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[Discussion] Changing the effectivenesses of types

  • 293
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    9
    Years
    • Seen Oct 1, 2020
    If you can look at types document on PBS, maybe play with the weakness and the resistances, also immunities.

    I wonder if it's a good to make Steel type Pokemons the Dark and Ghost Type Resistance to make it Dark or Ghost type moves not very effective against Steel type Pokemons?
     
    I say it all depends. If your game has the Honedge line, it'd be good to keep to the gen 6 chart (no doubt that's the reason Dark and Ghost's effectiveness to Steel was altered), otherwise it might be too strong.

    In my opinion, a game that uses existing Pokemon could afford to putz around with the type chart, to change up the experience, but a Fakemon-based game should stick with the official one. If I were the alter the type chart, I'd try and give Ice, Rock, and Grass more resistances, and Poison another strength. I would make Grass immune to Fairy, as an example, hehe.
     
    I changed it so Ice was no longer weak to Rock, but I didn't do other changes. I needed to make it so a hypothetical every-typed Pokemon had no weaknesses, which meant I had to remove a weakness to Rock somewhere (I chose Ice because it was defensively weak already).

    When some other people noticed that I'd made that change, they started suggesting other changes to the type chart. I refused because, well, I didn't want to make the type chart too complicated to switch into.

    And before anyone asks, yes, I plan to have an NPC make a comment that "In other regions, Ice type Pokemon are weak to Rock type moves. How does that even make sense?"
     
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