Pokemon Universe MMORPG
Pokémon Universe => Ideas & Suggestions => Topic started by: chaosdestroyer on February 05, 2010, 10:11:49 PM
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i think you should be able to link moves together like on pokemon mystery dungeon.
you can do this by going to a certain person or buying a certain item.
once the moves are linked they are used at the same time (but still takes up 2 spaces and you can only link 2 moves).
you can also unlink link moves by going again to a certain person or buying a certain item.
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i think this is a great idea maybe like a place you can go.
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This will become too overpowered. I mean imagine if somebody managed to link surf and hydro pump? I think that instead you should be able to add special effects to your attacks. e.g. after completeling a quest, using the attack water gun now also lowers enemies defence.
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thanks never thought of that ;D
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What will happen if you link all four moves? Say that combo:
1. Confuse Ray
2. Attract
3. Toxic
4. Mean Look
In one turn, the opponent has all sorts of status problems and cannot switch... I don't think that's a good idea. It however fits in mystery dungeon, because the PP count is different, and there are a lot more pokemon you need to defeat in the dungeons.
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Well you can link moves but than make it stronger than one attack but not as strong as 2 attacks. I would only suggest this in tag team battles if it were to ever be implemented.
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[...]I think that instead you should be able to add special effects to your attacks. e.g. after completeling a quest, using the attack water gun now also lowers enemies defence.
this is one thing i wanted to suggest!
Make attacks more fun with 'finishing moves' !
like:
everytime you use hydropump, you gain 10 agility. This stacks up to 5 times. After 5 stacks, you gain 'masterhydro' which increases the dmge of your next hydropump by 50%.
with such effects on normal attacks, you would make fights a lot of more funny and strategic!
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this is one thing i wanted to suggest!
Make attacks more fun with 'finishing moves' !
like:
everytime you use hydropump, you gain 10 agility. This stacks up to 5 times. After 5 stacks, you gain 'masterhydro' which increases the dmge of your next hydropump by 50%.
with such effects on normal attacks, you would make fights a lot of more funny and strategic!
If something like this would be implemented we also need something to counter attack such combo's.
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for sure.
the main question is:
are your able to integrate such combos/effects? if you are, it would be nice to create a 'game balance' team, just to make sure that there is something to counter/avoid such effects. This would be work to do, but it would make the game 'up-to-date' . Here are a lot of people having great balcing ideas. go for it :-)
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Well you could add a dispelling finishing move.
Blastoise used Hydro Pump.
Blastoise's Hydro Pump is powering up.
Furret used Slash.
Blastoise used Hydro Pump.
Blastoise's Hydro Pump is powering up.
Furret used Headbutt.
C-c-combo breaker! Blastoise's Hydro Pump effects vanish!
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i thought about:
barrier not increasing defense by 2 points but, f.e:
barrier:
Increases your Pokemons Defense by 2 stages. This effect stacks up to 5 times. In Addition, your pokemons health is increased by 4 stages/stack.
last effect has to be gained with a quest :-)
alternative:
barrier:
Increases your Pokemons Defense by 2 stages. This effect stacks up to 5 times. In Addition, the damage of the next damaging attack against your pokemon is lowered by 20%/stack.
or direct counter:
barrier changed:
the next damaging attack against you is lowered by 50%. In Addition your Pokemons health is increased by 20 stages for the next 4 rounds.
Alternative: An special item that used, decreases the damage of the next attack by 50%.
A lot of possibilites to manage a counter, dont know WHAT is possible so dont blame me:-)
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Now, that 'counter' of yours will make a pokemon sort of 'invincible'.
You're firstly increasing defence with a move, reducing the damage even more with that same move and above all, you're healing yourself!? I really don't like this idea... :(
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well,
healing not^^ and damage reduce is only for ONE attack after using barrier, not for the whole fight! so that you should use it wisely when thinking of an 'hard-hydropump' hitting you.
i wanted to show that there are possibilites to counter offensive effects like an 50% harder hydro pump.
In addition, those effects/items has to be rewards of hard quests :-)
i just want to make fights more attractive. Not only
attack one
attack two
attack three
but you should think about what you use the next. Make, even not impressive attacks, more attractive.
Another possibility is to make attacks, you wont use normally, because too weak/useless, more valaible by adding an dispelling effect. For example give tackle, after a quest, the ability to dispel one effect off the pokemon. BUt this should be an attack you wont use normally!
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In fact, now that I'm thinking about it, there is an item named 'metronome' in the games, that boost the power of moves if they are used in succession...
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in fact, when you look at tv series/movies, abilities like barrier never 'increase the defense by 2 stages', but they decrease the damage dealt of the attack hitting them, and, if they are strong enough, they even absorb all of the damage.
by that fact, i would change, if possible, barrier for:
decreases the damage your pokemon take by [defense * 2] or such a thing.
when your defense is high, you will absorb a lot of damage, if low, not that much.
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I always wondered why there isn't a potent regen-type move that is turn limited. Something like aquaring is too weak to be useful, but something that restores 20% each turn for 3 turns would be nice.
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You could build up using aquaring, ingrain, leech seed, leftovers, rain dish ability active ;). That is quite high and lasts for quite some time.
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Most of those are weak regen and very pokemon specific. There is no regen move that is strong and lasts only a few turns.
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Yes, I know, I was only pointing out that the regen moves that lasted for some time are really small, so as not to 'eternise' a battle. Recover, slack off, softboiled, roost, synthesis, wish, rest, etc are quite powerful healing moves already.
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If you wanted to go through all of the technicalities and balance issues for linked moves and move-buffs, it would be horrendous and take an exponential amount of time. The most simple way of seeing what you guys are talking about is to implement some type of talent tree similar to wow's and ability points, like when your pokemon hits a 10th increment of a level, it gains an ability point to be placed in a talent, and you could have the talent trees be only for the pokemon's stab moves, and even though this could be balanced properly, it would take a massive amount of time and most likely would have balance issues and not be implemented, so we should just stick to held items :)