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OU Balancing: Finding a standard!

ss118

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OK, I'm bumping this topic. Since we have our own server going I don't feel right just standing here and letting everyone else make changes: I want to help as well! So this topic will be dedicated to balancing current OU pokemon!

What do I mean by "Balancing" them? I mean by creating a standard for them to be on and going through with it. And the best standards are always high ones.

The biggest powerhouse of the generation has always been Garchomp. Period. It was OU for the longest time, and got banned through close decisions. People would even agree that it really wasn't that bad until you considered its ability: Sand Veil. Since Garchomp had the natural bulk(not to mention the ability to use resist berries + substitute) to live through two attacks, if both have 100% accuracy then you'd only have a 64% chance of killing it(SS is too common). Consider the fact that you play it in over 50% of your battles(it was that good!) and you had around a 25% chance of getting buttraped every 2 matches. This decision to ban him was based on creating a metagame where the best player won tournaments and got high on the ladder through consistent playing: garchomp's ability screwed anything to that standard, and thus was deemed too powerful for OU and has since been to ubers.

And now for this project: what if Garchomp didn't have Sand Veil? What if it had something like Oblivious, Pressure, hell, even SAND STREAM would be an improvement considering you can plan for it?!?! Considering how narrow the vote was and how Sand Veil was the deciding factor: I'd think not.

Which is what I propose this topic to be used for now. Here we will discuss exactly what we want the "standard" of our metagame to be, and then we will attempt to balance the OU(and maybe some things from ubers) into our SWF metagame! ;D

I propose our standard to be Haxless Garchomp. I don't know what ability we would give it, precisely, but I know that Garchomp without Sand Veil was very manageable. Unlike what everyone says, it DOES have counters. It has two primary physical sets: Swords Dance and Choice. Sure they can be seperated further into different categories, but either way Garchomp is forced to go physical with 252 Attack and Speed EVs. Likely you'll see it with a Jolly nature. So it's not really "unpredictable". But yet people always seem to bring up the Draco Meteor-ing "ChainChomp" set into these types of arguments. When did you EVER see that? 2006? The only other set Garchomp 'could' run is a defensive one, so I think he is quite manageable, especially considering buffs that random pokemon around him will be getting(Sharpedo, for example).

Anyway, feel free to make suggestions as to what the "standard" of the metagame should be. After that we will work our way around balancing pokes and then go down till the NU thread and this one meet up.
[collapse=Old stuff, IGNORE ME!]~Step 1: Type Chart~


Changes:
Dark and Ghost are Neutral to Steel.
Normal resists Dragon.
Electric and Grass are Neutral to Dragon.
Electric resists Ice.
Rock resists Rock.
Flying is now hit Neutral by Rock.
Ice resists Normal and Water.
Poison is Super-Effective against Bug and Fighting.
Psychic is resisted by Dark.
Psychic is Neutral to Steel.
--------------------------------------------------------------
~Step 2: Move Changes~

Dragon

Dragon Pulse- Base 95 power.
Dragon Rage- Physical, 150 Base Power, 80% Accuracy. Half of the damage done is done back to the user as recoil.
Dragon Rush- Physical, 40 Base Power. +1 Priority Move.
DragonBreath- 80 Base Power.
Roar of Time- Has an Explosion-like effect on the opponent's Sp. Defense stat: still has cool-down turn.
Spacial Rend- 100% Accuracy
Twister- Base Power goes up by 30 for each layer of Spikes and/or SR on your side of the field, maxing at 160. Toxic Spikes makes it Poison(1 layer)/ Toxic(2 layers).

Grass
Absorb- Has 60 Base Power. Recovers exactly the amount of damage you did.
Bullet Seed- Physical, 40 Base Power. +1 Priority Move.
Cotton Spore- Haze replica.
Energy Ball- Has 90 Base Power.
Frenzy Plant- Has an Explosion-like effect on the opponent's Sp. Defense stat: still has cool-down turn.
Giga Drain- Has 80 Base Power. Recovers half the amount of damage you did.
Magical Leaf- Grass-type OHKO.
Mega Drain- Has 70 Base Power. Recovers 5/7ths the amount of damage you did.
Needle Arm- Has 90 Base Power.
Petal Dance- Has 120 Base Power.
Razor Leaf- Has 80 Base Power.
Stun Spore- Has 85% Accuracy
Synthesis- Has 10(MAX 16) PP.
Vine Whip- Fake Out replica.
Worry Seed- Acts like Swagger, confusing the opponent with 90% accuracy, but lowers the opponent's defense 2 levels instead of increasing their attack.[/collapse]
 

Terywj [태리]

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This would technically already be in progress once we have our server running, right? With the SmashCAP, Evolution Projects, and NU to OU Projects being added to the metagame we're going to have one helluva metagame.

