TheRK9 Posted March 12, 2022 Share Posted March 12, 2022 (edited) For those who haven't seen, @andracass has made a post in the Dev Blog regarding a bunch of quality of life changes, all of which seem phenomenal. However, I believe some of these features could use some additional tweaks to be even better. These are all suggestions, not complaints, so I hope I don't come across as demanding or rude. Some of my ideas may have already been implemented, but not mentioned, or made redundant due to some other change, but here goes: -Super/Max Repels So we know that Repels were made better. Ame actually mentioned this a few months back on the discord server as well, so it isn't too surprising. However, we only saw that Super Repels were buffed from 200 steps to a doubled 400 steps, but we don't know how long regular and Max Repels last. This isn't really an issue, but if all of the Repel effects were just doubled, this might be a missed oppurtunity to fix a different problem with repels; Super Repels are just better than Max Repels. In vanilla, a Super Repel lasts 200 steps, and costs 700, meaning a repelled step costs 3.5. A Max Repel lasts 250 steps, and costs 900, for an average of 3.6. Max Repels are less cost efficient than Super Repels, which doesn't seem right to me, especially since regular Repels are more expensive than Super Repels at 4 per step. While this difference is marginal, it's still wierd that the only payoff for unlocking better Repels is having to click "yes" on the "Use another Repel?" prompt 25% less often. I think this issue could easily be solved by making Repels, Super Repels, and Max Repels last for 200, 400 and 600 steps respectively, which would bring the cost:step ratio to a smooth 2, 1.75 and 1.5 per step.-Cancelling Repels One issue that is created by having extremely potent Repels is that they might be active for too long. For instance, say you would want to catch a Skarmory. The best place to find those are in the Teknite Ridge. You use Max Repels to make it through the long trek through the Desert and Cave. However, once you finally reach the Ridge, you will still have an average of 300 steps remaining on your Max Repel, and the only way to get rid of it is to run around like a madman until it wears off. This has probably happened to everyone, and it is annoying enough when the repels last for half as long. My solution would be this: If you have a Repel active, and you try to select another one from your bag, you recieve a prompt asking if you want to cancel your current Repel. -Eviolite working like an Everstone This is a great change, but there is an issue with it that applies to other games, but not Reborn (I'm bringing this up becuase Cass said this feature should be canon). So this isn't a suggestion as much as a heads-up. But the issue is that in games with lower level curves and/or where Eviolites are available earlier, a lot of people would use the Eviolite while waiting for their Pokémon to evolve. If I put an Eviolite on my level 27 Torracat, that doesn't mean I don't want it to evolve, it just means it's not able to evolve yet anyways. If I level my Torracat up level 34, but forget to dequip the Eviolite, then I would have to grind another level to evolve it. Again, this isn't an issue in Reborn becuse we get the Eviolite at like, level 80+. -sand dunes don't slow you down quite so hard This also isn't an issue, I just wanted to mention that I didn't realise that this was a feature until now, I just thought the size of the desert caused some wierd lag spikes lol-Glitter Balls OP I kind of like the Glitter Balls, but I also kind of think it makes shinies lose a lot of their value. I am guessing they were implemented to get shiny legendaries, but even then, it's probably just easier to do a ~1/31 soft reset than to buy enough Glitter Balls to actually catch legendaries with. I think the Glitter Balls should work like Beast Balls; they have a phenomenal catch rate on shiny pokémon, but they are terrible on everything else. This would make it more of a challenge to catch strong shiny Pokémon, but it's still dooable due to Glitter Balls being relatively cheap.-Indicator for moves with neutral changes There is an indicator now for moves that are boosted/nerfed by the current field effect, assuming you have the corresponding field notes. Spoiler This is a really neat feature. However, for the sake of consistency, it would be nice if there was an indicator for moves that are changed in a way that doesn't necessarily make them better or worse, just different (e.g. High Striker moves, Fire type moves on Fairy Tale, Hydro Vortex on Electric Terrain etc.). Just adding a yellow border to those would be fine. I'm also wondering how exactly this is implemented. Does it only affect damage multipliers? Does it affect Status moves that gain additional effects/enchanced boosts? Does it apply to other buffs/nerfs, such as ground type moves in caves, or moves that would change the field? There is a lot that can be considered here, so I'm hoping it doesn't just affect the damge output of moves.