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redbluegreen

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Everything posted by redbluegreen

  1. Not entirely sure how you would check these or that i agree this is relevant. I would view one deep tournament run or a handful of practice battles against a competent human far better for learning the meta than spamming 100 games of ladder, especially if they just spam the same teams for most of the battles. quality > quantity Agree with the premise of the post though
  2. Both. Anyway It was fun talking to you SMB. Be sure to @ me next time your friend wins a battle if you want to talk to me again ;)
  3. quick claw rng is something impossible to learn because it is entirely uncontrollable. The amount of players using quick claw is entirely irrelevant to the discussion and doesn't make the item any more or less healthy competitively. Idk why I'm even replying to you when you have already proven you are completely out of your depth on a topic like this. Onto the real issues with the item: For the most part the item is just mathematically bad and anyone with a brain can realise that. The issue is that if a bad player vs a good player realises they are doomed and only have a 10% chance to win the match anyway then what is stopping them from just throwing a random quick claw on an offensive mon and hoping they get there 20% chance at a victory? They haven't learned anything from this experience, they didn't win because they improved at the game all they did is realise that they are bad and try to fuck over someone else's day. Imagine being in a situation where you wait months for a tournament with a prize you really want just to get rnged out by some random using a quick claw, they didn't win that battle by being more skilled and they sure as fuck won't win the entire tournament doing that. All they did is skew the result of the tournament in a less competitive way by removing one potential competitor. There is absolutely no positive aspect to these items being in the game. When you compare it to other aspects of the game with rng elements such as moves with secondary effects, these are often tied to moves which are already strong (tbolt and ice beam being 90bp for example), this gives a reason for the move to be used even outside of the rng element. Quick claw has no beneficial aspect and no merit to it outside of strictly making the game more rng based than it already is. From a game design perspective I see no reason for this to still be in the game. We have set the precedent for things like this with evasion clause being a thing and the recent removal of the weather evasion abilities. Please can we continue in the direction of working towards healthy game design and see things like this banned from pvp.
  4. Not a togekiss but yes, and multiple times in a row in battles that would otherwise have been 100% won These items add absolutely nothing to the game other than promoting luck based gameplay if you deem yourself unable to beat your opponent without copious amounts of rng.
  5. Please remove this uncompetitive bullshit. The only purpose it serves is to give a helping hand to the brainless apes who are too mentally deficient to take a game off a good player without sacrificing their first born child to satan and asking for a blessing of RNG.
  6. Would be fun to see a showdown player finally live up to the hype and do ok in psl instead of always choking on a fat uguu after having them and their friends massively overhype them. But I doubt it will be any different this time
  7. I don't think my daddy plays pokemon, and my grandfather seems a bit dead. Can't imagine either of them making for very hype psl matches but we will see I guess
  8. Watching randoms/metronome is a complete waste of time. Chess is actually hype and the only one of these worth watching tbh
  9. ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥ ♥♥No Problem UwU =^_^=♥♥ ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥
  10. Anyone who picks 4 just wants to see the world burn
  11. IGN: Rendi Reason: This is fucking PSL right here. None of that pansy ass uguu tugging 6 wall stall bullshit. Men puke, men poop in verm 4, men deliver their new born baby in verm 4. Fucking hard core uguu in the ass triple protect with crazy team comps Pokemon fuck it overpredict your every move time shit. PSL is back baby. Preferred Tiers: OU NU Doubles VGC Competitive accolades: If you have to read this do not buy me. Discord contact: Rendi#5960 Other random stuff: If you are not serious about winning or draft a garbage team I will not play. If you are unsure if this applies to you then it probably does. I'm incredibly dead and barely touch the game anymore. Played multiple PSLs and never made it past semis, notorious for being incredibly lazy and never putting in effort. If you buy me you deserve to lose. (Still probably better than 95% of the signups though).
  12. Why are we even posting about this garbage battle like it is in any way relevant to a chomp ban? Why are we talking about scarf kingdra? Why are we seeing the same arguments again and again and again in every single thread with almost 0 justification for any of it where everyone is just trying to rationalise their own biases? Is this really what the mmo competitive scene has devolved into?
