by ToxicShadow » 04/27/2012 2:12 PM
As I said, I don't believe that most people switch their traits around a lot. Maybe you do, but aside from that, I can't really think of anyone else that actively does, and probably not a majority of users. (I don't even think the majority of users have the time and effort to put into traits, aside from maybe a few battling ones on a few pets, even if that. They already see it as a hassle.) Yes, someone gets prepared for a tournament by getting the traits they want for it, and maybe changing things rarely, but not frequently. It doesn't make any sense to me to have so many trait switches when, in every other battle system I can think of, you only get the chance to learn a new skill and swap it around every once in awhile as, say, a pet levels up or something, after the initial few moves they have. You know, a major change of some kind has happened to them. (And, heck, I've been the war. Most people I can think just grabbed their traits and that was that, even with such a crucial thing going on where your stats were not even "locked in.")
And, no, battling traits really are not/were not used to actually describe characters, or that certainly wasn't their main reason for existing. That's what passive traits are for and they don't need to be super specific. Or, really, go ahead and make regular specific passive traits or make notes next to the trait such as: Elemental Manipulator [Fire, Water, Earth]. It can be just as effective if you make notes, or if more passive traits were added, like Water Element, Fire Element, and so on. Those don't need to be in the battle traits section if it is just pet description, which are Passive traits. The difference between Battle traits and Passive traits was always well defined. Passive: Describes a pet. Battle: Outlines moves used in official battles. Sticking them together is just unnecessary.
As for restricted traits: the point of having restricted traits was always to make sure that a pet was not too powerful, thus the reason that they would need to give a proper reason to justify why they should have powerful move in the first place.
You wouldn't even have to implementing this or Kodai's idea of a third section, if you just make notes next to passive traits, just have specific regular Passive traits made, or even just make a few word area in your pet's description of it's magical or physical abilities on your own. There is nothing stopping anyone from doing just that, if reading full descriptions (where abilities are normally outlined) is too time consuming. (Which was one of your earlier statements.)
I honestly don't think a lot of people are "gunning," for this idea, just mildly agreeing with it, like a "yeah, okay, that's cool" since you've been the only one combating anyone else's dislike of it. (No one has outright posted their like of it or defended against anyone elses' other statements.) I don't see how this can really benefit a whole lot of people, and you've already posted about all of your points on the matter.
By now, I know that some people are also pretty tired of the endless changes to the stat and trait system, to the point where a number of people went, "Well, forget it, this is too much hassle now to even bother with, period, or to bother with for more than just a small handful of pets." All of it is just tiring.
If it's broken, fix it. The stats and traits were already fixed and messed with over and over again. However, it's not broken now, so there is no reason to keep messing with it and to make large alterations when so few have caught up to the first change.