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Potential Status Rework:
So some baseline concepts I set out to address:
>Sleep: if abusable, is a pain in the ass.
Original gamefreak fix: lower accuracy of sleep moves, greatly limit distribution of consistent sleep. Issue mostly hinges on the inability to act coupled with RNG of when you wake.
>Paralysis: Sleep's shithead cousin
Use as a slowdown status is great, but the RNG chance to do nothing at all makes paralysis inconsistent and makes the rewards for inflicting it not something to plan around.
>Freeze: Sleep but different (they really were preoccupied with ways to take away turns in Gen 1, weren't they?)
A status with no status move, meaning it MUST be inflicted by chance. Underutilized, RNG-reliant. I think I've seen two dozen actual Freezes in my entire career, and I've played since Gold release.
>Burn: Okay status
No notes.
>Poison: Toxic is good but limited in use, and base poison is pretty shit
These are the focuses of my initial rework, as I was not too preoccupied with volatile status like Confusion or Attraction - they occupy the same niche as Paralysis, and get more complex.
I set out with the intention to make status less of an RNG fest and more of a conscious choice and reward.
So my first thoughts were to incorporate the changes proposed by PLA.
>Drowsy
Excellent mechanic, but again leans on the RNG aspect. I've removed this and adapted it.
>Frostbite
Fixed Freeze. No way about it. Excellent design.
And I came up with a system to inflict status to allow more ways to interact with them without needing to fuck around with actual status moves or random chance effects.
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