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Messages - bulborbish

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481
There is... https://github.com/GlyphGryph/Bay12Pokemon/wiki/Wambler but it has no moveset or anything except a possible name so far. I seem to remember a moveset, but it doesn't seem to have been put on the wiki.

There is A moveset, but I was waiting for final approval before I put it up.

482
I am unable to make unbiased comments on it since I was the one who drew the concept art that inspired it and Magman

Yeah, sorry that I deviated from your concept. My poor spriting made it difficult to imitate what you put for Hieman (my original sprite looked more like a robot when I tried to follow yours, and I ultimately scrapped it and tried to at least make something that fit thematically.)

483
Gotta go soon, but real quick: Skelk's good as far as I can tell, Magman and Hieman need low level moves for breeding but I like their movesets (maybe a little more low-level ice for Hieman), cave swallow mons are good. Present's a little odd, but I'm not one to judge. :P Also, what do you mean by "learn" for Wing Attack?

"Learn" I assumed, was how we treated egg moves. So, I threw Wing Attack in as one.

Yeah, wondering if there is any comment on Hieman's sprite. I want general opinion on it right now, though I can make only very little changes.

484
Spoiler: Skelk (click to show/hide)

Spoiler: Magman (click to show/hide)

Spoiler: Hieman (click to show/hide)

Spoiler: Cawallow (click to show/hide)

Also, as a bonus...

Decided to attempt a sprite, even though I am a *Novice Spritist* and would be unlikely to produce a decent sprite.

485
Hen we said Mew equivalent we didn't mean it that literally...


Maybe I should have said Mew/Celebi/Jirachi/Manaphy/Victini equivalent instead.

Would have worked better. I am *very* literal Minded.

My Scamps comments were based pretty heavily on my opinion that I kind of think Mew's pretty worthless. Again, just my opinion though. :P

As for the stat booster things, I was mainly saying swap out moves that only boost one stat for the ones you have that boost two. If it's just Psychic, though, it should be good as it is.

Yeah, well, Scamps isn't nearly as worthless as Mew, but still isn't set up for the big leagues. I saw him as a reward, not as a (very) viable party member in the long run. I probably can take another crack at it though.

And for Dorfmentus, I was just being a jerk. I knew what you meant, but thought I should point out a potental combination of what to remove and add.

I'll take another look at Scamps moveset, but I'm trying to keep his power down, so I don't see much else of what I can do.

486
Overall I like the Sireno/Sirena lines. I feel like Sireno could use another move or two, though (it only learns 5 moves before it evolves at 27... that's kind of not very many), maybe Karate Chop or something like that between 16 and 23? I know it's only water at that point, but regardless of how useful it is it's some flavor and something to keep the mon interesting. Also, someone mentioning breeding made me realize you'll want to bump down their first moves to level 1. I THINK newly hatched mons are level 1 in Gen 3, so if we end up getting breeding in, newly hatched Sirenos/Sirenas won't know any moves the way they are. Maybe even add a new move at level one for each of them (Comet Punch for Sireno, Double Slap for Sirena?) to fill them out a little more.

Spoiler: Sireno Round 2 (click to show/hide)

Spoiler: Sirena Round 2 (click to show/hide)
Karate Chop added. However, newly hatched pokemon in Gen III start at level 5, so I won't move the levels down. Double Slap, however, has been added as a Level 1 for Sirena Reguardless, because it fits thematically.

Scamps feels ok, but not particularly legendary, especially when you compare its moveset to Dorfmentus, which is better in almost every way. I know that moves don't necessarily make a legendary great, but.... yeah. I'd say add in some things that make it hard to hit (maybe Minimize/Double Team and Sand Attack/Mud Slap?), since that's a theme that might go well with a cute little cat legendary and they can make whatever mon they're on really frustratingly overpowered in a lot of circumstances. The problem with that suggestion is that, while that might make a powerful mon, it still doesn't feel legendary for some reason, so other suggestions would be great.

Edit: also, these are all just my opinions, definitely not gospel. Feel free to say "umm nope, I was going for something, I'm going to keep them how they are" if you want. I can already tell we aim for different numbers of moves (you seem to go for 11-13, I go for 18-20) so I know we do some things differently. Just wanted to give what input I could.

In this case, I have to say no. Mew (which scamps is heavily based off in terms of theme) Only learns 5 moves in its Gen III Ieteration, and for the most part, they aren't that great. Its main advantage was the ability to learn all TMs, which I also interpreted for scamps.

Also, In terms of movesets, I tend to fall more in line with semi-imitating the patterns of actual pokemon, and surprisingly enough, anything beyond the starters really doesn't learn much, with 12 actually being the peak. Of course, legendaries also break this trend (having either very high or very low numbers), but I stuck with the average on Scamps.

