Pokemon Universe MMORPG

Pokémon Universe => Balance Server Testing => Topic started by: Ursaring on May 12, 2014, 06:50:46 AM

Title: X/Y game play changes and PU Pokemon
Post by: Ursaring on May 12, 2014, 06:50:46 AM
X/Y brought a lot of game play changes ,but PU is not regular Pokemon. Our pokemon are balanced ,so when gamefreack decides to buff/nerf types and moves it can cause some of our balanced pokemon to become UP/OP. Lets start with a few bigger game play changes this gen brought.

Fairy type

The new fairy typing was added to many pokemon. If you think fairy types are OP then post about it and explain why you feel that way and how you would fix them.

New abilities

Many new abilities were introduced just like with every gen. Very few of these new abilities were given to older Pokemon though. If you think an older pokemon really fits one of these new abilities then explain why.

New moves and move Base power changes changes

A whole slew of moves got base power changes. A few new moves were also added. Do you disapprove of any of the base power changes? Feel like Pikachu needed sticky web? Post below!

Mega evolution

Mega evos are one of this gens biggest changes with nothing working in a similar way thus far. Let me explain some of the mechanics behind this.
-You mega evo at the start of the turn regardless of your speed. If you and the opponent both try to mega in the same turn the faster pokemon will mega first.
-If the opponent's pokemon is faster than you before you mega but slower than you in your mega form the opponent still attacks first. The next turn you will go first though just like normal.(hope that made sense)
-Only one mega evo per team. If you go mega on one pokemon it will not give you the option to mega evo on a diffrent pokemon. For example if you have both absol and mawile but you mega evo absol. When mawile comes in it will just not have the option to mega evo shown.
Keep in mind many of the megas will be getting nerfed in PU.

If you think any of the mega evo mechanics should be changed then post below. This thread is not for discussing specific mega evolution's that you think need balance changes


Do not be afraid to post! Remember to try not to bash other people's ideas.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 12, 2014, 07:21:22 AM
Moonblast - 95 base power and 30% chance to reduce special attack by 1 stage.

Why is this 95 when it also has 30% chance effect when t-bolt, flamethrower, etc. all got nerfed to 90?

I have been planning to nerf moonblast to 90 and reducing the chance to 10% so it will be like the others.
Can I get some feedback on this?
Title: Re: X/Y game play changes and PU Pokemon
Post by: pabloabeytia on May 12, 2014, 08:32:48 AM
I agree with this change, though I don't think the 30% drop to 10% is necessary since a SpA drop is a lot easier to counter than a burn, freeze, poison, etc... a simple switch out would do the trick or a calm mind since most pokemon who use SpA have it and take neutral damage from fairy types anyway. The SpD raise will allow them to take another hit guarantee then they may be able to kill. Or maybe even make it a form of shadowball with 80 base power and 30% stat reduction.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 12, 2014, 09:55:36 AM
The whole reason I was contemplating the 30% drop to 10% was because of the sheer amount of times this thing actually activates. I've had nothing short of insane luck with it before where I was able to completely shut down any special attacker with this attack. I've also had this happen to me where I was on the receiving end of it.

Don't fret though. I will be taking all feedback into consideration before any action is taken. Thank you for the input, pablobeytia. I hope to hear more from you and others, about other gen 6 changes too.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Miss Wednesday on May 12, 2014, 10:20:59 AM
The whole reason I was contemplating the 30% drop to 10% was because of the sheer amount of times this thing actually activates. I've had nothing short of insane luck with it before where I was able to completely shut down any special attacker with this attack. I've also had this happen to me where I was on the receiving end of it.

Don't fret though. I will be taking all feedback into consideration before any action is taken. Thank you for the input, pablobeytia. I hope to hear more from you and others, about other gen 6 changes too.
I agree on the 30% to 10%, I was there when it happened to you, not just once or twice, but about 6+ times in a row.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Flynt on May 12, 2014, 10:22:50 AM
Moonblast - 95 base power and 30% chance to reduce special attack by 1 stage.

Why is this 95 when it also has 30% chance effect when t-bolt, flamethrower, etc. all got nerfed to 90?

I have been planning to nerf moonblast to 90 and reducing the chance to 10% so it will be like the others.
Can I get some feedback on this?
Agreed.95 BP for a 100% accuracy move which also has a chance to lower Special attack is too much.90 BP would be better.The chance effect should be 10 or 15 %(10 would be better since flamethrower,ice beam,thunderbolt which are all 90 BP moves,have 10% chance effect).
Title: Re: X/Y game play changes and PU Pokemon
Post by: Yume Tsuki on May 12, 2014, 10:44:56 AM
Don't forget the changes in type advantage ever since the X/Y update. Dark and Ghost moves are no longer resisted by steel-type Pokémon.

Plus the changes in certain typings being unaffected by certain moves:

Grass-type Pokémon are no longer affected by moves such as Spore, Stun Spore, PoisonPowder or Sleep Powder
Electric-type Pokémon can no longer be Paralyzed
Ghost-type Pokémon are no longer affected by moves that trap them such as Mean Look
Title: Re: X/Y game play changes and PU Pokemon
Post by: Ursaring on May 12, 2014, 01:37:11 PM
I also have noticed moonblast activates all the time. Their are  only 9 fully evolved non legendarys that learn moonblast. Not all 9 run moonblast either. I think after the sp.att drop is nerfed it will not need the drop in BP. If this move was a Tm that a ton of pokemon learned like dazzling gleam I would say drop the BP ,but with its low distribution I do not see what is wrong with the fairy's keeping something unique.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Desbear on May 12, 2014, 07:14:39 PM
Just wanted to say, I back roloc's decision 100%, as the mono-fairy type user around here. That wont even hit us too hard as a type, as there's not many fairy types that rely on that move, especially with alternatives such as hyper-voice Pixelate.

