Late, but this is actually already a Solomod.Nohaxmons
Premise:All RNG factors are removed.
Late, but this is actually already a Solomod.Nohaxmons
Premise:All RNG factors are removed.
No? I just said priority status moves completely ignore the mechanic, so they always go first unless the two Pokemon are in the same priority bracket. Also, Prankster Tailwind would only affect the NEXT turn. I really don’t see how this is difficult to understand.I'm not sure if I'm understanding this correctly. You mean that you would make it so a move with +priority can only be used if you have the first action? Doesn't that actually just nerf the move instead? I also don't understand how using Prankster Tailwind would function logistically, you cannot select the move until it's your action, so how are you gonna modify the turn order retroactively?
Okay, I'm still confused so let me present an example: Kyurem vs. Gliscor, kyurem goes first and clicks ice beam on gliscor, which dies right away. Gliscor did have Protect, but you cannot select a move until it's your action, so how do you "ignore the mechanic"? Do you revert the actions that happened in the turn? Does Gliscor get to pick whether he wants to Protect or not before Kyurem's action? How does this logistically function?No? I just said priority status moves completely ignore the mechanic, so they always go first unless the two Pokemon are in the same priority bracket. Also, Prankster Tailwind would only affect the NEXT turn. I really don’t see how this is difficult to understand.
Priority works because normally two people take their actions at the same time and the turn resolves after those actions, hence the game can process these at the same time and change action order dynamically - IE prankster tailwind in VGC, or ESpeed Dragonite as an example.No? I just said priority status moves completely ignore the mechanic, so they always go first unless the two Pokemon are in the same priority bracket. Also, Prankster Tailwind would only affect the NEXT turn. I really don’t see how this is difficult to understand.
You redefine the metagame to force trapping on the slower Pokemon every turn. Both Pokemon choose an action at the same time, instead of one by one. If a Pokemon is unable to make an action for whatever reason (KOed, Taunt, Disable, etc), they will get to perform an action immediately as soon as they have a Pokemon on the field. All priority moves lose their priority besides positive priority status moves or Pokemon with Prankster. Priority status moves that immediately deal damage (Prankster Toxic, Will-o-Wisp, etc) do not force the opposing Pokemon to stay in if the opposing Pokemon is faster.Okay, I'm still confused so let me present an example: Kyurem vs. Gliscor, kyurem goes first and clicks ice beam on gliscor, which dies right away. Gliscor did have Protect, but you cannot select a move until it's your action, so how do you "ignore the mechanic"? Do you revert the actions that happened in the turn? Does Gliscor get to pick whether he wants to Protect or not before Kyurem's action? How does this logistically function?
It doesn’t matter much besides making sure the Prankster Pokemon can actually get up Tailwind instead of being OHKOed. Making Tailwind function like this is just for consistency with my above idea.Also, if Tailwind only affects the next turn, what's the point of it being Prankster/priority? It would still affect the next turn regardless of when you use it. What I don't understand is how do you ignore the mechanic? Play by play, exactly what happens?
Okay, but this is a completely different metagame to the one I'm presenting. Firstly, in My Turn! the slower Pokemon can still switch out, it just does so after it has taken the damage. Secondly, choosing actions one by one allows you to know exactly what the opponent did removing the prediction element from the game.You redefine the metagame to force trapping on the slower Pokemon every turn. Both Pokemon choose an action at the same time, instead of one by one.
Yes, but I still view your metagame as just multiple 1v1s with a lack of defensive counterplay. Setup moves can be predicted, yes, but if the opponent sets up on you on a Pokemon that cannot effectively stop the setup sweeper, they will always get 1 KO, and then you will revenge KO that Pokemon because you cannot risk losing another Pokemon.Okay, but this is a completely different metagame to the one I'm presenting. Firstly, in My Turn! the slower Pokemon can still switch out, it just does so after it has taken the damage. Secondly, choosing actions one by one allows you to know exactly what the opponent did removing the prediction element from the game.
