Yoshiblaze bring back sylvemons v3
This has been percolating in my head for a while. Heavy WIP as I've not ironed out most of the kinks of the idea. But its a workshop thread for a reason I suppose.
Pet Mod Name: G.O.A.T.S.
Pet Mod Concept: We vote for mons of any meta that has ever existed, balance them to a common level (this would likely be adjusting BST), and then shove them all into the same meta. Mons should be selected based on how compelling they are, rather than strict strength. BWZU Emolga should be just as legal to submit as SMOU Greninja-Ash.
Explanation: This will be run in stages.
1) Selection Stage
a) Submission Stage:
The community submits Pokemon from any meta they choose, highlighting why they think the mon is super interesting, super compelling, or why they otherwise think it would be a good addition to this synthetic meta.
b) Voting Stage:
A slate is then compiled, and the community votes on one (or more) Pokemon to include in the meta
2) Balancing Stage:
After some number of Pokemon are selected through stage 1, the community will sequentially balance the selected mons to a common baseline. I expect this will mainly be adjusting BST, as moves / abilities are central to Pokemon, but in theory it could be adjusting levels.
3) Playtest Stage:
After some number of stage 1) and 2) we'll have enough mons for a playable meta, and then will aim to host a tournament or similar.
Miscellaneous:
Some initial thoughts I have.
Sorry, put these in a hide tag cause I ended up having a lot of thoughts.Issues:
Mechanics could be specific to the mons chosen. There's no point in including Gen1 Alakazam if it can't abuse both the busted gen1 special stat, and also the busted gen1 crit rates. However, this then raises a few questions w.r.t. typings. Do we simply use the modern type-chart, is it even possible to have a type chart that dynamically adjusts based on the gens the mons are from (likely no). How to handle evs on mons from before gen3, and how to handle hidden power on mons from gens 3-5.
Items and moves are the next big part. To bring up Gen1 Alakazam again, part of its brokenness was due to Psychic having a 33% special drop chance. Before starting we'd need to adjudicate how moves that exist in multiple gens work. This could be creating a "signature move" for early gen moves with substantially different mechanics. This then raises the question of how to handle Burn / Para. Finally, what item set would be desired.
Should we default to gen9 items, eg HDB, Covert Cloak, are early gen items desirable? is it possible to code specific items to specific mons?
Eligibility is next; should we allow for every meta, including LC and DOU, where mechanics are substantially different from any standard singles meta. I'd vote no on this, as replicating even a LC style mon in level 100 matches is very hard (damage ranges difficult), let alone a DOU mon (how is this even possible). In principle this also extends to BSS, but there's not insurmountable differences there beyond SSBSS including Dynamax.
A final issue that pops to my head is repeats. If we select RBY Alakazam does that prevent us from selecting BW Alakazam? Personally I'd lean towards yes, but this is something I feel should be discussed.
Proposed Solution:
Now that I've raised a lot of issues, I'd propose my solution to this, though I'd appreciate feedback.
EVs: For gen1 and gen2 mons, I feel we should adjust base stats to reflect how DVs work in that gen and then allow standard EV'ing. This could allow for weird stat spreads to result from more custom EV spreads, but c'est la vie. Personally I'd do something like "give Alakazam 145 spD and 135 spA so that when it runs 252 spA its got similar to regular stats". The exact numbers here aren't perfect, and would have to be part of the Balancing Stage, but you get what I mean.
Items: I'd propose that we follow the gen9 item set, and allow old gen mons to hold any item they want. This does create issues with potential old-gen mons having access to a lot more power than they should (RBY CB Tauros ig?), but ultimately this also helps us a ton by really bringing these early gen mons up to modern power levels. This does create an issue when looking at items that are snapped, eg a lot of Gen5 and Gen7 mons are defined by Gems and Z-moves. Personally I'd say let it lie, but there's a case for adopting the Nat Dex itemset, if only to handle the Z-move aspect.
