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Old 05-04-2016, 09:06 PM   #3
Aposteriori
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Join Date: Jul 2014
Posts: 3,540
Subject 1: Slack Off & Rest

The current full description or rule (if applicable), highlighting any problem areas

Slack Off (NO) -- The user sits down and enters a lazy state in order to regain energy at a fast rate. The user will loll for about half a minute and will restore an extreme amount of energy if able to rest for the maximum time. Slack Off leaves the user feeling much more refreshed and energetic than Rest. The user may continue lolling in to the next round if applicable. Light, cumulative damage such as poison or weak draining moves will probably not interrupt the user, but sharper shocks may shock them out of their relaxed state, automatically ending the energy regain. Because the user is not fully asleep, they may be able to avoid slow moving attacks or adopt a defensive stance as needed, but they won't be able to attack while using the move.

The issues with the move (in bullet points or short paragraphs)

Super niche, and it is sad that it was made into a rest clone.

The proposed changes (please do not rewrite the moves yourself)

-Roost is better distributed, yet it serves dual purpose of health and energy. Can we do the same for this one a la roost?

The current full description or rule (if applicable), highlighting any problem areas
Rest (NO) -- The user settles down and goes to sleep in order to regain energy at a fast rate. The user will sleep for about half a minute, the same length as most rounds, and will restore x1.5 a Hyper Beam worth of energy if able to sleep for the maximum time. The user may continue sleeping in to the next round if applicable. Since Rest is self-induced sleep, it is somewhat deeper than average sleep, meaning that more damage is needed to wake the user, around heavy, and only sound moves such as Uproar that specialize in waking can disturb them. Rest may only be used once per Pokémon.

The issues with the move (in bullet points or short paragraphs)

It can do just a tad more, and after running it by Sneaze, he liked the idea.

The proposed changes (please do not rewrite the moves yourself)

Can rest reset the toxic ticker back to zero? That would be great for long term planning, and helps tame toxic just a smidge with the right set up.

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Subject 2: Dual Types rewrite attempt 2.0

The current full description or rule (if applicable), highlighting any problem areas

Muddy Water (GD/WT) -- The user shoots out a very powerful, but dirty, stream of water, which does considerable damage and might lower the opponent(s) accuracy if it hits in their eyes. Since it uses half Ground and Water energy, its type-effectiveness is slightly different, dealing super effective hits to Poison, Steel, Ground, Electric, Rock and Fire types, while being resisted by Water, Dragon, Grass and Bug types. The damage from Muddy Water will never be doubly effective or doubly ineffective against a single-typed Pokémon.

Sludge Wave (PO/WA) --The user issues a huge watery wave of toxic sludge, washing over the foe for significant damage. The large size of the wave allows it to hit multiple targets at once. This attack has a 10% chance of poisoning. Since it uses half Poison and half Water energy, its type-effectiveness is slightly different, dealing super effective hits to Fire and Fairy, while being resisted by Dragon, Ghost, Poison and Water. Steel types are considered resistant in the same way they resist moves such as Sludge Bomb. The damage from Sludge Wave will never be doubly effective or doubly ineffective against a single-typed Pokémon.

Flying Press (FT/FL) - The user leaps into the air, coming down on top of the target with its full weight, dealing considerable damage. Since this move is half Flying and half Fighting, its type-effectiveness is slightly different, dealing super effective damage to Normal, Fighting, Ice, Dark and Grass Pokeémon and resisted damage to Electric, Flying, Poison, Psychic and Fairy Pokeémon. The damage from Flying Press will never be doubly effective or doubly ineffective against a single-typed Pokeémon.

Dragon Rage (Various) -- The user summons a powerful attack which is dependent on the arena. If there is water present between the two Pokeémon, the user summons a spiral of energy, which is quickly sent at the opponent, sucking up the water in the arena to deal significant Water-typed damage for significant energy. If there isn't water, it's a large fireball which deals heavy damage in a mix of dragon and fire energy, dealing Super Effective damage on Bug, Grass and Ice-types and Not Very Effective damage on Fire and Fairy types. The fireball may be used in an aqueous environment, but the water version is arena-dependent.

The issues with the move (in bullet points or short paragraphs)

1)Potential for offtype abuse. There is a chance for some pokemon to use these moves 4 times.

2)Flying Press and Dragon Rage has a couple of typos with the word "Pokeémon"

3)The wording of Dragon Rage poses an ambiguity issue that I'm trying to get clarified.

The proposed changes (please do not rewrite the moves yourself)

1) Rework the bolded part so it only uses one offtype, lowering their potential use to only 2 per standard amounts. "Although it is a mixture of ground and water, it only uses ground energy" Ground/Poison/Fighting/Dragon should be their respective type energy. There is a quasi in game precedent for this with Flying Press alone; you can normalize the attack, electrificy, etc and it will always retain flying as its second typing. For ASB purposes, they no longer become spammable with this solution.

2)Fix the typos
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