I'd invite you to watch the replays I sent and to theorycraft for yourself. While the meta is indeed more trade heavy than usual with actual kill confirmations, that doesn't make it multiple 1v1s, and there's certainly defensive counterplay. I'm gonna be trying stall out later but in my mind it can be really strong given that slow pokemon are buffed in battle (no more predicting what your opponent is going to do if they're faster).Yes, but I still view your metagame as just multiple 1v1s with a lack of defensive counterplay. Setup moves can be predicted, yes, but if the opponent sets up on you on a Pokemon that cannot effectively stop the setup sweeper, they will always get 1 KO, and then you will revenge KO that Pokemon because you cannot risk losing another Pokemon.
the action system recalculates actions order after every two actions / one turn, making speed arguably one of the most important stats.Furthermore, in your metagame, speed is almost useless except for the first turn or after turns where both of the Pokemon don’t move or both get KOed, as the action system takes precedent.
ts sounds fire, wonder if there’s some way to go about pre selecting priority in between turn cycles thoAre 50/50s the bane of your existence? You think prediction takes away from skill expression? If only there was a way to know your opponent's move before you made your own: In My Turn! the faster Pokemon gets to resolve the entire effect of its move before the opposing Pokemon gets to decide what to do. This turns Pokemon from a predictive metagame into a reactive metagame, where proper planning and sequencing is awarded above all else.![]()
My Turn!
Rules:
Mechanic: True Turn-Based Combat. At the start of the battle, the faster Pokemon goes first, then the opposing Pokemon acts. Turn order gets re-calculated every traditional turn (aka 2 individual turns, which is where terrain/weather/etc. calculation also happens), meaning a player can also act twice in a row, but both players will cumulatively act for the same amount of overall turns.
Clauses: Species Clause, Nickname Clause, OHKO Clause, Evasion Moves Clause, Sleep Moves Clause, Endless Battle Clause
Bans: Annihilape, Arceus-*, Basculegion-Base, Baxcalibur, Calyrex-Ice, Calyrex-Shadow, Chien-Pao, Chi-Yu, Darkrai, Deoxys-Attack, Deoxys-Base, Dialga, Dialga-Origin, Eternatus, Espathra, Iron Bundle, Flutter Mane, Giratina, Giratina-Origin, Gouging Fire, Groudon, Ho-Oh, Landorus, Lugia, Lunala, Koraidon, Kyogre, Kyurem-Black, Kyurem-White, Magearna, Mewtwo, Miraidon, Necrozma-Dawn-Wings, Necrozma-Dusk-Mane, Ogerpon-Hearthflame, Palafin, Palkia, Palkia-Origin, Rayquaza, Regieleki, Reshiram, Sneasler, Spectrier, Terapagos, Ursaluna-Bloodmoon, Urshifu, Urshifu-Rapid-Strike, Volcarona, Zacian, Zacian-Crowned, Zamazenta, Zamazenta-Crowned, Moody, Shadow Tag
Quirks:
- Priority does not function. I don't think there's any good workaround that would make this not into a Pet Mod, but suggestions are open. Moves like Protect and Endure can still be used but are generally less useful now.
- Speed is important and switching can be dangerous: pivoting moves don't allow you to come in for free, meaning when you switch a Pokemon in, due to turn recalculation, if they switch in a faster Pokemon that OHKOs you they can faint your Pokemon right then and there.
- This is one of the few OMs where the Terastal phenomenon is actually weaker, as it removes the surprise aspect that so often wins games, thus Tera is unbanned.
Council:
none yet! @ me about it if you like the idea
Are the first three custom games not enough evidence that sweepers can still set up and sweep on you, while you have no offensive counterplay whatsoever? Unless you have Encore, I don't think it will be that simple to stop sweepers, especially with Terastalization boosting offense.My Turn! Replay Showcase
So, what does this tell us?
