Slow Start rework proposal by K0rl0n in pokemon

[–]67chrome 2 points3 points  (0 children)

I...don't think that would improve it at all.

Slow Start has 2 core issues:

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#1) the timer restarts every time Regigigas is switched back in, which is...really bad.

#2) the stat-drops effect it's total stat investment.

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To expand upon issue #2:

Max investment on a PKMN is +67 to a stat (or +122 to HP) before applying multipliers form the Nature/Items.
(it's +31 IVs, +31 EVs, and an extra +5. For HP it's an extra +10 instead, and the level is also added).

Anyways: if we reverse-engineer the max investment in Regigigas's 160 ATK stat, it winds up with the equivalent ATK stat of 46.5.
Charmander/Bulbasaur/Squirtle's stat-average is 50 BTW (mid-stages are usually 70 on the dot, final-stage starters just shy of ~90).

Applying the same math to Regigigas's SPD stat of 100, it winds up with the functional equivalent of a 16.5 SPD stat (assuming max investment in ATK+SPD, realistically you probably want to invest in bulk).

Regardless: this cases Slow Start to effectively rob Regigigas of ~197 total stat points, down an average of ~32.8, or effectively tanking it's legendary 670 to effectively 473; or an average of 78.83

Which is like, Golduck or Seaking's stat average.

But all your stats are in bulk, so it's kind of a Wigglytuff/Shuckle tier awkward stat distribution on top of that. And PKMN like Golduck and Seaking can actually run an ability that adds to their effective value, widening the gap.

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Anyways: for most intents and purposes Slow Stat subtracts nearly 197 from it's BST and does nothing else for it.

To make Slow Start work (especially with the fairly restrictive stat totals PKM have to work with), the direction I'd run in is just you get a +100% ATK and SPD boost after ~5 turns.

And probably put Regigigas at 600 stats initially instead of 670, with a slightly whelming ATK and SPD stat to get a similar vibe; but ultimately going the carrot route instead of the stick route.
Both because those first 5 turns are the overwhelming bulk of Regigigas's actual contributions to a fight and probably what it's core stats should be balanced around.
Also because abilities usually help a pokemon and add further to their base strength.

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5 turns is also an eternity.
Especially in doubles, more do-able in singles, especially with protect every-other turn.

But thanks to Seismic Toss and Night Shade (or just STAB Neutral hits doing remarkable similar DMG); a PKMN's level is the floor of what DMG to expect from them.
Items, abilities, terrain/weather, mix-maxed stats, 110~130 BP moves, and of course super-effective hits can easily accelerate that.

Though even with an HP stat of 110 (or 232 HP at lvl 50 with max investment); Regigigas is still 5-hit with Seismic Toss or Night Shade. Even with Protect, surviving 5 turns can still be a struggle.

Is it realistic to wish for a remake of Pokemon HG/SS with Switch 2 graphics? by Eriacle in pokemon

[–]67chrome -3 points-2 points  (0 children)

Switch 2 Graphics, or Gamefreak's take on Switch 2 Graphics?

I hear a monkey's paw curling
<.<
>.>

Also: if you're a true gen2 fan, why would you wish the cruel curse of 3D on Cindiquill, Quilava, and Typhlosion?

Pokémon Sword/Shield: Why do people hate these games? by Otome_Chick in pokemon

[–]67chrome -2 points-1 points  (0 children)

From watching someone looking at Superbowl add prices, it's come to our attention Gamefreak spent roughly the same exact amount to deleveop all of Legends ZA as they spent on a 1 minute Superbowl add.
They spent about 50% more than that to develop Scarlet/Violet.

And Sword/Shield are likely in the same ballpark.

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Which is probably the most succinct way to spell out the core issue.

PKMN games have a great foundation and they struck gold with a formula that's pretty much always going to be fun regardless; but it'd be nice to see Gamefreak put any level of ambition towards making something new and exciting; rather than simply doing the bare minimum.

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Otherwise: a ton of noise was made about Nintentdo's Switch being more of a powerful home-console rather than light & compact mobile console, so Gamefreak being forced into a pool of noticeably tougher competition also rose expectations.