-Terywj
 

ss118

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I didn't think of it like that. The NU to OU project is VERY similar to what I'm trying to do(with more dramatic changes to some pokemon, maybe), but then you get to things like move creation and even the balancing of types(something like every type has 6 weaknesses, 4 Resists, and 2 Immunities so that nothing is particularly better). I was thinking we could have a different server(one where pokemon are created and another where pokemon are edited to try and balance the metagame) for each of the desired mentalities, but mixing them would create a much more interesting result, to say the least.
 

Terywj [태리]

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So perhaps with Chibo and M4F working on separate Shoddy servers (and yourself) we can work something out with the listed desires you posted above, and then later on merge them altogether for one ridiculous metagame.

And again, glad to see you posting again, Articanus.

-Terywj
 

ss118

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Glad to be back, to be honest. Nice to see you again =)

I prefer to just have one big clusterfuc|< rather than try to systematically do it. It's faster, and if there is a huge problem we can just deal with it until we get what we want. ^^

One thing I was thinking of to start the project off is to create a "precedent" for how good each pokemon should be. I think the perfect ideal pokemon would be Garchomp(though to make it OU we would need to do something with it's ability: AA gave it Inner Focus, for example). Garchomp is known as the would-be best pokemon in the OU metagame, should it be allowed, and the main thing that pushed it to uberdome was it's BS ability. Next we take pokemon that are uber and "dumb them down" to Garchomp's level, while taking pokemon worse than Garchomp and giving it a boost. For example, give Ampharos No Guard and Fighting typing(along with maybe beefier defensive stats): Zap Cannon and DynamicPunch abusal ftw. =3
 

Terywj [태리]

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That makes more sense. And it would work out well as long as we don't overbalance anything.

That Ampharos needs more Tail Glow, by the way. Tail Glow + Zap Cannon with No Guard.

And how come noone else has posted in this yet...

-Terywj
 

ss118

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This is a type chart I made. The idea behind it was to make every type have 3 Weaknesses, 4 Resists, and 1 Immunity. At the same time, every attacking type also has 3 weaknesses to prey on, 4 things that resist it, and something completely immune to it.
-snip-
I know it's possible to change the type chart, seeing as they did that on captain's server. Any suggestions are reccommended
 

Zook

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I think that making Normal a true nuetral type (hits everything for normal damage) would be interesting, though it could be a bit broken. Maybe nerfing all normal moves could make up for it.
 

Terywj [태리]

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Some of them don't really make sense, but I do believe that finding some sort of balance is what helps, I guess. Although I can't say I can complain all too much about what Gamefreak has done with typings.

-Terywj
 

Metal~Mario

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This is a type chart I made. The idea behind it was to make every type have 3 Weaknesses, 4 Resists, and 1 Immunity. At the same time, every attacking type also has 3 weaknesses to prey on, 4 things that resist it, and something completely immune to it.

I know it's possible to change the type chart, seeing as they did that on captain's server. Any suggestions are reccommended
How long did it take you to do that?

It's pretty different from the original type balances.

This will totally shake up the metagame, since Steel doesn't resist everything anymore.
 

UltiMario

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If the type chart changes then I'm not supporting this project.

I have enough trouble trying to remember 1, let alone two COMPLETELY UNIQUE charts :/
 

CRASHiC

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While making a drastic change to the type chart might make the types more balanced, we can accomplish the same amount of balance without requiring so much work out of the user. We would do better to do small, incremental change that the user could adjust to with ease, to some extent not requiring any drastic changes in their initial playing while still achieving higher balance.

My proposed changes to the typing chart:

Water hits Steel for times 2
Poison resist Rock, hits fighting times 2
Steel does not resist Psychic or Ghost

Some other changes that I feel would be important:
Stealth Rocks effect all types equally, no resistance, no x2.
Pursuit is not effected by weakness or resistance.

Already we have a huge boost to the balance just from the above changes. Now pschic types are not hindered by pursuit, Steel is not an unstoppable wall, Scizor has 2 weaknesses, no one is destroyed by pointy stones, and poison isn't a piece of ****.
 

Terywj [태리]

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Oh my. If we change Stealth Rock to a Spikes-esque damaging effect I would love this project so much.

Edit: I am also in favor of the smaller type changes that CRASHiC posted if they were to be the only ones.

-Terywj
 

CRASHiC

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The question is now. . . .

Do we nerf?


or do we simply leave it to buffs? I'm not even sure how you would fix certain pokemon, namely Wobbuffet. But, should we nerf any pokemon, or simply bring up all pokemon to the point to where Garchomp can be OU.
 

UltiMario

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If you nerf SR you're going to have to nerf Mence or just make him Uber.
Also I'm more for the "x2 is the max damage SR can do", seeing as that keeps things more balanced in the long run with dual-weak types not being screwed over, and Balance to things like Mence remaining the game.
 

CRASHiC

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Garchomp can easily be balanced though. His main problem is that 102 speed. Its like they WANTED him to be THAT much better than the average pokemon. He can also use a drop in special defense, making the amount of pokemon that can counter him effectively much larger, probably down to about 70. Then change his ability, Chomp doesn't need HAX. Honestly, give him pressure :laugh:
 

CRASHiC

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Well, when you couple it with his natural bulk, its annoying as hell. You switch in your counter, which sense its Garchomp will likely be a 2HKO, its so frustrating to have your counter killed because of sandhax.
 

