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Old 09-26-2020, 06:43 PM   #76
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I actually like Can't Catch Me as is and am firmly of the opinion that not all moves need to be something Raid viable. Ultimately the issue here isn't with the move itself, bit rather with Run Away not being really usable within the realm of RP at all, something we should have addressed ages ago given how many Pokemon have said ability.
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Old 09-26-2020, 06:47 PM   #77
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For what it's worth, I did include Run Away in this thread.
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Old 09-26-2020, 07:00 PM   #78
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Ohey, a change to Pumpkin Bomb that makes it actually usable for more than just making the Crystalline Cathedral's lawn a hazard area! I'm personally quite happy with this change.

As for the more recent discussion, I'm also pretty fond of the changes to Chocolate Bomb (especially since the old version shared Pumpkin Bomb's problem of letting the opponent get the heals before you do), though balancing is definitely a concern. Being AoE for both damage and healing (albeit for a small amount on both fronts) is already pretty useful as it is, so the main hit really oughta be 70 BP at most. I personally like 45/50 BP (it should still be plenty usable, and while it would be Technician-compatible, I don't think it would reach absurd levels of power if used in that way- especially with the only Fairy Technicians thus far being Mime Jr. and Kantonian Mr. Mime).

On a separate note, I noticed that the His+Her Heart/Heart of the Sun+Heart of the Moon Pendants weren't listed in the Custom Item List. Guess they slid through the cracks during the discussions a few years ago, huh?
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Old 10-06-2020, 10:29 AM   #79
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I'd like to suggest an amendment to the item Unicorn Horn. When wielded it allows use of the move Horn Attack, which isn't particularly useful.

I'm thinking instead it could provide a power boost to horn-based attacks (Horn Leech, Horn Attack, Horn Drill, Smart Strike (Smart Horn in Japanese) and Mega Horn).

Or if it's to be kept closer to the original effect it could allow a more useful horn-based attack to be used such as Horn Leech.
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Old 10-06-2020, 03:03 PM   #80
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Honestly I'd say "allows Horn Attack and gives a boost to horn-based moves" isn't really that OP. Just do both.
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Old 10-06-2020, 03:10 PM   #81
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I haven't gotten around to it yet, but I will be taking a look at and updating the descriptions of all custom hold items to make sure they are balanced within FB's current standards soon.

If we could get a resolution on Pumpkin Bomb and Can't Catch Me that would be much appreciated!
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Old 10-06-2020, 03:16 PM   #82
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I like the Pumpkin Bomb changes well enough.

As for CCM, what's the current idea we're running with?
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Old 10-06-2020, 03:18 PM   #83
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I'm fine with changing its original effect entirely, but I don't think it should become a recovery move. I think it still needs to fit the theme of evasion/speed.
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Old 10-06-2020, 03:32 PM   #84
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#bringbackliteralcookieCan'tCatchMe
Don't really care what else it does tbh lol. But I support it and Chocolate Bomb being re-Typed to Fairy.
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Old 10-06-2020, 03:43 PM   #85
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In all seriousness I'd love to see the cookie form return, whether that be explained through magic or just an illusion. I feel that was the main gimmick of the move when it was introduced. I think just being a Fairy version of minimize would be fine, agreeing with Sniz that it's definitely more of an RP move than a Raid move.

I like the changes to Pumpkin Bomb, it has the potential to be overpowered in double battles but it's not like we have PvP double battles.
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Old 10-06-2020, 03:53 PM   #86
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Maybe have it include the cookie thing as an illusion, providing an evasion/speed up and drawing focus towards the user? Pokemon see cookie, Pokemon want cookie, Pokemon eat cookie. Also gives it some worth in raids by allowing you to try and draw aggro to keep allies alive. Durations are down to the raid-balancers on that one though.
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Old 10-06-2020, 04:07 PM   #87
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So you think like a Follow-Me with maybe like a % chance to dodge incoming attacks?
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Old 10-06-2020, 04:34 PM   #88
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Follow Me which dodges the first attack made, perhaps? Perhaps after a dodge, the user will take 50% increased damage for the round as a result of their small stature leaving them wide open to retaliation.
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Old 10-06-2020, 06:07 PM   #89
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I wasn't going to say a guaranteed dodge, but also not the extra damage clause. You have an evasion boost that lasts probably for 1 round that draws aggro and makes you more likely to be the target of hostile attacks for the duration. Gives it a bit of a niche and tbh we should probably fully incorporate evasion and accuracy in raids anyway.
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Old 10-20-2020, 10:38 PM   #90
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I don’t see any additional concerns or discussion on Pumpkin Bomb, so I will make this its new official effect:
Pumpkin Bomb (Grass, Physical 100 BP)
Effect: The user launches a Pumpkin seed into the air, upon falling the seed plants itself onto the opponent’s side of the arena, upon the end of the second round of battle a large pumpkin finishes growing. The pumpkin immediately begins flashing, and after the third round the pumpkin explodes, dealing spread damage that hits all opponents and Burns them.
Z-Move: Bloom Doom (180 BP)

Using your suggestions in the discussion above, here’s my suggestion on Can’t Catch Me’s new effect with a new name and typing. Part of me does wonder if this move could potentially be exploited in Raid Battles, and if the Biting multiplier is enough of a detraction to balance it out.
Gingerbread Man
Ginger Snap (Fairy, Status)
Effect: The user snaps their fingers (if possible) and casts a magical illusion upon themselves to appear as a tiny cookie and emits an enticing scent that draws the attention of all opponents. Throughout the duration of the effect, the user has a 50% chance to dodge the first attack that targets it, and biting moves used against the user are doubled in damage. Energy used by this move is equivalent to that of a Minimize.
Z-Effect: Evasion & Speed +1 Stage

