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Ideas & Suggestions / Stacking [Different status ailments]
« on: December 21, 2010, 11:48:41 PM »
Browsing around the site I've seen tons of neat ideas, and I'm aware that the game will incorporate many things from Nitendo's releases; as well, a few great ideas such as quests which no mmo should be without.
(Note: I apologies if this has been mentioned in the forums already, didn't see anything here in suggestions. I browsed and took note of the neat concept of stacking the same ability.)
But
How about some opinions on stacking different abilities?
[Ex:] Hypnosis + Toxic would make for a nasty touch, and really throw some major curve balls in the modern concept/stradegy.
Obviously certain status ailments would just be illogical while others would serve for a great purpose. I myself chose the example of H+T because in my experiences though toxic is a 100% I've often found times where Hypnosis often failed at crucial points, my own point being that you could see the balance, possibly work a percentage value?
[EX.2] Percentage value, fairly self explanatory but this is what my heads currently wrapped around. Say that T is a given, as is toxic in all games you tend to get that 100% gurantee, set and done. Now from there you have a +1 status ailment to lets say a max of 3. The first of the 3 and thus the easiest. From that point generic [acid] trainer will attempt to stack hypnosis on top of this. Being the attempt at status ailments +2 the success rate will decrease by, lets say 20%? From +2 to +3 a major or minor jump, for the examples sake doubling it would easily seem reasonable. Giving it that real balance and feeling of fair chance.
Or perhaps this may very well throw to much a lean towards those who already develop teams focused on slowly breaking down their opponent? Or just possibly take the fierce edge off those [sweepers] and broaden the potential of a [acidic-(and yeah I use that term because I never really got that hardcore about pokemon)] trainer.
Love?
Hate?
We already talk about this daily but Smokes was to fail to actually read (every) single suggestion past the title?
Hit me up.
(Note: I apologies if this has been mentioned in the forums already, didn't see anything here in suggestions. I browsed and took note of the neat concept of stacking the same ability.)
But
How about some opinions on stacking different abilities?
[Ex:] Hypnosis + Toxic would make for a nasty touch, and really throw some major curve balls in the modern concept/stradegy.
Obviously certain status ailments would just be illogical while others would serve for a great purpose. I myself chose the example of H+T because in my experiences though toxic is a 100% I've often found times where Hypnosis often failed at crucial points, my own point being that you could see the balance, possibly work a percentage value?
[EX.2] Percentage value, fairly self explanatory but this is what my heads currently wrapped around. Say that T is a given, as is toxic in all games you tend to get that 100% gurantee, set and done. Now from there you have a +1 status ailment to lets say a max of 3. The first of the 3 and thus the easiest. From that point generic [acid] trainer will attempt to stack hypnosis on top of this. Being the attempt at status ailments +2 the success rate will decrease by, lets say 20%? From +2 to +3 a major or minor jump, for the examples sake doubling it would easily seem reasonable. Giving it that real balance and feeling of fair chance.
Or perhaps this may very well throw to much a lean towards those who already develop teams focused on slowly breaking down their opponent? Or just possibly take the fierce edge off those [sweepers] and broaden the potential of a [acidic-(and yeah I use that term because I never really got that hardcore about pokemon)] trainer.
Love?
Hate?
We already talk about this daily but Smokes was to fail to actually read (every) single suggestion past the title?
Hit me up.