>What's your ideology when buffing or nerfing certain Pokemon themselves? Not moves nor abilities.
Make most of them stronger without changing their playstyle TOO much (with some exceptions), or give them moves that just seem like they'd make about as much sense as Gamefreak would allow it to have. MOST Pokemon will be able to be used in the same way they were before, just with new tools. In some cases, we'll also give them a niche that helps them be able to take a team slot if the role they're trying to fill is suited by what would be a better Pokemon. And in the case they're some real impossible to salvage stuff, well... we'll see lol. The biggest takeaway is that we don't aim to make these Pokemon BETTER than their already-better counterparts you'd normally pick, just fill more niches for certain cases, just make them more fun to use, or let you be able to use them as a meme pick that could actually sort of work in the right hands.
>How do you treat legendary-exclusive or just exclusive moves/abilities?
Generally depends. Starting from Gen 5 and up, Game Freak more or less has lax policies on keeping SOME things exclusive, so that's the same here. However, we aren't just gonna go looking for legendary abilities to put on Pokemon willy-nilly. For example, the Ruinous abilities are gonna stay exclusive to the ruinous Pokemon due to "Ruin" being more of a title than an action. Nor are we putting Psystrike on Jynx (but she will be getting Freezing Glare!). Chances are that the availability of these legendary moves will be mostly post-game tutor moves depending on what we can do in Cobblemon.
>When do you consider a Pokemon way too powerful for something like OU?
In Noobzin's opinion: Gholdengo in pre-DLC Scarlet/Violet OU.
In Shadowboxed's opinion: if a Pokemon becomes WAY too centralizing over a lot of games... in Doubles. I also keep Singles in mind too (and will have to whenever we begin testing), but the game's PvP is getting less and less friendly for Singles enjoyers mechanically. At least several things that are way too OP in singles are overall fair in Doubles and sometimes vise-versa. For example, when ability support comes out for Cobblemon, we plan to reduce the effects of overly centalizing abilities in Doubles such as Unseen Fist and the Ruinous abilities. Sorry Wo-Chien.
>How can I help out?
When the very first release of the mod comes out, let us know if you wanna crunch some numbers with us. We add all these changes into the Pokemon data completely manually, meaning we've gotta sort through HUNDREDS of 'em. The more hands on deck we have with this, the better. And we aren't quite knowledgable enough to make a script that'd do it for us lol.
Otherwise, showing off your ideas to buff Pokemon that could use it, within reason, always helps. If you see some changes to a Pokemon that REALLY shouldn't be there, let us know too, a good amount of stuff in our changelog ends up going through revisions.
>Alright, what about changing abilities and moves, whenever they have datapack support?
HOPEFULLY nothing so drastic that it won't affect the casual PvE campaign when we can get to that. We're generally looking at moves that no-one would even use in a casual Cobblemon campaign in early/mid/late-game and making them have some kind of niche.
Abilities are much of the same, but keep in mind that moves/abilities are in a VERY early planning phase, mainly because we don't exactly know what Cobblemon might have in store for field-usage of certain abilities/moves.
>Why not just edit Showdown's code?
We're aware that Gravelmon Extended Battles does it, but at least for now we wanted to have it easily adaptable to mods that DO change Showdown code.