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Some of what moves can do is already covered by abilities though, which have the added benefit of acting automatically. Intimidate would be functionally be the same as Growl, but the fact that it activates as soon as the Pokémon is sent out rather then taking up a moveslot and having to use it manually. Same goes for Sturdy vs Endure, Weather abilities vs weather moves and Terrain moves vs Terrain abilities.
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# ? May 4, 2019 18:33 |
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# ? Jun 6, 2024 02:09 |
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Adding more moves sounds like the "why don't they get rid of motions" fighting game discussion, as in it probably fucks up competitive for reasons that aren't very clear to the laymen, while also just kinda making everything...blander.
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# ? May 4, 2019 19:03 |
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Dias posted:Adding more moves sounds like the "why don't they get rid of motions" fighting game discussion, as in it probably fucks up competitive for reasons that aren't very clear to the laymen, while also just kinda making everything...blander. As somebody who can't 6-3-2-1-4-6 consistently to save his life, I hate your argument on a personal level. However, the restriction to 4 moves definitely feels like it adds a layer of planning and party building. I have a feeling they'd have to abandon the entire past franchise and reboot to balance 5+ moves properly.
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# ? May 4, 2019 19:13 |
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At this point, some Pokemon have movepools that would make them much more versatile if they weren't limited by the 4 move limit. Part of Pokémon's success relies on how diverse suggested movesets are. With a large enough number of moves to learn, two Pokémon that are identical in every other aspect can function differently from each other. More variations invites more strategies, which is better for gameplay overall.
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# ? May 4, 2019 19:17 |
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I'd be down with a fifth slot just for field moves but it's not strictly needed.
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# ? May 4, 2019 19:29 |
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YaketySass posted:I'd be down with a fifth slot just for field moves but it's not strictly needed. We kinda had this in SuMo, but having a slot for Sweet Scent and the like would be rad.
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# ? May 4, 2019 19:40 |
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give them six moves but you can still only use four per battle
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# ? May 4, 2019 21:00 |
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give them four moves but limit their use with "power points"
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# ? May 4, 2019 21:01 |
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If the moveset is expanded past four into a six or eight-move moveset, one idea might be to put a cap on moves based on the pokemon's type. For instance, at least half of a Pokemon's moves must share its typing, with Normal being the only unrestricted type. So a Water/Flying Pokemon (in a six-move moveset) must have at least three Water, Flying, or Normal moves. Or, like someone earlier suggested, the cap is based on damage or support moves, with a Pokemon only being able to take up to four damaging moves, with the remaining slots devoted to support. The benefits of an expanded moveset would be that buffs/debuffs become more useful since they're not competing with damage moves as much, and it would help solve the issue of HMs taking up space on Pokemon movesets (though replacing HMs with riding Pokemon or field moves seems to have solved that issue).
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# ? May 4, 2019 21:24 |
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I don’t actually want more moves but it’d be cool if you could use five or even more moves
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# ? May 4, 2019 21:50 |
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Maybe there could be held items that granted the Pokemon a (usually relatively weak) fifth move? They could be called A-Crystals.
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# ? May 4, 2019 22:06 |
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Stick with four moveslots, but outside of battles, let your pokemon freely switch between any moves they've ever learned without having to haul your rear end to the move relearner and hawk over a bunch of heart scales.
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# ? May 4, 2019 22:39 |
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Cattail Prophet posted:Stick with four moveslots, but outside of battles, let your pokemon freely switch between any moves they've ever learned without having to haul your rear end to the move relearner and hawk over a bunch of heart scales. This feels like the best possible choice really. The only issue I can see with it is that it'd grant you essentially infinite PP but it could make it so you can never recover PP from it and then it's fine.
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# ? May 4, 2019 22:43 |
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Blaze Dragon posted:This feels like the best possible choice really. The only issue I can see with it is that it'd grant you essentially infinite PP but it could make it so you can never recover PP from it and then it's fine. Essentially infinite PP already kinda exists with unlimited use TMs.
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# ? May 4, 2019 23:11 |
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Or heck, if you absolutely must have some kind of restriction, make it a function of pokemon centers. I actually kind of like this idea because it introduces an extra layer of strategic planning. Delving into a cave or exploring a new route? Load up on high PP moves so your team has some extra staying power for the journey. About to challenge a gym? Swap in your heavy hitting moves to give yourself the edge.
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# ? May 4, 2019 23:12 |
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Or you just use repel and avoid wild Pokémon and just save your ethers and elixers for dungeons.
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# ? May 4, 2019 23:14 |
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Later games have incorporated more uses for berries. Have the player rely on them more. Especially Lum, Leppa and Sitrus berries.
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# ? May 4, 2019 23:18 |
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I truly don’t understand why all the Pokémon back catalogue games aren’t available on the 3DS store
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# ? May 4, 2019 23:20 |
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i only feed my pokemon berries and real food and drinks. potions are mass produced garbageindigi posted:I truly don’t understand why all the Pokémon back catalogue games aren’t available on the 3DS store rse isn't on the 3ds store because they made oras. never compete against your own product.
