BlackBloodz
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- Sep 22, 2012
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In this topic, I liked to sum up and add a few possible suggestions to improve the current battle scene. I'm fully aware some of the following have been suggested before.
-The implementing of Status Condition Moves ;
How does that work?
a)Paralyze status ;
Adding TM73 Thunder Wave.
Paralyze should lower the Paralyzed pokemon's speed by 25% with having 25% chance also to the pokemon to be fully paralyzed.
b)Burn status ;
Adding TM61 Will-o-Wisp.
Burn should slower the Burnt pokemon's base attack by half. (Halves the base attack of the pokemon)
c)Poison Status ;
Adding TM06 Toxic.
A badly poisoned Pokémon will lose 1/16 of its maximum HP on the first turn, after which damage will increase by 1/16 every time damage is dealt to the badly poisoned Pokémon. (I suggest to make it only badly poison)
d)Freeze Status ;
It isn't implemented yet in PWO. It might be the most annoying status of them all. but, I think it should exist in PWO.
A frozen Pokémon has a 20% chance of being thawed out every turn. On the turn that a Pokémon defrosts, it cannot attack until the next turn.
If the pokemon was hit by a fire move, it will thaw out too.
-There's also the Flinch status, it happens when a faster poke attacks the poke with one of the flinching moves:
I would like to note that a pokemon can't have two status conditions at once. Also, if possible .. A pokemon with same type as the status move can't have it, for example Poison pokes can't get poisoned, fire pokes can't get burned ...etc.
How will that help?
To begin with, it shall bring some pokes to the battle scene although it wasn't considered as one.(e.g: Gengar, Duskonir, Charizard, Typhlo, Honchkrow, Porygon2, Togekiss, Ninetales)
It will have an effect on many pokemons, even will help against boosting.
Simply, make some pokes even more effective. (e.g: Dragonite, Jolteon)
And of course, to add the joy and the spirit of an update.
NOTE: Adding TM20 Safeguard might help with that too along with TM12 : Taunt.
-The Implementing of Recovering Moves
Recover, Soft-Boiled, Wish, Synthesis, Drain moves, Aqua ring, Slack Off, Moonlight, Roost, Morning Sun, Milk Drink, Heal Order, Rest.
I think those are easy to know why should be in game.
-The implementing of the TMs
No two persons can argue about how TMs will change the scenes, it actually controls to the number of battlers being used.
In my opinion, the most important thing now is the Physical TMs
I will list all Physical and Special TMs. (Bold=important | normal=non important atm | Italic=already added)
a)Physical TMs :
b)Special TMs :
I would like to NOTE on TM22 Solarbeam, the necessity of removing this TM even if it gets fixed, and be replaced by TM53 (Energy Ball), for the lack of use for Grass type moves in pokemon, and since TM53 can be only learned by only one fire pokemon which is Ninetales.
-There's an issue many people considered it, which is Last Resort power. LR should only work when the pokemon used all his moves. Snorlax is a bit powerfull with such move + STAB, I know there's counters, but it's a bit stupid for a "move" to work this way. I'd suggest nerfing the move power more untill it's fixed.
-The implementing of Tutor Moves :
They're the moves that can be taught by a NPC in exchange of an item ( can be a quest)
The list of all Tutor Moves
http://prntscr.com/2l0yoc & http://prntscr.com/2l0yi3
I will edit with the most important ones in a short time.
NOTE: All of this is regarding gen5
Big thanks for Kaiser6tn for helping me a lot with this topic (khug)
Sorry for the long topic and Thanks for your time, and would like to thank the staff for all their work, I know they're busy, but in time I hope they consider those things.
And please everyone share your thoughts.
-The implementing of Status Condition Moves ;
How does that work?
a)Paralyze status ;
Adding TM73 Thunder Wave.
Paralyze should lower the Paralyzed pokemon's speed by 25% with having 25% chance also to the pokemon to be fully paralyzed.
b)Burn status ;
Adding TM61 Will-o-Wisp.
Burn should slower the Burnt pokemon's base attack by half. (Halves the base attack of the pokemon)
c)Poison Status ;
Adding TM06 Toxic.
A badly poisoned Pokémon will lose 1/16 of its maximum HP on the first turn, after which damage will increase by 1/16 every time damage is dealt to the badly poisoned Pokémon. (I suggest to make it only badly poison)
d)Freeze Status ;
It isn't implemented yet in PWO. It might be the most annoying status of them all. but, I think it should exist in PWO.