Er. Anyways. I back Roloc's decision, mainly due to the fact that as someone who has used this move on a regular gardevoir set, nearly every battle I'm in, Gardevoir constantly hits them for a -1 Sp Att, turning the tide of battle nearly instantly.

I mean I still lost, but that's because I suck at battling.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Miss Wednesday on May 12, 2014, 09:59:24 PM
Just wanted to say, I back roloc's decision 100%, as the mono-fairy type user around here. That wont even hit us too hard as a type, as there's not many fairy types that rely on that move, especially with alternatives such as hyper-voice Pixelate.

Er. Anyways. I back Roloc's decision, mainly due to the fact that as someone who has used this move on a regular gardevoir set, nearly every battle I'm in, Gardevoir constantly hits them for a -1 Sp Att, turning the tide of battle nearly instantly.

I mean I still lost, but that's because I suck at battling.
That^ and no, you don't suck, you're pretty good C:
Title: Re: X/Y game play changes and PU Pokemon
Post by: Ursaring on May 13, 2014, 02:55:38 AM
I am all for the drop in its effect rate ,I just see no need to lower its BP.
Title: Re: X/Y game play changes and PU Pokemon
Post by: The-Blades-slave on May 13, 2014, 03:31:54 AM
I see no reason not to do it. I personally have had no trouble with it hitting too hard or haxing, but I didn't with the other moves either. My main problem with this gen is, as Yuki mentioned, the resistance changes. It hits steel pretty hard in my opinion. Thoughts?
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 13, 2014, 04:38:35 AM
I agree steel took a big hit this gen with the loss of ghost and dark resistance. Mainly Metagross and Bronzong.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Tickles on May 13, 2014, 05:51:02 PM
I am up for the fairy move nerf. It may be due to my bias (mono dark battler, and the fact that I think the fairy type was a pointless addition), but then again, Moonblast does activate a bit too much. 90 BP with 10% is a good trade off.

As for the steel types, I'm not sure what to do with them. The type itself was well rounded, with a multitude of different pokemon, and packing serious resisistance with the type combinations. The change has severely dropped this fact, and seemed pointless as well. It's almost as if Nintendo was testing how much they can do before it got annoying. Perhaps analyzing the steel types that really took this hit, like Bronzong, and Metagross alongside steel types that excelled in absorbing Ghost and Dark type attacks. A change to some base stats would do the trick, or just outright dropping this change because the consensus seems to be that it was pointless.

And back to fairies once again. I'm a little annoyed at the fact that this stupid type can outmatch Dragons. Dragons can't even touch them, and they mow them down with ease. They take down pretty much any type, save for their weakness to steel and poison. I know I have said this before on numerous occasions, but this is where this type will make sense:

-Remove SE to Dragon and Fighting. This did not need to happen. If that is too much, at least make Dragon not very effective. Our balance is different from Nintendo's, and our dragons are not as OP.

-Have Dark become SE to fairy. I'm not upset about Dark types being weak to Fairy, since I think of them as the light type. But Dark should be able to SE a chansey fairy. That would make a hell of a battle. Not to mention Dark types that are supposed to counter fairies, Drapion, Skuntank,  and Bisharp, are taken down too easily, especially by Mega Gardevoir and Mega Mawhile. I have tested this many times, and my obvious counters don't match up. The dark types, no matter how bulky, take significant hits, or are simply OHKO'd without a thought. Plus, Dark types never had a real advantage in the metagame before, as they do not pose a big threat. This fairy nonsense makes them more so.

-Make fairy weak to normal types. Normal types have one weakness, one resistance, and no SE to anything. A new type is added, and the normal type was overlooked. They lost a few pokes who became pure fairy types. Think about it. A fairies biggest threat is the norm, because they are supposed to be whimsical and all that crap. Normal types represent the human's adaptable nature, becoming the norm. On a balance aspect, it would be a new era for a type that seems to be an afterthought.

In the X and Y games, Xerneas represent life, and Yvetal represents death. Zugarde represents the letter Z as far as I'm concerned. But Xerneas outmatches these two legendaries by simple typing. How does that make any sense? The above changes are not perfect, but I don't see anyone else noticing that Fairies are highly favored in Gen VI, and that they have disrupted the balance significantly by merely existing.


I'm cool with the new type resistances. Makes sense that an electric type should not be paralyzed, and grass can take a spore. Ghosts are escape artists, so being able to resist a trapping move is a plus.

Also, we seemed to forget about our pal the Substitute. I for one am happy to see that sound based moves, and infiltrator can now counter this tactic. I overused it, and had many a people rage when they couldn't touch me thanks to my poke doll pal coming in to block attacks. But I don;t think the feeling is shared. Was this change necessary or unnecessary?
Title: Re: X/Y game play changes and PU Pokemon
Post by: Ursaring on May 14, 2014, 01:12:56 AM
I am all for lowing the affect rate of moonblast's secondary effect. Only about 7 Pokemon actually use moonblast ,and 5 BP is not a huge deal so I do not see why we should not let them keep something unique. Either way as long as that 30% chance goes away it will be fine.