  13. Starts 2 hours before G2 FNC, gotta either get knocked out fast so you can watch or just win it all. TSM vs C9 is way later so shouldn't be an issue
  14. I think it's mostly because it probably has the lowest barrier to entry out of all archetypes and because the way it plays looks fairly straight forward it attracts a lot of the newer players. I think most of the easiest wins I've had so far have been vs rain teams. This probably makes rain a lot harder to gauge for me because while on paper it's a fairly strong team I have a really hard time ranking it highly. I agree with most of what imabe said. I think topmoth is still workable though and should remain tier 4. It struggles a lot in our meta with it's main spread move being resisted by both of the setup sweepers on the most common team (4x by kingdra, 2x by chomp) and is having a fairly hard time vs other teams since pretty much every TR team shuts it down with chandelure. But i still think that volca has some clearly defined strengths which shouldn't be overlooked completely, it just needs a lot of support and a more creative team build to really shine.
  15. Are you basing these tiers off of the strength of these teams in mm or the strength vs good players? Because while the tier 1 teams you listed have done well in matchmaking I'm not convinced they would see that level of success in psl for example. I'm also not convinced about rain being tier 1, although you have had a lot of success with it every other rain player I've seen/played against has looked like the more free win ever. Just curious what are you considering sand core to be? To me sand core is just a standard balance team with excadrill taking the place of a fast sweeper. Imo ttar balance will always be the most effective way to play balance due to it being the most splashable weather reset. I also think the dynamic speed changes only helped this archetype in counter weather matchups because ttar out of all the weather setters is such a strong pivot. I feel like with people moving away from double intimidates this archetype is about as strong as it's ever been and out of all the other archetypes listed above, it only has a bad matchup vs tailwind. I also think it's probably worth listing hard tr with no weather as tier 4, since it seems to be very popular on ladder. Although it seems most people using this are having a fairly hard time reaching it to the top of the leaderboard.
  16. I for the most part agree with the sentiment that allowing an elo reset is not the most healthy gameplay and that we should instead find a way to encourage people to play more high elo games and maybe make the queues a bit more lenient at the higher end. My main point is that the current system still encourages the smurf effect but in my mind it does it in an even more unhealthy way. I would much rather see the few good players be able to play the game even vs much lower elo opponents and get rewarded for being good (since right now it's the exact opposite) than the current system encouraging the top players to deliberately lose games & wintrade in order to keep finding matches & get easier win streaks. But I am maybe a bit biased here.
  17. The current system in no way discourages the 'smurf effect'. Due to requiring low elo to find matches faster & rewarding win streaks so heavily the current most effective way to farm out the rewards would be to Win streak for as long as possible, only stopping when you either lose or start to find matches slower and then proceeding to forfeit every battle you enter until your elo goes back down to 500 or lower and repeat the process. The only real incentive for being high elo is priority seating in tournaments but it is very easy for high elo players to grind back to a decent standing in a day or 2 to get their priority seating back. And if the player doesn't care about non tradable vanities and only cares about something that is useful and has monetary value, there is nothing stopping people from mindlessly win streaking and then dodging games in low elo to farm BP faster, while leaving their alt inactive in high ranks thus making the issue even worse for the remaining high elo players. Providing you go undefeated or close to undefeated which should be very feasible for a lot of high elo players, you start seeing an increase of queue times after just a couple of hours of gameplay. There should be far more incentives for people to want to have a high elo and actively play high elo games, the end of season tournament and priority seating only apply for a couple of days a month and encourage people to either farm on alts and leave their mains inactive or play in low elo on their main and only push rating a day or 2 before a tournament they want to play in occurs.
  18. Please not 26. Having 4 wasted EVs from using even IV values triggers the fuck out of me. Odd IVs are always far more fun to work with since for non 252/252 spreads since you have the option to invest into all 5 EVs, 100% agreed that they should be buffed since 25ivs are pretty much unusable and is far below what most people consider entry level ivs nowadays, but it should remain odd only IV values.
  19. How would that work with spectators? It seems way less fun if you don't even know who the players you are spectating are, you wouldn't even be able to watch your friends battles?
  20. (Players who are waiting for the next round are now paired together randomly.) If you are waiting for round 3, someone else is waiting for round 2 you therefor cannot be paired vs each other. So if you stay at a different tournament stage from someone you won't be matched vs them until the end? Still not sure how much that really changes, if the number is 50% then all you have to do is stay in the slower 50% to avoid the front runners.
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