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# ? May 4, 2019 23:24 |
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I want to play Black/Black 2
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# ? May 4, 2019 23:38 |
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indigi posted:I want to play Black/Black 2 the 3ds can play ds games already
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# ? May 4, 2019 23:48 |
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Cattail Prophet posted:Stick with four moveslots, but outside of battles, let your pokemon freely switch between any moves they've ever learned without having to haul your rear end to the move relearner and hawk over a bunch of heart scales. I vote for this option. Except, maybe toned down a bit so you have, say a pool of ten or so moves that you have to manually swap out for the usual four battle moves on the field between fights.
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# ? May 5, 2019 00:18 |
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You can't control your Pokemon anymore, you just let it and the opponent fight it out on their own. Also a realistic physics and biology simulator for battles has been added for enhanced game-play
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# ? May 5, 2019 00:27 |
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mandatory lesbian posted:the 3ds can play ds games already yes and you can buy used copies for fifty dollars and new ones for a hundred and forty
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# ? May 5, 2019 00:33 |
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Farecoal posted:You can't control your Pokemon anymore, you just let it and the opponent fight it out on their own.
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# ? May 5, 2019 01:10 |
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Are the any SA or thread rules to worry about if I want to offload a get stack of codes?
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# ? May 5, 2019 01:16 |
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I need a Shyngarde pls
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# ? May 5, 2019 01:17 |
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indigi posted:I need a Shyngarde pls If I don't find any rules to the contrary, I'll do a few code dumps starting Monday.
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# ? May 5, 2019 01:19 |
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theres no rules
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# ? May 5, 2019 01:24 |
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d3lness posted:If I don't find any rules to the contrary, I'll do a few code dumps starting Monday. There’s no rules. They are, in fact, encouraged
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# ? May 5, 2019 01:27 |
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thetoughestbean posted:There’s no rules. They are, in fact, encouraged gently caress yeah Seaking. I have 13 Xerneas/Yvelal and 30 Shiny Zygarde codes. I'll get the up Monday when I have time to punch up all the codes. Edit: I'm a douche. Apparently the codes expired. Really sorry for getting people's hopes up. :/ d3lness fucked around with this message at 01:40 on May 5, 2019 |
# ? May 5, 2019 01:33 |
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Tir McDohl posted:Essentially infinite PP already kinda exists with unlimited use TMs. No it doesn't. When you overwrite a move it keeps whatever pp it had or lowers it to the new maximum. So if you had 15 Headbutt pp and overwrote it with Fire Blast you'd be down to 5/5 Fire Blast. If you decided to go back to Headbutt in that slot you'd only be at 5/15 Headbutt PP.
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# ? May 5, 2019 02:06 |
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I already have a toothpaste monster myself, but I wouldn’t say no to more minty freshness.
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# ? May 5, 2019 02:39 |
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Cannot stress enough how loving awful Pokemon catching mechanics are.
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# ? May 5, 2019 03:22 |
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Nasgate posted:Cannot stress enough how loving awful Pokemon catching mechanics are. play a real pokemon game instead of let's go then
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# ? May 5, 2019 03:27 |
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Nasgate posted:Cannot stress enough how loving awful Pokemon catching mechanics are. Elaborate? Some Pokémon having arbitrarily low catch rates is annoying but I think the overall mechanic is fine.
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# ? May 5, 2019 03:29 |
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RatHat posted:Elaborate? Some Pokémon having arbitrarily low catch rates is annoying but I think the overall mechanic is fine. Sitting around hitting the same button over and over again waiting for the inevitable is loving awful. It's not like there's any thought or skill involved in catching Pokemon. It wastes the players time for zero reason whatsoever. Dabir posted:play a real pokemon game instead of let's go then Let's Go lets you skip the false swipe/spore time sink and skip straight to throwing pokeballs. And it adds a timing component that at least gives a modicum of engaging gameplay.
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# ? May 5, 2019 03:41 |
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And what engaging timing it is. E: Not that catching in general is engaging or whatever. But tossing pokeballs with a flick and a timing element isn't any more fun than tossing pokeballs with a button press. SyntheticPolygon fucked around with this message at 03:46 on May 5, 2019 |
# ? May 5, 2019 03:44 |
it is really annoying when you've got all your strong Pokemon for fights and then you run across a low level Pokemon you want and you have to figure out which of your Pokemon can do damage to them without one-hit KOing them
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# ? May 5, 2019 03:46 |
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# ? Jun 6, 2024 02:09 |
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The situational balls made capturing Pokemon way easier. You just throw Quick Balls at them and then whatever ball fits your need. If you only play at night you just Dusk Ball everything into your boxes.
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# ? May 5, 2019 03:47 |