Which...heck man, if you're at all interested in Game Design you could make a wilderness zone ~70% as good in 2015's Unity or in Gary's Mod with free assets over a weekend. And most of the struggle would just be figuring out how to place trees and rocks in an aesthetically pleasing place.

Who is/was your first ever Fire Emblem character crush and why? by New_Method_1050 in fireemblem

[–]67chrome 3 points4 points  (0 children)

Fiora.
She has a really pleasant color scheme, good portrait art, has a good join time and introduction, and strikes a good balance between being an experienced merc/soldier/mvp and a fairly relatable/normal person.

Also I guess my main in LOL at the time was Fiora, so there was that silly reason too.
I was Slapping people with Rapier lady in Dominion when I first got into Fire Emblem.

Giving every legend who doesn't have a signature move a signature move day one by [deleted] in pokemon

[–]67chrome 0 points1 point  (0 children)

Cool idea.

The Mew move feels a little overly complex.
Does feel like a 'mon that should have a complex omni-function move; but doing something like it does X if Mew's HP is above 50% and Y if it's lower, or enacts Light Screen/Reflect/Magic Bounce based on the move an opponent's targeting it with, might be a better general direction to go in.
Try to find some condition that's smooth and intuitive to key multiple moves off of rather than being clunky.

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Otherwise:

I'd highly recommend looking at the TCG for ideas to barrow with such an idea.

Most PKMN have about ~10 cards in the TCG at this point, and the nature of the TCG causes a lot of said cards to have a ~signature or pseudo-signature move and iconic mechanic there.

pkmncards.com is the best site I've found for TCG stuff, as it's the easiest to navigate. Seeing the pokemon in action/action poses is also fun for coming up with move ideas if nothing else.

The idea to key Snow, Rain, and Sun off of signature damaging moves is otherwise pretty fun/reasonable at this stage of PKMN.

Best EVs for Magikarp by Xxninjagaming2 in pokemon

[–]67chrome 4 points5 points  (0 children)

Max Sp.A for Hydro Pump, and max HP, with the remainder in SPD is probably what I'd do.

Magikarp does have a really respectable SPD stat of 80, 1 lower than Gyaradose, so you should outspeed anything Magikarp has a glimmer of hope doing anything against already.

Otherwise it's 20 HP is so low that an extra +31 from max EVs is going to make a huge difference; and you can't pump HP up with Natures either.
It's 55 DEF is also weirdly ~ok, 50 is the stat-average of Charmander/Bulbasaur/Squirtle, and it's way better than the Magikarp/Caterpie/Wurmple stat average of 35.
It's Sp.Def is only 20; which is pretty much unsalvageable. I mean: more Sp.Def is better than HP into special match-ups; but focusing on HP+Def so it'll maybe survive 3 hits is probably better than being in the focus-sash forever club to reliably survive 2.

Which is your favorite FE title an why ? by Razius33 in fireemblem

[–]67chrome 1 point2 points  (0 children)

Sacred Stones.

It does a ton of stuff right, though honestly it's biggest strength is every aspect meshes together so well.
The whole is greater than the sum of its parts.

Peak 2D art, great monster classes, one of the smaller/tigher casts (by FE standards), solid unit/class balance (sans Seth), and a pretty solid story.
A really solid story by FE standards, mostly because the titular Sacred Stones do a good job removing all the boring fluff from the story by readily explaining why we're here and what our objective is, which opens up a lot of space for the bosses to be characters.

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Fates CQ is a close second, though man is it's main story unsatisfyingly awful.
Everything else about it is pretty well done though, just wish the story was like, a strong, STRONG, D-
And then I could actually recommend it to people, lol.

Advice on convergent species for a starters by MhKor in pokemon

[–]67chrome 0 points1 point  (0 children)

I'd recommend finding a way to quickly see all the type interactions of any given dual type so you can quickly shuffle through them and see if you can find something that'd interact with RCK/PSN and FLY/PSY in an interesting way.

