I have some ideas that I want to share. I don't think all 3 should be implemented, but I do think something should be done.
Is it possible to mod dynamax/gigantamax effects so that only the first max move gets the bonus? Like Greed said, being able to set terrain or weather then activate that pokemon's 2x speed is a huge advantage
AND thats only on one turn...
oh right, maxing has two more turns which is way too snowbally
Let me also talk more about how choice items work with dynamax.
I think that there should be some kind of clause where you can't dynamax with choice item users.
My reasoning is this:
Before players could scout for choice moves or predict which one they were going to use. and with dynamax, players can now PUNISH the other player for making the better move.
Let's say Ferro uses protect on a choice banded crunch from a Charizard because they predicted a switch in to a psychic type or something. Under normal circumstances, you're rewarded and get a free turn because the other trainer will most likely swap out Charizard.
But now...
bam! dynamax! Charizard can use all 4 moves again.
Max Fire
Ferrothorn dead
Finally, look into locking dynamax behind a certain turn count? This one is self explanatory, say its locked behind turn 25. Players can now only dynamax after 25th turn.
This makes it act like a comeback mechanic or game winner like how I imagine it was supposed to be.
Is it possible to mod dynamax/gigantamax effects so that only the first max move gets the bonus? Like Greed said, being able to set terrain or weather then activate that pokemon's 2x speed is a huge advantage
AND thats only on one turn...
oh right, maxing has two more turns which is way too snowbally
Let me also talk more about how choice items work with dynamax.
I think that there should be some kind of clause where you can't dynamax with choice item users.
My reasoning is this:
Before players could scout for choice moves or predict which one they were going to use. and with dynamax, players can now PUNISH the other player for making the better move.
Let's say Ferro uses protect on a choice banded crunch from a Charizard because they predicted a switch in to a psychic type or something. Under normal circumstances, you're rewarded and get a free turn because the other trainer will most likely swap out Charizard.
But now...
bam! dynamax! Charizard can use all 4 moves again.
Max Fire
Ferrothorn dead
Finally, look into locking dynamax behind a certain turn count? This one is self explanatory, say its locked behind turn 25. Players can now only dynamax after 25th turn.
This makes it act like a comeback mechanic or game winner like how I imagine it was supposed to be.