[11 / 2 / ?]
Quoted By: >>12658198 >>12658413
How to balance the metagame in gen 6:
Assuming the current rumours about fairy type is true:
Fairy type attacks: x2 on dark/dragon/fighting types, x0,5 on fire and psychic types
Fairy defense: immune to dragon type attacks, weak to poison and steel type attacks
This is a huge dragon nerf which is good for balance, and a minor nerf for fighting and dark types, who are pretty dominant in the metagame right now. Fire and psychic types get a minor boost, which is great. Good job gamefreak, but there's more:
>nerf stealth rock
18,75% damage on x2 effective and 25% damage on x4 effective. This way bug, flying, ice and fire types get a necessary boost. It's ridiculous how 1 move can makes so many Pokémon uncompetitive.
>nerf weather
Weather is overcentralizing without weather-related bans. Drizzle, Drought, Sand Stream and Snow Warning will only affect the weather for 5 turns. Additionally Swift Swim, Chlorophyll and Sand Rush should only raise speed x1,5, not x2.
>nerf the water type
This type is so good defensively it is vital defensive pivot on pretty much any team. It isn't too bad offensively either. So here are the suggestions:
>make ice types resist water type attacks
Ice is shit defensively and a stealth rock nerf alone will not be enough for ice to be useworthy. Especially if you consider ice's niche is gone with the fairy type now available to combat dragons.
>make poison super effective against water
Poison will still be a weak attacking type even if it's super effective on fairies. With this change poison will be super effective on 3 types and not very effective against 4. Now consider the boost steel types have gotten by being able to hit fairies super effective are immune to poison.
Steel types will be kept in check by making fire types more competitive with stealth rock nerves and fairy type resistance so they can attack steels on their often weaker special defense some more.
Assuming the current rumours about fairy type is true:
Fairy type attacks: x2 on dark/dragon/fighting types, x0,5 on fire and psychic types
Fairy defense: immune to dragon type attacks, weak to poison and steel type attacks
This is a huge dragon nerf which is good for balance, and a minor nerf for fighting and dark types, who are pretty dominant in the metagame right now. Fire and psychic types get a minor boost, which is great. Good job gamefreak, but there's more:
>nerf stealth rock
18,75% damage on x2 effective and 25% damage on x4 effective. This way bug, flying, ice and fire types get a necessary boost. It's ridiculous how 1 move can makes so many Pokémon uncompetitive.
>nerf weather
Weather is overcentralizing without weather-related bans. Drizzle, Drought, Sand Stream and Snow Warning will only affect the weather for 5 turns. Additionally Swift Swim, Chlorophyll and Sand Rush should only raise speed x1,5, not x2.
>nerf the water type
This type is so good defensively it is vital defensive pivot on pretty much any team. It isn't too bad offensively either. So here are the suggestions:
>make ice types resist water type attacks
Ice is shit defensively and a stealth rock nerf alone will not be enough for ice to be useworthy. Especially if you consider ice's niche is gone with the fairy type now available to combat dragons.
>make poison super effective against water
Poison will still be a weak attacking type even if it's super effective on fairies. With this change poison will be super effective on 3 types and not very effective against 4. Now consider the boost steel types have gotten by being able to hit fairies super effective are immune to poison.
Steel types will be kept in check by making fire types more competitive with stealth rock nerves and fairy type resistance so they can attack steels on their often weaker special defense some more.