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>2 rivals
>The one that choses the starter with advantage is a cocky jerk who only uses strong-mons and starts tough, but gets progressively stupid and predictable.
>The one that has the disadvantage gets utterly beaten on the first fight, and gets determined to beat you, so they start having better and better strategy, setting hazards, using status, and giving items to their mons.
>big region, with explorable areas where you can find a lot of hidden mons (like how you have to go very deep in a cave to find lapras or Tyrogue in Johto) but for all the pseudos and some other. Think about scyther being very deep in the woods, larvitar in a cave or even a starter, no more 1% chance to appear shit, straight out having to find them with HM puzzles (not just pressing A to cut the tree or some rock).
>HM's are now learnt from getting a gym badge, and does not occupy a slot in the moveset of a pokemon.
>Now you choose your own order of gyms, the level of wild pokemon and the difficulty of a gym depends on the number of badges you have, rather than on the route/gym itself.
>keep the new:old pokemon ratio to 1:3, enough to find new pokemon on every route, but still getting to have a lot of old bros to people who don't like the new designs.

Introduce roughly:
>50 new pokemon
>50 cross-gen evos and prevos (mons like farfetch or chimecho need it without having to waste your mega slot), so literally you don't screw up for chosing a pokemon you like. and also prevos to pokemon that start out too strong (mostly about 10 or so prevos) like a Lapras prevo, or a Torkoal one.
>50 new megas, most to already evolved-weak pokemon, not just on some broken shit like legendaries and lucario-tiers. Give it to Butterfree, Raichu, Roserade, Liligant, etc.)
>a poison mythical (making it the 151th for balance sake)

cont'd:
>>
Also:
>Serious nerfing to the base stats powercreep that are megas and primals, base status overhaul on all mons (it depresses me how useless primeape is literally an inferior version of mienshao).
>Water is now weak to poison and Ice, but inmune to burns.
Grass and ice are now resistant to fairy
Burning now only reduces the atk 1 stage, not 2.
More sound attacks.
More fairy attacks. (not just like 4).
>We get more entry hazards that aren't stealth rock, such as grass, fire, or ice, but now every entry hazard only lasts 3 switch ins.
>knock off goes down to 30 power

How much did I fix/ruin the series ?
>>
>>26522256
you still need to nerf fairy type as a whole because its one psuedo legend away from even more broken than the dragons that came before it
>>
>>26522612
But I did, indirectly
2 more types ressist it
and poison gets buffed, so it's used more.
>>
bamping, because why not.
>>
I like the rival idea and also
>Weaker rival becomes champion
Thread replies: 6
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