What I noticed is that it's not that easy for someone to get a cheeky guaranteed kill right away, you have to stumble across a position that allows for it, due to the opponent not playing correctly. This may be due to the team compositions since the amount of mons that OHKOd each other was sort of scarce, so I will have to test with more offensive teams, and also with more defensive teams, I encourage you all to try this method if you're interested.
One important consideration is that progress, momentum and positioning are more important than ever, so the onus is on every Pokemon to be worthwhile and do something useful., simply sitting down and walling the opponent is not worthwhile enough, which is why Garganacl ended up being simply dead weight, the moveset of Earthquake, Salt Cure, Curse, Recover was not enough to get immediate pressure.
I might test some games with the mechanics of "slow action switch makes the pokemon go last the turn after" to test how it plays out, but I'm liking the way this metagame is played as of rn. I'm potentially concerned that the meta could become streamlined given that there's a real chance moves can be "forced" and the only skill expression being "don't do something stupid, silly", but there's a plethora of options and lines are a bit too long to calculate, so I don't think this is gonna happen.
Firstly I'd like to thank you for the discussion I'm glad people are up and talking about the metagame. I've had a lovely discussion in the smogon discord with a few people and there was also some tinkering about a potential way to implement priority moves in the game, I don't think its the best time to discuss that but I'm glad there's at least a possibility to make that happen.Are the first three custom games not enough evidence that sweepers can still set up and sweep on you, while you have no offensive counterplay whatsoever? Unless you have Encore, I don't think it will be that simple to stop sweepers, especially with Terastalization boosting offense.
Turn 18 of https://replay.pokemonshowdown.com/gen9customgame-2229904331 why does the Tinkaton get to move twice in a row against the Glimmora after the Glimmora Splashed?
Does manual switching count as an action or not?
Turn 28 of https://replay.pokemonshowdown.com/gen9customgame-2229904331 (manual switch doesn't force user to Splash on slower target)
Samurott-Hisui Splashes because it is slower than Tinkaton, and Hydrapple switches in on turn 26.
Iron Valiant switches in, and Hydrapple Splashes because it is slower than Samurott-Hisui on turn 27.
Iron Valiant uses Moonblast, and Hydrapple Splashes on turn 28?
Turn 2 of https://replay.pokemonshowdown.com/gen9customgame-2229800395 (U-Turn forces user to Splash on slower target)
Landorus-Therian uses U-Turn and sends in Ogerpon-Wellspring, and Great Tusk Splashes because it is slower than Landorus-Therian on turn 1.
Ogerpon-Wellspring uses Splash, and Great Tusk switches out to Dragapult on turn 2?
Ogerpon-Wellspring uses Splash again? and Dragapult uses Will-o-Wisp.
Simpler thought:
Pokemon A and C are faster than Pokemon B.
C splashes, B switches in
A switches in, B splashes
A moves, B splashes
C pivots to A, B splashes
A splashes, B moves
Why does Ogerpon-Wellspring have to Splash after a U-Turn when Iron Valiant can use Moonblast after a manual switch?
Turn 1 (turn 17)Turn 18 of https://replay.pokemonshowdown.com/gen9customgame-2229904331 why does the Tinkaton get to move twice in a row against the Glimmora after the Glimmora Splashed?
Let's start the action fromDoes manual switching count as an action or not?
Turn 28 of https://replay.pokemonshowdown.com/gen9customgame-2229904331 (manual switch doesn't force user to Splash on slower target)
Samurott-Hisui Splashes because it is slower than Tinkaton, and Hydrapple switches in on turn 26.
Iron Valiant switches in, and Hydrapple Splashes because it is slower than Samurott-Hisui on turn 27.
Iron Valiant uses Moonblast, and Hydrapple Splashes on turn 28?
same deal hereTurn 2 of https://replay.pokemonshowdown.com/gen9customgame-2229800395 (U-Turn forces user to Splash on slower target)
Landorus-Therian uses U-Turn and sends in Ogerpon-Wellspring, and Great Tusk Splashes because it is slower than Landorus-Therian on turn 1.
