Pokémon Universe > Ideas & Suggestions

The big pvp thread (suggestions here please)

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Kuhns:
All right you guys, take this-->

Copy-Catch [Item]:

Info: Effective until an item or skill is used, or the active Pokemon in which the item was used is taken out.

Effects: Covers the active Pokemon in a sticky spray, enabling the Pokemon to steal the next item or skill the opponent uses.

Impwadman:
How bout this one.....


Skill - Rapid Attack

Info: The active pokemon has an 80% chance of attacking first and a 50% chance of getting a critical hit.


Effective Until......

The enemy pokemon uses a speed lowering attack or....

The enemy pokemon uses a water, poison, or ground attack that will essentially lower the speed even though it doesn't say it did.

Gammal:

--- Quote from: Impwadman on February 08, 2010, 12:10:42 AM ---How bout this one.....


Skill - Rapid Attack

Info: The active pokemon has an 80% chance of attacking first and a 50% chance of getting a critical hit.


Effective Until......

The enemy pokemon uses a speed lowering attack or....

The enemy pokemon uses a water, poison, or ground attack that will essentially lower the speed even though it doesn't say it did.

--- End quote ---

That sounds a bit op right there m8... But hey, its going on the list, tweaking can be done later :D.

Thank you for contributing

Impwadman:

--- Quote ---That sounds a bit op right there m8... But hey, its going on the list, tweaking can be done later :D.

Thank you for contributing

--- End quote ---


Yes, you are definitely right. We will need to reduce the % of the crtitical hit part, but I don't think the speed part is to over-powering. It needs to be fairly high if it is going to be somewhat of a special skill.

Gammal:

--- Quote from: Impwadman on February 08, 2010, 04:02:21 AM ---Yes, you are definitely right. We will need to reduce the % of the critical hit part, but I don't think the speed part is to over-powering. It needs to be fairly high if it is going to be somewhat of a special skill.

--- End quote ---

The thing is, when I try and think of a skill or pvp item, I think of something that is useful instead of attacking, but it shouldnt be something thats "OMG ITS SO GOOD I USE NOW!"
Even the 50% extra crit chance is already a HUGE bonus, some moves will be 100% with this skill!
I want to create a scenario where players have a hard time choosing if to attack or if to use the skill, this way the match becomes allot more interesting, instead of having players use all their skills right of the bat. Get my point?

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