@Xetroc

Some dragons did take a large hit from the fairies ,but many of them are fine. The dragons that rely on using choice items seem to have the most trouble from what I have seen. Outrage gives fairies a guaranteed free switch in since it last multiple turns ,so after they use it one you can switch in and not fear a different coverage move. I do not have a solution or anything else to really say about this though.

If fairy did not hit dragon and fighting for SE it would be the worst attacking type. Fairy does not need to loose a resistance either. I think it gaining a weakness would make the most since ,but it does not really need it.

About the steel types I agree metagross and brozong really got hurt by the nerf. The other steels still have 11 resistances and so far appear to still be perfectly fine. (In my experience at least)
Title: Re: X/Y game play changes and PU Pokemon
Post by: pabloabeytia on May 14, 2014, 07:13:11 AM
I agree completely with ursaring. The Nerf makes sense and the power of other fairy type moves are decent and don't hit too big unless pixelate hyper voice. Givng normal type a SE wouldn't make sense because normal Types are normal moves so any Pokemon can learn them for the most part. Giving fairy types a huge Nerf that was even more unnecessary. You're looking into disabling fairy types more than actually balancing them, xetroc
Title: Re: X/Y game play changes and PU Pokemon
Post by: Tickles on May 14, 2014, 06:28:59 PM
Again, I have a bias, so I know my points don't hold much ground. I would be happy with fairy taking a se from dark. I don't mind dark types taking a se from fairy. Dark types have the true disadvantage. Their fairy counters are easily dispatched. Put it this way, this system, though not a big change, can potentially help with balance. Dragons get a new counter in the form of Hydreigon, fighting types get Scrafty and Pangoro, but even these counters become a double edged sword since fairy would hit them a lot harder. This would mean the larger fairy types, like gardevoir, mawhile and klefki would make a person think twice about using them.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 14, 2014, 09:47:54 PM
Sorry, but I HIGHLY doubt there will be any type effectiveness changes. We (PU) want the game to stay as close as possible to the original games. We change whats necessary and making dark SE against Fairy isn't. Fairy isn't OP, it gets taken down easily just like any other type. Sure, some of the fairy pokemon are OP (I'm looking at you florges) and it will be nerfed accordingly. Some will recieve small buffs, like carbink(got rapid spin)

All I can say is that you need to carry coverage moves. Load down with steel and poison attacks on your mono dark team. I have to carry stone edge and EQ on my mono bug team all over. I know it sucks to load down your team with certain attacks, but thats why it's harder to be a mono type trainer. It actually made my mono bug team weak to other pokemon when I carried too many stone edge and EQs, but I found a balance, and so you have to do the same.

Use Bisharp, I tried it out against fairy pokemon and it does pretty well. Stab iron head = OHKO 90% of the time. If something it can't take comes in, then switch it out. Don't let it die. Never let your MVP die too early. Like Heracross for me, most people think scizor is my MVP but I sack it a lot. IT's actaully my go to poke when I need to sack a poke to get a free switch.



Okay, MoonBlast will be changed to:

Moon Blast - 95 base power - 10% chance to reduce enemy special attack by one stage.

It'll be the same as Sludge Wave. If it turns out to still be too powerful, it'll be changed, if it turns out it was too much of a nerf, it'll be changed.
Thanks everyone for their input on moon blast.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Desbear on May 14, 2014, 11:28:11 PM
Again, I have a bias, so I know my points don't hold much ground. I would be happy with fairy taking a se from dark. I don't mind dark types taking a se from fairy. Dark types have the true disadvantage. Their fairy counters are easily dispatched. Put it this way, this system, though not a big change, can potentially help with balance. Dragons get a new counter in the form of Hydreigon, fighting types get Scrafty and Pangoro, but even these counters become a double edged sword since fairy would hit them a lot harder. This would mean the larger fairy types, like gardevoir, mawhile and klefki would make a person think twice about using them.



(http://www.court-records.net/animation/phoenix-normal(b).gif)

Before going any further, I will admit I have a bias on this subject, but I refuse to not speak. But, however, instead of just saying 'you are wrong!', I will instead point out OTHER counters that fighting and Dark both have, that can be used against fairies to your advantage.

(http://www.court-records.net/animation/phoenix-document(b).gif)

Fighting types definitely have it better off than dark, right off the top of my head, With their Croagunk, Infernape due to its resistance, Lucario and its mega, Emboar, Blaziken and its mega, ANd maybe more!

Dark types, however, have skuntank, Bisharp, drapion, Houndoom, Even greninja if you play your cards right!

