I want to talk about damage of all moves. Last time there were added many high damage moves like Dark Pulse, Sky Uppercutt and so on. Some Pokemons just became too dependent only on one or two moves like Umbreon. It effected that to make proper rebalance many other moves were just becoming better and better. The other reason of buffing them were stun and heal moves which were really strong and even fighting pokemon were losing to normal and fire pokemon were losing to bug. In my opinion all moves should be nerfed a bit to make fights more exciting and difficult. For second I think that duration of crowd control moves should be also weaken a bit couse it makes too big advantage in duels.
First of all take a look at damage which in my opinion isn't made in a good way. I think the damage of all moves should be lower.
DAMAGE MOVES
1. Short cooldown, single target, distance skills.
examples: Energy Ball, Bubble, Ember, Thunder Shock, Shadow Ball, ...
damage at 130 level [1x]: 800-1200 HP
2. Waves
examples: Dragon Breath, Thunder Wave, ...
damage at 130 level [1x]: 1000-1400 HP
3. Narrow Beams
examples: Zap Cannon, Solar Beam, Ice Beam, ...
damage at 130 level [1x]: 1200-1600 HP
4. Wide Beams
examples: Aurora Beam, Hyper Bream, ...
damage at 130 level [1x]: 1100-1500 HP
5. Melee, Single skills
examples: Fire Punch, Mega Kick, Thunder Punch, Sucker Punch, Aqua Tail
damage at 130 level [1x]: 1000-1400 HP
6. Melee, Multi-strike skills
examples: Drill Peck, Triple Punch, ...
damage at 130 level [1x]: 1200-1600 HP (total)
7. Area, non-target skills
examples: Psychic, Thunder, Vine Whip, Flamethrower...
damage at 130 level [1x]: 800-1400 HP
8. Area, target skills
examples: Fireball, Waterball
damage at 130 level [1x]: 700-1200 HP
9. Multi-strike, long CD moves
examples: Dark Pulse, Tri Flames, Brick Break, Night Slash ...
damage at 130 level [1x]: 1700-2300 HP total
10. Huge Area, long CD moves
examples: Hydropump, Psyusion, Magma Storm, ...
damage at 130 level [1x]: 1300-1900 HP total
11. Area, random target skills
examples: Lava Plume, Shadow Storm, Thunder Storm, Rain Dance, ...
damage at 130 level [1x]: 400-800 HP per hit.
12. Melee, long CD, target skills
examples: Dynamic Punch, ...
damage at 130 level [1x]: 1900-2300 HP
13. Short CD, multi-strike skills
examples: Razor Leaf, Thunder Bolt, Bubblebeam ...
damage at 130 level [1x]: 1000-1400 HP total
14. Pursuits, short CD skills
examples: Pursuit, Aqua Jet, Fly Attack ...
damage at 130 level [1x]: 900-1300 HP total
15. Gyrate Skills
examples: Rollout, Gyro Ball, Hurricane ...
damage at 130 level [1x]: 1500-2000 HP total
Skills that in my opinion needs rework:
-Sky Uppercutt (my idea: make it like Fly Attack (but long CD) with splash damage around enemy with damage like 1500-2100 HP total)
-Flare Blitz (my idea: changes our 5 next melee attacks into fire ranged attacks with damage like 300 per hit)
last post here: http://46.105.24.210/showthread.php?20867-Post-your-rebalance-suggestions/page18
Now take a look at crowd control moves
CROWD CONTROL MOVES
1. Short Confuse
Examples: Pursuit, Evasion, Dizzy Punch, Astonish, ...
Duration: 2s.
2. Long Confuse
Examples: Confusion, Stun Spore, Supersonic, Dynamic Punch, Doom Desire, Water Pulse, ...
Duration: 3s.
3. Sleep
Examples: Hypnosis, Sleep Spore, Sing, ...
Duration: 4s.
4. Fear
Examples: Growl, Roar, Fear, ...
Duration: 4s.
5. Protection
Examples: Protection, Magic Coat, ...
Duration: 5s.
6. Freeze
Examples: Sheer Cold, ...
Duration: 4s.
7. Paralyze
Examples: Thunder Wave, String Shot
Duration: 3s.
8. Reflect
Examples: Reflect, ...
Duration: 4s.
9. Buffs
Examples: Harden, War Dog, Iron Defence, Agility, ...
Duration: 9s.
10. Others:
Mind Boost- 6s.
HEALING MOVES
1. Heals
Examples: Healarea, Selfheal
Change: All heals should be little nerfed, becouse with that low damage healing pokes could become immortal. Healarea to make it more for team hunts could heal more HP to friendly pokemons than yourself. Selfheal 3k yourself, Healarea 3-4k yourself / 6-8k party.
2. Life Steal:
Mega Drain - 500 HP
Giga Drain - 1000 HP
Leech Seed - like 1500 HP total during x seconds.
3. Rest
note: After using Rest your pokemon sleep like 10s more so you have to choose good moment to use it (when your enemy dont have cds.)
note: If pokemon got much healing move he should have low damage and not much HP. Especially Pokemons that got Rest or Recover.
note: As it would take longer to kill wild pokemon they should give like 30-40% experience more.
Advantages:
- It balance pokemons in the best way
- Crowd Control moves won't make such a big difference in duels
- Quests will be more challenging
- It will improve team hunts, team quests etc.
- PVP will be more exciting
Disadvantages:
- It needs a lot of work to implemet this
- It had to be tested again to find bugs
- Some pokemons would have to be balanced again to avoid them to become OP.
edit:
Actually it's my first 'crazy' idea and I know it. Somehow I am sure that it won't be added just wanted to show someone that on higher levels this game isn't challenging anymore. I can easly go into respawn of 10 steelixes and kill them with one pokemon that got reflect.
Actually game starts to looks the same after 120 level and any quest won't change it.
Current PvP is too much dependent of stuns and other crowd control system and I think that adding 10 000 damage moves isn't the solution. It rather makes it fast hand game. Too many times result of the fight depend to who will use skill as first.
Also I don't see anything bad in decreasing of attack damage and stuns duration. I agree that it's needs a lot of time and work but in my opinion that change would help to keep higher level players playing linger than only for events or some weeks after each update.
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