by TheMeInTeam Fri Oct 11, 2013 12:44 pm
Anti-dragon is a big boon. There's a few things with the series that overcentralize it and screw it up at competitive levels:
1. Critical hits: Once an almost necessary stall war breaker back when EVs weren't capped the same way, anything they might have once brought to the game has come and gone. They now serve literally zero useful purpose, only occasionally making someone win who got outplayed.
2. Stealth Rock: Among the most used moves in the game despite not being an attack, learnable by an astounding number of pokemon, with only a few abilities that have any immunity at all and only a handful of pokes that get the ability to remove it. This one move eliminates the viability of a vast swathe of pokemon, and centralizes typing choices. It is also disproportionately stronger than other entry hazards, potentially causing more damage than a move that takes triple the amount of setup, and doesn't have a type switch-in that removes it from the field automatically. X and Y needs to introduce SOMETHING that puts a SERIOUS hurting on this trash move. It's an eyesore and has been for many years; way too good compared to alternatives.
3. Dragon typing --> Fairy typing: Thank god for fairy. Draco meteor/outrage being unresisted by basically everything except steel virtually guaranteed the need for steel at tiers that allow for the strong dragons. Possibly this won't be as big an issue now. Poison needed more relevance, too, and it gets some here.
4. Permanent weather/weather wars --> Once upon a time, getting a weather advantage had a downside and required significant investment, rather than simply using a slightly weaker (if at all, depending on weather) poke to permanently implement it. Putting excaderp in the game in B/W was going in the wrong direction; weather has a place in the game as a setup move.
If X/Y at the bare minimum nerf the HECK out of trash rocks then it'll easily be the best game in the series to date.