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Old 11-02-2015, 04:18 AM   #51
TheKnightsFury
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Only real problem I have is that some pokemon need something to separate them from their pre evos, especially those that don’t have much to begin with. I know when we were discussing it on Skype we were trying to give pokemon a slight improvement when they evolve even if it was just a boost from a 1.1 to a 1.2 SC trait. Below are the pokemon I think need just a slight tweek and some suggestions.
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Marill (Water/Fairy): A Marill's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound-based status moves. Marrill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Their fur actively repels water, meaning they can swim in even the strongest of currents almost effortlessly, easily escaping traps like Whirlpool. Their tail is flexible and can be extended to improve the reach for moves, and they can use it to aid their Bounce attack, clearing slightly more distance than normal.
Azumarill (Water/Fairy): An Azumarill’s hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves. Azumarill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Their fur actively repels water, meaning they can swim in even the strongest of currents almost effortlessly, easily escaping traps like Whirlpool. Their tail is flexible and can be extended to improve the reach for moves, and they can use it to aid their Bounce attack, clearing significantly more distance than normal.
(the two are exactly the same and what they have isn’t exactly something to write home about. I know this is probably pushing it but maybe give azumarill a slight physical attack boost, to reflect its ability huge power)
Chimchar (Fire): Chimchar have flames on their back. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. They will increase and decrease in size depending on the intensity of the battle, with the flames growing as the situation goes dire. Chimchar are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.
Monferno (Fire/Fighting): Monferno have flames on their tail. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. When threatened, Monferno increase the size of their flame to appear larger than they really are in order to intimidate their opponent. If a Pokémon would reasonably be afraid of Monferno, said Pokémon will be slightly less effective in battle. Monferno are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.
Infernape (Fire/Fighting): Infernape have flames on their head. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. They will increase and decrease in size depending on how intense the battle is, with a larger plume as the situation goes dire. Infernape are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.
(the line as a whole is quite underwhelming with no real stand out trait. A boost to punch moves maybe 1.1 for monferno and then 1.2 for infernape? Grovyle & Sceptile get something similar with slashing moves)

Shieldon (Rock/Steel): Shieldon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage. Being fossils, their Ancient Power attack will boost slightly more often.
Bastiodon (Rock/Steel): Bastiodon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage. Being fossils, their Ancient Power attack will boost slightly more often.
( it gets a boost to one part of its body, an opponent can just order to attack another part, then the new blanket ancient pokemon boost. I saw that the boost to ramming attacks was already sort of pushed aside. But the main time it was used in the anime, ashs gym battle & battle with roark it was shown to have powerful ramming abilities, spamming iron head. Even just a boost to iron head, something to improve it from it from shieldon.
Drifloon (Ghost/Flying): Drifloon can inflate themselves to either provide a slight defense against physical attacks or for propulsion. Drifloon are almost always solid, but able to turn ethereal for short periods of time. They are very nimble in the air but light much like Hoppip and can be blown about easily by winds, but in ethereal, they are not influenced by winds or other similar forces. They cannot be poisoned.
Drifblim (Ghost/Flying): Drifblim can inflate themselves to either provide a slight defense against physical attacks or for propulsion. Drifblim are almost always solid, but able to turn ethereal for short periods of time. They are very nimble in the air but light much like Hoppip and can be blown about easily by winds, but in ethereal, they are not influenced by winds or other similar forces. They cannot be poisoned.
(not sure what to give them but I feel like they would appreciate a bit more)


Probably missed heaps but these are the ones i found that didnt improve on evolution and dont really get to much to begin with.
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Old 11-02-2015, 03:57 PM   #52
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Still no better comboing on Duoblade?
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Old 11-02-2015, 04:08 PM   #53
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Can we please boost the defense buff the Honedge and Doublade lines get? 10% and immobility is really not that good, because again, they get literally sod-all ranged. Either make it 20% or allow them to move imo.
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Old 11-02-2015, 08:41 PM   #54
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Marill (Water/Fairy): A Marill's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound-based status moves. Marrill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Their fur actively repels water, meaning they can swim in even the strongest of currents almost effortlessly, easily escaping traps like Whirlpool. Their tail is flexible and can be extended to improve the reach for moves, and they can use it to aid their Bounce attack, clearing slightly more distance than normal.