(http://www.court-records.net/animation/phoenix-thinking(b).gif)

And while I could continue on, with more evidence as to why that would be an unnecessary change, Xetroc, it would seem biased, and we both know, so, I now await the judge's verdict... If he's not made one by the time I finish this draft. He probably has, but still. Roloc, your thoughts?
Title: Re: X/Y game play changes and PU Pokemon
Post by: Tickles on May 15, 2014, 05:55:29 AM
Ok, I'll lay off on fairies.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 15, 2014, 06:03:13 AM
Don't stop contributing to discussions though. All input is welcomed and wanted. :D

Title: Re: X/Y game play changes and PU Pokemon
Post by: Yume Tsuki on May 15, 2014, 12:56:25 PM
Speaking of which, a majority of all psychic types now have Dazzling Gleam in their move pool. Which is quite a big change for dark-type users, who first had no fear to send their pokémon out against a psychic type. Only a few used fighting-type attacks. But now the large majority of Psychic types learns Dazzling Gleam, making it harder to counter with a Dark-type pokémon, giving Bug- and Ghost types a more likely option against Psychic types. Quite frustrating when most of the psychic types are already Special Sweepers.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 15, 2014, 04:41:07 PM
While it is true that a lot of psychic pokes gained coverage against dark types with dazzling gleam, most of them already had coverage via signal beam or focus blast/ hidden power fighting. I don't see this making that big of an impact since dazzling gleam is only 80 power and non stab. Most dark types will take the hit and ohko in return with stab dark.

Signal beam 75 base power
Focus blast 120 base power
Hidden power fighting 70 base power
Dazzling gleam 80 base power
Title: Re: X/Y game play changes and PU Pokemon
Post by: Ursaring on May 16, 2014, 01:07:24 AM
You could also say by the same coin that psychics are not true counters to fighting types since most fighting types learn a dark move of some sort. Most psychics have very low defense ,and will still be taken out by a sucker punch. Dark types definitely beat  psychics still ,they just happened to get something more accurate than focus blast to deal with dark.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Ursaring on May 16, 2014, 02:38:13 AM
Sorry to double post ,but I decided I wanted to shift the conversation a bit and talk about the new attacks. Some of the new attacks are very interesting ,but just do not give good rewards for their risk.

Fell stinger- 30bp and raises attack 2 stages if this move faints something. This is a cool concept ,but why use it when 30bp is horrible and metal claw is better in just about every way. I think the number of stages it raises should be increased ,or the bp needs to be raised. It is a really cool move though.

Powder- If the target uses a fire type move the move explodes and the move fails to go of and damages the pokemon who used the fire move for 25% of their health. 
This move is also really cool ,but is very high risk with a pretty low reward. If your opponent does not use a fire move that turn this move   did nothing and they got a free turn. If they did use a fire move they only lost 25% of their hp. I think the % should get boosted to make this move worth its risk.

Zen headbutt- I know this is not a X/Y move ,but I think its accuracy should be 100%. Crunch has 80 BP with a chance to lower defence. Psycho cut and night slash have 70 BP but a increased crit chance. You could definitely say crunch=zen HB night slash=psycho cut ,but zens accuracy is 90%? Iron head also has 80 BP, 30% flinch rate ,and perfect accuracy. I think the accuracy on Zen should be boosted to match its different type clones.

Many of the other X/Y moves are pretty useless ,but useless moves need to exist. I just thought those 2 should get a little love. 

Title: Re: X/Y game play changes and PU Pokemon
Post by: Tickles on May 16, 2014, 03:23:29 AM
While we're on this subject, two new status moves that are really interesting seem to have too few pokes capable odd using them

Parting shot- Lowers the targets attack and special attack, while simultaneously switching out.

Topsy-Turvey : reverses all stat changes on the target.

Each move belongs to a different dark type, but it's not seen anywhere else. Maybe increasing the amount of pokes that can use these moves would be nice. Maybe not pranksters, but either bulky status abusers or fast trap layers could benefit from these.


Edit: No more posting from my phone. Auto correct just hates me.

Title: Re: X/Y game play changes and PU Pokemon
Post by: pabloabeytia on May 16, 2014, 04:22:45 AM
Also Chatter (specifically chatot), Dynamic punch+no guard users.  Chatot is pretty decent all around and has flying/normal which is most of the time not the most covered typing speaking competitively.  If the speedy little turd gets to set up, he practically has the game with a nasty plot+chatter+boomburst set.  Also the fact that Chatter can ohko and make a pokemon confused if it does not is a scary concept.  what are your thoughts?
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 16, 2014, 04:49:10 AM
Fell stinger - This attack is almost useless. I've seen people use it and actually get the +2 then die next turn. Terrible move. Needs a change

Powder - I've been thinking about this move too, I've been thinking that the damage will be upped to 35 - 50% and when used, it lasts untill they use a fire attack. This way when powder is used, it almost makes them never to use a fire attack.

Zen headbutt - This is so true with many attacks. Rock slide, Air slash, etc.

Parting shot - I can see other pokemon getting this move. There are lots of gen 6 moves that old gen pokes didn't get yet.

Topsy-Turvey - This move is extremely powerful, it will NOT be seen on very many pokemon, and no way what so ever will is be on any prankster.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 17, 2014, 02:25:25 AM
Quote from: Ursaring
Rock slide makes since. Rock moves all have imperfect accuracy for the most part. Zeb headbutt just doesn't make since having imperfect accuracy.

Powder working till triggered would be pretty op. Maybe till the enemy switches like confuse ray.


On my phone sorry for silly mistakes


Well thats what I meant about powder. IT would stay active untill they switched or untill a fire move is used.

Rock slide doesn't make sense. It's 75 damage with flinch chance and 90% accuracy. There are far more powerful moves that have higher damage and greater effects but still have higher accuracy.


On another note

With the changes to crit chance in the pokemon games, there are three pokemon in PU that will be able to crit 100% of the time. Farfetch'd, Murkrow, and Absol. There are others but I didnt feel like listing them all.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Desbear on May 17, 2014, 02:35:27 AM
I didn't notice that myself, Roloc. But that's actually pretty cool.