Generational Gimmicks: This is relevant to gens 7 and 9 (we can handle megas fairly easily), but how do we want to handle Z-moves and Tera. I don't have a good solution here, as allowing or disallowing Tera is likely something that we can only do globally. I suppose we could simply just not have any tera typings released for basically anything, but that feels inefficient. Personally I'd be in favor of restricting all generational gimmicks besides megas, but again I want input here.
Crit Rate: Personally I'd default to modern crit mechanics, with the caveat that we create a custom ability or two "Gen1 Crits", that boost any selected gen1 mons up to their gen1 crit rates.
Status: This is another place where I'd like feedback. Ultimately if any gen6 stallbreaker or bulky water mons are selected, a ton of those mon's power level is gen6 (and earlier) burn. Forcing them to run modern burn completely kneecaps a mon like ORAS NU Mismagius, ORAS OU Volcanion, or similar. This is a place where we could again do some coding, eg by creating a "mega burn" or a "mega paralysis", but I don't have a great solution here.
Changed Moves: This is the final big one. To pick on RBY again, Hyper Beam is a huge part of a Pokemon like Tauros's power, and making it use later gen's Hyper Beam kneecaps it. We could basically just say Hyper Beam is gen1 Hyper Beam and nuke it from every other included's mon movepool (as nothing really runs Hyper Beam), but then we'd have to repeat the discussion with Gen1 Psychic. Perhaps the easiest solution is to create a custom move in relevant cases.
Type Chart: This is mainly relevant for gen1 Psychics and gen <5 dragons, but the inclusion of the Dark and Fairy typings both hugely affect what kinda sets those mons can run. This is the part where I'm genuinely the most uncertain. My instincts are to stick with the modern type chart, and just let the affected mons deal with it (aka we can rebalance them). Though again, we could just use a custom element (not preferred here).
Rebalancing: A lot of mons selected will likely be far off of the proposed power level. Letting people nominate BWZU Emolga to the same format as SSAG Zacian-Crowned will make getting power level right difficult. When is the best time to do rebalancing, aka how many mons should we have before deciding our common power level. What should the common power level be? Should we revisit mons once more stuff enters the meta? how often? Next how should we rebalance. Personally I'd vote on restricting mons to a heavily pared down moveset (only moves they actually run), and then rebalance from there to prevent any mechanics changes from unintentionally affecting power level. Base stat scaling is the obvious target, as it directly controls the power level of the mons, but stats don't scale linearly with base stats. And if we increase a mon's total BST to compete, should the boosts be applied to every stat, or should we have more discretion to keep the mon's playstyle intact.
Can't think of any other huge factors.
I didn't realize I'd need 15 posts to formally submit, and am unsure if I'll do that, but w/e, I'll put this up because I can.
hi hii, i might be wrong but this feels more like a solomod to me than a pet mod. Though it's a little similar to Gen 8's Bust a Move way of changing moves' effects and BP, i don't think this would be that unique because it's just a "what if rng was gone". Definitely works as a solomod though, or even an OM. at least that's what i think ^^;Based on a thought I had in the shower:
What if we removed all randomness from Pokemon?
It would serve to make the game more skill-based, but would also require a lot of rebalancing.
Right now, the main sources of randomness are:
Damage, Critical hits, Random secondary effects, Accuracy
Damage is easy to fix - simply set the random element of the damage formula to a fixed value.
Critical hits: The main issues here are how we would rebalance attacks and abilities that increase crit chances.
Currently crits have 3 effects: 1.5x damage, ignore user attack drops, ignore opponents defence boosts
Guaranteed crit moves could simply have all three effects: So wicked blow is now a 110 BP move that ignores the users attack drops and opponents defence boosts. Easy.
Raised crit chance moves like Night Slash or Leaf Blade could be given some of the boons of a crit:
So maybe Leaf Blade ignores the opponents defence boosts (and/or the users attack drops, but that might be too powerful)
Accuracy: I don't know how people feel about this one. I think having moves randomly miss makes the game less skill-based, and is more trouble than its worth.
Instead, set all moves power to their old power x their old accuracy and give them accuracy 100.
So Fire Blast now has 95 base power, and Focus Blast has 85.