Ogerpon-Wellspring uses Splash, and Great Tusk switches out to Dragapult on turn 2?
Ogerpon-Wellspring uses Splash again? and Dragapult uses Will-o-Wisp.
A lack of priority is definitely the biggest issue with this metagame.Are 50/50s the bane of your existence? You think prediction takes away from skill expression? If only there was a way to know your opponent's move before you made your own: In My Turn! the faster Pokemon gets to resolve the entire effect of its move before the opposing Pokemon gets to decide what to do. This turns Pokemon from a predictive metagame into a reactive metagame, where proper planning and sequencing is awarded above all else.![]()
My Turn!
Rules:
Mechanic: True Turn-Based Combat. At the start of the battle, the faster Pokemon goes first, then the opposing Pokemon acts. Turn order gets re-calculated every traditional turn (aka 2 individual turns, which is where terrain/weather/etc. calculation also happens), meaning a player can also act twice in a row, but both players will cumulatively act for the same amount of overall turns.
Clauses: Species Clause, Nickname Clause, OHKO Clause, Evasion Moves Clause, Sleep Moves Clause, Endless Battle Clause
Bans: Annihilape, Arceus-*, Basculegion-Base, Baxcalibur, Calyrex-Ice, Calyrex-Shadow, Chien-Pao, Chi-Yu, Darkrai, Deoxys-Attack, Deoxys-Base, Dialga, Dialga-Origin, Eternatus, Espathra, Iron Bundle, Flutter Mane, Giratina, Giratina-Origin, Gouging Fire, Groudon, Ho-Oh, Landorus, Lugia, Lunala, Koraidon, Kyogre, Kyurem-Black, Kyurem-White, Magearna, Mewtwo, Miraidon, Necrozma-Dawn-Wings, Necrozma-Dusk-Mane, Ogerpon-Hearthflame, Palafin, Palkia, Palkia-Origin, Rayquaza, Regieleki, Reshiram, Sneasler, Spectrier, Terapagos, Ursaluna-Bloodmoon, Urshifu, Urshifu-Rapid-Strike, Volcarona, Zacian, Zacian-Crowned, Zamazenta, Zamazenta-Crowned, Moody, Shadow Tag
Quirks:
- Priority does not function. I don't think there's any good workaround that would make this not into a Pet Mod, but suggestions are open. Moves like Protect and Endure can still be used but are generally less useful now.
- Speed is important and switching can be dangerous: pivoting moves don't allow you to come in for free, meaning when you switch a Pokemon in, due to turn recalculation, if they switch in a faster Pokemon that OHKOs you they can faint your Pokemon right then and there.
- This is one of the few OMs where the Terastal phenomenon is actually weaker, as it removes the surprise aspect that so often wins games, thus Tera is unbanned.
Council:
none yet! @ me about it if you like the idea
I've added an example section into the OP, should make it a bit more clear what happens when and how in regards to action order and turns.Taken from this game, we lead with Landorus-Therian vs Great Tusk
![]()
Turn 1 Begins
Faster Action: Landorus-Therian is faster, so it U-Turns out into Ogerpon-Wellspring
Slower Action: Great Tusk is now faced off against Ogerpon-Wellspring, so the opponent decides to switch it out for Dragapult
![]()
Turn 2 Begins
Faster Action: Dragapult is faster, so it clicks Will-O-Wisp
Slower Action: Ogerpon-Wellspring is burned and knows it, so the player decides to click Knock Off in return.
![]()
Turn 3 Begins
Faster Action: Dragapult is faster, and decides to click U-Turn into Zapdos
Slower Action: Ogerpon-Wellspring is faced against a Zapdos, so the player clicks U-Turn into Slowking-Galar
![]()
The game goes on with this repeating pattern, with the faster pokemon acting first and the opposing pokemon acting second, then turn order being recalculated
This is one of my biggest gripes, so here's an idea of how positive priority moves can get implemented:A lack of priority is definitely the biggest issue with this metagame.
