As we know, our current status mechanics are already from later generations (such as 1-3 turn sleep, paralyze unaffecting electric-types, powder moves unaffecting grass-types etc.), so this brings a question should we update them to Generation 7 mechanics? The changes in status mechanics include paralyze halving the speed instead of making it 1/4x, burn causing 6,25% damage instead of previous 12,5 % and confusion hitting the confused player 1/3 times instead of 1/2.
I'll explain why these changes are really good and why they should be implemented to our game. I'm aware this thread exists, but as the topic is so broad talking about all changes made in Generation 7 I thought it would be better to have an actual Suggestion thread for each mechanics on their own because some of them might be less beneficial than others (DD Flygon pls ban).
Paralyze halving the speed instead of making it 1/4x makes competitively much more sense because the current situation is that when a Pokemon gets paralyzed it is practically always guaranteed to go last. This made slowest possible Pokemon like Snorlax outspeed Aerodactyl (the fastest Pokemon in the tier) with a paralyze, basically rendering the speed stat you have useless. This made fast offense basically one paralyze away from being useless. When the speed is halved this still keeps the significance of the status but still makes your speed stat have some kind of a factor in this battle instead of being dead weight to your team at this point. Inducing paralyze is so reliably easy so you could argue this if not cheap then at least an easy way to beat opposing Pokemon instead of inflicting actual damage.
Confusion makes you hit yourself one in three times in Generation 7 instead of previous 1 out of 2. Getting hit yourself by every second attack made confusion inflicting moves not only very reliable but also a really strong way to defeat opponents based on pure luck. This raised discussions like banning Swagger and/or ConfuseRay for its uncompetitive nature which did get a lot of support. The fact that strong physical attackers could easily knock themselves out with a single confusion hit on themselves especially after Swagger makes confusion plays really high risk high reward but especially low skill based playing, possibly to the extent that hurts the virtues of a competitive play. Confusion hitting you one in every three turns is a really good middle ground: It can buy you precious free turns by using RNG in a RNG based game but it still doesn't promote people putting their destiny in the hands of a coin flip. I feel that Gamefreak finally realized this trait of Confuse Ray by their 7th Generation and changed it and so should we.
Burn does less damage after each turn in Generation 7 with 6,25% instead of 12,5%. This is a minor thing but I still find it positive. Because burn halves the attack of an opponent, it is a really powerful status to be inflicted against opposing Pokemon - arguably even most common used status in competitive play (as long as the users were viable). Nerfing this isn't a big deal but it is still a right step to take, if not for anything else than consistency reasons.
So yeah, please discuss if Generation 7 status mechanics would improve our gameplay.
Question
OrangeManiac
As we know, our current status mechanics are already from later generations (such as 1-3 turn sleep, paralyze unaffecting electric-types, powder moves unaffecting grass-types etc.), so this brings a question should we update them to Generation 7 mechanics? The changes in status mechanics include paralyze halving the speed instead of making it 1/4x, burn causing 6,25% damage instead of previous 12,5 % and confusion hitting the confused player 1/3 times instead of 1/2.
I'll explain why these changes are really good and why they should be implemented to our game. I'm aware this thread exists, but as the topic is so broad talking about all changes made in Generation 7 I thought it would be better to have an actual Suggestion thread for each mechanics on their own because some of them might be less beneficial than others (DD Flygon pls ban).
Paralyze halving the speed instead of making it 1/4x makes competitively much more sense because the current situation is that when a Pokemon gets paralyzed it is practically always guaranteed to go last. This made slowest possible Pokemon like Snorlax outspeed Aerodactyl (the fastest Pokemon in the tier) with a paralyze, basically rendering the speed stat you have useless. This made fast offense basically one paralyze away from being useless. When the speed is halved this still keeps the significance of the status but still makes your speed stat have some kind of a factor in this battle instead of being dead weight to your team at this point. Inducing paralyze is so reliably easy so you could argue this if not cheap then at least an easy way to beat opposing Pokemon instead of inflicting actual damage.
Confusion makes you hit yourself one in three times in Generation 7 instead of previous 1 out of 2. Getting hit yourself by every second attack made confusion inflicting moves not only very reliable but also a really strong way to defeat opponents based on pure luck. This raised discussions like banning Swagger and/or ConfuseRay for its uncompetitive nature which did get a lot of support. The fact that strong physical attackers could easily knock themselves out with a single confusion hit on themselves especially after Swagger makes confusion plays really high risk high reward but especially low skill based playing, possibly to the extent that hurts the virtues of a competitive play. Confusion hitting you one in every three turns is a really good middle ground: It can buy you precious free turns by using RNG in a RNG based game but it still doesn't promote people putting their destiny in the hands of a coin flip. I feel that Gamefreak finally realized this trait of Confuse Ray by their 7th Generation and changed it and so should we.
Burn does less damage after each turn in Generation 7 with 6,25% instead of 12,5%. This is a minor thing but I still find it positive. Because burn halves the attack of an opponent, it is a really powerful status to be inflicted against opposing Pokemon - arguably even most common used status in competitive play (as long as the users were viable). Nerfing this isn't a big deal but it is still a right step to take, if not for anything else than consistency reasons.
So yeah, please discuss if Generation 7 status mechanics would improve our gameplay.
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