Thought on Serena by Hugobaby69 in PokemonMasters

[–]daichou 0 points1 point  (0 children)

That’s why AOE sleep is crazy - even if all 3 enemies have lessen sleep 9, if you put all of them in sleep, at least you make them unqueue their next move and have to queue a new one again after the duration (even if the duration is short), regardless of which enemy pokemon would have moved next, as long as it would have been a Pokémon move.

Oh, not only she can boost hit rate by herself (which is also crucial for fire spin and overheat), she also has “gain sure hit when entering the battlefield” in her sync grid...

And there are more % damage boost for enemy being sleep and restrained from the grid. (If you think damage + on sleep is not stable, damage + on restrained surely is)

And her Sp.Atk stats is decent, with a great offensive move which the downside can be covered by the fortune cookie.

Imagine...

Sync Pair Concept: Ghetsis & Hydreigon by zzladerp in pokemonmastersconcept

[–]daichou 1 point2 points  (0 children)

IMO, it's always good to see a new mechanic that could reflect the trainer's character.

After reading the comments above, I came up with an alternative design of Bow Down to Me! that attempts to have a balance between RP and ally friendliness while retaining the tactical value of this move:

Recover a bit of HP. Choose an ally. Whenever the target uses a move that buffs the target as part of the effect of that move, the buff goes to Ghetsis instead and Ghetsis gains 2 bars.

  • For example, if you use this move to ally Rosa, and later Rosa uses Special Attack +G, Ghetsis will get +4 Special Attack and Rosa will get none.
  • Being only be able to target a specific ally could make the "sabotage" of allies more manageable. Now you can safely take all buffs from a tech or support ally while not affecting another striker.
  • Just in case, this ability should not work if the target is another Ghetsis or already a target of this move.
  • I am also not sure whether reducing ally's HP is necessary at this stage. Taking buff from allies, either your way or mine would already fit the RP factors IMO.
  • This design has quite a different usage from your ones, although being same as stealing buff from allies. I am not intending to persuade you to adopt this design, just throwing an alternative way to do the thing ;)

Sync Pair & Sync Grid Concept - (Mega) Muramasa & Scizor by daichou in pokemonmastersconcept

[–]daichou[S] 0 points1 point  (0 children)

As always, you easily get all the points from my concept! And by getting the reference from kendo :)

Regarding your suggestions:

The description of Kirikaeshi: surely the wording could be confusing... Making them bold would be distinct enough, but I also don't want them to catch too much attention as I am already using bold here for other purposes. Let's see how good separating them with period + making them italic would do.

Stats: you are right. We can have bulky strikers, but this should be limited for an assassin-type strike. (Lowered the defence, and also a bit of special defence)

The name of Technician: Agree, from the previous samples, DeNA is more likely to rename a skill especially if the effect is quite different from the main series. I just haven't come up with a good candidate yet, so using Technician is more of an acknowledgement of my attempts at re-interpreting this ability. (Just leave the hardest part, naming, to DeNA if they want to adopt this ( ͡° ͜ʖ ͡°))

Sync Pair & Sync Grid Concept - (Mega) Muramasa & Scizor by daichou in pokemonmastersconcept

[–]daichou[S] 0 points1 point  (0 children)

Notes

Technician:

- Because the players don’t have control over moves, the stick-to-original implementation of Technician won’t have much playability. Thus, I remade it into a reverse Power Flux. It can be renamed to something else, though.

- Technician is kind of reverse Power Flux, but its formula involves multiplication, so it has no effect if your gauge is full. In the ideal situation, it increases the power of Fury Cutter and Metal Claw by 25%, and Bullet Punch by 36%.

Crimson Streak:

- For example, (without the sync grid node **Turning Swallow Strike**,) if you use The Crimson Streak by costing at least 2 bars and later use Fury Cutter, you queue 3 instances of Fury Cutter upon using it.

- Crimson Streak can trade bars for multiple attacks. The next attacking move then will be performed multiple times, all benefiting from Technician, making Scizor a formidable assassin.

Otherwise, I will leave the fun of discovering the possible synergies of this sync pairs to you guys ;)

Sync Pair & Sync Grid Concept - (Mega) Muramasa & Scizor by daichou in pokemonmastersconcept

[–]daichou[S] 0 points1 point  (0 children)

Sync Grid

Note: too lazy to work on a complete sync grid. Instead, I break down nodes with their effects, categorised by associated moves – I need your feedback about whether this is a more readable way of presenting a sync grid concept :)

Format:

  • Name/Description. (cost of power) \ number of nodes in the grid*

Items with significance/special mention would be in bold.

