OlympusMons

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Jan 29th, 2012
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  1. Dox actually made a pretty good point about abilities and how many static ones were changed to :activate five rounds". While I don't necessarily mind them being this way, sometimes it feels wonky, so what does everyone think of all this? Vote on them normally next to the paste please, leave comments for individual abilities
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  3. All: What's even the difference between Static, Constant and Trigger - At-Will? Shouldn't they just ALL be static?
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  5. Analytic: Made flat-out static, it's situational enough
  6. Compound Eyes: Static, but only -3 to accuracy checks
  7. Cursed Body: No round duration, still cast, but can only disable one move per pokemon
  8. Flare Boost: Straight static
  9. Flower Gift: Why a burst? Otherwise fine
  10. Friend Guard: Made wonky now that STAB isn't a roll. How about just negating STAB?
  11. Hustle: Change to static, +1 CS for +2 AC
  12. Illuminate: I like how it's more relevant than it used to be, but seems a little strong... Static +2 evasion?
  13. Intimidate: Maybe static whenever sent out?
  14. Iron Fist: Change to +1 STAB
  15. Keen Eye: "The pokemon cannot have its Accuracy Checks negatively affected by anything except Defense, Special Defense or Speed stats."
  16. Magic Guard: Now that it's nerfed, also good as static
  17. Marvel Scale: Static!
  18. Moody: Jesus christ what do we do here. So much rolling, and the arbitrary lockout... even without the lockout SO MUCH GODDAMN ROLLING
  19. Multiscale: Static?
  20. Natural Cure: Static.
  21. No Guard: I can see wanting to not have this sometimes... at-will, cast until end of encounter? Five minutes is pretty ??? and probably a typo.
  22. Normalize: Probably same as no guard. This could cripple a pokemon.
  23. Overcoat: Same as the above two, it can hurt as much as it helps. Also it does a LOT more in PTA... a whole lot, goddamn. Change?
  24. Pickpocket: hmmmm. The ability to remove held items from a pokemon mid-combat in PTA makes this much stronger than it is normally. Probably make it more like flame body, cast once daily to auto-grab the item
  25. Pickup: We've yelled at Stark enough to change this back to know what to do by now
  26. Poison Touch: Static, 19-20, -2 chance. Same as Stench but for poison really
  27. Prankster: Jesus christ the shenanigans. Should it be less of a cast? Less duration?
  28. Pressure: "When this Ability is activated, choose a Move. For the remainder of the encounter, that move may not be used by anyone but allies." Much better than either the too weak or too strong
  29. Quick Feet: staaaaatic
  30. Reckless: +2 STAB
  31. Rivalry: Static~ but only applies once
  32. Run Away: What did we do about escape stuff again? Anyway it works on traps too so it's fine
  33. Sand Rush: Wait, flat stat doubling? Even with the evasion thing in... no. Just make it +4 speed CS what's so weird about that it's how chlorophyll works.
  34. Sheer Force: See No Guard/Normalize/Overcoat and apply here
  35. Solid Rock: Make it static, so long as we implement that fashion designer change
  36. Swift Swim: +4 COMBAT STAGES DAMN YOU
  37. Technician: Change to +2d10 damage if at or under the threshold
  38. Teravolt/Turboblaze: Disable two abilities? User ignores all abilities? I dunno
  39. Toxic Boost: static.
  40. Victory Star: Static?
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