Unless you can create some cutting edge ASM codes, I think its hard for you to critique our decisions.
Come now, Shanus, you can't rely on that every time someone critiques PM. Those who can code almost certainly are already working on the project, so ALL of your critics will be non-coders.
You can ignore them as much as you want, and the PMBR is very good at doing just that, but at the end of the day they will be your critics and justifying every one of your decisions with the suffix of "you can't do better" is entirely unprofessional.
You've always done good work, but drop that tagline.
The fact is that while we make a lot of cutting edge changes, we aren't writing a game from scratch. We have limitations in character development (i.e. olimar / ice climbers / PT) that will more often than not have simpler re-designs than say a lucario, and while you might not think we are being "innovative enough" it's really us just being as practical as we can be.
I can understand practicality and limitations. You'll notice that my post didn't contain any outlandish "suggestions" or attacks, because I know better than to ask for things I have no real understanding of. I simply asked questions about the decision that I felt were unanswered. Without that kind of feedback, what you consider practical could just seem "uninspired" to the rest of us mere mortals.
As far as I'm concerned, the best solution to PT would be individual DownB moves but auto-switch on death.
If I recall, though, from my time in the B+BR, it is impossible to have auto-switch without having the transformation DownB. You can't change the Down B for all the Pokemon to something else and still have a switching mechanic.
Is this still the case?
Cause I can understand that kind of limitation to game design, but until you've given some sort of indication/confirmation that you've looked into it and can't do anything about it, what's practical can seem like it's just what was easiest.
I mean, few really know what you have and haven't looked into and what avenues have or haven't been suggested by the PM team. So I ask.
The fact is, 95% of players in B+ stuck with one indy-pokemon, and would rather have a fully fleshed out character than PT. So we decided that we would further pursue unique downB's than leave in a character which really adds no value and can be barely modified.
Really, we have hundreds of reasons (and an extremely long argumentive thread in the PMBR) as to why we decided to axe PT. It wasn't an easy decision, but it was clearly the best option available.
95% of the preceding playerbase would just go straight for indy-PK yet the PMBR, which is composed largely of B+ vets, was split down the middle? That, plus the fact that there is no way you could actually measure the character usage, makes me think you're throwing out random numbers as stats. As before, that's an unprofessional way to try and push a point, Shanus.
You've made your case. A solid case doesn't need the support of fake stats, so drop that.