How would you improve Pokémon battling?

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    Battling is the core part of a mainline Pokémon game, but I'm sure many of us don't think the system is perfect the way it is.

    How would you improve battling if you were able to make your ideal changes to them? These changes can be small or big - it's up to you!
     
    1. Reduce the stat changes from buffs/debuffs. Might go with diminishing returns here: 50% for each of the first two stages (unchanged), 25% for each of the next two stages, and 12.5% for each of the last two stages. Adds up to a x2.75 stat multiplier at +6, down from a x4 stat multiplier. Goes similar for debuffs, resulting in 4/11 of the usual at -6.

    2. Remove some move coverage from most Pokemon. Does not want to return to the days of Pokemon learning almost nothing. Example: Looked at Gholdengo. Why does it learn Sandstorm, Charge Beam, Thunder Punch, Power Gem, Psychic, Focus Blast, and a few others? (Kind of understands Dazzling Gleam, given the coins, although not the type of the move.) Leave the wider move pool to weaker Pokemon.

    3. Forbid switching a Pokemon on consecutive turns. Wants to see Pokemon stay in longer. Disables the switch for moves like U-turn too. (Becomes even funnier to switch out an opponent's Pokemon on a Magic Bounced Parting Shot this way.)

    4. Change Effort Values to a less tedious system. Suggested stat points you assign every level in another thread. (Definitely needs some way to assign priorities to not be bothered with the choice on every level up.)

    5. Fairer fights against major trainers. Cannot bring more Pokemon than the gym leader/Elite Four/Champion has. (Feel free to bring less. Warns you if you do so.)

    6. Improve the trainer AI a little. Should not see a switch once per playthrough (if that). Veered towards all-offense movesets in recent days. Look at Sada/Turo's team: zero non-attacking moves. Nemona: two (Stealth Rock and Coil). Leon: two to three (King's Shield plus either Toxic, Teeter Dance + Tearful Look, or Endeavor). Works for some Pokemon, but not all. Hand out some Yawns, Toxics, Sand-Attacks, Minimizes, Acid Armors, Dragon Dances, and so on. Throw in some fun stuff like Trick Room, weather, and terrains too. Let the trainer use items if the player can as well. See how much they like to see the opponent use a Revive.

    7. Separate difficulties (that you can increase/reduce between battles). Only put a few moments of thought into the specifics. Imagines no change to level. Changes the moves, team, held items, IVs, and EVs instead. Does not need to be perfectly optimized for Hard. Should be on a reasonable power level, relative to the player's progress in the game.

    8. Make Double Battles more plentiful...if desired. Ideally chooses this at the start of the game. Changes this at a city, probably, rather than a menu. Perhaps add a partner mode (controllable by AI or Player 2) too?

    9. Allow evolutions mid-battle. Always seemed great in anime battles. Why not put that into the games? Probably sticks this in the options somewhere. Hates to deal with this constantly if you do not want to evolve.
    __________

    Might not be completely well thought-out. Came up with this pretty quickly. May not hold up under playtesting. Relies on some good quality-of-life options to prevent message spam during battle too.
     
    1. I want to bring something sophisticated. That is including the dodge mechanism, as it is shown in anime series. For this to happen, there should be something like "Dodge" factor in stats of Pokemon, whose maximum being capped at 50% rate. Pokemon with higher speeds tend to have faster growth rate in this sector, and vice-versa for accordingly. Although move accuracy exists, but that's from opponent's(or ours) attack perspective, and it can't be controlled as such(excluding moves like Double Team, Minimize, etc). So having "Dodge" brings some new flavor into the battles. In order to it not being redundant and too much reliant, there should be something like Dodge can only be used after 3 or 4 turn, with first Dodge being available to all.

    2. Smart battle AI. Because the AIs in the mainline games are so much predictable and easier to deal with, so having smarter AI that adjusts nicely is good thing to have.

    3. Mid-battle evolution, as said by @Devalue . I guess this is also there in TCG as well, so why not in mainline battles.

    4. Total of 18 Gyms for each types, or 9 Gyms with each gym being themed at two types. Not only this, but the Gym Battles should be in such a way that Gym Leader's Pokemon are assisted by the environment of the Gym, as shown in Anime.