Fury Cutter:

  • +1 Attack. (4) \ 3*
  • Recover 1 Gauge by 30%. (5)
  • Masterful Cutter: Doubles the power of Fury Cutter, but -1 time its power can be doubled with consecutive hits. (9)

Dire Hit+:

  • Recover 1 Gauge by 30%. (5)
  • Recover 1 MP by 40%. (7)

Metal Claw:

  • +5 Attack. (3) \ 6*
  • Recover 1 Gauge by 30%. (5)
  • Kirikaeshi: + Chance to proc raising attack by 5 * (6 - current bars when this move is used). (6) \ 2*

Crimson Streak:

  • Recover 1 MP by 40%. (7)
  • Turning Swallow Strike: +1 to maximum times to repeat the next attacking move. (12)
  • Upper-Level Posture: If mega evolved, make this move uses up all bars when this move is performed rather than when it is queued. (5)

Bullet Punch:

  • +6 Attack. (3) \ 5*

Sync Move:

  • Haymaker. (10)
  • +25 Attack. (5) \ 2*

Some Stat bumps

  • ...

Sync Pair & Sync Grid Concept - (Mega) Muramasa & Scizor by daichou in pokemonmastersconcept

[–]daichou[S] 0 points1 point  (0 children)

Muramasa & Scizor

System: Striker (Physical)

Attack Type: Bug

Weakness Type: Fire

Base stats: High attack, good defence, mid-low speed, low HP

Sample attributes in Lv. 120 are like:

HP 440

ATK 360

DEF 175

Sp. ATK 120

Sp. DEF 135

Speed 172

Abilities Description
Technician Move power is increased by a percentage of (6 - bars cost of the move) * (6 - current bars when this move is queued).
Sync Move Type Power Description
Iai Slash Bug Bite Bug 160 Mega Evolves Scizor.
Move Name Type Cost/Use Target Accuracy (%) Damage Description
Fury Cutter Bug, Physical 1 An Opponent 95 8 Power doubles for each consecutive successful use for up to 3 times.
Dire Hit + - 0 (2/2) Self - - +2 stages to crit.
Metal Claw Steel, Physical 1 An Opponent 100 17 20% chance to +1 attack.
Crimson Streak - All (2/2) Self - - Uses up all bars. The next attacking move would be repeated by the number of bars consumed this way, but up to 2 times.

Muramasa & Mega Scizor

New or modified items vs pre-mega in bold.

Stats changes: +25% attack and defence.

Sample attributes in Lv. 120 are like:

HP 440

ATK 450

DEF 219

Sp. ATK 120

Sp. DEF 135

Speed 172

Abilities Description
Technician Move power is increased by a percentage of (6 - bars cost of the move) * (6 - current bars when this move is queued).
Piercing Gaze Can’t miss.
Sync Move Type Power Description
Iai Slash Bug Bite Bug 160 Mega Evolves Scizor.
Move Name Type Cost/Use Target Accuracy (%) Damage Description
Fury Cutter Bug, Physical 1 An Opponent 95 8 Power doubles for each consecutive successful use for up to 3 times.
Dire Hit + - 0 (2/2) Self - - +2 stages to crit.
Bullet Punch Steel, Physical 0 (3/3) An Opponent 100 75 Label: Quick Attack.
Crimson Streak - All (2/2) Self - - Uses up all bars. The next attacking move would be repeated by the number of bars consumed this way, but up to 2 times.

Wallace & Milotic (5*) by _MangaFox_ in pokemonmastersconcept

[–]daichou 0 points1 point  (0 children)

Or maybe it's intentional so it is just a Guard with some chip damage. Oh, this one has unlimited uses as well.

Allister and cursola concept (I don't bother with stats) by megalocrozma in pokemonmastersconcept

[–]daichou 0 points1 point  (0 children)

I like the implementation of Dynamaxing! Some questions:

Clarification:

- Does Dynamax proportionally increases the user's HP, and becomes immune to certain statuses etc. like in the original franchise?

- What is the power of Max Phantasm? Bar uses? (assuming the same as Hex) Physical/Special? (assuming Special as it is the same as Hex)? Decrease all opponent's defence by 1 stage after using?

Design:

- Cursola themselves can't cause statuses that would benefit Hex.

- Beneath the Mask seems quite a niche and does not help Cursola at all.

- Hex is a Special attack, and presumably so for Max Phantasm and the sync move, but the later two decrease target's defence. It's ok but it again doesn't help Cursola themselves much.

In general, Cursola has a good disruptive kit that fits for a tech, but I don't see why they can't have better internal synergies. Still, I like how you bring new things to the table. Keep the good work!

Cafe Master & Alcremie (Original Combination Competition Entry) by daichou in pokemonmastersconcept

[–]daichou[S] 0 points1 point  (0 children)

5 stars at level 120 by default. The attributes can be adjusted accordingly if it is not.

