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Negative abilities are interesting and underused design space, I feel. The way GF handles it is lame, just throwing a "this mon actually sucks" ability on something with a higher than normal bst and calling it done.
If instead they put some thought into the actual tradeoffs, or how to work around the ability it could be really cool.
Slow Start for example, all it needs is to not reset when you switch out. Then you have a way to work around it, by finding places to bring Regi out during the game, you can sacrifice momentum to work towards having a very strong threat come online lategame.
For Truant, skipping every second turn is a fucking massive downside, there's no realistic bst that can make up for that. But what if on the loafing around turn, it regained 20% HP, basically "slacking off." It's still a big downside, because you would much rather either attack or use an actual recovery move in 99% of situations, but there's at least some tradeoff there and now you can feel like there's some actual use to the ability.