01-04-2019, 03:05 AM
(This post was last modified: 01-04-2019, 03:07 AM by Dragonstrike.)
(01-04-2019, 02:13 AM)Lord Windos Wrote: As for the matter of HP Recovery, the nerfs they implemented made it borderline useless unless you had a crapton of Will to spend/could gain Will like crazy, while our current system with it makes it useful AND limited, so I'm not too sure why you brought it up, besides as an example of how to re-balance a mechanic to make it both fair AND fun to use.
I brought that up as a supporting point for how the system was originally designed to be slower but not too slow, actually. While I only brought up the heal per Round limitation, the Potion effectiveness halving was a nerf they implemented for the same reason, too. Otherwise Hyper Potions and high HP mons with Recovery moves (hello again Milotic) would be able to drag battles out for ages. I wasn't actually considering the original will point limitation in the original rules there, and just assumed that there was means to recover HP available.
In the original rules, it's actually possible to outdamage the healing (as any excess healing past the 3 per Round limitation would just be recovered during the following Round), which is a weird quirk of that particular restriction.
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