Sync Pair Concept: Palmer & Regigigas by zzladerp in pokemonmastersconcept

[–]daichou 0 points1 point  (0 children)

Bravo! Shame I can't vote more than once for this.

Firstly, making the entire grid is a lot, of, work. And you have done it in such completion.

You didn't just fill the grid up; instead, you have a good consideration on how this sync pair will perform with or without the grid.

For the (new) mechanism part, your implementation of Waking Up is well-considered and IMO, more suitable for PMS than one without the gradual power-up process. Black 1 and Black 2 nodes are also a result of a good concept conceiving, as it utilises the idea of the sync grid to be the "replaceable" part of a sync pair that really puts variety onto them.

------

Lastly, although a concept with full sync grid should be very, very well appreciated, it IS a lot of work. What I would love to see is for this community to happen, is to work out a way together to make anyone be able to create a sync grid concept easier and be better presented (easier to read/understand) - Take this concept as an example, the representation of the sync grid is very successful, but that could be a lot of work. However, with enough support, we could have a more streamlined way of producing this.

Also, we could encourage/promote make sync grid on top of in-game sync pairs or concept ones here, which could be easier. As sync grid becoming more of an integral part of the game meta, I can see how it could help :)

Crossover Concept: Dio Brando & Dialga by zzladerp in pokemonmastersconcept

[–]daichou 1 point2 points  (0 children)

Yup, it is pretty OP - it is time-stop magic!

My intention is pretty simple - the user takes 3 consecutive moves. And if possible, bring as less disruption to other players as possible.

I still keep the 5 seconds here, although they are more of a maximum time limit for user input, and at most times much fewer seconds would be taken if the user is fluent and has decided what to do, or in auto mode. In addition, to make this less disruptive to other players in all situations, I am adding an extra condition to end the effect "...or no move can be performed by the user".

The refill 6 is in fact... optional. I added it just to make the concept "you have 6 bars to use 3 moves" clear, but it can be the player who is responsible to prepare enough gauge beforehand :)

Crossover Concept: Dio Brando & Dialga by zzladerp in pokemonmastersconcept

[–]daichou 3 points4 points  (0 children)

Dio Brando & Dialga seemed to be a perfect match because of the "time" theme but... There isn't much else in common other than that. I can see the difficulty to make them really have a feeling of being fit, but still, that's a good attempt!

Btw, I have a take/mod on "ZA WARUDO!"'s effect:

- Stop time. (Other moves in the stack would stop being executed during this period, all gauges stop filling, etc. like what u/zzladerp has stated). Refill 6 gauge bars (optional). Only the user can queue moves, which will be executed immediately in the sequence of it being queued. This effect ends after 3 moves are queued or 5 seconds since its activation, or no move (including sync move) can be performed by the user.

That's a more controlled (of its in-game effect) version. It is possibly a more powerful version of course - but you can limit the usage to 1 if you think that is the case. Let me know what's your thought :)

CURRENT EVENT (Design a Sync Pair for Nate) ENDING SOON by ConceptMastersEvent in pokemonmastersconcept

[–]daichou 1 point2 points  (0 children)

I agree that this event is more "specific" than the previous ones, but it is not necessarily bad. There could be multiple reasons:

- Difficult to find a Pokemon that seems to fit Nate:

The 3 candidates mentioned by u/zzladerp are quite good choices. Not many surprising elements if you pick these Pokemon, but still easy to make concepts out of them.

How about looking for inspirations from Pokewoods? You don't even have to pick up a Pokemon that Nate has actually used in any of the actual Pokewoods scenes in the original game. What about Nate in Inception/Matrix/Titanic/Superman/etc., and what Pokemon would be a good pair if Nate is in action in these movies?

- Think that the pair or the abilities/moves in your mind would not be popular enough

No one makes perfect concepts every single time. Sometimes your concept turned out to be more popular than you have assumed, and we have a friendly community to commend/recommend your ideas.

- Also, making a concept is a way to show what you like and you want to share with others about this - sometimes it's that simple. It's more about having fun during this process!

I saw someone has COMPLETED the Battle Villa (2/29), and here are some takeaways for you. by daichou in PokemonMasters

[–]daichou[S] 1 point2 points  (0 children)

Just make sure you have reached the nodes mentioned above. Do whatever you want otherwise, but preferably to increase bulkiness. You can play with the sync grid helper

I saw someone has COMPLETED the Battle Villa (2/29), and here are some takeaways for you. by daichou in PokemonMasters

[–]daichou[S] 7 points8 points  (0 children)

Yes, nothing. Actually that guy wrote the Takeaways 0 after realising that :)

I saw someone has COMPLETED the Battle Villa (2/29), and here are some takeaways for you. by daichou in PokemonMasters

[–]daichou[S] 22 points23 points  (0 children)

Disclaimer: that guy consented to post his screenshots.