-Type-changing moves indicator Similarly, it would be nice if moves that change type on the present field had it's icon changed. So Rock Slide on Icy Field would appear to be an Ice type move. Additionally, moves that become dual typed could be half/half coloured, so Surf on Electric Terrain would be Yellow/Blue and displayed as being both types. This could apply to Nature Power as well.-Field Effect RNG Short-circuit's electric-type attacks now cycle in power rather than being boosted/nerfed randomly, which is nice. Relating to the previous point though, how does this work with the move indicator? Does the indicator change conditionally or just consider it a buff overall? I was also a bit concerned to how the power cycles. I think it would neat if instead of the power scaling, as in getting gradually stronger/weaker before looping, the loop followed less of a pattern, as in first doing 1.5x, then 0.5x, then 2x, then 1x, then 3x, for example. This would preserve the erratic nature of the field, as well as preventing pokémon from hitting multiple extremely powerful/weak moves in a row. This also potentially prevents leads such as Shade's Gengar and Sigmund's Drampa from being too over/underpowered. It would also be nice if this change was made for Big Top Arena as well. I can see why it wasn't, but RNG kind of sucks, so even if it changes erratically, it is still somewhat predictable and possible to play around and would reduce soft resetting until Samson stops whamming me. This would require a change to the Guts/Sheer Force boost, and just giving a flat 1.5x boost across the board is fine.-De-necessitating area-based evolutions We can now evolve Eevee with Leaf Stones and Ice Stones, which is great. Can we do the same thing with Crabrawler, Nosepass, Charjabug and Magneton. If getting Magnezone before Ciel seems too strong that's fine, but at least do the other ones. And like, Ciel has approximately 6 pokémon that can hit Magnezone super effectively anyways, so it's probably fine. Keeping the Apophyll/Alola mechanic in is fine since Apophyll is available earlier and you can still get their kantonian variants, and it makes sense lore-wise. Edit: Ok so I just thought of something super fancy. With in-battle evolutions being a thing, what if e.g. Eevee evolved by leveling up in a battle on Grassy Terrain? Regardless of where in the overworld the battle takes place. This could also apply to the others with Electric Terrain and Icy Field. Keep the stone evo's for convenience but this would be awesome.-Changing Camouflage This one doesn't have anything to do with the Dev Blog post, and also might be invalidated by E19 field changes, but anyways. Camouflage changes the user into set type depending on the current field effect, which is good and makes the move more interesting. However, it's not perfect on some fields. First, it makes the user Normal type on Big Top and Holy. It's not that it doesn't make sense, but it's boring as shit, since that is the same type as Camouflage becomes without a field. So making the user Fighting and Fairy or Psychic (or maybe playing around with dual types, this could apply to the other fields as well, such as Water/Poison on Murkwater) on Big Top and Holy respectively would be more interesting from a gameplay-perspective. Second, it makes the user Dragon type on Rainbow. There isn't an obvious type for Rainbow to become, so Dragon isn't bad, but I think making the user a random type would be more fitting, since that is like half of what Rainbow Field does, and further playing around with this mechanic would be cool. Third, it makes the user Steel type on Mirror Arena. While that makes more sense than every other type (besides maybe ice), it still doesn't really make sense. If Camouflage is used on Mirror Arena, I think it should copy the effect of Reflect Type (and gen 1 Conversion). It plays of the whole mirror thingy a lot more, and makes camouflage a bit more unique. I would also like if Reflect Type raised Evasion upon use, like Reflect, Light Screen and Aurora Veil. So those are my suggestions! Again, all of the new QoL features are amazing, I just saw some potential for additional improvements. Thanks to anyone who read through all of this, and if any devs see this, I would really appreciate if you took it into consideration, and thank you all so much for all the work you put into this game!also cass you properly capitalised like 8 words in the last dev blog update what happened are you ok that's like a new record wow Edit: Also this is on the wrong forum but I didn't know where to put it Edited March 12, 2022 by TheRK9 Quote Link to comment Share on other sites More sharing options...
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