Anonymous
8/11/2025, 4:19:21 PM
No.58104328
>>58104286
>>NO AESTHETICS DON'T MATTER
if every type just plays like
>attacker @ life orb or choice item or leftovers
> - stab 1
> - stab 2
> - coverage move
> - boosting move
then no, aesthetics don't matter because they all play the same. it would be nothing but set dressing to cover up a lack of depth. Then again, campaignshitters love that type of style-over-substance design. I bet you just LOVED Dynamax.
>You genuinely, seriously think, that the only identity of a type is relative power
nope, not at all, the identity of a type comes from niches
here's how I'd design some type niches just off the top of my head:
>Normal: specializes in coverage but struggles with STAB
>Fire: specializes in high BP special damage but struggles in coverage and boosting moves
>Fighting: High power physical moves with huge drawbacks (recoil or stat drops)
>Water: specializes in healing and damage mitigation
>Flying: specializes in team buffing and utility
>Grass: specializes in status effects
>Poison: specializes in stacking and spreading DoT effects
>Electric: focuses on glass cannons with high speed stats and boosting moves, suffers in coverage and offensive stats
>Bug: specializes in evolving quickly and early and being very powerful early on, but falls off after the early game
>Dark: specializes in conditional moves, as in moves that only work under specific conditions or whose power increases under said conditions
>etc. (too much for 1 post)
if you look closely, some of these niches are what these types had back in gen 1, some remain in the game to this day yet others are completely gone, and some are completely original
>well your niches are cringe and you're a shit game designer
ok but i'd rather have this than the copy/paste templates every pokemon would be without them
>>NO AESTHETICS DON'T MATTER
if every type just plays like
>attacker @ life orb or choice item or leftovers
> - stab 1
> - stab 2
> - coverage move
> - boosting move
then no, aesthetics don't matter because they all play the same. it would be nothing but set dressing to cover up a lack of depth. Then again, campaignshitters love that type of style-over-substance design. I bet you just LOVED Dynamax.
>You genuinely, seriously think, that the only identity of a type is relative power
nope, not at all, the identity of a type comes from niches
here's how I'd design some type niches just off the top of my head:
>Normal: specializes in coverage but struggles with STAB
>Fire: specializes in high BP special damage but struggles in coverage and boosting moves
>Fighting: High power physical moves with huge drawbacks (recoil or stat drops)
>Water: specializes in healing and damage mitigation
>Flying: specializes in team buffing and utility
>Grass: specializes in status effects
>Poison: specializes in stacking and spreading DoT effects
>Electric: focuses on glass cannons with high speed stats and boosting moves, suffers in coverage and offensive stats
>Bug: specializes in evolving quickly and early and being very powerful early on, but falls off after the early game
>Dark: specializes in conditional moves, as in moves that only work under specific conditions or whose power increases under said conditions
>etc. (too much for 1 post)
if you look closely, some of these niches are what these types had back in gen 1, some remain in the game to this day yet others are completely gone, and some are completely original
>well your niches are cringe and you're a shit game designer
ok but i'd rather have this than the copy/paste templates every pokemon would be without them