Question though, what's the new crit system? I know that Farfetch'd had, what, a 70%? Back before hand, but I didn't know the crit chance had changed.  Does Farfecth'd still need his stick? Or can he just use super luck? Because that would be a huge boost to normal types. Another question I have is, will we stick to the old crit chance, or the new one? Because that could either be very good or bad, you know? Sorry if I'm not really contributing, but kinda trying to stir up discussion and what not.

Also, I know a long time ago it was suggested that Rock slide have 100% accuracy, and a good amount of people agreed. DOn't remember if the flinch chance was removed, but I do remember that it never came to fruition due to lack of backing(I think?).
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 17, 2014, 03:01:41 AM
Yeah, not enough people were discussing it back then so I didn't implement anything to rock slide. Hopefully this time around it will get some good well thought out disccusion.

Farfetch'd used to have a 50% chance to crit with night slash, slash, leaf blade, etc , now it has a 100% chance with everything, even brave bird and quick attack.

Quote
Generation VI

A critical hit now multiplies damage by only 1.5 rather than 2. The Sniper Ability still multiplies damage from a critical hit by 1.5, resulting in 2.25 times the usual damage. In addition, the probabilities for each critical hit stage have been modified, greatly increasing the likelihood of a critical hit for stages +2 and above:
Stage    Chance of critical hit
+0    1/16 (6.25%)
+1    1/8 (12.5%)
+2    1/2 (50%)
+3 and above    Always (100%)

Thats the new crit system except that in PU it will be 0% on PU for stage 0. The rest stay as it. And yes, we will be using the gen 6 system.

Crits arent as powerful as they were before(used to be double damage, now it's 1.5x damage) so Farfetch'd may need a small attack increase. Miss Wednesday and I tested it earlier and it didnt do that great.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Flynt on May 17, 2014, 04:45:45 AM
air slash and rock slide both should have 100% accuracy.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Ursaring on May 18, 2014, 06:49:01 PM
I am going to second air slash and rock slide going 100% accuracy.

Moves like aqua tail,blaze kick,and heat wave are totally fine though. Heat wave is more accurate than fire blast with less power but is less accurate than flame thrower but has more power. I think that is the perfect balance for a moves like this.

While we are on this I want to talk about a few others.

Drill run- This is weaker than EQ by 20 Bp but is not perfectly accurate for what ever reason.

Night daze- Zoroark's signature move that already has the draw back of revealing him to be Zoroark without a doubt. Its first draw back is already pretty huge no need for it to have two.

Pin missile- Same as bullet seed in every way except it has 95 accuracy.

Tail slap- Cinccino's signature move that happens to be as accurate as fire blast for what ever reason. Not saying this one needs to have perfect accuracy ,but 85 is pretty dumb.

What do y'all think about those? Not every move needs to be perfectly accurate ,but some of these make no sense!



In X/Y the gems had their strength reduced to 30%. In japan the standard method of play is doubles. In doubles gems and berries are much more popular. This nerf had everything to do with doubles ,and in my opinion is not needed for PU.



Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 18, 2014, 08:42:03 PM
I am going to second air slash and rock slide going 100% accuracy.

Moves like aqua tail,blaze kick,and heat wave are totally fine though. Heat wave is more accurate than fire blast with less power but is less accurate than flame thrower but has more power. I think that is the perfect balance for a moves like this.

Moves like aqua tail, blaze kick, etc, will stay as they are. There are more accurate options to choose from if you desire more accurate moves. air slash and rock slide however, do not have more accurate options, they are the only options besides more powerful and even less accurate moves (hurricane and stone edge)

While we are on this I want to talk about a few others.

Drill run- This is weaker than EQ by 20 Bp but is not perfectly accurate for what ever reason.

Just use EQ, if EQ is not available for the poke, oh well.

Night daze- Zoroark's signature move that already has the draw back of revealing him to be Zoroark without a doubt. Its first draw back is already pretty huge no need for it to have two.

I see no need to change night daze, use dark pulse if you want better accuracy.

Pin missile- Same as bullet seed in every way except it has 95 accuracy.

This may be changed, may not. I don't see it as a top priority as it never gets used.

Tail slap- Cinccino's signature move that happens to be as accurate as fire blast for what ever reason. Not saying this one needs to have perfect accuracy ,but 85 is pretty dumb.

I don't really see this being changed. Cinccino is really good as is. It has awesome coverage(arm thrust, rock blast, etc) and speed.

What do y'all think about those? Not every move needs to be perfectly accurate ,but some of these make no sense!



In X/Y the gems had their strength reduced to 30%. In japan the standard method of play is doubles. In doubles gems and berries are much more popular. This nerf had everything to do with doubles ,and in my opinion is not needed for PU.

Gems will be 50% in PU.

See red text in above quote.

RolocEDIT:

Don't die down now. We were just getting some stuff done. xD
Title: Re: X/Y game play changes and PU Pokemon
Post by: Desbear on May 23, 2014, 12:32:29 AM
Since no one has posted in quite a long time, at least, for our standards, I am going to pose a new question/Topic.

What are we going to do for the remaining Mega's?

Such as Scizor, Pinsir, Gardevoir, Aggron, Charizard X, and the rest?

We could discuss those here, give everyone a say and whatnot.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Ursaring on May 23, 2014, 02:48:56 AM
Glad you asked that GBA! I have been looking at the megas a lot recently ,so I should have some useful input here.