A frozen Pokémon has a 20% chance of being thawed out every turn. On the turn that a Pokémon defrosts, it cannot attack until the next turn.
If the pokemon was hit by a fire move, it will thaw out too.
-There's also the Flinch status, it happens when a faster poke attacks the poke with one of the flinching moves:
Air Slash 30% to flinch
Rock Slide 30% to flinch
Ice Fang 10% to flinch
Zen Headbutt 20% to flinch
Headbutt 30% to flinch
Astonish 30% to flinch
Dark Pulse 20% to flinch
Bite 30% to flinch
Bone Club 10% to flinch
Extrasensory 10% to flinch
Dragon Rush 20% to flinch
Fake Out 100% to flinch (can be only used once the pokemon is brought up + priority move)
Fire Fang 10% to flinch
Heart Stamp 30% to flinch
Hyper Fang 10% to flinch
Icicle Crash 30% to flinch
Iron Head 30% to flinch
Needle Arm 30% to flinch
Sky Attack 30% to flinch
Snore 30% to flinch (only can be used when the pokemon is asleep)
Steamroller 30% to flinch
Stomp 30% to flinch
Thunder Fang 10% to flinch
Twister 20% to flinch
Waterfall 20% to flinch
Rock Slide 30% to flinch
Ice Fang 10% to flinch
Zen Headbutt 20% to flinch
Headbutt 30% to flinch
Astonish 30% to flinch
Dark Pulse 20% to flinch
Bite 30% to flinch
Bone Club 10% to flinch
Extrasensory 10% to flinch
Dragon Rush 20% to flinch
Fake Out 100% to flinch (can be only used once the pokemon is brought up + priority move)
Fire Fang 10% to flinch
Heart Stamp 30% to flinch
Hyper Fang 10% to flinch
Icicle Crash 30% to flinch
Iron Head 30% to flinch
Needle Arm 30% to flinch
Sky Attack 30% to flinch
Snore 30% to flinch (only can be used when the pokemon is asleep)
Steamroller 30% to flinch
Stomp 30% to flinch
Thunder Fang 10% to flinch
Twister 20% to flinch
Waterfall 20% to flinch
I would like to note that a pokemon can't have two status conditions at once. Also, if possible .. A pokemon with same type as the status move can't have it, for example Poison pokes can't get poisoned, fire pokes can't get burned ...etc.
How will that help?
To begin with, it shall bring some pokes to the battle scene although it wasn't considered as one.(e.g: Gengar, Duskonir, Charizard, Typhlo, Honchkrow, Porygon2, Togekiss, Ninetales)
It will have an effect on many pokemons, even will help against boosting.
Simply, make some pokes even more effective. (e.g: Dragonite, Jolteon)
And of course, to add the joy and the spirit of an update.
NOTE: Adding TM20 Safeguard might help with that too along with TM12 : Taunt.
-The Implementing of Recovering Moves
Recover, Soft-Boiled, Wish, Synthesis, Drain moves, Aqua ring, Slack Off, Moonlight, Roost, Morning Sun, Milk Drink, Heal Order, Rest.
I think those are easy to know why should be in game.
-The implementing of the TMs
No two persons can argue about how TMs will change the scenes, it actually controls to the number of battlers being used.
