>>50193074>Needs a buffNormal, grass, bug, ice, rock, psychic
>needs a nerfSteel, fairy, water, ghost
>Relatively fineFire, Flying, ground, Dark, Dragon
If I were to balance the types while trying to respect logic as much as I could that's what I would do:
Ice and rocks are fine offensively, so they would only need some resistance (buffing rock offensively also means buffing SR which is a big nono). Psychic is just really mediocre atm so I would just give it one common type to be super effective out of them all, steel makes the most sense because of how iconic twisting spoons is to psychics in this game and it would also nerf the most centralizing type in the game. Grass and bug suffer from the same issues, they are mediocre both offensively and defensively. For grass, dropping the resistance poison has to it can be justified by the fact that medecines and antidotes are made out of plants. I get that poison is bad for plants but so it is for fish, birds and bugs yet it isn't super effective on those 3 types and they hit poison for neutral damage (save for bug). Speaking of bug, out of all the types resistant to it, it would be better for balance if it resisted fairy and was se on fairy. I would also like to make dark se on Fairy since evil characters usually owns good characters at the beginning of stories and the duality of good and evil. But then Dark would be too strong so I was thinking of making fire se against it since fire allowed humans to navigate through the night for most of their history. Water mons need to stop learning every ice move under the sun, that make them good against grass who is supposed to be the water counter by virtue of being the only type that resist them and is se on them.
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