Under the original rules, Confusion caused you to flip for two things:
- attacking, where flipping "heads" meant your attack proceeded as normal but flipping "tails" caused the Pokémon to do 20 damage to itself
- retreating, where flipping "heads" meant you retreated as normal but flipping "tails" caused the attempt at retreating to fail. Also note that during this time, you could retreat as many times as you wanted (and could afford) during your turn but if a Confused Pokémon failed its "Confusion Check" for retreating, it was not allowed to retreat again unless it left the Active position by another means (such as Switch) and was then promoted again. Similarly, everything else could still retreat as normal once you got the Confused Pokémon out of the way.
You bring up a valid criticism, but I think you mean the Pokémon
Reversal-driven metagame of the HS-era (especially after Junk Arm released). I'm going to start by laying out my starting assumption, as those who disagree with it understandably won't support the rest (though I think everyone who has commented so far
has agreed to it, or hasn't outright challenged it). Let me point out that
if one accepts the premise that retreating
ought to be affected by Confusion, then the problem would not be Confusion adding too many flips to competitive play
but that careless designers have misallocated coin flips in their card design.
Let us also consider the current cardpool and metagame; it isn't super easy to inflict Confusion right now. The proposed changes might make some of the current options more viable, but Confusion becomes a gamble
both ways when compared to Paralysis and Sleep. Until the Special Condition is removed, a Pokémon that is Paralyzed or Asleep is only good as a meatshield, and one that
cannot retreat at all. Confusion lets you gamble; if luck favors your opponent, then he or she will attack or retreat as normal (just a little added stress and uncertainty before it happens). If luck favors you, your opponent not only fails - as with the previous two - but face an added consequence (damage counter placement or wasting a retreat, and in both cases anything done in order to attack or retreat).
The third big piece is to understand
why Pokémon Reversal was such a problem: the game already has other balance issues. Right now, controlling what your opponent has in the Active position during your turn is
amazing. That is because we are in a format where decks hit hard and fast, specifically where OHKO's and 2HKO's are the norm. Slow things down to where 2HKO's and 3HKO's are the norm - even of Benched supporting Pokémon or those waiting to further Evolve - and Pokémon Reversal is suddenly only worth a slot or two in most decks. Why? Because the payoff is now either less, or at least uncertain. It can even backfire; force a Bench-sitter Active and hit it once without KOing it, and that attack might be wasted if your opponent can drop a Switch. You'll have to finish the injured Pokémon on the Bench or force it Active
again, or else all you did was put damage on something you'll never touch again
instead of on your opponent's preferred Active!
Now we put it all together; Confusion that is more difficult to remedy is indeed dangerous
but exactly how will depend upon the cardpool (really, the metagame). It may add more coin flips to competitive play, but if that causes there to be "too many" coin flips that really means something else is using them that should
not. Under the proposed revision for
all Special Conditions,
all of them are
intended to become so nasty that few decks will want to risk going without a
proper remedy for them (as opposed to relying on current incidental cures like Guzma and Switch). It is
entirely possible such a change cannot happen because the powers-that-be will not implement them properly, doing something crazy like re-releasing Hypnotoxic Lazer and Virbank City Gym, but I sadly must conclude that risk applies to anything they do.
In the end, however, I am fine with my two proposals being
exclusive. I would also add that there may be
alternatives to both issues at hand, such as a
different Confusion based penalty for retreating (no retreating at all while Confused? Pay [C] more?) or
the real fantasy: replacing coin flips with dice rolls.
Addendum: Sorry for making a monstrous post even longer, but to address some stuff that went up while I was typing this comment the first time
I thought about this, but there are three big issues with it:
- It doesn't mesh with the "flavor" of the Bench being relatively safe.
- This creates a lot of bookkeeping! Do you really want to risk having to calculate Burn and/or Poison damage between turns for up to 9 Pokémon (Skyfield in play)? Also, doublecheck your opponent if all of his or her Pokémon are similarly afflicted? @_@
- Even if the above two aren't issues, now we have power-balance issues.
As for adding Freeze, I prefer the game focus on streamlining card effects.
Unless something would make Freeze
significantly different, it makes about as much sense as introducing Flinch and other minor status effects. Burn should
not really exist, either; I may love adding flavor to the game, but it took them about 15 years to make Burn distinct and worthwhile... or we could have just had Fire-Types inflicting Poison with attacks that had "Burn" in the name.