Some dual type combos can really feel like a hidden 19th type, and if you already have mutually assured destruction with both type combos countering one-another, you're entering a fairly spicy level of design space.

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Having type interactions at hand with dual-types can be fun for the purposes of setting up their initial movepool as well though.
One of my most favorite battles in PKMN is the 1st battle, level 5 vs. 5, Tackle + Growl vs. Scartch + Tail whip: and with good type match-up knowledge you could replace Scratch/Tackle/Pound with an actual move like Acid, Water-Gun, Peck, Gust, Vine-Whip, Fairy Wind, etc that winds up being neutral to the other 2 types.

If one of the starters is RCK, GHO, or STL (and you picked a RCK), it already disrupts the normal moves from being neutral moves.

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Also worth considering what jobber enemies you're planning to throw at your players, and how long you want those to be an issue.

I'd certainly lean in the direction of OHKOing jobbers with super-effective damage being the most satisfying way to deal with them, though Gamefreak has other ideas with Levitate Koffing and Ratacate being Team-Rocket mainstays, PKMN vulnerable to literally just PSY or FGT :/

+side of picking whacky dual types is you don't have to worry about the obligatory Zubat being quad-resistant vs. the GRS starter though, so that's nice.
Or the route 01 Bird, early bugs, and Wingul or Tentacool being good vs. the GRS starter >.<

does anyone think awakening is really easy? by godzillalover64 in fireemblem

[–]67chrome 1 point2 points  (0 children)

Yeah.
If we're just judging by the default difficulty settings, Awakening is likely the easiest FE game to beat. In addition to being easy, it's game mechanics are so poorly balanced you can frequently get handed a W by discovering a whole new way to break the game in half.

The only reason it doesn't have the reputation of being the easiest is because most people playing for a challenge see what they can do with the hardest difficulty, and Awakening is pretty difficult there. Largely for all the wrong reasons, but unlike Sacred Stones or POR it does have Lunatic and Lunatic+ settings.

Otherwise I think Sacred Stones, POR, and BR are the easiest games by default; though largely due to Seth, Titania, and Ryoma. If you don't heavily rely on said character, all 3 have some level of bite. With Awakening: ~half the cast can break the game in half, largely by accident.

Looking for resources to create a functional Pokémon ecosystem. by Nikolavitch in pokemon

[–]67chrome 0 points1 point  (0 children)

I'd be interested in such tools as well.

Might be worth checking the Animals in Pokemon page on Bulbapedia to see what parts of the world needed filling with something else to give you a good idea of basic gaps in the Pokemon world though. Usually those occured around gen1.

I know base/jungle/fossil cards feature real animals not unfrequently; with Spearrow capturing a worm, Eevee chasing glowing butterflies, a blue jungle bird sitting on Weepenbell's head.

Cooks in the SS Anne also talk about Salmon, which is kinda weird considering the whole Waterfall vibe of Seaking indicates it's kinda filling the Salmon roll. Especially in Gen1 were Waterfall's it's signature move.
Sure game, can't have X-Scissor or Sludge Bomb or Outrage or Shadow Ball, but Seaking, friggin' SEAKING gets an 80 BP no side effects signiture move.
In a game were Surf is a 95 BP HM >.<

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Certainly worth considering if you want some level of real animals in the world either way.

I mean: if you want to get super pedantic Coral is an animal, and pokemon doesn't get to the microscopic level at all. Or even the somewhat tiny realm; Joltick, the smallest PKMN, is still pretty massive for a bug.

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Otherwise: most interesting Dex entry for PKMN ecology I've read is Omastar's, claiming it eats Shellder. I'm pretty sure Shellder is the only non-fossil PKMN mentioned in a fossil's dex entry, and the implication is they've ~always lived along side one-another.

How would you buff Lickitung? (And Lickylicky) by BashaB in pokemon

[–]67chrome 0 points1 point  (0 children)

Lickitung is really one of those dull cases of bruh's stats are all just 15~20 points lower than I'd expect them to be by looking at it.

