/rememberer in Sw/Sh and made managing teams and trying new combos much easier.
Not to mention from mid game onwards you usually have a surplus of pokeballs anyway, particularly Ultra and Quick balls, that when a capture fails it feels more like a waste of time than anything else.
So… not going to lie, my reaction to this suggestion was more or less:
“What? No, that’s obviously dumb.
…wait, hang on, is it?”
Continue reading “Chronos asks:”
What would you think about scalar-typing? To keep it simpler you could have half, normal, and double value typings. STAB, weaknesses and resistances just get multiplied by .5 or 2. Girafarig could be normal & half-psychic, golem could be double-rock, maybe something like bibarel could be strictly half-water.
My worry is that it sort of… makes the game more complicated without adding any actual strategic depth. You’re still multiplying together a bunch of factors to figure out whether you can KO a given Pokémon with a given attack in one shot, or two, or three; there are still going to be some Pokémon that survive particular super-effective attacks and others that don’t. The decision-making processes, both in team building and during battles, are going to be the same; there’s just more variables to keep track of. I’m not sure there’s any compelling reason for it either; I don’t think there are any Pokémon that really need half- or double-strength types to properly express their identity. Also, double STAB would be crazy powerful and the idea makes me nervous. Pokémon already has some pretty big damage multipliers and I don’t think we need bigger ones.
P.S. Merry Christmas to readers who celebrate it, and happy solstice to those who don’t. I’m just sitting here in my made-up paradise country enjoying the summer sun and the freedom to gather in groups with people outside my household, so… uh… don’t worry about me, and stay safe, everyone – especially those in the US and UK.
Something that i’ve noticed recently is that despite pikachu being technically weaker than all the other pika-clones in later generations [BST 320 as opposed to the others floating somewhere around 400-430, raichu 485 for reference] functionally it’s better due to having more toys to play with: a larger base movepool and various event moves, light orb and other unique items, eviolite, ect… and while some do have their own unique traits still get overshadowed by the original, So my question is this: what would you give the other pika-clones that would allow each to stand out in it’s own way? such as an evolution, signature move or item, higher stats, new ability?
Well… I’m not gonna design evolutions for half a dozen Pokémon right here, but maybe there are some things we can sketch out here.
I actually did put together rough ideas for evolutions for Plusle, Minun and Pachirisu as part of the “top 10 worst Pokémon ever” series I did way back in 2012; you can find that here: https://pokemaniacal.com/2012/02/06/the-top-ten-worst-pokemon-ever-6-plusle-minun/. I’m pretty lukewarm on the actual details of these now, but I think the basic ideas (other than just “evolve them to justify much higher stats”) were sound: buff the Plus and Minus abilities to emphasise Plusle and Minun’s teamwork ideal, and give Pachirisu a lot more trickery- and theft-themed moves to go with its cleverness and collection themes. I was also grudgingly convinced to do the same thing for Dedenne when I reviewed the Kalos generation: https://pokemaniacal.com/2014/07/28/dedenne-2/. Here, the main thing I wanted was for Dedenne to have a powerful signature move to make up for its lack of any decent Fairy attacks (this obviated to some extent in Sword and Shield with the addition of Dazzling Gleam to its movepool, but… well, Dedenne could still use a bit more oomph). I think the important thing is to emphasise what makes each Pokémon interesting (to the extent that there, uh… is anything interesting about them).
Continue reading “creamCloud asks:”
Would it be possible for Pokemon to retire the concept of “fainting”? Originally, Game Freak wasn’t even sure what fainting even meant–when you tried to send out a fainted Pokemon it said “there’s no will left to fight,” and in the early anime trainers simply withdrew a Pokemon when it clearly couldn’t fight anymore. So what if “[Pokemon] fainted” could be replaced with “[Pokemon] gave in” or something?
I’m not sure that it matters, particularly? I certainly wouldn’t have a problem with changing it, but “fainted” isn’t a terrible word for what they use it to mean, and the condition itself is simple enough – the Pokémon can’t battle, full stop – that I don’t think it’s all that important to have precise language for describing it. You could do away with the entire concept, and replace it with a range of more specific ways a Pokémon can be debilitated, each caused by particular attack types, requiring specialised forms of care and having different lingering effects after the Pokémon is healed. I think you could build an interesting system out of that, although it wouldn’t be a very good fit with Pokémon’s general direction over the last several generations; it’s more of a “darker and grittier” mechanic. If it’s just changing the name to slightly better reflect what we already imagine is happening, I could happily go either way.