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Old 11-10-2015, 02:41 AM   #55
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Comments, etc. in bold, every SC that I don't see an issue with has obviously been edited out.

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Venusaur (Grass/Poison): Venusaur are the fastest of their line but are not particularly agile. They have eight vines, which means they can hit and grab multiple things at once and that attacks made using their vines are slightly more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health. In it's Mega Forme it gains a thick layer of cellulose in their skin similar to Hariyama's fat. Due to this it takes 20% less damage from Ice and Fire type attacks.

Is there an actual reason we're making MegaVenu THIS MUCH worse? I mean, yeah, the previous 50% reduction was a bit much, but that's really a huge cut, and makes it pretty piddle as a Mega in comparison to some others, on top of already being a Grass type to start.

Charizard (Fire/Flying): Charizard are slow and cumbersome when on land but are able fliers. They are hot tempered and resistant to fear attacks. However, they are easily angered and confused. They have flaming tails, which can be used for illumination and may burn foes if there is prolonged contact. Charizard have slightly more Dragon energy than other Fire-types and, as starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health. Charizard is unique in having two Mega Formes. In its X Forme, it becomes Fire/Dragon typed whilst still retaining the flight abilities it possessed as a Charizard. Against any Pokémon that would reasonably be afraid of Charizard X, its fear-inducing attacks are more effective, and it becomes much more physical, giving attacks used with it's claws a 20% boost. Its Y Forme is slightly smaller and lighter than the X Forme, and is a nearly unparalleled fast and agile flier, able to fly with the speed and agility of a Pidgeot. It's powerful wings also grant it a 20% boost to wind moves. It also benefits greatly from the sun, the heat from its body causing sun to last two turns longer than normal.

Already pointed out elsewhere, but why is Charizard the only one that has the boost trigger at 1/4 health instead of 1/3?

Parasect (Bug/Grass): The mushroom has taken control of the bug’s mind at this stage. The mushroom has a limited awareness, which makes it difficult for Pokémon to sneak up behind a Parasect, as the mushroom will be able to "see" them. A Parasect will protect its mushroom above all else. If there are trees in the arena, Parasect may Dig underground and gain considerable health from the tree roots by sucking nutrients from them. During this, Parasect may not attack, though it is underground. They are naturally moist, meaning that they take slightly less damage from Fire attacks. Due to the potent mushrooms affixed to it's back, Paras' spore based attacks will be significantly more dense than usual.

Minor thing, but there's a single case of not having changed the species name during the c/p process here.

Gengar (Ghost/Poison): Unlike its preevolutions, Gengar are primarily solid, though they are able to freely achieve all of the other states. A Gengar's Lick attack has a 50% chance to paralyze, instead of the usual 30%. Gengar can levitate and are fast and agile in the air. In its Mega Forme, Gengar becomes a being of pure malicious energy, greatly enhancing its abilities. Although it loses its ability to levitate, it becomes extremely fast and agile over the ground, floating just above the surface and able to move at high speeds. It is also gains an extra turn of invisibility and can change effortlessly between states.

Really think we should have MegaGengar's primary state be ethereal, given that it glides with part of its body in the ground at basically all times.

Kingdra (Water/Dragon): The largest of the Horsea family, they are extremely fast and agile in the water. However, they can only hop on land and are easily knocked over. They can see in the dark. They are natural sharpshooters, possessing much better accuracy than other Pokemon. Their Whirlpool attack has a much stronger pull than normal, and will linger for a round more than usual. In addition, their vast power allows them to summon much stronger rain, making their Rain Dance more potent and harder to dispel.

Is there a reason the poisonous bit was removed? Yeah Kingdra has less points but there are still a few there.

Scizor (Bug/Steel): Scizor are not as fast or agile as Scyther and are not true fliers. Instead, they glide and hover. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Their powerful claws also give them a 20% boost to any attack involving them. They have slightly higher defences than other Bug-types. In its Mega Forme, its saw-like claws give any claw attacks greater cutting power, giving them a chance to inflict sore, weakened spots. Its lighter frame and fuller wings allow it to travel with the speed and agility of a Scyther, as well as giving it equivalent flight abilities.