We would probably need to give these moves new unique effects to differentiate them from flamethrower and aura sphere.
Moves like sleep powder would need big changes as well, but I honestly think sleep needs to be overhauled anyway.
Random Secondary effects
Random flinching, random burns/paralysis, or heaven forbid freezes aren't fun to play against, and not very rewarding to use.
However, moves having secondary effects is still cool (plus interactions with things like sheer force), so what if, instead, we gave the moves conditions to activate their secondary effects.
Eg:
Flamethrower, power 90, 10% chance to burn –> Flamethrower, power 90, will burn if it reduces an opponent to below 50% health
I am sure there are much better ways to implement something like this, so feel free to leave suggestions below.
This would fit more as a solomod, because the mod's premise has 0 community input and it is already finished. I suggest you submit it on the Solomods Megathread on the Solomods subforum.Pet Mod Name: "WILD" or "THE WILD""
Pet Mod Concept: basically NatDex AG but including all gimmicks, past and future (tera, dyna, etc...)
Explanation:
With all the new gimmicks that have come and gone, appeared and disappeared (such as Tera, Dyanamax, Mega Evolution, Z-Moves, and anything that will come in the future) it is time for a new format, a future-proof format: «WILD»
The WILD format will in essence be what the NatDex AG format could have been. Yes, the WILD format will have a very large player base, it will be one of the most played formats. Success guaranteed.
The main non-negotiable point of WILD is:
- every gimmick is playable (Tera, Dyna, etc... from all generation, past and future)
In order for the WILD format to be future-proof (i.e. not having problems in the future generations) there needs to be one additional constraint:
An activatable gimmick is a gimmick that requires an activation box in-game. For example in order to mega-evolve you click the mega-evolve box in-game. Same for Dyna, same for Tera, you click the activation box. Same for Z-Move actually.
- each pokemon can only have one activatable gimmick enabled.
The problem is that you cannot have 4 boxes. And even if you could have 4 boxes, what happens when we reach Generation32? We can't have 20 boxes.
So the choice of «which gimmick is enabled» will be made in Teambuilder
Just like a drop-down menu allows you to select the type of the Terastalisation (in the Teambuilder) you will have a menu where you can select which gimmick is enabled for each pokemon. Even when we reach generation 32, this will be fine, you select in this menu (in Teambuilder) which gimmick is activated on your pokemon. If you select Dynamax, fine, if you select Terastalisation then a new sub menu appears allowing you to choose which Type. So it is a very clean solution for the future, it is future-proof.
Choices that remained to be decided, but less important:
...and probably some other question that I can't think of right now, but will edit and add accordingly if the comments show that some other questions arise
- do we keep all items as well? (I would tend to say yes)
IF YOU LIKE THE IDEA FEEL FREE TO COPY PASTE IT AND SUBMIT IT AS A NEW POST THREAD HERE or HERE (I can't do either, even though I am an ancient player I only created this account on the forum recently). That would help, thanks.
Besides, i'm not sure If this would be an enjoyable mod due to... its WILD premise, looks like too much to consider lmao. And also kinda broken.
Problem is it's extremely similar to an existing meta. It's NDAG with Dynamax. That's all.That's what NatDex AG has always been up until gen 8 included. And NatDex AG has always been among the top 3 formats with massive player base (just have a look now at how many games are being played as we speak).
Question : NatDex AG is not your main format, you do not play it very often, correct?
(obviously if you do not particularly enjoy NatDex AG in the first place that's because you do not particularly enjoy having everything allowed, no surprise here, it simply is not a format for you. But a majority of NatDex AG players will absolutely love it, they will love WILD, that's for them!)
True now, but wait for gen10, gen11, gen12....Problem is it's extremely similar to an existing meta. It's NDAG with Dynamax. That's all.
Agree it would take time for the player base to realise the new format exist. Good point. As such we should rename the format: «NatDex AG WILD»I also feel like the majority of NDAG players who would want Dynamax in the tier are casual players. So I doubt many would even be aware of this meta were it to be introduced, especially because it would be most likely exclusive to Dragon Heaven.
