;_;
Splitting the effect makes it a lot less useful, though, since you can't get both the damage and energy benefits at the same time and generally there's very little reason to switch between the two types. Each stone as it is has basically one effect (+1%/-1% for a single type, lowering accuracy, raising all move's final damage): this may be "simple," but it still has two distinct ones that don't interact with each other at all. They're just random and... there. And really, fairy damage/normal energy? Fairy has almost no damaging attacks...
+1% damage/-1% energy for normal and moon moves, please. :( For fairy boosts, we can just add in the polkadot bow?
Or! Alternative idea that I just thought of and particularly like:
To parallel the sun stone, "Restores 1% of the user's health and energy after each action during no weather." Only 1% because no weather is the default state for most battles, but this is comparable with leftovers (+1% health after each action), slightly more expensive than it (and can be made more expensive if necessary, plus the item is consumed when you evolve something with it), and the benefits are preventable if weather is in place (which prevents it from being a strictly better leftovers if you want to spam weather-boosted moves - it allows your opponent to mess with the item while boosting their own weather-based moves). I like this idea a lot now, actually.
Thaaaat is true and I totally didn't think of it that way. Damn. I do love the weather thing... I'm gonna sit on it for a bit and probably go with either the weather thing, or old effect plus moon moves. (The Polka-Dot Bow is gonna be a thing either way.)
res said:
did ... did a radical change to exp rewards just get executed over 20min while I was eating with only echo-chamber support, what the hell
if changes (obviously wrong things excepted) are going to get made on that kind of timescale that kind of mildly wrecks the point of an open suggestion box
lucky egg mechanics is indeed borked but the 2 exp per KO thing makes 2v2 doubles an effective means of achieving 5-exp evolutions. given that exp basically does nothing other than officially boosting damage at 4 and 8 (... and tbh even I will admit it should probably stay that way), that is not at all broken.
if you're going to make that change you should also reduce basically all 5 exp evolutions to either 4 or 3 exp; most 4 exp evolutions also seem kind of excessive and should be dropped down to 3 exp.
until that's worked out, I strongly recommend revert.
I would hardly call this a radical change. It makes things a little easier if you're not the greatest battler. If you
are a good battler, it will make no difference, unless you're in the habit of picking double battles against people who are below your level by a wide enough margin that you can micromanage your KOs, and like I said before, discouraging that is a good thing. I say this having done just that before — I have a Scolipede who has been in one (1) battle. In fact, iirc, that was the battle that prompted Negrek to change double battle exp from "both of your Pokémon get the exp if they're both still out" to "whoever actually scores the KO gets the exp".
5 exp is
intentionally a high threshold for two-stagers; being able to achieve it in one battle is kind of ridiculous. You can still get it in two battles with at least one KO.
For another example, this new effect means that a 9-exp Pokémon will usually take three or four battles; five if you lose every single time. The old effect makes it three to
nine, but also lets you get a Tyranitar in two if you cheese a couple of double battles, which is just as ridiculous. It also raises the stakes a bunch and, as surskitty said, that makes things a lot more stressful.
It's a small tweak and one of the elite refs on the team went "oh, yeah, that makes total sense, why doesn't it already work like that", and there's nothing stopping us from tweaking it again if someone brings up a good point like Mai just did. Why
wouldn't I go ahead and change it? Giving every tweak heavy consideration sounds like a pain to me. We've taken several pages trying to hammer down the Moon Stone for crying out loud.
Mai said:
... Also, while we're on stones, looking at the dawn/shiny/dusk stones:
They're basically a trio, but the shiny stone's effect is completely different. (And kind of obnoxious because accuracyhax. Accuracyhax is not fun.) Could we change shiny's effect to "Raises damaging moves' final damage by 2% as long as the holder is between 66% and 33% health." ? It has nice symmetry and fills in the missing effect.
Yeah I'm totally in favour of this. 5% accuracy hax is at the same time not that useful to the holder but totally aggravating to constantly deal with.