    5. Making use of various terrains as we had seen in Anime. For example, in desert-based terrain, only thing which we see is sandstorm damage, and that's it. But making it such that sand reduces the speed of Pokemon who can't fly, or are not ground/rock type, and sandstorm reducing the accuracy unless Pokemon have abilities which denies accuracy reduction. Doing things like this will bring lesser used moves like Odor Sleuth, Lock On, etc usable in various situations.

    6. Strict Level Cap. Otherwise people just over-level their Pokemon to ease out the battles. (Sounds bit brute, I suppose)







    I guess doing all these might bring some new flavor in battles, and also making them more interesting by asking the players to think out carefully in the battles, rather than bulldozing the opponents easily!
     
    1: First, and most importantly, switching Pokemon should not have priority. It should be based on your Pokemon's speed, like a move, so faster Pokemon can be switched out like normal, but priority moves can hit them like Pursuit currently does, while slower Pokemon would have to take a hit first.

    2: Make held items visible, as though everything on the battlefield had Frisk. In-universe, they should be obviously visible unless the Pokemon in question has a place to hide them, and it'd be more fun to know which Pokemon had Choice Items, for example. There can be an Ability that hides them again, of course.

    3: No in-battle healing items, by either the player or their opponents. Nothing's more annoying than a Gym Leader healing their ace back to full health, especially if that places the player in a position where they have to do so as well to win the battle.

    4: Gym Leaders and similar boss battles should start with parties of three, and add one more Pokemon per badge until they get a full team at the fourth gym.

    5: Add difficulty settings. It's baffling to me that they were only done (and made nigh-inaccessible) in B2W2 and then forgotten.

    6: Make EVs into some sort of manual point allocation system rather than the tedious grinding we have now.

    7: Remove Evasiveness as a stat altogether; Minimize and Double Team should instead decrease the accuracy of all opponent Pokemon, and Defog and Sweet Scent should raise the party's accuracy.

    8: Boost the accuracy of most physical Rock moves. Their inaccuracy is the primary reason that Rock is my least favorite type.

    1. Reduce the stat changes from buffs/debuffs. Might go with diminishing returns here: 50% for each of the first two stages (unchanged), 25% for each of the next two stages, and 12.5% for each of the last two stages. Adds up to a x2.75 stat multiplier at +6, down from a x4 stat multiplier. Goes similar for debuffs, resulting in 4/11 of the usual at -6.

    2. Remove some move coverage from most Pokemon. Does not want to return to the days of Pokemon learning almost nothing. Example: Looked at Gholdengo. Why does it learn Sandstorm, Charge Beam, Thunder Punch, Power Gem, Psychic, Focus Blast, and a few others? (Kind of understands Dazzling Gleam, given the coins, although not the type of the move.) Leave the wider move pool to weaker Pokemon.

    1. I want to bring something sophisticated. That is including the dodge mechanism, as it is shown in anime series. For this to happen, there should be something like "Dodge" factor in stats of Pokemon, whose maximum being capped at 50% rate. Pokemon with higher speeds tend to have faster growth rate in this sector, and vice-versa for accordingly. Although move accuracy exists, but that's from opponent's(or ours) attack perspective, and it can't be controlled as such(excluding moves like Double Team, Minimize, etc). So having "Dodge" brings some new flavor into the battles. In order to it not being redundant and too much reliant, there should be something like Dodge can only be used after 3 or 4 turn, with first Dodge being available to all.

    I disagree with all of these.

    Buffs/debuffs are fine as-is; Pokemon battles are fast-paced enough that using a turn on a statboost move is a serious risk against an equal opponent. If you have the opportunity to max out a stat, and it isn't from Speed Boost or Belly Drum, either your opponent screwed up somewhere and they deserve to get their team swept, or you cheesed the match with healing items.

    The current rate of move coverage is good; it allows Pokemon to avoid being pigeonholed into certain movesets. (e.g. Staraptor normally always runs some combination of Brave Bird, Double Edge, Close Combat, and U-Turn.) It also allows players to focus more on their favorite move types even when not running those types of Pokemon; I often run Shadow Ball/Shadow Claw on non-Ghost Pokemon, for example.