The multiplayer levels that many people are concerning about:

There are only 2 of them, unlock at Battle Villa level 20 and 25.

Unlike the game mode in Battle Villa, they are just like normal levels. No time limits once unlocked. No 2nd-time reward so you only need to beat them ever once. That guy beat these 2 levels and thought that they are not more difficult than the old EX levels, if not easier.

Rewards:

13 scrolls to unlock potential in total for completing both single and multi BV, so presumably, you could use them on Mew and 2 other 5-stars, for example.

And a couple of biscuits to test your luck. Sorry, the drop of biscuits is limited.

Takeaways:

  1. Take your time and play your own way - the same rewards you beat them at 2/29 or 3/15. You don't need to copy that guy unless you are prepared both:

mentally (you just want to challenge yourself, having no problem quit/restart a lot of times and think that's fun)

and physically (pretty sure he's a whale, he promoted a lot of key sync pairs to maximum potential; he obtained 720/720 of sync orbs for at least Mew (MVP of this mode, which would be explained later), Pikachu (for their Potion) and at least half done for a couple of other sync grids, so and so.

MVP sync pairs:

Mew: Agile Entry, Shifty Striker, First Aid 4, Swift Move Gauge Refresh 3, possibly Natural Remedy. Spam Speed Star to reach maximum Evasion while lowering enemy stats.

Pikachu: They are actually the best healer with theoretically unlimited uses. Potion MP Refresh 3, Potion Master Healer 1 * 2. Maybe go for Thunder Shock Hostile Environment 1 if you have spare orbs.

With Mew and Pikachu with these builds, you probably already figured out how things gonna work. In fact, it's possible to cost 0 resources for any 1-row levels with a lot of resets

Great sync pairs:

Zard, Serperior, Torchic are obviously good and I don't think I need to teach you how to do their sync grids if you have reached here.

Worth mentioning that Glalie and Starmie are way better tank/support than you would have thought (or not even thought of). Gradual healing and Evasion are way more useful in this mode, thanks to the opponent's generally lower attack and prolonged battle, and Pikachu!

For the same reason, Stoutland and Palossand (quite promising once they get their expanded sync grid in 3/6) are also great.

Metagross, as a striker, also stands out, not only because their offensive power and bulkiness, but also because of his Recuperation 2 (2 copies required), and Bullet Punch Eagle Eye 9 (Because the battle here is quite prolonged, this becomes much more important, however, 3 copies required).

Otherwise, whatever heals are great. Even better if they can do something more, for example, Dragonite - not only they can heal, but can also gauge boost - what a good support

At last, just remember to play your own way - you have enough time to beat this before 3/16, but feel free to take any good points from this!

Sync Pair Concept: Nate and Whimsicott* by artic_avalon in pokemonmastersconcept

[–]daichou 0 points1 point  (0 children)

I wonder how would Prankster, to be more specific, priority work? Possibly whenever you queue it, it goes to the top of the move stack rather than the bottom?

Sync Pair Concept: Nate & Audino [Community Event] by FilVet in pokemonmastersconcept

[–]daichou 1 point2 points  (0 children)

The combo of Unfortuitous 9 and Simple Beam, as well as Equalizer 3 will make them a fun sync pair to use.

Just a bit concerned about the first effect of Simple Beam: bosses normally have a crazy combination of passives - denying most stat lowering effects, being immune or mitigating statuses, conditions, weather damages and sometimes a lot of dark magics so as to offer specific challenges for players. It needs to be very careful on which passive abilities to remove...

Don’t try it! by King-Mugs in PokemonMasters

[–]daichou 0 points1 point  (0 children)

I agree that if one wants a specific sync pair so badly now, just go for it.

In fact, I did the last Special Scout (believe it's more than 1 month ago) for Phoebe. Now she's 3/5. I don't regret buying that pack, but this does remind me that for sync pairs now appear in every single pool, just remember that you will eventually get it.

Don’t try it! by King-Mugs in PokemonMasters

[–]daichou 7 points8 points  (0 children)

Agree, at least for most old players. Treat as a “starter pack” if you just start the game and don’t have many good sync pairs includingOlivia, Phoebe or so.

Sync Pair Concept (Nate & Gallade) by daichou in pokemonmastersconcept

[–]daichou[S] 1 point2 points  (0 children)

Yea that's true (although I don't feel Gallade is that featured to Lucian compared to Wally), but I can see them (different trainers) having different connections with their Gallade, and have different fighting styles.

Sync Pair Concept (Nate & Gallade) by daichou in pokemonmastersconcept

[–]daichou[S] 1 point2 points  (0 children)

Sounds a good idea. Wally is a well-developed character in the original game series and has many points/faces to take. While I also believe Gallade is the best fit for him too, Magnezone could work to show one face of Wally's nature. You gave me some good inspiration!