I’ve actually suggested this before, but I’m pretty sure practically no one took notice. But this time I’m going to combine a few of my ideas, and give a more comprehensive explanation.
Okay, so basically, a creature’s HP stat is the only one that actually changes in battle right? Since it can be damaged, this has nothing to do with negative effects or Immunity.
While attack and speed can be buffed/debuffed, that only changes the effective attack/speed, not the attack/speed stat itself.
So I suggest a new mechanic wherein a creature can damage the opponent’s speed and attack stats, kind of equivalent to Rending damage, but it affects attack and speed instead of HP.
Since it is damage, not a debuff, it can’t be cleansed, or avoided by Immunity, or even by swapping.
But how do you intuitively explain the ability to damage something as intangible as attack or speed? That doesn’t make sense, does it? I’m going to attempt to come up with logical justifications for these abilities.
1] Wearing damage
How do you damage an opponent’s attack stat? By wearing down their weapons.
Creatures like Ankylosaurs, that have bony armoured plates and spikes, can wear down and even break the opponent’s teeth and claws.
So you could have a passive ability where, on being attacked, the Ankylosaur (for example) deals 0.1x the opponent’s attack stat as wearing damage.
Now, some creatures, like crocodiles, sharks and Tyrannosaurs regenerate lost teeth, so they could get an ability where they regenerate their attack stats after every turn, so they would be unaffected.
This ability also wouldn’t affect Rending moves, since they don’t depend on the base attack.
2] Speed damage
Literally breaking the opponent’s bones. That definitely ought to slow them down.
These abilities would go to creatures like Ankylosaurs, as well as some Coenozoics, which are known for crushing bones.
Some Tyrannosaurs could get them too, but they don’t really need it. Besides, I think we can ignore the fact that Tyrannosaurs can shatter bone when we have creatures that are literally “Immune to bleeding” in this game.
So you could have an attack where, in addition to regular damage, you deal 0.2x the opponent’s speed stat as speed damage. These could be called “Fracturing abilities”.
If Dire wolves are ever added to the game, I’d like them to gain this ability, since they wear down their prey with their endurance.
So they could get an ability called “Endurance”, where every turn they deal 0.1x the opponent’s base speed as speed damage.
Another method of attacking an opponent’s attack and speed stats. These abilities would do both simultaneously.
It would be kinda funny that Immune creatures are Immune to bleeding, but not Immune to Venom/Poison, but hey, it’s for balance.
Anyway, the exact fractions that the opponent’s attack/speed should be reduced by is debatable, but you get the idea. We could conceivably have Fracturing moves that permanently reduce the opponent’s speed by up to 50%! We could have Wearing moves that are just as powerful.
This would allow you to deal with creatures that have high enough stats to sweep your whole team, by permanently reducing them. It would would also allow Ankylosaurs to be more than just a speed bump, meaning even if they go down, they’ll leave the assailant permanently crippled.
As for which creatures would get these abilities, I’d say new ones, as well as underpowered old ones.
So what do y’all think? Would these abilities negate the power of boosts to some extent?