The most important Pokemon move, in terms of its centralizing impact on the competitive metagame (at least in singles), is probably Stealth Rock. Having a Stealth Rock setter on your team is essentially mandatory in serious competitive singles play, and Pokemon like Volcarona and Charizard are singlehandedly dropped several tiers of competitive viability by their 4x weakness to Stealth Rock.
On the one hand, it does seem useful to have some way to check endless switching. But on the other hand, this one single move being Rock type has a really unfortunate impact on the competitive metagame for those of us who favor types that happen to be weak to Rock. The changes to Defog in Gen VI seem to have been intended at least partly as a SR nerf, so Game Freak seems at least somewhat inclined to agree, but several generations later, the impact of Stealth Rock is still enormous.
In your view, is this something that needs fixing? If so, how would you fix it? Remove type advantage/disadvantage from Stealth Rock damage? Add other mutually-exclusive entry hazards of other types (“Stealth Ice???”), forcing teams to decide which they’ll run in a way similar to Terrain? Other ideas?
So, mutually exclusive entry hazards of different types have been my go-to solution for this in the past, but I think there’s several things you could do – some of which Game Freak has done. You mentioned Defog, which I kind of like, since it’s a much more widely available counter to entry hazards, but comes at a cost that Rapid Spin doesn’t have (clearing your own hazards as well), and there’s also the new Heavy-Duty Boots item in Sword and Shield that just makes a Pokémon straight-up immune. Those are both a little blunt for my liking, though; they hit all entry hazards, when we really just want to hit Stealth Rock. I remember Smogon’s very first Create-A-Pokémon, Syclant, was a Bug/Ice-type with an ability that made it immune to Rock-type damage on the turn it switched in, which is an interesting response, but more a cool toy for that Pokémon in particular than a real nerf to Stealth Rock. You could just reduce Stealth Rock’s damage directly, but honestly its neutral damage output is probably fine; you could take away its ability to do more or less damage based on the target’s weakness or resistance to Rock, but that’s the most interesting thing about the move. That’s why I like the idea of having several competing options for that slot, with different type properties; it actually introduces an additional interesting decision (which one is most helpful for your team composition?), while also reducing the victimisation of Pokémon who are weak to Rock attacks in particular. On the other hand, it’s clunky – why are these moves mutually exclusive, when Spikes and Toxic Spikes aren’t? And what’s the best way of communicating that to a new player? My latest idea is to have Stealth Rock actually wear out over time; it can do a total of eight (or twelve, or some other number) “ticks” of damage, each of which is equal to 1/8 of the target’s health (Stealth Rock’s standard neutral damage). Pokémon with a Rock weakness still take a lot more damage, but they also wear the rocks out faster, which turns an unfair-feeling punishment into an additional strategic calculation. It’s another thing players then have to keep track of during battles, but you could probably add a counter or something to the battle UI (which has already been picking up some useful extra functions over the last few generations).
Now that we’ve had the Fairy type for a while, how well do you think they achieved their conceptual goals, which ostensibly were to both nerf Dragon Pokemon and re-assert the offensive relevance of Poison and Steel types?
Pretty well, I guess? A lot of Dragon-types are still really good, but they’re largely carried by their extremely high base stats now; the game is noticeably much less about throwing Draco Meteors and Outrages while blocking with Steel-types than it was in generations IV and V. You can’t really make a competitive team with, like, four or five Pokémon from one of those two types and expect it to work, which… you arguably could, for a while? You still probably wouldn’t stick a Poison attack on a non-Poison Pokémon unless you were really strapped for better options, but I guess I feel less bad about using Poison-types in offensive roles now. Steel as an attack type often still feels redundant with other attacks that a lot of the same Pokémon tend to learn (and when do you need a type advantage against Ice, anyway? They don’t resist anything; just hit ‘em with whatever), but Steel Pokémon are fine, obviously.
Why do you think Rotation Battles sorta just stopped being a thing?