So... there's literally no real reason to pick a Scyther over a Scizor in most situations now since Scizor gets everything Scyther gets and then some. I really do think that we should be treating these two in the same manner the games always has, separate entities with differing strengths and weaknesses as opposed to a direct step up of eachother.

Marill (Water/Fairy): A Marill's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound-based status moves. Marrill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Their fur actively repels water, meaning they can swim in even the strongest of currents almost effortlessly, easily escaping traps like Whirlpool. Their tail is flexible and can be extended to improve the reach for moves, and they can use it to aid their Bounce attack, clearing slightly more distance than normal.

Ha ha. LOs can't spell Pokemon names. Good stuff.

Smeargle (Normal): Smeargle may use the move Sketch to permanantly learn new moves. Smeargle may learn up to ten Sketched moves as a TL1 Pokémon. For each level that a Smeargle gains, it can learn an additional three moves, up to a maximum of 28 total Sketched moves (other moves which Smeargle can learn naturally do not count towards this limit). Moves which Smeargle has learned must be noted in the Miscellaneous Squad Submissions thread and recorded in the Pokémon’s biography. Moves can also be deleted freely using this thread. Smeargle may not learn the same move more than once and cannot learn signature moves. The amount of off-type energy that Smeargle receives is proportional to the types of moves that it copies and they are not affected by the limited off-type energy that other Normal types are. Smeargle may also may use their tails to paint their surroundings or their foes. This counts as a move and can serve a variety of purposes, from marking gathering points to writing taunts that will enrage the opponent. Smeargle have sensitive hearing, at the expense of being more vulnerable to sound based status attacks. They fight more enthusiastically in urban environments.

"Smeargle may not learn the same move more than once and cannot learn signature moves" REALLY needs reworded so as not to potentially confuse people into thinking that for some reason they can't be given sigs whatsoever. A simple replacement with the word Sketch really would do wonders. As a side note, I really would like to put forward the idea that Smeargle not be able to Sketch any moves a 'mon has learned via sig or temporarily (a la Mimic or whathaveyou), because it really kills the idea of things having needed drawback to learn them in the first place if a Smeargle can rule about with every Legend move under the sun or whatever else. Something something if a 'mon is using a move it can't normally learn, it should be assumed it's an adaptation of the move used in that 'mon's own style, so it shouldn't be copyable as though it were the move as used normally.

Gallade (Psychic/Fighting): Gallade are able to extend their arms and elbows. Their arms are also very sharp, and cutting attacks do slightly more damage. Their empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective. They also has a very good sense of balance and is hard to knock down. Teleporting also requires slightly less energy. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy. In its Mega Form, Gallade becomes a dashing knight, sworn to defend its trainer. Its slashing moves become x1.2 more powerful. Due to its heightened concentration, it is far less vulnerable to mind-altering moves and cannot be flinched.

This SC is a grammatical nightmare. That is all.

Slaking (Normal): Slaking are quite lazy and unmotivated. They are unlikely to react to attacks unless directly ordered to do so. In a dire situation where it seems unlikely Slaking can win, they might lose motivation and do what it wants. Slaking are very strong, however, and store up energy. Physical attacks deal slightly more damage in any round immediately after a round in which they used less than a decent amount of energy. When using Slack Off and Rest, they gain more energy than usual. They are excellent climbers. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Decent is kinda incredibly low to only be giving a slight boost here, guys. I mean, when was the last time you saw literally anyone use less than decent energy in a round without having been statused to hell and back?

Anorith (Rock/Bug): Anorith are adept swimmers. Despite their weakness to water, they can swim without taking damage. As deep sea Pokémon, they can hold their breath for a long time, about as long as the average Water-type. Though still weak to Water attacks, they are somewhat less vulnerable than other Rock-types and take somewhat less damage. Being fossils, their Ancient Power attack will boost slightly more often.