The opposing Dragapult is about to use the move Flamethrower, what would you like to do?
[Ice Shard] [Sucker Punch] [Pass]
> [Pass]
Dragapult used Flamethrower!
It is now Chien-Pao's action!
> [Ice Shard]
Chien-Pao used Ice Shard!
Dragapult used Flamethrower!
As brought up by someone else in this thread, while regular phazing moves always make the turn end, we can make it so that using fast dragon tail and fast whirlwind does not end the turn, and the pokemon that is sent in still gets to act.OR even worse, what about moves such as Dragon Tail and Whirlwind? Any fast Pokemon can spam these moves because there is no more priority.
A lot of these scenarios you guys present are situations that would be impossibly problematic even in regular play. I understand the point about priority, but if you find yourself in this scenario in the first place, it means you have misplayed somewhere along the way, and the better player would not be making these mistakes.Say X Pokemon with 130+ speed has +2 or +4 Attack verse a weakened team
I'm ignoring the mention of tera because that idea is up in the air still, but finding yourself with a barraskewda in rain against a skeledirge is literally just tough shit and part of the cores and objectives of the metagame: If you see that rain is up and Barraskewda is on the enemy team, you would not go your skeledirge unless you are 1. forced to, 2. in a position where you can get value out of skeledirge and then revenge kill the barraskewda right after 3. you have some sort of other line that allows you to sack skeledirge for better positioning. It's sort of like chess, "this square is attacked by a bishop so I can't put my rook there", well then? indeed don't put your rook there.Your Skeledirge is out against Barraskewda in rain and you used your Tera already? Well tough shit.
Encore is only buffed if you somehow manage to position your Encorer to be slower than the setup sweeper, which seems ridiculously difficult given my interpretation below.Firstly, a setup sweeper winning the game is hardly fault of the tier, lets go by order:
1. A CM Booster Iron Crown vs LandoT (which should've been scarf, I changed it to lefties cause I hadn't yet figured out how to make that work), Raging Bolt and Kingambit with no priority (which again, could be implemented one day) and a paralyzed boots Slowking Galar is impossible to stop whichever metagame you're playing.
2. In a regular game the same exact thing would happen, roaring moon clicks dd on samuh sacred, and due to samuh having no priority it clicks 4 moves in a row and wins the game. The problem is the fact that I let the iron valiant and dragonite die, which would've helped to stop it, but also that the team was unprepared to deal with adamant roaring moon after a dd, and had plenty of mons that would allow it to dd for free.
3. The zamazenta didnt even need to click iron defense it could've just spammed body press, id was just safer.
Encore too is indeed buffed by the fact that you know what the opponent did click, so you can safely use it to stop a setup move with any mon that learns it. Also I didn't use Tera because offensive tera could've resulted too broken given the fact that defensive tera cannot be used, so that mechanic would probably get banned. I think you will find that setup moves in this metagame are no better than in regular Pokemon, and you could argue that they are broken in regular formats as well, if anything I give you a better chance at dealing with it because you are not gonna play the 50/50 on whether they will set up or not, and you will not be caught off guard by a set up move when you expected the pokemon to be choice item or some other set.
So this means if I switch in a slower Pokemon to replace a fast Pokemon that could outspeed my opponent's Pokemon waiting to move, the slower Pokemon is nearly guaranteed to be KOed because the opponent can perform two actions? I really do not see how this buffs balance/stall at all.Turn 1 (turn 17)
Iron Valiant vs Tinkaton, valiant is faster so it gets to act, and it decides to switch into Glimmora
now that the Valiant has acted, it's tinkaton's action, and it sets up stealth rock
Turn 2
Glimmora vs Tinkaton, tinkaton is faster so it gets to act, and it decides to click gigaton hammer
glimmora dies.
Don't think you would be allowed to add buttons or commands in the middle of a battle if that's what you are suggesting, and either way, it just makes this too complex.I've added an example section into the OP, should make it a bit more clear what happens when and how in regards to action order and turns.