Well… well, I want to just answer “because they were kinda dumb and gimmicky and probably not worth the effort,” but upon sober reflection that might be slightly unfair. I don’t think alternate battle formats with different fundamental rules are in principle a bad idea; they mix up what can be a somewhat repetitive core gameplay experience, and depending on exactly what rules you change, they can be ways for otherwise useless Pokémon to get some time in the spotlight (there are quite a few that have never been good in singles, but shine in doubles because of their support skills). I don’t know much about how rotation battles tend to play, though, because… well, because hardly anyone ever played them. Even in generation V I don’t think there were ever many big tournaments that used rotation battles as the format, or a large competitive community. And… well… even the games themselves sort of treat them as a gimmick. There are so few rotation battles in the single player story that you never really get a feel for how they’re different from single or double battles, so it doesn’t feel important to learn how they work and there isn’t any case made for why anyone would want to play them. They’re just… kind of superfluous, and to make them not superfluous they needed to have more support from the very beginning, not just be kept around for the sake of completeness.
I have also seen a suggestion that axing triple and rotation battles for Sun and Moon might have something to do with the graphical capabilities of the 3DS. Triples and rotations in X and Y are… well, they have performance issues, put it that way, and Sun and Moon noticeably struggle to run at normal speed even with four Pokémon on screen in a double battle. I don’t know that this was a factor in discontinuing them, but it kinda makes sense to me? The Switch is more powerful and Sword and Shield don’t seem to have these problems, so mayyyyyyybe there’s an argument there for the return of triples and rotations in a future game? Not sure.
How would you change/better balance Ice type Pokemon, aside from making them resistant to water-type attacks?
Well… I think Ice should be bad defensively; I think that works as a type identity thing. It doesn’t need to be as bad as it is, though. Resistance to just one other common, strong attack type probably makes it about as good defensively as Psychic, which is a poor defensive type but not actually comical, and supports a decent variety of tank and support Pokémon. Water… well, Water does seem like the most logical choice there; it’s not perfect, because one thing that Ice-type tanks need is a point of distinction from Water-type tanks (who both resist Ice attacks and can normally learn them). Maybe there’s an argument there for resistance to Dragon (although at that point you probably need to give Dragon a buff somewhere else) or Ground, instead of Water. I know you said aside from that, but I really don’t know that there needs to be much more, at least not in terms of adjustments to the type chart itself; Ice is also really strong offensively and I don’t want to risk overtuning it. I like the more indirect buffs like the addition of new Hail synergies – Aurora Veil, Slush Rush, Ice Face – and I like the suggestion in the comments of this post that Ice-types should get a physical defence buff during hail, to parallel the special defence buff that Rock-types get during sandstorms.
A while back, you cautiously played with the idea of replacing the physical/special split with a spectrum, where Flare Blitz would be 80% physical and 20% special for instance. You said this would probably be too radical. But what if there were just a “mixed” category of moves (50% physical and 50% special)? You could change some moves to mixed (like Rock Throw, Razor Leaf, Earthquake etc) and in exchange buff their power a bit.
On second thought, “mixed” attacks wouldn’t need a power buff, since they’d be as hard to defend against as to attack with. But my question remains the same otherwise.
what… exactly did I say…?
Oh, here it is.
So… it’s been a while and I can’t testify with 100% certainty to my state of mind when I wrote that, but I think when I said “such a radical change I’m not even sure I’d want to do it,” I didn’t mean “this is too much of a departure and the fan base would never buy it,” so much as “I am worried this might break some important aspects of the game’s strategy in a way that isn’t immediately obvious to me and can’t be balanced out in a straightforward way.” If you have this category of mixed moves, then the whole concept of “wall” Pokémon changes quite significantly, because it’s much less viable to focus on just one type of defence, which in turn shifts the balance of the game significantly towards offence. That may be totally fine, but I don’t know, and I don’t really have the capacity to find out. It’s a sufficiently foundational change to the battle system that I’m nervous about unreservedly declaring that it’s a good idea, and I’m not sure that it’s possible to work that out theoretically. On the other hand, we do have Psyshock, a special attack that does physical damage, which hasn’t broken anything, and “mixed” attacks would be more demanding of attackers as well, who’d need to invest in both attack stats. So maybe it’s completely fine? I don’t know. That’s all that means; I still don’t know.