    Inaccuracy and Evasiveness are a nightmare to deal with already, and we have Protect and Double Team as near-universal TM moves if you really want to evade stuff. It does not need to be a separate mechanic.
     
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    1. Reduce the stat changes from buffs/debuffs. Might go with diminishing returns here: 50% for each of the first two stages (unchanged), 25% for each of the next two stages, and 12.5% for each of the last two stages. Adds up to a x2.75 stat multiplier at +6, down from a x4 stat multiplier. Goes similar for debuffs, resulting in 4/11 of the usual at -6.

    Buffs/debuffs are fine as-is; Pokemon battles are fast-paced enough that using a turn on a statboost move is a serious risk against an equal opponent. If you have the opportunity to max out a stat, and it isn't from Speed Boost, either your opponent screwed up somewhere and they deserve to get their team swept, or you cheesed the match with healing items.
    Manages it pretty often without items against NPCs, at least in the newer games. (Says newer games mostly because of poor boosting move availability in older games.) Beat Brilliant Diamond's Elite Four + Cynthia with only one in-battle item (Pecha Berry) and some unavoidable affection status cures. Hit +4 Attack / +6 Speed on Rampardos for Cynthia. Ended the battle with Rampardos at full health from Leftovers, thanks to some Special Attack drops and a paralysis from other team members. Never even requires teammates sometimes. Defeated Bea, Gordie, and Piers with just Dubwool's Cotton Guard + Body Press. Remembers Garganacl doing similar things in Scarlet between Iron Defense, Body Press, and Recover.

    Technically goes into making the AI smarter. Should switch out if they are doing basically no damage at -6 Attack or Special Attack. Played it like this in a romhack, though. Turned Charm into a near-guaranteed switch for the opponent after a single use, which was boring. Wrote several ideas above with that in mind. Encouraged things like Toxic, Sand Attack, their own set-up moves, mixed attackers (not mentioned above, but generally effective), and double battles. Wanted to weaken the strategy, but not remove it.

    Kept competitive play in mind too. (Disclaimer: Not a competitive player.) Doubts most competitive players hit +/- 3 very often, outside of Belly Drum, some Commander + Co-star teams, Steam Engine, and maybe Stamina shenanigans. Should not see much of a change. Might weaken stalling more than offense?
     
    As much as I would want to just dump a huge pile of text here about what I would want to improve in the battle system, at this point I would rather craft those thoughts into a framework of a new battle system so I can start prototyping with it. I've been writing the first draft of a GDD (Game Design Document) for that purpose, so I can later review it and then choose the most fitting game engine for this vision.

    The goals described in the document, the underlying vision, is to rework pokemon's turn-based formula to meet the standards of the modern turn-based RPGs, in particular the dynamic aspects present in JRPGs like one of the progenitors of the monster collecting genre, the Shin Megami Tensei franchise. Other important goals would be streamlining many of the more clunky aspects of the battle system like the incessant amount of scrolling text that slows down gameplay and improving UI so that it can provide the information necessary in the heat of battle without compromising simplicity, including displaying once hidden information like priority values properly to the player.

    Whether this actually becomes anything concrete, we'll see about that. But now that I have no more obligations to commit to in previous fan game circles I have been part of, I am now free to use my spare time to work on whatever I want, with the only limiting factor being motivation, RL circumstances as well as need to improve my coding proficiency. (Unless I want to take a gamble with random people, which I'm not eager to do considering the social climate of the modern internet.)
     
    There were a lot of thoughts, but I am actually quite fine with the Pokemon battle system. The thing I would personally try to lower or completely erase are random misses and especially crits. A combination of both often brings the battle more on the luck side instead of the strategy, which is quite horrible in my opinion, especially in a competitive context.
     
    Scrap the RNG related to accuracy for the vast majority of moves, mostly the more 'normal' ones that are under 100 power. Moves like Play Rough or Thunder Fang.
    One of the more annoying things about the forced battle spam in the games is seeing your 90% accuracy move miss 3 or more times in a row.
     
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