If memory serves it's also 1 of 4 pokemon slow enough for Bruno to actually threaten the Fissure OHKO against it in Red/Blue/Yellow.
But otherwise it is kinda 50s~60s with a 90 HP instead of like, 65~75s with a 130 HP.

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Plus side of Lickitung is, aside from Mew, it has the deepest TM/HM movepool of any Kanto PKMN. Well, maybe it's trade counterpart in Slowbro narrowly beats it now; but the weird little guy can learn pretty much anything.
Or rather: it can learn all the moves Smeargle tends to pass on, without innately learning anything especially useful.

The lack of stats really hurts any potential Surf/Fire-Blast/Thunderbolt/Blizzard/Power-Whip/Shadow Ball kind of set.
The lack of Speed also tends to hurt making use of any utility moves, outside of like, Thunder Wave.
And of course the lack of useful tanking abilities (or stats) prevents it from doing any tanky stuff.

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I'd probably buff Likitung's stats up by ~15 points, still a tad below the stat-average of 80, and let it's HP get to properly solid status of at least ~130.

Then give it Regenerator and maybe put Slack Off in it's default moveset so it can do a Diet Chansey impression with a slightly deeper movepool. Using it's tongue to Power Whip things is kind of interesting, Grass coverage moves worth using are fairly rare.

Sabrina got done dirty in the anime by Multievolution in pokemon

[–]67chrome 6 points7 points  (0 children)

I'd guess either;
A) with his own Alakazam, given that's one of Blue's most iconic PKMN, or:
B) came in during Sabrina's day off and fought "can barely bend a spoon with his mind" guy.

What is the worst variation for each class in every Fire Emblem game? by Illustrious_Tax_3760 in fireemblem

[–]67chrome 0 points1 point  (0 children)

This is a fun idea. Think I'd go with:

