re: move limits again: I think it would be neat to limit the number of moves for the reasons already stated, but in some way doesn’t completely restrict TM/HM/egg/move tutor moves? perhaps limiting the number, again, could be a good idea (out of eight moves, for example, two could be tm/hm/move tutor and two could be egg). completely shoving them out the window kind of defeats the purpose of breeders breeding better pokémon in the first place, or even having tms in-game. it’s something that breeders could use to get some spotlight and importance if they’re eggs, so pulling them out completely just feels like a little too much. same thing with removing tms, like……… if we’re not using them then what’s the point of having them??? limiting numbers could be the best bet, but not their existence in tournaments like these, I believe! that way, I think it could be fair for new and old players.
on top of the number of move limits, I just remembered one thing that stuck out to me: the dreadful amount of switching that was happening in some battles. it got to the point that it was daunting to read and consider, personally, and the battle wouldn’t continue because someone would switch and then cause the other trainer to switch, then switch again— and so on. it also kind of puts a null on actual switch moves such as u-turn and volt switch, so perhaps a suggestion: limit the amount of switches per round, too. kind of like in Pokémon GO pvp battles, where you’re basically allowed to switch only once the entire round, then put on a timer for however long to be able to switch again.
it removes the complete reliance people have on type weaknesses and could allow for more of a fair, strategic playthrough of things. like, hey, you’re only allowed one switch (either through the whole battle or just per round, whatever seems fairer UNLESS it’s a switch attack, such as the aforementioned u-turn or volt-switch), so choose wisely! i feel like many trainers that could’ve shined in some battles didn’t because of this constant switching, and it could get annoying. it lessens the amount of mod speculation as well when deciding on a winner.
the players choose a line up, have a certain number of switch limits, then must play through that line up. it’s something to think about!
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on top of the number of move limits, I just remembered one thing that stuck out to me: the dreadful amount of switching that was happening in some battles. it got to the point that it was daunting to read and consider, personally, and the battle wouldn’t continue because someone would switch and then cause the other trainer to switch, then switch again— and so on. it also kind of puts a null on actual switch moves such as u-turn and volt switch, so perhaps a suggestion: limit the amount of switches per round, too. kind of like in Pokémon GO pvp battles, where you’re basically allowed to switch only once the entire round, then put on a timer for however long to be able to switch again.
it removes the complete reliance people have on type weaknesses and could allow for more of a fair, strategic playthrough of things. like, hey, you’re only allowed one switch (either through the whole battle or just per round, whatever seems fairer UNLESS it’s a switch attack, such as the aforementioned u-turn or volt-switch), so choose wisely! i feel like many trainers that could’ve shined in some battles didn’t because of this constant switching, and it could get annoying. it lessens the amount of mod speculation as well when deciding on a winner.
the players choose a line up, have a certain number of switch limits, then must play through that line up. it’s something to think about!