Aggron- This mega is really cool, I ran rest,metal burst,heavy slam, and EQ on mine. The only thing that really got me about this one was his weight, for something 7 feet tall made of pure iron he is only 870 lbs. I was not using him for long ,but he performed well for me.

Absol- This mega is pretty terrible. His stats are not a very large jump in the PU balance ,and his defenses get dropped by 10 each. With life orb normal absol out-damages the mega by a fair margin. Normal absol can use a razor claw to achieve 100% crit chance with many of its moves ,something that is impossible with mega absol. Mega absol also gains one of the strongest abilities in magic bounce ,but it is unable to switch in on things like entry hazards going up due to the need to mega evolve before it has the ability. While blocking status after you have mega evolved is cool it really is not worth it.

Mega amph- I think tail glow might need looking at ,but this mega is very solid and normally not to hard to deal with in my experience.

Mega manetric- I think this mega is balanced. He has 135 sp.att which is not to hard to deal with.

Mega medicham- Another one I feel is balanced. He is very vulnerable to status ,and can get revenge killed by things that are not weak to bullet punch. 

Mega venusaur- I think this one is a bit over powered. He hits pretty hard and only has 2 true weaknesses (psychic and flying due to him having thick fat). He can be very hard to deal with ,and not that many pokes can counter him. This is just my opinion though ,unlike mega absol I have not looked at this one on the damage calculator very much though.

Mega alakazam- Not that much stronger than normal alakazam. Normal alakazam has magic guard which is almost always going to be better. The mega is very fast though ,but normal alakazam does the same amount of damage as it. Normal alakazam does not take damage from life orb so 135x1.3(30% life orb boost) is 175 which happens to be how high mega zam's sp.att is. Mega zam does out speed just about everything though which is pretty huge. Not a terrible mega ,when I used it he just did not much better than normal zam.

Might talk about more of them later.

Feel free to contradict me on any of these I do not mind.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 23, 2014, 04:49:16 AM
I can tell you right now

Mega Gengar - Will be nerfed
Mega Kang - Will be nerfed
Mega Absol - Will be buffed
Mega Gyarados - Will learn crunch - seriously what the eff was gamefreak thinking.


Mega amph- I think tail glow might need looking at ,but this mega is very solid and normally not to hard to deal with in my experience.

Whats wrong with tail glow?

Title: Re: X/Y game play changes and PU Pokemon
Post by: Ursaring on May 23, 2014, 01:26:43 PM
I can tell you right now

Mega Gengar - Will be nerfed
Mega Kang - Will be nerfed
Mega Absol - Will be buffed
Mega Gyarados - Will learn crunch - seriously what the eff was gamefreak thinking.


Whats wrong with tail glow?



I am glad you want to give gyrados crunch. It has a huge mouth and is like the only pokemon with bite but not crunch. Blew my mind they gave him dark type but no crunch.

To those that do not visit the balance server there is talk about nerfing parental bond to 5% which lets it trigger on hit effects twice ,and break sash without giving her almost 190 attack.

Edit: I am not saying tail glow needs to go ,but such high special attack with a +3 special attack boost is very powerful. I was just trying to get across that I think the mega is fairly balanced but a close eye needs to be kept on tail glow.
Title: Re: X/Y game play changes and PU Pokemon
Post by: The-Blades-slave on May 24, 2014, 12:52:34 AM
I've used mega amph a fair amount. With one tail glow his spa is ridiculous, around 1057 or so, but it is not very fast. He isn't all that bulky, he won't melt under SE attacks, but he can't tank them. I've caught a few people by surprise, but never really swept with him.

Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 24, 2014, 04:43:41 AM
yeah mega amph is no real threat even with tail glow. Ive used it often and best I've done is 2 KOs before it being KOed.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Flynt on May 24, 2014, 05:10:06 AM
Since no one has posted in quite a long time, at least, for our standards, I am going to pose a new question/Topic.

What are we going to do for the remaining Mega's?

Such as Scizor, Pinsir, Gardevoir, Aggron, Charizard X, and the rest?

We could discuss those here, give everyone a say and whatnot.
Lets choose 2-3 megas at a time and discuss them.
to get started lets talk about charizard x and scizor.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 24, 2014, 06:19:20 AM
Venusaur
Charizard X
Charizard y
Blastoise
Alakazam
Gengar
Kangaskhan
Gardivoir
Pinsir
Gyarados
Aerodactyl
Ampharos
Scizor
Tyranitar
Blaziken
Aggron
Medicham
Manectric
Banette
Absol
Lucario
Mawile
Heracross
Abomasnow
Houndoom
Garchomp


These are the megas that are left to be looked at. I know I have already told you the mega gengar and kang will be nerfed, but I would still like to hear your thoughts on them. Thanks.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Ursaring on May 24, 2014, 08:47:22 AM
Charizard X is very strong  ,but his weakness to ground and rock have made him easy for me to KO.