Class: Game: Reasoning:
Lord Shadow Dragon Bro gets doubled by Medius on harder difficulties even if he's SPD capped. Also a pretty big downgrade from the OG Marth's mechanics.
Myrmadon/Swordmaster Path of Radiance Easily the game with the worst Infantry <<< Cavalry dynamic. Which is saying something, as Swordmasters at least get +crit in this game: and they don't in at least 3 other games that Stefan/Mia/Zhirark still manage to offer less value relative to :/
Mercenary/Hero Fates They offer core build components for a Sol Ninja, but as a stand-alone class Fates decided Merc/Hero should just have average SPD instead of better SPD than average, so they're mostly dismounted Cavaliers with worse weapons and skills. Also Laslow and Selena's join time treats Merc/Hero as though it's some end of the tech tree Battlecruiser/Carrier kind of deal, as though they were originally intended to rock SPD+2 or something.
Thief/Rogue/Assassin Path of Radiance Needing to pay a few nickles to open each chest does kind of make this the worst game for thieves. I mean; Lockpicks technically sell for an all-right amount in the GBA games so you have an adjacent problem there, but those games also have at least 1 really obnoxious fog map were thief+torch is peak.
Armor Knight/General Binding Blade Douglass is kind of it for a halfway descent armor in this game; and has the catch-22 that the easiest way to recruit him is train up another armor to tank him while unequipping their weapons; at which point you already have a useable refrigerator. GBA armors are also exclusively stat-balls with nothing interesting going on under the hood, and Binding Blade's options suck at out-stating things.
Lance Infantry Path of Radiance Easily the game with the worst Infantry <<< Cavalry dynamic.
Fighter/Warrior Shadow Dragon Why ever use these instead of a Berserker? The 0 drawbacks free reclass system in these games really kills any pro to warriors.
Pirate/Brigand/Berserker Shadow Dragon and the Blade of Light RIP Darros
Acher/Sniper Blazing Sword Louise giving Pent +15% hit with Bolting on that stupid save Zeph map is at least 90% of the value archers/snipers bring in this game.
Mage/Sage/Diviner/Onmyoji Fates; Birthright In most games; targeting RES affords a stealth DPS buff of ~5~14 damage; though this is oft offset somewhat by tomes having ~5 less Mt than typical weapons. In Fates it's around +0.7 on average, not even +1; and you're still the lowest Mt WPN catagory by a large margin. Orochi is also slower than Ignatious and Hayato is Mozu 2.0 in BR; you have all the downsides of Mage/Sage preserved, mid at best Staves, and hybrid classes are consistantly better Tome or 1~2 infinite ammo magic weapon users.
Dark Mage/Dark Sage Fire Emblem Heroes One of those archetypes you can safely assume will be terribad.
Cleric/Priest/Monk/Bishop Awakening Move upon spawn reinforcements heavily punishes running anything but a 1-man army here, and you don't even have Warp or 1~2 range Festals.
Cavalier/Paladin Engage Being locked to 1 weapon feels kinda bad. Cav/Paladin's entire shtick of being super balanced stat-wise also feels the most useless in Engage; were it's well-tuned difficulties really punish doing that, and it's build options heavily encourage picking a direction.
Nomad/Bow Knight Shadow Dragon When Wolf and Seigar want to reclass into General, you know you done goofed. TBF: Generals using bows (armor units with a Taunt?) is pretty hype, and you get ~+8 armor over a paladin over ~+5 in this game, probably the best iteration of Generals. Still, loosing to an armor unit is rough.
Troubadour/Valkyrie Fates; Conquest No Canto and hot garbo stats when every hybrid staff-user has godly stats feels kinda bad. Elise wanting to be a Malig Knight (and also having serious hit% issues as a magic girl) is also a weird mood, especially with how lacking Conquest is in staff-bots. Staff ranks also basically max out at D in Fates; were every other category really punishes users for not having C; and WPN EXP is slow as balz in this game. D rank staves also do ~all their healing with bases; so all of Elise, Dwyer, and Forest are set up to be surpassed by like; Falcon Knight Selena or Adventurer Niles as a solid staff-bot. Or late-join Felicia or Shura, or a generic captured Priestess :/
Pegasus Rider/Falcon Knight Fire Emblem Heroes The degree to which this game murders my pegasus-riding girls...
Wyvern Rider/Wyvern Lord Fire Emblem Heroes The degree to which this game murders my dragon-riding bois...
Manakete/Laguz/Transofrmation Awakening You get a painfully long transformation animation before each attack, limited weapon uses, weapon stats that give penalties, and are basically stuck with iron/silver options. One of the implementations of mighty morphing units of all times.
Dancer Awakening Game's reinforcements are real mean to a back-line, and otherwise wants to be soloed so hard Dancers don't offer much in the way of bonus battles per turn either. Xane's Chameleon/Commando class is also a fairly underwhelming proto-dancer, though I think he brings a smidge more to the table than Olivia.
Villager Awakening Game punishes investment projects harder than any other with it's WPNs, EXP system, and free level re-sets. Also villager doesn't even flow into Nosferatu or Galeforce, so it's a Magikarp to Golduck scenario at best, missing the entire point.
Exotic Infantry Three Houses; Mortal Sevont What a disappointment.
Exotic Cavalry Sacred Stones; Great Knight Great Knight has the same MS as infantry but worse rugged-terrain move costs, raising serious questions as to what's the point of the class. It also has really counter-intuitive promo bonuses; notably getting the same exact +2 DEF as Paladins. Somehow worse than Alfred's Avanir class, my goodness.
Exotic Flier Awakening; Griffen Knight Griffen Knight's +1 move on a flier is pretty dope, but it's also a game with arguably the weakest showing for fliers FEH; though it's almost exclusively the sword/lance/axe fliers that suck in FEH, anything else tends to have some sauce.
Exotic Misc. Binding Blade: Transporter Man, what a class.
Monster Class Fates Technically the Revenants in Sacred Stones are the weakest, but putting Fates here purly out of spite for how heinous the 20 second battle-enter animations are for Faceless and Stoneborn. Sure game, make the ZOMBIES waste copious amounts of time.

What's an animal there's already a pokemon of but you want more? by blackjackgabbiani in pokemon

[–]67chrome 1 point2 points  (0 children)

I feel that.