Small tweak here, I changed the move’s typing to Fairy and altered the healing effect. While it seems a little counter-intuitive to both damage and heal the target at the same time, the amount being healed offsets it only enough to make the net damage slightly weaker than a Play Rough in a Raid setting, which I feel like is a fair trade off for having the additional poor-man’s Life Dew on top of the damage being dealt.
Box of Chocolates
Chocolate Bomb (Fairy, Physical 100 BP)
Effect: The user produces a Chocolate heart in front of them which they then proceed to throw the opponent. Upon contact, the heart explodes dealing damage equal to an Egg Bomb. When the heart shatters, 4 pieces of Chocolate appear, healing the user, the target, and two other Pokemon. When eaten, the chocolate heals a small amount of HP equal to one and a half times the potency of a Sweet Heart (30 HP).
Z-Move: Twinkle Tackle (180 BP)

I didn’t change anything here but the typing to match the theme of the two moves above.
Magical Chocolate Coated Carrot
Chocolate Magic (Fairy, Special 65 BP)
Effect: The user fires off a molten chocolate blast that coats the target in a sticky, gooey (albeit tasty) mess. After the chocolate makes contact, it begins to congeal and harden, reducing the target’s mobility and halving their speed and evasion. The effect is temporary and lasts until it is washed away or dried out.
Z-Move: Twinkle Tackle (120 BP)

What do you guys think?
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Old 10-21-2020, 12:26 AM   #91
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I am good with all of these. No real comments to make here.
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Old 10-21-2020, 08:21 AM   #92
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I only question the Box of Chocolates: if we're assuming that 45 HP is healed, wouldn't that offset the damage to 55 BP? That's my understanding at least. That would make it do a lot less damage than Play Rough.
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Old 10-21-2020, 10:34 AM   #93
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No, Emi, 30 is the total HP restored after the 1.5x multiplier has already been applied- Sweet Hearts only heal 20 HP in the main series, making them little more than glorified Potions. It *does* effectively reduce the attack's BP to 70 assuming no other multipliers, but that's still reasonable damage given the benefits.
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Old 10-21-2020, 05:28 PM   #94
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I'll be honest I like all of these proposed changes. It keeps with all of the moves original flavor while still making them viable moves for both RP and Raids.
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Old 10-21-2020, 05:30 PM   #95
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Silly fairytale and sweets based moves being Fairy type feels very fitting.

Do note you can Max/Z-Move off of Chocolate Bomb to have a hard hitting "super" Fairy-type move that's more freely accessible.
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Old 10-21-2020, 06:50 PM   #96
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Okay going down the list...

Pumpkin Bomb is fine.

Can't Catch Me is a better name and I will never say otherwise. Effect should read "to dodge the first attack that targets it each round". The bit about energy is just kinda not needed.

Why not have chocolate be pick one target, other two are random, deals damage to enemies and heals allies, at the user's discretion as to what is what? This would allow for use in raids including picking a 'mon to heal if need be, gives it some nice use in a doubles battle, and allows for roleplay opportunities if the user might not consider an ally and ally. Also just get rid of the Sweet Heart reference and just list the HP healed, or you'll confuse people.

Carrot is fine.
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Old 10-30-2020, 08:36 PM   #97
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So here's something that came up in a discussion earlier, and seems like it'd continue to go unresolved for a bit: back in the Secret Base Event of 2018, a few members received a new item known as the Skeleball (proof of existence here and here). It had neither a sprite nor a description upon release, and when I asked EAI about it, he said the following:

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....tada
[8:01 PM]
What it does is whatever I can get a decision to be made on with the other mods, and if need be the community
[8:02 PM]
(It's the sixth Monster Ball you were wondering about earlier)
(Other members of that chat can back me up on this)

I have no recollection of anything becoming of this since, and given the item's absence alongside the rest of the Monster Balls in this year's festivities, it would seem that the reason is that it has fallen heavily between the cracks. So, how shall we crack this one into proper existence?
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Old 10-30-2020, 08:41 PM   #98
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So here's something that came up in a discussion earlier, and seems like it'd continue to go unresolved for a bit: back in the Secret Base Event of 2018, a few members received a new item known as the Skeleball (proof of existence here and here). It had neither a sprite nor a description upon release, and when I asked EAI about it, he said the following:


(Other members of that chat can back me up on this)

I have no recollection of anything becoming of this since, and given the item's absence alongside the rest of the Monster Balls in this year's festivities, it would seem that the reason is that it has fallen heavily between the cracks. So, how shall we crack this one into proper existence?
Now that you bring it up, I actually vaguely remember discussing that with EAI before... let me see if I can find the chat log and will get back to you.
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Old 10-31-2020, 04:18 AM   #99
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So here's something that came up in a discussion earlier, and seems like it'd continue to go unresolved for a bit: back in the Secret Base Event of 2018, a few members received a new item known as the Skeleball (proof of existence here and here). It had neither a sprite nor a description upon release, and when I asked EAI about it, he said the following:


(Other members of that chat can back me up on this)

I have no recollection of anything becoming of this since, and given the item's absence alongside the rest of the Monster Balls in this year's festivities, it would seem that the reason is that it has fallen heavily between the cracks. So, how shall we crack this one into proper existence?
Forgive the double post, but the Skeleball has an increased capture rate on ghost type Pokemon.
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