Dynamax and Gigantamax discussion #266
Replies: 10 comments 8 replies
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What are the problems with their current implementation and what do they do that's positive? |
https://miro.com/app/board/uXjVL8vSHHE=/?moveToWidget=3458764609636183563&cot=14 |
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My personal thoughts
Maybe in the far future it would be nice to have every Pokemon be able to dynamax, but for now maybe just the g-max factor ones
The Pokemon should learn the related g-max move on changing into the g-max form. G-max should also retain the g-max immunities to things like flinch, phazing, disable and weight moves
No. Adding custom types and abilities makes it harder for newer players because it's another layer of information that they have to remember. And it also cuts down on the "why does squirtle show up in the steel section" FAQs
I think an HP gain from 50-100% is equivalent to taking 33%-50% less damage. This is the most realistic translation of the dynamax stat change. Maybe make this effect wear off after 3 turns too?
Discussed but this can be a move that is learned upon the "evolution." It can be a 160* (less for fighting/poison moves to be more accurate to the mainline game) base power move with 3pp that is unaffected by pp up's |
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While i understand the draw of wanting to remake the mechanic closer to its mainline implementation, the timelimit of dynamaxxing combined with the effective time limit of waves per biome may make turning it into a button any pokemon can click to dynamax for their 3 turns... less convenient. When does it go away? If i dynamax right before a rival, do I keep the state or do I lose it? if max moves are implemented, this will give basically any pokemon access to terrains, weathers, and any other beneficial max move effects so long as they have the move coverage, is that too strong? If we limit dynamaxxing to being only a few turns, what should be the cool down for it be? Do we allow a dynamax every battle? Is that too easy against wild pokemon? Will playing optimally around dynamaxxing be more time consuming than if the Gmax mons were just left as extra forms? A large issue in the mainline games I have with dynamaxxing is, in a single player vaccuum, its a very boring game mechanic that mostly gets used to brute force the more oppressive threats on the enemy team in a battle. while I think max moves and the qualities of gmax mons are a welcome addition to the games atmosphere, the actual new game play loop needs to be more concrete before it can be feasibly decided if dynamaxxing should work more like mainline or if it should be locked to gmax mons only.
I like having the immunities back, unsure if every move should just swap to a max move by default. If this becomes a form route, maybe only stab moves can generate as max moves, or the player can only select 1 or 2 off their current move kit to upgrade. potentially also, which may play nicely into an extend classic mode, is that max moves can be acquired using an additional item to upgrade them, which would become available in shop after gmaxxing one pokemon. /shrug
abilities i say no, new abilities feels like a core part of mega evolution to me where as the power of gmaxxing comes from the extreme max moves and stat gains; it feels like a shaft of the original intentions to just give these gmax mons hypertuned abilities because they need "something stronger". I would only accept alternate types under very few circumstances;
Considering as of rn all mons just accrue IVs until they all inevitably max out, I don't see an issue in always making this 100% or some other custom percentage to keep it consistent. Players will aim to optimize pokemon as much as possible.
Unsure the exact implementation, but i think theyd be a welcome addition. If GMax is going to be a form based thing, there has to be some sort of restriction that adds an extra step to gaining the moves, we cant just hand out 140 bp moves that set sun off the jump of gmax. If the three turn limit is implemented, the moves can likely stay as they are originally designed to be, but i do think it should be considered how often the moves are used/if their additional effects should be allowed to be set up for things before hand or not. |
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I was thinking that it would be cool if there were dynamax-only battles where all Pokemon could dynamax and use Max boosts Godzilla vs. Kong style. I feel like it's the only way to level the playing field TBH (I hate Gen 8 lol) |
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If we go by the signature moves and the most commonly used moves by the Pokemon that use them, here are the associated base powers. Also using this as a checklist for the effect implementations
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It turns out that in mainline, Dynamaxed Pokemon are also immune to OHKO moves (this is stated on the Bulbapedia page for OHKO, but not the page for Dynamax). For our game, should OHKO moves also do nothing to G-max Pokemon, or should they act as 200 BP attacks (its current behaviour against Boss Pokemon)? |
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Since G-Max Pokemon taking reduced damage instead of gaining more max HP (#466) is a custom interaction, we should probably also tell the player this somewhere (e.g., in the description locale for Dynamax Band). |
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Closing for now as all the associated changes have been merged |


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Master thread for discussion of how g-max should be handled. Important questions to answer
ref: https://bulbapedia.bulbagarden.net/wiki/Dynamax
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