Re: VGStorm Presents Manamon, a new fully featured RPG!

I had a tamer very early in the game use Sing four times in a row. I was using Smelling Salts each time to wake up, and after the fourth Sing hit, I figured screw it. And wouldn't you know. I didn't use Smelling Salts, and he started attacking. I still wasted him, but that's either very predictive AI (which is kind of annoying but I'd more often rather have it than not), or it's sheer dumb luck, and I got very, very, very unlucky.

Honestly, the more I play of this game, the more I realize that offense is just the way to go. Defense doesn't really work. There's simply too much luck, and most status moves have a chance to fail. Also, the proliferation of critical hits is sometimes pretty over the top. I remember struggling with one of the shadow administrators once because Deciced got a critical hit about 40% of the time when it attacked.

Again, I say much of this would be neatly sidestepped if we could teach manamon different attacks, and if in so doing the stadium leaders might have better movesets by comparison.

And as to your question about vulnerabilities, the trick is figuring out which do or don't overlap.
Example: Granate is earth-stone, so it's super weak to water.
But Dramagon is water-dragon, so it's no longer weak to ice and is doubly resistant to water. Stuff like that.
In a few cases, double or triple types really screw something over. Skirial is horribly weak to stone; I think Hydrake is doubly weak to insect; Pythor is doubly weak to both earth and magic. That's just to name a few. Some double or triple types grant more bonuses than penalties; some just kill a manamon. Snowmonno's a really good example. As a pure ice type, it might (key word there) have a bit of a niche; as an ice-ghost type, it's got two immunities, sure, but it dies to two hits of anything it resists, and it takes neutral damage from a ton of stuff and super-effective damage from a bunch too. It's a glass cannon and it simply dies too easily.

Did notice something though. Deadman's Curse+Entrap ability = nice combo, if you survive of course. Not as good as the move Death Cry (enemy AI never ever switches, and they ought to), but it's not bad.

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