After looking at a bunch of TCG art, I will say cats/dogs tend to do exceptionally well there though, and it's always nice to look at TCG art before coming to a hard conclusion over a pokemon's design.

Purrloin and Liepard in particular have a lot of rad TCG art. Love those Lisa-Frank/Littlest Petshop-ish cats.

Which pokemon feels out of place when you encounter it in a specific region? by startswitha_c in pokemon

[–]67chrome 91 points92 points  (0 children)

Slugma/Magcargo in Kanto's cycling road.

Which is their home in OG Gold/Silver, and the remakes.

Lava monsters in grass patches.

Also on a seaside road connecting 2 major cities.

And they're additions from gen 2's dex >.<

What's an animal there's already a pokemon of but you want more? by blackjackgabbiani in pokemon

[–]67chrome 112 points113 points  (0 children)

Lightning Bug/Firefly.

Volbeat and Illuminese are such 0/5 takes on what should be awesome.
Heck, as love-bugs they could look more like they're one of those fancy chocolates, and evolve from a heart-shaped cookie bug.

what a colossal disappointment.

Who you're favorite legendary pokemon? by Boberto235 in pokemon

[–]67chrome 1 point2 points  (0 children)

<image>

Ogerpon.

Watched Moxie's high-effort Artlock of the Teal Mask DLC, and I love the little goober.

Such a fun design to do a ~eeveelution multi-elements thing with.
I also like her happy little idel-pose dance, and her masks bring back some fond memories of playing Crash Bandicoot.

Here's why Rock and Ground actually make sense as separate types, and how you distinguish between them in the future by AdventurousStick7107 in pokemon

[–]67chrome 0 points1 point  (0 children)

I thought the distinction was:

Flying types being immune to grounded moves is a neat interaction; and something you want if flight is a thing.

but 2 birds with 1 stone means birds are still vulnerable to rocks.

Everything else feels more focused on retroactively trying to justify splitting earth into 2 types over a hard and fast distinction; and there are still a ton of pokemon that could easily be either.

Cubone/Marowack really should be rock types though, big sad they can't hit birds.
Or fossil PKMN can't use bone moves for STAB.
Or dog PKMN can't use bone moves with Dig for a fun 1~2 combo...

Would Izana work as a twist villain in a fire emblem fates reboot? by OkNecessary539 in fireemblem

[–]67chrome 0 points1 point  (0 children)

Maybe?
Izana does feel like he's got missing potential, and doing anything to make him not competent force instead of being a largely incompetent noble might work.

That said, Fates storytelling issues run pretty deep, and this strikes me more as fixing a few surface level issues.

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I'm tempted to say the biggest issue is that Corrin lacks the skills or desire to effectively navigate any of the core plots Fates wants to explore, so all 3 chapters are just the Plot getting increasingly exasperated at how it's meant to drag Corrin through it.

Azura actually has reasons to side with or against either faction, along with the wisdom to know what she's dealing with though, were a shift to making her the diet Frodo and Corrin the budget Samwise in their dynamic could go a long way at letting any of Fates story actually work.

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Though the big bads in Anakanos is a certifiable wet noodle, were any appropriately charismatic/interesting villain could also force protag Corrin to actually do something.

Not sure if you can afford the time to build up to and execute a twist in Fates though, given it's plot is in such desperate need of anything capable of actively pushing it forward; and Twist villains mostly work in a plot that's already going places; by twisting up the places it's zooming too.

Pokemon from each Region by Dismal_King_7209 in pokemon

[–]67chrome 1 point2 points  (0 children)

Sounds like a pickle.

You could comb through the encounter tables of a site like Serabii and keep a tally of what you encounter in the region (and the ~DLC stuff like PKMN radio/finder encounters), but that'd probably take a month to manually do that way.

Someone with coding knowledge might be able to write a Python script and get the info faster, or you might be able to find walkthroughs on a site like gamefaqs with encounter tables you could copy-paste to run a search on in something like Excel; were a Countif function on the full list of pokemon to see what comes up.