CRASHiC

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There's litterally nothing you can do to Wobbufet. Any attempt to nerf him would require changing shadow tag, which would make him the worst pokemon. He's either worst or first, there is no inbetween.
 

ss118

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The question is now. . . .

Do we nerf?


or do we simply leave it to buffs? I'm not even sure how you would fix certain pokemon, namely Wobbuffet. But, should we nerf any pokemon, or simply bring up all pokemon to the point to where Garchomp can be OU.
The only thing being nerfed about Garchomp would be his ability, since that was the "breaking point" that made Garchomp uber combined with his bulk and immediate hitting power. Otherwise, everything will be brought to the non-gay Garchomp's level. Wobbuffet would need to be nerfed considerably to even be able to be considerably OU: Encore+Shadow Tag is just too broken for pokemon, in general.

Here's what I have thus far that I would like to implement.
Pokemon Changes​

Ampharos- Now also part fighting-type. Gets No Guard as an ability. Base 100 HP.
Movepool changes: +Zap Cannon, +Tail Glow, +Healing Wish

Arbok- Base 90 Defense, 112 Sp. Defense, and 82 Speed.
Movepool changes: +Taunt

Ariados- Base 140 Attack and 110 Speed

Movepool changes: +U-Turn, +Gunk Shot

Charizard- Now Fire/ Dragon-type. Base 90 Attack and 115 Sp. Attack.
Legality changes: Belly Drum and Dragon Rush are now illegal in the same moveset.

Flygon- Base 103 HP, 105 Attack, 110 Defense, 85 Sp. Attack, and 90 Sp. Defense.
Movepool changes: +Stealth Rock, +Roar

Garchomp- Sand Veil is replaced with Inner Focus.
Movepool changes: -Dragon Rush


Move Changes​

Spider Web now prevents both Pokemon from switching unless permitted by the item Shed Shell.
Dragon Rush is a 40 base power physical Dragon-type priority move.


Ability Changes​

Shed Skin removes status at the end of the first turn 30% of the time, and at the end of the second turn 100% of the time.


Physics Changes​

Paralysis no longer has a chance to stop a Pokemon from attacking.
Flying is no longer weak to Rock. Never did make sense, and nothing is 4x weak anymore.
------------------------------------------------------------------------------
Any suggestions?
 

Terywj [태리]

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Ariados with base 140 Attack? I Mukking love you, Articanus.

And you buffed up Charizard to part Dragon-type. I hope this doesn't mean Gyarados is going to be Water / Dragon, though.

Dragon Rush is priority now? Oh boy.

-Terywj
 

Terywj [태리]

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FireStarter is something I created for the SWF-Dex as a physical Fire-type priority.

And why would it really matter if it was a TM?

-Terywj
 

ss118

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Hopefully we can find a way to balance dragon types. In general, I'm trying to avoid nerfing stuff unless it wouldn't be used otherwise(such as making Latios OU material, or nerfing Dragon Rush's power to make it priority). I also removed the move altogether from Garchomp because I'm trying to change the way he is played.

People who think 140 atk on ariados is too much: it needs to have a more interesting U-Turn than Scizor to make it more viable. By doing this, we turn the Spider Web pass set into a "surprise" set. Any Skarmory trying to come in on a U-Turn set is going to hate being trapped and turned into set-up bait, similar to the way ChainChomp screws up Skarmory by killing it.

Dragon might not be too bad on Gyarados: especially if we make it so that Dragon doesn't resist Grass, as well as Electric(and possibly Water, I dunno). Never did make terrible sense. The only moves he gets out of it is STAB on Dragon Pulse, Dragon Rage(lol, might make that a seismic toss of sorts), and Outrage(leaves it vulnerable, and it's easier to take than Garchomps and Salamences).
 

ss118

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We could knock a couple of resists off of steel, since that would balance things a little. Just the things that don't make sense(Metals can't stop darkness or Ghosts: also, they rust when in contact with Oxygen, and water is known as H2O for a reason).
 

UltiMario

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I'm sorry, but you CANNOT buff Charizard in any way if you give him Fire/Dragon Type. I've theorymonned with him before enough to know that those low stats are the only thing keeping a Fire/Dragon Charizard OUT OF UBERS. You'd need to give Heatran AND Empoleon Levitate (which makes NO SENSE AT ALL) to make sure that with those kinds of stats that there would be Charizard counters in OU at all.

Pick one. Dragon/Fire, or buffed stats. Add both and Charizard gets the boot out of the tier with even shakier counters than Garchomp with priority Dragon added.
 

UltiMario

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Also with that inner Focus change to Chomp, hence its lessers, I can see Gabite becoming a UU Anti-Lead... maybe...
 
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