01-04-2019, 01:22 AM
(This post was last modified: 01-04-2019, 01:31 AM by Dragonstrike.)
(01-04-2019, 12:27 AM)Lord Windos Wrote: ....Mate, I am not usually one to get up at arms about your rules interpts, but in this case since Super Fang is now available for Spira, Heart, and Terra, and changing the way the Move works would nerf it hard sorta like what Iron did with Weather and definitely with Negative Will Mechanics, I have reason to protest it. In fact, I would like more moves like the current Interp of Super Fang, as having options to just straight up overcome monumental Defenses/Bulk is just great, as the only options right now are Sonicboom/Dragon Rage, SE Damage, most HMs, and unreliable OHKOs (Destiny Bond included)/suiciding with Final Gambit. Not likely to happen, but hey, hope springs eternal!
So, me vote (If there is one) is to keep with Super Fang doing 1/2 Current HP without Rolling. Its more useful and fun that way, and the less things that are left to dice luck to potentially hamper, the better.
Yes, I know that'd nerf it hard, as the expected damage output would go from 1/2 guaranteed to about 1/4 on average (or about 5 if the opponent has over 20 HP).
The move's also kinda ridiculously OP compared to all other moves if left as is, though. Guaranteed to bring your opponent down to -2 Pain in a single blow or do 10 damage? Why wouldn't you use that move whenever possible when it has the largest damage output in the game while your target is at full/20+ HP?
I do agree that moves that bypass defenses are great, but by comparison, Psywave/Seismic Toss/Night Shade is going to have a max damage pool/roll of 8 dice after obtaining all 8 Gym Badges in this campaign. They also normally have a max of 10 when used by a level 100 pokemon in the base rules. I can expect to do only half of that because I have to roll all the damage, though, which is what keeps those moves from seeming too OP. And the way Super Fang is now, if the opponent has 8 or more HP (which is becoming a more common occurrence this late in the game), then I have almost no reason to NOT use Super Fang as long as the target is vulnerable to it (and only Ghost types and Plot Deviced Pokemon are safe from it. Even then, though, if you use Foresight/Odor Sleuth on a Ghost, even they aren't safe from Super Fang, so only Plot Deviced 'mons are the only ones that are truly safe, depending on how they're Plot Deviced), as Super Fang would give me my expected damage output guaranteed unless I happen to have a damage roll of 10+.
I'm concerned about the balance of leaving Super Fang as is, which is the main reason I'm asking/being nitpicky. Sure, the move's relatively uncommon in the book, but it's common enough that it could still be a problem imo. Pokerole was not exactly designed with the ability to easily and reliably do massive amounts of damage in mind from what I know of the battle system and mechanics. Heck, they even nerfed HP recovery in multiple ways in the base rules to make sure that battles didn't drag on (for example, the 'you can only recover 3 HP per Round' rule that we aren't using).
I could in theory teach the move to Orthros and Carvanha in the future via Move Tutoring, so this does technically affect me too. And it also technically affects Shiva as well because Linoone can also pick it up as a ? move. I'm trying to be as unbiased about this as possible, though.
As I said, I'm still fine with leaving it as is as far as this campaign is concerned. But I wanted to voice this concern at the very least, as a single move being able to shred pokemon with incredible, reliable speed certainly warrants raising an eyebrow. That Milotic suddenly doesn't look so tanky anymore after a Super Fang does 10-13 damage to him, and then a second one then leaves him with only roughly 25-33% of the HP he started with. And that's just two moves doing around 18-19 damage total, something which would normally be an incredibly luck dependent feat.
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Pokerole Game 1: Skull Ruins
Pokerole Game 2: Celadon City Vandals
Pokerole Game 3: PMD: Primal Shadows
Pokerole Game 1: Skull Ruins
Pokerole Game 2: Celadon City Vandals
Pokerole Game 3: PMD: Primal Shadows


