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Old 05-06-2016, 11:43 PM   #27
biggggg5
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Join Date: May 2011
Location: Mage of Breath
Posts: 2,111
The current full description or rule (if applicable), highlighting any problem areas

Glare (NO) -- Using decent energy, the user gives the opponent a look that, upon eye contact, freezes the target in place for a few seconds.
Leer (NO) -- Using light energy, the user stares the opponent down, and when eye contact occurs, the opponent becomes completely immobile, as though under the effect of a Glare attack, though only for 2 or 3 seconds, while the user can escape or prepare an attack. The accuracy of this attack depends on the distance apart the two Pokémon are, as there needs to be close to moderate range for this attack to work.
Scary Face (NO) -- The user makes a face that scares the target, causing them to move and act slowly and cautiously as they watch for attacks from all sides. If the opponent could not reasonably be scared of the user, this attack will fail. If the Pokémon is not naturally intimidating, they may use decent energy to enhance their features with glowing eyes and project a larger image of their face.

Screech (NO) -- The user screeches at a very high pitch, irritating the opponent and making it lose concentration. This has a high chance to interrupt the actions of Pokémon in the area as they move to cover their ears. Screech uses decent energy.
Metal Sound (ST) -- The user makes a loud ping noise, irritating the opponent and making it lose concentration. This has a good chance to interrupt the actions of Pokémon in the area as they move to cover their ears. Despite being less potent than Screech, Metal Sound's effects last for a little while longer after it has stopped, possibly causing a loud ringing in the foe's ears which can last a round and make reacting to threats more difficult. Metal Sound uses decent energy.

Baby-Doll Eyes (FA) - The user opens their eyes wide, sending forth a wave of calming magical energy using mild energy. This attack discourages the foe from attacking the user directly, decreasing the effectiveness of their physical attacks. This lasts until the user attacks the foe. Baby-Doll Eyes, like Fake Tears, may also make the opponent reconsider attacking. The victim's mental state and the current battle must be taken into account, and repeat uses are highly unlikely to interrupt.
Fake Tears (DK) -- Using moderate energy, the user pretends to cry, which may leave the victim(s) open to being attacked. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.
Charm (FA) -- Using mild energy, the user makes itself look meek and vulnerable, attempting to look as cute and helpless as possible. The success of this move is dependent on a number of factors, including the cuteness of the user, the aggressiveness and mental state of the foe and the overall course of the battle. If successful, it will cause the foe to be hesitant to attack and reduce its Attack drastically until struck with an offensive move.


The issues with the move (in bullet points or short paragraphs)
Well looking back on this more closely the problem is less severe then I originally thought but the problem still stands somewhat. We have quite a few moves that are very close to carbon copys of each other. I might be the only one bothered by this but I know we should be encouraging alternate styles of play but that isnt supported by multiple moves that do such similar things. On the other hand it seems like we have a lot less moves that directly debuff stats than it would seem and it seems like the usefulness of these is bigger than one would expect because an awful lot of sigs involve stat drops. However some of these moves like screech or charm have niches that are unique to asb and should not be removed completely.

The proposed changes
Change leer, scary face, metal sound, baby doll eyes, and fake tears back into the stat lowerers they originally were rather than carbon copys of glare, screech and charm. Or possibly give them lesser versions of the effects with greater emphasis on stat lowering.
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