Dorfmentus... wow. Is that a pseudolegendary/legendary? That's a seriously powerhouse moveset, especially if Dorfmentus is Psychic/Fighting (which I'm not sure about). It could be ok as-is if it's supposed to be really good, but if not, you might want to get rid of a theme or two. Some ideas are: take out Dream Eater/Recover to make it less durable, take out Bulk Up/Calm Mind so it can't snowball as much, take out Confuse Ray/Kinesis so it can't control as well, or take out some of the high end powerful moves. If it's a normal Bayomon then I'd say probably any two of those would be necessary, maybe adding in basic one stat boosting moves to fill the gaps.

The Boogesh line looks great though! :P I do like the dynamic of it learning a pretty good move at level 1 but it being mostly useless until it learns Hypnosis later unless you get to a move tutor/relearner and have it relearn it there.

Spoiler: Dorfmentus Round 2 (click to show/hide)

 - Dorfmentus is Psychic only, but I figured it would use the possesed dwarfs for combat semi-decently (martial trances)
 - I cut psycho boost and recover, so it should be a little less tanklike.
 - Not supposed to be a Pesudo-Legendary.
 - Strangely enough, you recommended me to add stat boosters to replace stat boosters (as a potental option)

Bogesh moves have been wiki-fied.

487
I have Success in Wikiediting

Fixing a few things, and added Pyresprite's Moveset to the Wiki (as it was only a repost, to be honest.)

Will add the rest of the listed movesets tomorrow if I don't get any commentary on how to change them.

488
The main issue is I have difficulty putting them in code format. Otherwise, I would have just put them up instead of the last post.

Yes I do have a git-hub, but not as a contributor (I only spend my time doing wiki-stuff, not working on actual files.)

489
Spoiler: Sireno Line (click to show/hide)

Spoiler: Sirena Line (click to show/hide)

Spoiler: OMG SCAMPS (click to show/hide)

Spoiler: Dorfmentus (click to show/hide)

Spoiler: Pyresprite's Moveset (click to show/hide)



Reposting Movesets  that have gotten no commentary or lack final appoval (I.E. put in the wiki by someone who is a better githubber than me.)

490
Bogesh doesn't evolve until lv 34. So why the nightmare?

If I understand correctly, Move Tutor can teach Level 1 moves. So, I decided that Nightmare would be a Move Tutor move for Boogey.

Also, Comment on any other moveset?

491
Awesome. I'd still like an earlier move for Polyceps, but that's just me.


I have no Idea what you are talking about, I definitly added so it had 2. Do you want 3 now? Whats next, 58 starting moves?

You might at least want to give Bogesh an extra starting move since the Player get's it as a gift in the form of an egg


I spread out some early moves, so it should work now.

492
P.S. bulborbish, you might want to adjust the movesets a bit since if I remember correctly most pokemon start off with at least 2 moves (when hatched from an egg or something)

Most Early Game ones start with 2, but as you go later most learn more egg moves and parent moves then starting moves. Most of These mons are later game (with exceptions of Sireno and Sirena)


I'd add poison sting as one of Polyceps's starting moves, since it fits thematically. Shadowball should be replaced with Crunch, since it's exactly the same move but dark type (thus giving Jethro STAB from it). Nightmare is okay, I suppose, but I'd replace it with Dream Eater, and perhaps switch Crunch's position with it (Crunch should just be learned earlier anyways). Leaf-blade I'm not too sure of, but Cosmic Power is pretty awesome (I especially like how Schoolbus [Need to think of a better name] learns it before it levels up). Overall I think that it'd pretty good.
[/quote]

Spoiler: Jethro Line Round 2 (click to show/hide)

Made Changes

493
Bulborbish has been taken by a Fey Mood
Bulborbish is beginning a construction.

Bulborbish has made Beastmoves, a digital list! It menaces with spikes of needs refinement!

Spoiler: Jethro Line (click to show/hide)

Spoiler: Sireno Line (click to show/hide)

Spoiler: Sirena Line (click to show/hide)

Spoiler: OMG SCAMPS (click to show/hide)

Spoiler: Dorfmentus (click to show/hide)

Spoiler: Pyresprite's Moveset (click to show/hide)


Also, the WSTN in Sireno and Sirena's movesets refers to Waterstone (or whatever we're calling it)

494
Also, the groundwork for the Mermaid line has been finished.

Sirenia -> Ostrandia -> Merododem. Exclusive female line.

There'll be an exclusive male merman line to breed with the Sirenia line, making these the Nidoqueen and Nidoking of our game pretty much.

I actually was working on a Mermaid and Merman Line out of boredom. Treated them as pure water type, just because I had the Impression that there were too many Ghost/Dark type Beasts, but I can modify it to be Water/Ghost

495
Ok, so I'll whip up preliminary movesets in around 5 hours. Granted, I already finished Magamette's Tree, but I'll give them all in one package.

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