Quoted By:
Items should be reworked. It offers an excellent chance to dramatically change the game, and I thought of a cool way to do it.
>items can no longer be held by Pokémon
>however, trainers now can apply or give virtually all battle-relevant items mid-battle
>this includes giving held items like a choice scarf or assault vest to a Pokémon
>can apply any item to your Pokémon, but cannot take it off if it is a worn item
>can bring potions, status cures, and maybe even revives depending on how overpowered they would be in multiplayer battles, however you can only bring between 6 and 12 items total depending on balance, and definitely a limited number of each if things like revives are allowed, probably no more than 3 of each
>healing, status, and stat buff items take a full turn to use. Held items do not
>to counterbalance the obvious bullshit of giving a choice item to a setup mon, introduce debuffing items that can be applied to OPPOSING Pokémon, perhaps eliminating stat changes, stifling specific attacking moves, or even dealing direct damage with some kind of ESRB friendly "weapon"
>effectively introduce more intricate and interesting mechanics through a simple and comprehensive change
>setup is both proliferated and nerfed, and items are both made more generally useful but also cut in power since even though you can do silly shit like apply a choice scarf to a Landorus as it sets up SD, you will be limited in how many items you can bring, and depending on how it's balanced in terms of numbers it will be unwise to bring more than 1 of such things as you would be passing up on things like healing
>leftovers/black sludge receive a much needed nerf, and even though you might imagine this being a buff to stall since you can use potions in MP, the very limited amount you can bring would make bulky offense and balance more powerful if anything, enabling mons like making mons prone to being worn down have longer lifespans
Awaiting that job application in the mail, GF