Still they wouldn't see it because it'll only be on the Dragon Heaven side server.Agree it would take time for the player base to realise the new format exist. Good point. As such we should rename the format: «NatDex AG WILD»
It will speak for itself, the players will understand.
Obviously the idea is that his mode be created on the main serverStill they wouldn't see it because it'll only be on the Dragon Heaven side server.
I dont think it would, they already have NDAG and i dont think they would have NDAG + DMaxObviously the idea is that his mode be created on the main server
You say "NDAG + DMax", but wait for gen10, and gen11.. etc...I dont think it would, they already have NDAG and i dont think they would have NDAG + DMax
hi hii, i might be wrong but this feels more like a solomod to me than a pet mod. Though it's a little similar to Gen 8's Bust a Move way of changing moves' effects and BP, i don't think this would be that unique because it's just a "what if rng was gone". Definitely works as a solomod though, or even an OM. at least that's what i think ^^;
The main problem with this mentality is that Pet Mods are generational. It doesn't matter what gen 10, gen 11, etc. hold in store, because they don't exist within the scope Gen 9 Pet Mods.You say "NDAG + DMax", but wait for gen10, and gen11.. etc...
What is suggested here is something forever, future-proof. It won't be just DMax. It will all add-up....
Also, it is suggested to keep all items.
+ that is also not really under the scope of Pet Mods either. Pet Mods are all hosted via DragonHeaven, with a few at a time being presented to main servers through Pet Mods of the Season. Others mentioned that that this idea would better qualify itself as a Solomod, which is true, however Solomods are a branch off of Pet Mods, and as such are also hosted via the DragonHeaven side-server.Obviously the idea is that his mode be created on the main server
Wanna bet? Save this post link somewhere, let's talk about it when gen11 is out.Making promises on unknown, unannounced, and presumably undeveloped future content simply means nothing in this manner of a pitch.
NatDex AG is a Pet Mod. It exists on the main server. It appears you are mistaken.+ that is also not really under the scope of Pet Mods either. Pet Mods are all hosted via DragonHeaven,
Okay bet, I'll have fun crushing you with the evidenceWanna bet? Save this post link somewhere, let's talk about it when gen11 is out.
That only applies to Pet Mods that win Pet Mod of the Season. Pet Mods are actually coded on Dragon Heaven, Pet Mods' main server. Please stop trying.NatDex AG is a Pet Mod. It exists on the main server. It appears you are mistaken.
NatDex AG is a Pet Mod. It exists on the main server. It appears you are mistaken.
That only applies to Pet Mods that win Pet Mod of the Season. Pet Mods are actually coded on Dragon Heaven, Pet Mods' main server. Please stop trying.
This looks like a really nice idea. Before i'd probably not like this due to cutting movepools a lot but this actually sounds interesting. I gotta ask though, what makes people not able to just submit a sample set as its whole movepool? Because i dont think OU mons with 4 good moves would be NU-levelPet Mod Name: OneSet
Pet Mod Concept: A metagame where Pokemon are balanced through cutting their movepool down to only 4 (or even 3) moves.
Process Rules: Smogon users submit up to six Pokemon along with a set of 4 moves for them to use. Target power is around NU. When there's a good number submitted, voting happens, in which users can vote for any number of submissions on a score of 1 to 4 (counts as 0 if you don't vote). At the end, the top six Pokemon are added to the meta (12 the first time). Then we play for a bit, have a small tournament, things are banned if overpowered, repeat as long as there's interest.
Justification: A drastic reduction in movepool allows for greater flavor and mechanical variation in which moves a Pokemon actually uses - if Conversion2 is placed on the set for Porygon2, it may be chosen very rarely, but since there's no opportunity cost to running it, it will. Movepool is also an elegant way to control offensive power level without requiring any coding.
There's no official gen 9 NU yet, so I'd want to wait to submit until there's a proper tier there to base this on. (also I don't have posting reqs yet but that'll change as I play more of the mods here)
Any thoughts in the meantime?