Is there a reason Armaldo gets a claw boost but Anorith doesn't get a weaker version of it?

Honedge (Steel/Ghost): Honedge are possessed swords, their body entirely made up of the blade and sheath, making them inorganic. All attacks involving slashing get a 10% boost in power. They levitate by default. They always grip their sheath with their cloth, somewhat weighted down by the heavy metal protector. Using a move, Honedge can sheath themselves, making them immobile but meaning they take only 90% damage from attacks. They cannot be poisoned.

Seriously guys a 10% reduction in damage for becoming immobile is utterly piddle when we have multiple other Ghosts walking around sporting a pretty 50% reduction. I know the Honedge line isn't complete garbage but this is absurd.

Doublade (Steel/Ghost): Doublade are two possessed swords, their body entirely made up of the blades and aegis, making them inorganic. All attacks involving slashing get a 20% boost in power. They levitate by default. They always grip their aegis with one of their cloths, somewhat weighted down by the heavy metal protector. Their other cloth can be used to grip some objects but it is not very prehensile and its grip is easy to break. Using a move, Doublade can sheath themselves, making them immobile but meaning they take only 90% damage from attacks. They cannot be poisoned.

See above

Aegislash (Steel/Ghost): Aegislash are a possessed swords and shield, their body made entirely of the blade, making them inorganic. All attacks involving slashing get a 20% boost in power. They levitate by default, but prefer to remain still when attacking and defending. When Aegislash are sent out, they will start in Shield Forme, giving taking 80% damage from all attacks. When ordered to use any attack, they will go into Blade Forme, losing this boost. They may enter Shield Forme using a move. Certain defensive moves, such as Iron Defense, King's Shield or Protect will cause Aegislash to automatically enter this forme. They cannot be poisoned.

I'm still not a huge fan of the "Certain defensive moves" bit here since that leaves it way too open for interpretation. Honestly Aegislash's movepool isn't too huge so please just make a short list or a generalized statement such as "moves focused on reducing damage taken".

Pumpkaboo (Grass/Ghost): Pumpkaboo come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Pumpkaboo's size will carry over when evolving. Pumpkaboo have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Pumpkaboo to light searchlights. Their Trick-o-Treat attack is slightly more potent than usual. They can be poisoned.

Can we please list this poor thing as actually familiar with Fire? It's Fire moves are seriously the only real niche it has going for it that make it usable as opposed to Phantump.

Gourgeist (Grass/Ghost): Gourgeist come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Gourgeist have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a them to light searchlights. Their Trick-o-Treat attack is significantly more potent than usual. They can be poisoned.

See above
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Old 11-10-2015, 11:50 AM   #56
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Why would we want to make it arbitrarily harder for a Smeargle to sketch things?
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Old 11-10-2015, 12:22 PM   #57
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Alright so the idea popped up, but why she would actually deal with Sketch in the first place? If you don't want to have to devote a ton of slots to Sketching, it can take a long time to get a Smeargle with all of the moves you want, and honestly that's a little silly. There is no real benefit to make Smeargle sketch every single move it needs. We'd probably need to rework the SC in order to accommodate this: possibly somewhat limiting the number of moves it can learn and restricting it from the use of Legend moves (because, let's be honest, all Legend moves should be at the level of Shadow Force, which is one of the best moves in the game and easily the best Legend move. Why they are not I'm not really sure but its not really fair to let a Smeragle pick up Shadow Force for free while someone like Sneezey has to rack himself with drawback in order to do it). This would not only solve all the issues involving sigs which typically results in one group of people yelling semantic arguments to another but would also encourage people to actually pick up Smeargle.

EDIT: Also, quite frankly, I give precisely no fucks if that is how the games do it. Fuck the games. We are not the games.
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Old 11-10-2015, 12:35 PM   #58
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I'm actually perfectly fine with this idea, though it does kinda defeat the purpose of Sketch a bit as a move that can be used in battle as anything more than just a Mimic.

Side note, but just noticed that the cap for moves for Smeargle is still 28. Should probably change that to 31 at level 8, in the odd chance that someone ever wants to have a level 8 Smeargle.
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