>>33766369I think you're the only person in the thread that has the right approach, but I disagree with most of your ideas. I'd like something more simple like:
>BurnFine as it is.
>PoisonRegular version halves SpA but takes only 1/8 HP per turn, like burn in gen VII, meaning it is cancelled out by leftovers. Toxic version is fine as it is, but should get less distribution (healing blobs like chansey or alomomola should NOT get it). Now toxic spikes has a different strategic use for either amount of layers.
>ParalysisFine as it is.
>SleepBug types are immune to it, otherwise remains the same as currently on gen VII.
>FreezeUses a random turn-counter like sleep's, but can last from 2 to 7 turns instead of 1 to 3. If you get lucky you can set up in front of a frozen mon, but nothing nearly as ridiculous as getting 20+ free turns of setup with a dice roll.
>ConfusionPsychic types are immune to it, otherwise remains the same.
>InfatuationFairy types are immune to it, otherwise remains the same.
>FlinchingFighting types are immune to it. Among other things, makes fake out spam less reliable in doubles.