In my opinion, the most important thing now is the Physical TMs
I will list all Physical and Special TMs. (Bold=important | normal=non important atm | Italic=already added)
a)Physical TMs :
TM02 : Dragon Claw
TM21 : Frustration
TM23 : Smack Down
TM26 : Earthquake (can be the most important of them all, many pokes learn it, and will help counter Arcanines and Metagross the most viable physical battlers atm, NOTE: Metagross can not learn this move since it might be more powerful with it (debatable)
TM27 : Return
TM28 : Dig
TM31 : Brick Break (In my opinion important as a sub of Superpower)
TM39 : Rock Tomb
TM40 : Aerial Ace
TM42 : Facade (Important if status was added, power doubles if the pokemon is statused)
TM43 : Flame Charge
TM46 : Thief
TM47: Low Sweep
TM54 : False Swipes
TM56 : Fling
TM58 : Sky Drop
TM62 : Acrobatics
TM64 : Explosion
TM65 : Shadow Claw
TM66 : Payback (mostly will help fighting pokemons counter ghosts)
TM67 : Retaliate
TM68 : Giga Impact
TM71 : Stone Edge (second most important TM after EQ)
TM74 : Gyro Ball
TM78 : Bulldoze
TM80 : Rock Slide (A sub of Stone Edge)
TM81 : X Scissor
TM82 : Dragon Tail
TM84 : Poison Jab (just to vary TMs along with X Scissor -not that important)
TM88 : Pluck
TM89 : U-Turn
TM93 : Wild Charge (helps pokes such as Tauros and Rapidash alot to be viable in battle scene)
TM94 : Rock Smash
TM21 : Frustration
TM23 : Smack Down
TM26 : Earthquake (can be the most important of them all, many pokes learn it, and will help counter Arcanines and Metagross the most viable physical battlers atm, NOTE: Metagross can not learn this move since it might be more powerful with it (debatable)
TM27 : Return
TM28 : Dig
TM31 : Brick Break (In my opinion important as a sub of Superpower)
TM39 : Rock Tomb
TM40 : Aerial Ace
TM42 : Facade (Important if status was added, power doubles if the pokemon is statused)
TM43 : Flame Charge
TM46 : Thief
TM47: Low Sweep
TM54 : False Swipes
TM56 : Fling
TM58 : Sky Drop
TM62 : Acrobatics
TM64 : Explosion
TM65 : Shadow Claw
TM66 : Payback (mostly will help fighting pokemons counter ghosts)
TM67 : Retaliate
TM68 : Giga Impact
TM71 : Stone Edge (second most important TM after EQ)
TM74 : Gyro Ball
TM78 : Bulldoze
TM80 : Rock Slide (A sub of Stone Edge)
TM81 : X Scissor
TM82 : Dragon Tail
TM84 : Poison Jab (just to vary TMs along with X Scissor -not that important)
TM88 : Pluck
TM89 : U-Turn
TM93 : Wild Charge (helps pokes such as Tauros and Rapidash alot to be viable in battle scene)
TM94 : Rock Smash
b)Special TMs :
10 : hidden power (if made to work properly)
03-psyshock
09-venoshock
13-ice beam
14-blizzard
15-hyper beam
22-solarbeam
24-thunderbolt
25-thunder
29-psychic
30-shadow ball
34-sludge wave
35-flamethrower
36-sludge bomb
38-fire blast
48-round
49-echoed voice
50-overheat
52-focus blast
53-energy ball
55-scald
57-charge beam
59-incinerate
72-volt switch
76-struggle bug
79-frost breath
85-dream eater
86-grass knot
91-flash cannon
95-snarl
03-psyshock
09-venoshock
13-ice beam
14-blizzard
15-hyper beam
22-solarbeam
24-thunderbolt
25-thunder
29-psychic
30-shadow ball
34-sludge wave
35-flamethrower
36-sludge bomb
38-fire blast
48-round
49-echoed voice
50-overheat
52-focus blast
53-energy ball
55-scald
57-charge beam
59-incinerate
72-volt switch
76-struggle bug
79-frost breath
85-dream eater
86-grass knot
91-flash cannon
95-snarl
I would like to NOTE on TM22 Solarbeam, the necessity of removing this TM even if it gets fixed, and be replaced by TM53 (Energy Ball), for the lack of use for Grass type moves in pokemon, and since TM53 can be only learned by only one fire pokemon which is Ninetales.
-There's an issue many people considered it, which is Last Resort power. LR should only work when the pokemon used all his moves. Snorlax is a bit powerfull with such move + STAB, I know there's counters, but it's a bit stupid for a "move" to work this way. I'd suggest nerfing the move power more untill it's fixed.
-The implementing of Tutor Moves :
They're the moves that can be taught by a NPC in exchange of an item ( can be a quest)
The list of all Tutor Moves
http://prntscr.com/2l0yoc & http://prntscr.com/2l0yi3
I will edit with the most important ones in a short time.
NOTE: All of this is regarding gen5
Big thanks for Kaiser6tn for helping me a lot with this topic (khug)
Sorry for the long topic and Thanks for your time, and would like to thank the staff for all their work, I know they're busy, but in time I hope they consider those things.
And please everyone share your thoughts.