This is one of my biggest gripes, so here's an idea of how positive priority moves can get implemented:
Having first action in a turn means that priority or not, move gets used as if it was a normal move, with no benefits, just like in regular gameplay, what matters is going second.
If you are going second, once your opponent has selected his move, you will be given a prompt, asking you "do you want to use a priority move?", in this fashion:
If you select "Pass", the turn happens like normal, while if you select a priority move, your priority move goes first, then their move automatically goes after it, example:
This implementation also allows multiple levels of priority to function correctly, if the faster Pokemon clicks Ice Shard, then the slower pokemon will not be prompted with the option to use priority unless they have higher priority moves like Extreme Speed and Protect.
While this effectively broadcasts to the opponent that you do have a priority move even if you select to Pass the turn, I feel like this is a fair trade off given the example the priority mover obtains by knowing exactly what move you will be clicking in advance. The other concern is the fact that there will be an extra textbox selection every time the priority mover is on the field and having the second action, but that only takes a little getting used to and is far outweighed by the positive of actually having priority moves in the game.
This type of implementation also follows the core principles of the metagame which is sequencing and determinism, since there is no guesswork to be done on whether you will use a priority move or not, and what move the opponent is going to select.
As brought up by someone else in this thread, while regular phazing moves always make the turn end, we can make it so that using fast dragon tail and fast whirlwind does not end the turn, and the pokemon that is sent in still gets to act.
Negative priority moves are also easier to implement, what you can do is make it so the user of the move broadcasts "I am about to use Roar!", the opponent is then given time to either OHKO the Pokemon, Taunt it, or switch to something undesirable, and then the Roar is successful at the end of the turn.
A lot of these scenarios you guys present are situations that would be impossibly problematic even in regular play. I understand the point about priority, but if you find yourself in this scenario in the first place, it means you have misplayed somewhere along the way, and the better player would not be making these mistakes.
I'm ignoring the mention of tera because that idea is up in the air still, but finding yourself with a barraskewda in rain against a skeledirge is literally just tough shit and part of the cores and objectives of the metagame: If you see that rain is up and Barraskewda is on the enemy team, you would not go your skeledirge unless you are 1. forced to, 2. in a position where you can get value out of skeledirge and then revenge kill the barraskewda right after 3. you have some sort of other line that allows you to sack skeledirge for better positioning. It's sort of like chess, "this square is attacked by a bishop so I can't put my rook there", well then? indeed don't put your rook there.
hi kaen, thank you for your reply I think this is important discussion to have right now. The implementation of My Turn! on showdown would not be too different from what already exists, let me explain:Don't think you would be allowed to add buttons or commands in the middle of a battle if that's what you are suggesting
This is the second point, and this, also, is no different than how Pokemon already does work.speed tiers have to be recalculated at some points
Routing back to this, priority moves are the only thing that can be less intuitive about the implementation, but they are still easy enough that it should not be a headache to add:Don't think you would be allowed to add buttons or commands in the middle of a battle if that's what you are suggesting, and either way, it just makes this too complex.
What will Dragapult do? >Flamethrower
What will Chien-Pao do? >Ice Shard
Chien-Pao used Ice Shard!
Dragapult used Flamethrower!
What will Dragapult do? >Flamethrower
What will Chien-Pao do? >Pass
Dragapult used Flamethrower!
What will Chien-Pao do? >Ice Spinner
Chien-Pao used Ice Spinner
I can't tell if it's just my bias or not but I have a really hard time figuring how this could be the case. If you've ever played even a singular battle in any Pokemon format ever you will know that both mons move at the same time, that you have to predict what your opponent will do, that when you're up with Kyurem vs Landorus-Therian your opponent always has the option to switch out. Even at the very complete beginning of the game, when your opponent sends out their Pokemon, and you get to decide how to counterlead, that's drastically different from every metagame you could find on the site.I imagine a regular person could have a hard time trying to tell what is supposed to be different when playing this
I think it's worth contacting someone in the coding department about this, so we can possibly bring this idea into a direction where we know it's feasible.I guess it wasnt obvious enough, but when I said you wouldn't be able to add buttons or commands, I was referring to this Pass option.