Scizor is definitely really strong as well. He might be to bulky  ,but not a huge offender in my eyes at this point like some of the other megas.
Title: Re: X/Y game play changes and PU Pokemon
Post by: The-Blades-slave on May 24, 2014, 08:44:04 PM
Mega-Aggron's defense is amazing. I don't think it needs nerfed, but it managed to take two full powered EQ's from Mamoswine. That's pretty damn impressive in my book. xD
Title: Re: X/Y game play changes and PU Pokemon
Post by: Tickles on May 24, 2014, 09:45:26 PM
Mega Blaziken, kind of a 50/50 deal for me. Monster attack stat combined with speed boost, but doesn't gain any bulk (+10 to def and spdef, ha!). Regular Blaziken is more viable than this guy, since you can utilize focus sash. Maybe an ability change for the mega would make him less of a gimmick player. My suggestions:

-Infiltrator
-Iron Fist
-Pressure
-Super Luck


Probably drop the attack down to 140 to match the PU balance of Blaziken (lost 20), and the sp atk to 120. Speed is ok.

Basically, get a couple speed boosts, then mega evolve to get the power boost, and use your new ability.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 24, 2014, 11:14:25 PM
I can see iron fist being pretty good since with it mega blaz would be able to have fire punch thunder punch and sky uppercut. Making sky uppercut 150+ power and the elemental punches 135 power.

Since speed boost is being dropped though I don't see the need for such a nerf to stats. Most of the time with megas you have to mega evolve right away unless you found some setup fodder. Without access to focus sash mega blaz can easily be OHKOed even more so can normal balziken. It won't find setting up speed boosts to be easy.


Mega - Blaziken

-Speed Boost
+Iron fist
-10 attack


Done some damage calcs and this looks like it would be a very good balance.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Tickles on May 24, 2014, 11:22:12 PM
That looks reasonable enough. Might be fun to try out.
Title: Re: X/Y game play changes and PU Pokemon
Post by: The-Blades-slave on May 24, 2014, 11:42:55 PM
You all hate me. R.I.P. Ice Age.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on May 25, 2014, 12:38:40 AM
Pssh, thats when you send in the mighty dewgong or cloyster and teach fools that think blaziken is Godly just how weak it really is. :D
Title: Re: X/Y game play changes and PU Pokemon
Post by: The-Blades-slave on May 25, 2014, 01:35:05 AM
He oneshots and outspeeds my cloyster. ._.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Desbear on May 25, 2014, 02:13:32 AM
So, I've been working on some counters to Steel and poison, which, is normal, and I was looking at Granbull as I've not really given him much of a try.

I was looking at his stats and move pool, and he's probably got the most abysmal stat pool I've ever seen a balanced pokemon with, especially with his abilities. I began to ask if he was balanced, to which, the answer I found, was yes. He had some 'updated' stats, and we added "Recover". I then began to see if he was meant as a lead, with like entry hazards or something. Nope. Not only do I not see a reason as to why we added Recover, I don't see what use he has. This is very off topic, and I'm fine if I get ignored, I was just curious as to what happened here, like, what is it meant to do? I'm honestly very confused, so, sorry if this doesn't make sense.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Ursaring on May 25, 2014, 05:06:28 AM
With a new ability it will force you to run protect if you want the speed boost. If iron fist does not work out I think rock head would be pretty cool as well with  it learning brave bird and flare blits. I like the iron fist idea a lot though.



Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on June 09, 2014, 03:07:34 AM
IT's been two weeks, whats the problem? xD
Title: Re: X/Y game play changes and PU Pokemon
Post by: Tickles on June 09, 2014, 05:34:45 AM
No one is ever on the server, and that makes me sad. I have many ideas. Like maybe tweaking a certian poke. But I will never tell until I can battle with it a few times.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on June 09, 2014, 06:16:10 AM
I'm on it a lot. Just ping me and if I don't respond within a few mins then I may be afk or gone. But yeah, I'm usually there.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Ursaring on June 10, 2014, 03:04:16 AM
I want to know how y'all feel about those terrain moves?

Grassy terrain- This move creates a terrain that helps Pokémon on the ground for 5 turns. It increases their Hit Points by 1/16th per turn and increases Grass-type move power by 50%

Misty terrain- This move creates a terrain that helps Pokémon on the ground for 5 turns. It  protects the Pokémon from status afflictions and halves the power of Dragon-type moves for Pokémon on the ground

Electric terrain- This move creates a terrain that helps Pokémon on the ground for 5 turns. It prevents the Pokémon from sleep

*Copy pasted those straight from serebii btw.

Here are a few things to know about these moves. Nature power turns into a eletric,fairy, or grass move depending on the terrain. None of them remove status just prevent it from occurring after the move was used. The only ability to interact with a terrain move is gogoat's Grassy pelt.

I think if you lowered the +% to grass moves and the -% to dragon moves we could safely boost the duration of these moves by a fair amount. 
If you think about it they are not that powerful. Grass terrain gives the opponent the added recovery as well ,and misty terrain is only learned by fairy types (except meostick) who are immune to dragon moves to begin with. Teams built around these moves might be cool ,but what do y'all think?
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on June 10, 2014, 03:19:16 AM
I could see them being 8 turns and maybe 10 turns while holding the appropriate item.

If there is an item for these terrains.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Tickles on June 10, 2014, 05:19:08 PM
There is no item for extending the duration of these terrains, but they do look like interesting ways to gain an advantage in battle, albeit losing out a turn. Seems like these moves were specifically made for double and triple battles, like the pledge moves, and the countless abilities designed around those battle types. I don't see a problem with increasing the duration to 8 or 10 with a small nerf so they're usable in single battles.


