Metin
Well-known member
- Joined
- Feb 5, 2012
- Messages
- 316
- Reaction score
- 587
Metin's Ability Rebalance Suggestions
With the recent addition of abilites, some pokemons received significant buffs while some others were rendered kind of useless. This also changed a lot in pokemon market, for example, while we probably wouldn't be able to find a Mightyena less than 4 ish k, we can see mightyenas with Quick Feet hovering around 1-2k now. Sure, pokemons with useless abilities are just like how they used to do before pre-abilities patch in PvE. The real reason I wanted to suggest some rebalances in abilities are to promote strategic diversity and to prevent the extreme price spikes in pokemons. And, one of the worst things in this game is to catch a pokemon, see it having an useless ability, using an ability reset and getting another useless one. My point here is to make each ability shine in their own way without making it a total win or total lose condition. Of course I'm not suggesting every ability to be equal in power, as it will be seen in the rest of the post.
Sand rush - Increased movement speed by 25% during sandstorm.
My Suggestion: Make it 50%.
Reasoning: During the 15 second period of a sandstorm, %25 speed boost usually isn't substantial enough to make a difference. Also, many pokemon with this ability doesn't innately learn Sandstorm, which makes this ability useless unless you use a TM (Not affordable by many players, or not worth buying just for the sake of ability) or use sandstorm with a pokemon and switch into a pokemon with Sand Rush.
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Infiltrator - Bypass Reflect and Substitute but only with 20% of the original damage.
My Suggestion: If it doesn't already (Haven't tried yet), this should bypass all kinds of protections like spiky shield, fire mantle, protection, etc
Reasoning: Works well with the theme, and there's no reason for it to not to.
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Chlorophyll - Increased movement speed by 25% during sunnny weather.
My Suggestion: Make it 50%
Reasoning: Same as Sand Rush.
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Sand Veil - Prevents the damage over time caused by sandstorm. Reduces damage from sandstorm by 30%.
My Suggestion: Make it 50%
Reasoning: It's an ability depending on only one spell. I see no point in not making it stronger, as it's very situational. It could also prevent damage from sandstorm (active and passive parts) completely.
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Blaze, Torrent, Overgrow, Swarm - Increases respective damage by 15% if the pokemon's hp is lower than 20%.
My Suggestion: Either make it 25% when the pokemon's lower than 20% , or make it 15% when the pokemon's hp is lower than 35%.
Reasoning: In PvE situations, pokemons with these abilities are usually switched out or dead before they can make use of the ability. In PvP situations, pokemons with these abilites will probably have blown up all their elemental attacks before this ability triggers, and they won't get to use it often. For that reason, these abilites should be a little more powerful.
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Drizzle, Drought, Sand Stream
My Suggestion: Cast the respective spells on release, and after each 3 minutes, after a spell is cast OR after the pokemon takes damage.
Reasoning: This way, they wont activate randomly when you're healing up.
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Gluttony
My Suggestion: 50% chance to keep used berries.
Another suggestion: Pokemon occassionally finds a random berry and eats it.
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Moxie - After defeating a Pokemon the user will gain 5% extra damage until saved to the Pokeball. Maximum 250% extra damage.
My suggestion: Reduce the maximum extra damage to 200% or 150%.
Reasoning: I dont feel like explaining, but here we go. A lvl 70 Pinsir easily outdamages a lvl 130 cloned scizor on a spawn that's weak to bug type. (I had the Pinsir). A moxie user outdamages anything but perhaps another moxie user. It's such an OP ability, no other ability even has a close damage bonus to Moxie. The ability is worth 5k in cash alone. It allows any pokemon to farm at anywhere so easily, you can kill pokemons with your autoattacks (lol). For instance, my 101 pinsir with Moxie deals 700 damage with an autoattack, and 12k with a single spell (Pin Missile) to a Ludicolo. It's frustrating for people without moxie on spawns , and i'm pretty sure most of you have noticed everyone's trying to get a cloned pinsir nowadays. I wonder why This ability is like PvE only, so it makes sense for it to give a significant damage bonus, but it skews the balance in spawns and makes people salty.
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Reckless - Area moves will deal 5% extra damage.
My suggestion: Area moves will deal 15% more damage, but the pokemon takes 5% more damage for 10 seconds after using an area of effect move (or permanently).
Reasoning: The description doesn't match the name, also i believe there should be more strong abilities with strong downsides. This ability alone is actually good, but I felt like it could be more fitting and interesting this way.
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Unnerve
My suggestion: Randomly disables a move from an enemy pokemon (3 minutes cooldown, happens once in duel).
Reasoning: In the console games, this made the enemy nervous and disabled the usage of berries. Now it makes them nervous, so nervous they can't use moves.