Also from what I'm getting now is that you are supposed to click your move after the first player does? That doesn't sound like something that would work in showdown too well without messing with how the engine works, but I imagine it can be discussed to the coders if this goes anywhere.
It doesn't have to appeal to everyone, and I understand some people can prefer the prediction element, but I personally find it interesting and I've heard that it is so from multiple people I've presented the idea to, so its existence is at the very least justified.It still doesn't sound too interesting, that's just mons without the prediction element, at least I prefer formats that add new things, this mostly just remove mechanics.
1) Not true, thats the point, not true.You eliminate priority, eliminate prediction, and restrict free switching.
If you replace your fast Pokemon with a slower Pokemon that doesn't outspeed your opponents' Pokemon, your slower Pokemon is nearly guaranteed to be KOed. Changing this requires making the initial OM statement much more complicated and seems extremely difficult to balance.
If there a surprise Choice Scarf Pokemon that your opponent switches in, you are absolutely helpless. Even if you predict it is Choice Scarf, so what? You cannot do anything and are forced to give up a potentially valuable Pokemon.
This OM idea rewards the skilled player more at the cost of lowering the skill ceiling with the lack of prediction and priority. There is almost no way to receive any immediate punishment for any of your actions because of how easy it is to trade Pokemon, besides letting a sweeper set up.
I still do not understand why you bring up the possibility of stall receiving a buff when being forced to tank an attack instead of switching out is absolutely horrible for Regenerator and causes any KO the stall team inflicts to be immediately countered by one of the opponents' own Pokemon KOing the stall Pokemon in play.
I've been talking about how to feasibly implement priority in the last three posts, detailing how it would work play by play and how it could go by being implemented on showdown, so I'm not sure where this statement comes from.You eliminate priority
yeah that's concisely the point of the metagame.eliminate prediction
switching is actually never free in regular pokemon because the pokemon you are switching in is going to be taking an attack no matter what, if anything switching is more free in My Turn!, given that slow switching will get the Pokemon in for free, similar to slow pivoting, which is very strong in regular Pokemon.restrict free switching
how, exactly, is this different from regular Pokemon formats?If you replace your fast Pokemon with a slower Pokemon that doesn't outspeed your opponents' Pokemon, your slower Pokemon is nearly guaranteed to be KOed.
I'd like to talk about this more in-depth, but it would require the input of more competitive players with a stronger grasp of Pokemon fundamentals. While prediction does add a layer of complexity to the game, it also removes a layer of player agency: at the end of the day predictions are just a 50/50, sure you can be a bit psychological about it, or sometimes the opposing player will not recognize the 50/50, but at the end of the day when you have two strong players face off against each other it's a damn near coin toss. What actually measures the player skill is not players who are really good at getting 50/50s right, but those that are able to find a line of plays that will win the game no matter what, or at least most of the time, and in doing that they avoid having to win 50/50s like the plague, because they are fundamentally no different than luck.This OM idea rewards the skilled player more at the cost of lowering the skill ceiling with the lack of prediction
This is not a PvE game, if the margin for error is high then it will be so for both players, meaning that players with more finesse who are more carefully positioned to not get their Pokemon traded after a kill will have the upper hand always against player who will greed for a kill whenever the chance is presented. It may be unintuitive but it's similar to how sometimes in Pokemon you don't wanna get a kill with a passive Pokemon because it can allow your opponent to bring in a setup sweeper and win.There is almost no way to receive any immediate punishment for any of your actions
https://replay.pokemonshowdown.com/gen9customgame-2231400298 mocking stall against myself actually decreases my lifespan so I'm only playing this:I still do not understand why you bring up the possibility of stall receiving a buff
and no,
is not absolutely better due to higher speed and worse typing. rocks could give it a niche as a suicide lead tho, maybe