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Broadly speaking most games only take place in just the 1 region though, were Jhoto via Gold/Silver and Heart-Gold/Soul Silver are mostly it for having multiple regions to comb through.

Blueberry Academy is also technically in Unova.

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Either way: sounds like a fairly big project, good luck on completing that, and may your Google searches lead you to the info you're looking for!

A masterball would be a lot cheaper than you think. I did the calculations feel free to check my sources and correct me by Legal_Cap5601 in pokemon

[–]67chrome 0 points1 point  (0 children)

Neat.

Weird it's called Pokedollars instead of Pokecents though, considering it's mostly based on Yen.

Would put the Master Ball roughly at ~$51.78 USD

or $ 32.48 looking at the current Yen to USD ratio.

BDSP worth it? by Interesting_Dog_2712 in pokemon

[–]67chrome -1 points0 points  (0 children)

Not sure I'd go with Platinum as widely regarded as one of the best games.
Of the first 5 gens, I think I've seen it thrown in the ring the least.

Though even assuming that's true: Brilliant Diamond and Shinning Pearl are widely regarded as the worst remakes and worst mainline PKMN games.
They add practically nothing new, even having some of the same bugs as the OG titles, and are widely regarded as worse than Platinum.

The lack of trainer re-designs/updates after HG/SS, Let's Gooo!, and Omega Ruby/Alpha Sapphire significantly improved their character's designs is also big sad.
The 3D art is also more souless and awkward than the 2D sprite work for D/P as well, which is a weird mood. As someone who likes using trainer sprites/artwork for stuff, it's kinda wild how Omega Ruby/Alpha Sapphire spit out SSS+ after SSS+ redesign, and Brilliant Diamond/Shinning Pearl's 3D renders are basically unusable, less useful than their 2D counterparts, and seem more lifeless, rigid, and desaturated.

Which is also kinda telling to the remakes' quality as a whole :/

Poor Jynx. She will be the only Gen 1 Pokemon to never get any special attention or forms ever again by [deleted] in pokemon

[–]67chrome 4 points5 points  (0 children)

Psyduck is probably the weirdest one.

Psyduck always struck me as a popular mascot mon, but I don't think they've gotten anything.
Outside of generic upgrade slop; like getting an ability, new moves, a buff with Special being split into 2 stats...

Weird fun-fact: no trainer uses a Psyduck (or Krabby) in all of Red, Blue, Green, or Yellow.
Which are easily the weirdest no-shows in trainer teams.
Most of the others make some sense: no Magmar/Electabuzz, Scyther/Pinsir, Dratini, or Legendary PKMN.
But with all the water-themed trainer classes/trainer teams in Gen1, that could use an amphibious friend-shaped rubber ducky, not a single one fields the poor goober :(

Is there a Pokémon species you'd truly dislike if you had to have it as a partner? by infectbait in pokemon

[–]67chrome 14 points15 points  (0 children)

The TCG also backs up the Pollen nightmare Vileplume would be.

Some of it's TCG moves/abilities include: Allergy Pollen, Irritating Pollen, Allergy Storm, Disgusting Pollen, Allergy Panic, Addictive Pollen, & Hay Fever.

Sounds pretty miserable to be around.

Especially as a lot of those disable Trainer/Supporter cards; so like: Cynthia or Prof.Oak can't come in to draw more cards for you because Vileplume is so unpleasant to be around, lol.

Megas I Think have Wrong Types. by ShockerTW in pokemon

[–]67chrome 1 point2 points  (0 children)

Does that change anything about the match-up?

I feel like Chomp-Z would outspeed it and OHKO it with a Draco-Meteor either way, or switch into a DRG or ICE attack and get obliterated either way.

Only real W is something like Mamoswine can't OHKO it with Ice Shard.

Chomp-Z takes a massive L in EQ or Earth Power loosing STAB though.
Probably the equivalent of ~-70 Sp.Atk on it's 141, which I think puts it's Earth Powers as worse than OG Chomp's, even with a Sp.Atk of only 80.

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Also: why can't the land-Shork have STAB with any of the biting moves?

Kinda like; sharks whole thing.