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Tiddlywinks (talk | contribs) m (→Balancing issues: Please do not blindly copy-paste after an edit conflict... Most of the list are not "balance" issues) |
(→Discussion of Generation I: Tense agreement (Gen I is no longer current, so present tense is not adequate) and other cleanup.) |
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* Two Pokémon types in the game were matchless: | * Two Pokémon types in the game were matchless: | ||
** {{type|Psychic}} Pokémon had virtually no match because their moves were resisted by | ** {{type|Psychic}} Pokémon had virtually no match because their moves were resisted only by other Psychic types and their only weakness was to the {{t|Bug}} type, of which there were only three damaging moves: {{m|Leech Life}}, {{m|Pin Missile}}, and {{m|Twineedle}}. Additionally, most of the Pokémon that learned these moves were part {{t|Poison}} and therefore weak to Psychic moves. {{type|Ghost}} moves were also completely ineffective against Psychic types instead of being super-effective, due to what may be a programming bug. | ||
** Pure {{type|Dragon}} Pokémon | ** Pure {{type|Dragon}} Pokémon were only weak to Dragon-type moves. However, since {{m|Dragon Rage|the only damage-dealing Dragon-type move}} always did a fixed damage of 40HP, no moves could deal super-effective damage against pure Dragon types. | ||
* The {{stat|Special}} stat represented both Special Attack and Special Defense, meaning that a Pokémon with a high Special stat had | * The {{stat|Special}} stat represented both Special Attack and Special Defense, meaning that a Pokémon with a high Special stat had an edge in battle. For example, {{p|Venusaur}} had a [[base stats|base]] Special stat of 100, used {{type|Grass}} (considered "[[Special move|Special]]") moves, and was weak to mostly Special types. | ||
* [[Critical hit]] ratios were based on a Pokémon's speed, allowing | * [[Critical hit]] ratios were based on a Pokémon's speed, allowing faster Pokémon to deal more critical hits. | ||
** [[One-hit knockout move | ** [[One-hit knockout move]]s were also based on speed, making them useless if the user was slower than the target. | ||
===Other issues=== | ===Other issues=== | ||
* The [[Bag]] only | * The [[Bag]] had only 20 slots, and each stack of items (including key items) occupied one slot. This forced the player to constantly store obsolete key items, TMs, and HMs into the PC in order to make space for new ones. | ||
* {{m|Leech Seed}} and {{m|Toxic}} used the same damage calculator when they were stacked alongside each other, allowing Leech Seed to drain twice as much damage. | |||
* {{m|Leech Seed}} and {{m|Toxic}} | |||
* Bad {{status|poison}}ing would revert to standard poisoning if an inflicted Pokémon was switched out. | * Bad {{status|poison}}ing would revert to standard poisoning if an inflicted Pokémon was switched out. | ||
* Due to a glitch, {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}}s | * Due to a glitch, {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}}s cut the user's critical hit ratio by 75% instead of doubling it. | ||
* Critical hits would ignore stat | * Critical hits would ignore stat increases from both parties rather than just the target. | ||
* Using {{m|Agility}} or Swords Dance while {{status|Paralysis|paralyzed}} or {{status|burn}}ed | * Using {{m|Agility}} or Swords Dance while {{status|Paralysis|paralyzed}} or {{status|burn}}ed, respectively, would negate the status impairments from those effects, then double the enhanced stat. | ||
* {{m|Counter}} | * {{m|Counter}} could be used in response to {{m|Guillotine}} or {{m|Horn Drill}} to instantly defeat an enemy Pokémon, even if the move hit the user's {{m|Substitute}}. | ||
* With the exception of {{m|Swift}}, every attack had at least a 1/256 chance of missing. | * With the exception of {{m|Swift}}, every attack had at least a 1/256 chance of missing. | ||
* {{m|Wrap}}, {{m|Bind}}, {{m|Fire Spin}}, and {{m|Clamp}} immobilized the target for 2 | * {{m|Wrap}}, {{m|Bind}}, {{m|Fire Spin}}, and {{m|Clamp}} immobilized the target for 2 to 5 turns as a side effect. If a trapped Pokémon switched out, it would still be considered trapped during that turn. | ||
* If {{m|Hyper Beam}} | * If {{m|Hyper Beam}} knocked out a Pokémon, the user would not need to recharge on the succeeding turn. | ||
* Although {{m|Rest}} | * Although {{m|Rest}} acted as a {{DL|Potion|Full Restore}} with the side effect of {{status|Sleep|falling asleep}}, it did not alleviate the status impairments caused by burns or paralysis. | ||
* {{m|Struggle}} | * {{m|Struggle}} was programmed with {{type|Normal}} offensive properties instead of being programmed to ignore type matchups, making it ineffective against {{t|Ghost}} types. | ||
* When hit | * When a Pokémon was hit by a move that did not deal neutral damage, the message that displayed would reflect only the matchup against the target's secondary type. | ||
* Overusing stat-ups would eventually cause the boosted stats to roll over into low numbers. | * Overusing stat-ups would eventually cause the boosted stats to roll over into low numbers. | ||
* Waking up from sleep | * Waking up from sleep took a full turn. | ||
* {{m|Substitute}}s | * {{m|Substitute}}s did not defend against status impairments. Hyper Beam also didn't require a recharge if it destroyed the Substitute, and {{m|Self-Destruct|Selfdestruct}} and {{m|Explosion}} did not make the user faint if it destroyed the Substitute. | ||
* Using Substitute while having 25% or less of one's maximum HP left | * Using Substitute while having 25% or less of one's maximum HP left would knock out the user. | ||
* As soon as {{m|Rage}} | * As soon as {{m|Rage}} connected, the user would become disobedient and would be unable to use any other move until it fainted. When Rage was used, it only lost the initial 1PP, and if it missed, its accuracy dropped to 1/256. | ||
* If a {{m|Bide}} user | * If a {{m|Bide}} user was hit with a status move before its second turn, the damage dealt would equal that of the last attack used against it. | ||
* If a Pokémon's HP | * If a Pokémon's HP was 255 or 511 below its maximum, then {{m|Recover}} and {{m|Soft-Boiled|Softboiled}} would fail. | ||
* Multi-hit | * [[Multi-hit move]]s dealt the same amount of damage for each hit in a turn, meaning that if the first hit was a critical hit, the other hits would be critical hits as well. | ||
===Kanto thematic motif=== | ===Kanto thematic motif=== |
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