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Will try to continue the post after I have some more time.
With the recent addition of abilites, some pokemons received significant buffs while some others were rendered kind of useless. This also changed a lot in pokemon market, for example, while we probably wouldn't be able to find a Mightyena less than 4 ish k, we can see mightyenas with Quick Feet hovering around 1-2k now. Sure, pokemons with useless abilities are just like how they used to do before pre-abilities patch in PvE. The real reason I wanted to suggest some rebalances in abilities are to promote strategic diversity and to prevent the extreme price spikes in pokemons. And, one of the worst things in this game is to catch a pokemon, see it having an useless ability, using an ability reset and getting another useless one. My point here is to make each ability shine in their own way without making it a total win or total lose condition. Of course I'm not suggesting every ability to be equal in power, as it will be seen in the rest of the post.
Sand rush - Increased movement speed by 25% during sandstorm.
My Suggestion: Make it 50%.
Reasoning: During the 15 second period of a sandstorm, %25 speed boost usually isn't substantial enough to make a difference. Also, many pokemon with this ability doesn't innately learn Sandstorm, which makes this ability useless unless you use a TM (Not affordable by many players, or not worth buying just for the sake of ability) or use sandstorm with a pokemon and switch into a pokemon with Sand Rush.
-
Infiltrator - Bypass Reflect and Substitute but only with 20% of the original damage.
My Suggestion: If it doesn't already (Haven't tried yet), this should bypass all kinds of protections like spiky shield, fire mantle, protection, etc
Reasoning: Works well with the theme, and there's no reason for it to not to.
-
Chlorophyll - Increased movement speed by 25% during sunnny weather.
My Suggestion: Make it 50%
Reasoning: Same as Sand Rush.
-
Sand Veil - Prevents the damage over time caused by sandstorm. Reduces damage from sandstorm by 30%.
My Suggestion: Make it 50%
Reasoning: It's an ability depending on only one spell. I see no point in not making it stronger, as it's very situational. It could also prevent damage from sandstorm (active and passive parts) completely.
-
Blaze, Torrent, Overgrow, Swarm - Increases respective damage by 15% if the pokemon's hp is lower than 20%.
My Suggestion: Either make it 25% when the pokemon's lower than 20% , or make it 15% when the pokemon's hp is lower than 35%.
Reasoning: In PvE situations, pokemons with these abilities are usually switched out or dead before they can make use of the ability. In PvP situations, pokemons with these abilites will probably have blown up all their elemental attacks before this ability triggers, and they won't get to use it often. For that reason, these abilites should be a little more powerful.
-
Drizzle, Drought, Sand Stream
My Suggestion: Cast the respective spells on release, and after each 3 minutes, after a spell is cast OR after the pokemon takes damage.
Reasoning: This way, they wont activate randomly when you're healing up.
-
Gluttony
My Suggestion: 50% chance to keep used berries.
Another suggestion: Pokemon occassionally finds a random berry and eats it.
-
Moxie - After defeating a Pokemon the user will gain 5% extra damage until saved to the Pokeball. Maximum 250% extra damage.
My suggestion: Reduce the maximum extra damage to 200% or 150%.
Reasoning: I dont feel like explaining, but here we go. A lvl 70 Pinsir easily outdamages a lvl 130 cloned scizor on a spawn that's weak to bug type. (I had the Pinsir). A moxie user outdamages anything but perhaps another moxie user. It's such an OP ability, no other ability even has a close damage bonus to Moxie. The ability is worth 5k in cash alone. It allows any pokemon to farm at anywhere so easily, you can kill pokemons with your autoattacks (lol). For instance, my 101 pinsir with Moxie deals 700 damage with an autoattack, and 12k with a single spell (Pin Missile) to a Ludicolo. It's frustrating for people without moxie on spawns , and i'm pretty sure most of you have noticed everyone's trying to get a cloned pinsir nowadays. I wonder why This ability is like PvE only, so it makes sense for it to give a significant damage bonus, but it skews the balance in spawns and makes people salty.
-
Reckless - Area moves will deal 5% extra damage.
My suggestion: Area moves will deal 15% more damage, but the pokemon takes 5% more damage for 10 seconds after using an area of effect move (or permanently).
Reasoning: The description doesn't match the name, also i believe there should be more strong abilities with strong downsides. This ability alone is actually good, but I felt like it could be more fitting and interesting this way.
-
Unnerve
My suggestion: Randomly disables a move from an enemy pokemon (3 minutes cooldown, happens once in duel).
Reasoning: In the console games, this made the enemy nervous and disabled the usage of berries. Now it makes them nervous, so nervous they can't use moves.
-
Will try to continue the post after I have some more time.