On another note, wanted to bring up our final starter, Delphox. Greninja has been considered balanced (adding things will make him OP, while subtracting will nerf him big time) and I balanced Quallidin (made to be more like the american football players he us based on). Delphox is an amazing poke, with high speed, sp atk, and sp def, combined with a fantastic hidden ability it can utilize well, Magician. On the downside, it is easily taken out by physical hits, but is needed because of the other high stats. This can create a devastatingly powerful poke if set up right, especially with PU keeping Gems in the game. I myself used a set utilizing Mysical fire and a fire gem to cripple an opponents team to the point that delphox became my main sweeper.

What I wanted to ask is if the ability is too much for a poke like this. There were ties delphox was pretty much useless in my trials with it, but those were far and few in between. After a couple of Calm Mind set ups, and a stolen item that gave me recovery, more speed, or more damage, it usually is inevitable. My fear is that this may be borderline OP, but I wanted other thoughts. I am willing to show anyone this set in action, once I loaded my teams again.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Ursaring on June 10, 2014, 08:45:09 PM
I really do not think delphox is over powered in the slightest. Crunch,EQ,and stone edge are so common ,and with her low physical defense most of the time these moves kill her.

Non stab 100 base attack(fully invested) no item EQ does  "89.7 - 106.1%" to it.

What do you suggest happen to her though? If you re-arrange her stats she could be a pretty good special wall ,and right now there is no fire special wall. Just throwing out ideas.


Edit: Forgot to talk about the terrain moves!

I think 10 turns is pretty fair since the boost does help both teams. Unlike weather were the boost might only be helping your team 1/16th of your hp each turn (grass terrain) actually helps just about every poke.
Title: Re: X/Y game play changes and PU Pokemon
Post by: The-Blades-slave on June 10, 2014, 10:38:19 PM
I am rather biased on the terrain moves, haven't seen much of them.

On the topic of Delphox, I fought some with my ice team a few times. It can be strong, but it's nothing Glaceon or Mamoswine can't deal with. don't think it's overpowered.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Tickles on June 10, 2014, 10:44:48 PM
Not saying it's overpowered, just concerned someone might call it as such. Stats are actually ok, and it does make a decent special wall with its 100 base sp def.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on June 11, 2014, 12:16:03 AM
I really do not think delphox is over powered in the slightest. Crunch,EQ,and stone edge are so common ,and with her low physical defense most of the time these moves kill her.

Non stab 100 base attack(fully invested) no item EQ does  "89.7 - 106.1%" to it.

What do you suggest happen to her though? If you re-arrange her stats she could be a pretty good special wall ,and right now there is no fire special wall. Just throwing out ideas.


Edit: Forgot to talk about the terrain moves!

I think 10 turns is pretty fair since the boost does help both teams. Unlike weather were the boost might only be helping your team 1/16th of your hp each turn (grass terrain) actually helps just about every poke.

I think you forgot ninetails. It makes for a great special wall and can be quit crippling due to will o wisp and confuse ray.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Ursaring on June 11, 2014, 10:10:17 AM
I think you forgot ninetails. It makes for a great special wall and can be quit crippling due to will o wisp and confuse ray.

I am not sure you would call ninetails a special wall though , it is more of a utility poke if anything.

I really do not think Delphox is that strong though.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Roloc on June 11, 2014, 03:56:19 PM
To each his own I guess, but it sure gets used as a special wall all the time. And it does a great job at it.


EDIT:

Just as an example, this is the set I used:

Ninetales (F) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Confuse Ray
- Calm Mind / Pain Split
- Flamethrower


Wil o wisp to cripple physical attackers, confuse ray to annoy anything and everything, calm mind to boost it's already great special defense and boost that special attack to make that flame thrower hurt. or pain split over calm mind for added recovery. Flash fire is a great ability that really adds to the support that wall ninetails brings, able to absorb fire attacks for team mates which then boosts it's flamethrower is really nice.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Desbear on June 15, 2014, 04:32:47 AM
(21:29:32) GBA: You just see this meowth walk in
(21:29:35) GBA: Hang up a sign
(21:29:58) GBA: "Discuss the mega's more, we were making good progress, and need to continue this stuff, then we need to discuss Gen-6 pokemon! GET WITH THE PROGRAM PEOPLE"

Basically what I mean by this is

I think we need to continue to discuss balancing the remaining mega-pokemon, and actually officially decide on what to do, and whatnot. Then, I think we should just start going down theline with discussing new Gen-6 pokemon and whatnot, like, the squid with topsy-turvy, and the likes.

Another thing is; Are we going to keep Hidden power, or change it back? Because last I heard, it got its power nerfed by 10, which, doesn't sound like a lot, but makes a huge difference.
Title: Re: X/Y game play changes and PU Pokemon
Post by: Flynt on June 22, 2014, 04:27:37 PM
Quote from: GameBoy Advanced link=topic=5039.msg132825#msg132825 dat=1402799567
(21:29:32) GBA: You just see this meowth walk in
(21:29:35) GBA: Hang up a sign
(21:29:58) GBA: "Discuss the mega's more, we were making good progress, and need to continue this stuff, then we need to discuss Gen-6 pokemon! GET WITH THE PROGRAM PEOPLE"

Basically what I mean by this is

I think we need to continue to discuss balancing the remaining mega-pokemon, and actually officially decide on what to do, and whatnot. Then, I think we should just start going down theline with discussing new Gen-6 pokemon and whatnot, like, the squid with topsy-turvy, and the likes.

Agreed.As I said earlier, we should probably choose a few megas and talk about them.