wraith89 Posted April 27, 2009 Share Posted April 27, 2009 (edited) 1) Stealth Rocks: change damage output 4x effective: 25% <--- 2x effective: 18.75% <--- 1x effective: 12.5% 0.5x effective: 6.25% 0.25x effective: 3.125% I believe Stealth Rocks are working a little too well against those things with W4 to Rock. Sure, the numbers don't add up, but at least it doesn't render stuff like Articuno or Moltres useless. 2) Vine Whip: change PP to 35 This is a no brainer. It's a Grass type tackle with 100% accuracy... that's about it. Why did it have 10 PP to begin with? Was it because that move was so uber in the anime they were trying to deceive the game players? At any rate, it didn't work well as promised... especially when the player kept on running out PPs and had to head back to the Pokemon center or level their plant Pokemon up until it learned the better Razor Leaf or something. Now Vine Whip has 15 PP... but that's still not enough to relegate it as useful in the early game. I mean, compare it with your other 15 PP moves like Surf, Waterfall, Thunderbolt, Flamethrower, Shadow Ball... you get the idea. 3) Razor Wind: change power to 120, change typing to Flying, change effect to always cause flinching and have a high critical hit ratio This is Floatzel's ultimate move? I wonder what Gamefreak was thinking to make such a terrible move with such an awesome name. A normal 80 base power move that requires charging and only has a CHANCE of flinching... that's terrible! Sure, I used it with Butterfree back in my Blue version... but that's when I didn't know any better! There is absolutely NO incentive to use this move... sure my suggestion still doesn't make it useful, but moves that require charging should have an effect worth using. We have the 120 BP Solarbeam which requires no charging in the sun... we have Skull Bash that raises the user's defense in its charging turn at least... but what good is Razor Wind? It's one of those moves that hasn't changed its effect other than the flinching thing ever since Gen I. 4) Submission: change power to 120 with 100% accuracy 80 base power move with 80 accuracy with 25% recoil? No thanks... steer clear from this move right now. It also hasn't changed its effect from RBY... although it was seen a lot on GSC Mewtwos in fear of Dark types... and that was the best Fighting move then (Dynamicpunch missed too much). Let's make it a Fighting double-edge... at least that will do. Speaking of fighting moves... why is it that almost every single usable ones has a drawback in it? 5) Mega Punch: 100 Base Power with 100% accuracy The name makes it sound powerful... but right now it isn't. How about if it is a Fighting move like the name suggests? Then we'd have to do the same for Mega Kick too... I don't know. It sounds plausible at least. 6) Fire Fang, Ice Fang, Thunder Fang: change BP to 70 It's too weak right now... and that 95% accuracy bites. I don't know if 70 makes it useful, but 65 is not good. I mean, we already have those 65 base power moves of the same elements like Flame Wheel and Spark... and they're both 100% accurate. So why bother with the fangs now? 7) Poison Fang: change BP to 70 It looks like it goes in tandem with the elemental fangs I guess. Even its animation suggests it is part of it or something. 8) Aqua Tail: change accuracy to 100% Earth Power is 100% accurate... why not Aqua Tail? Although I will say I'm a little iffy on this... 9) Drain Punch: change PP to 10 It's a Fighting Giga Drain... I don't see why not 10) Energy Ball: change PP to 15 It's a Grass Shadow Ball... 11) Raise Blizzard's accuracy slightly... maybe up to 75 or 80? Thunder has 10 PP and has a better chance of paralyzing stuff. Blizzard, on the other hand, not only has 5 PP, but freezing only works 10% of the time, and freezing itself doesn't work to well in this game unless I was the one frozen (I'd post my video with Ludicolo who got frozen for 12 turns straight from a Milotic's Ice Beam, but I'd rather not)... I don't know if I can think of anything else... any suggestions? Edited May 19, 2009 by wraith89 Link to comment Share on other sites More sharing options...
Greencat Posted April 28, 2009 Share Posted April 28, 2009 6) Fire Fang, Ice Fang, Thunder Fang: change BP to 70It's too weak right now... and that 95% accuracy bites. I don't know if 79 makes it useful, but 65 is not good. I mean, we already have those 65 base power moves of the same elements like Flame Wheel and Spark... and they're both 100% accurate. So why bother with the fangs now? These have a higher Flinch Hit Rate BTW. Link to comment Share on other sites More sharing options...
wraith89 Posted April 28, 2009 Author Share Posted April 28, 2009 These have a higher Flinch Hit Rate BTW. Isn't it just 10% chance of flinching and 10% chance of their designated status element? Link to comment Share on other sites More sharing options...
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