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Rache

Senior Game Master
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Everything posted by Rache

  1. The only Pokemon that can carry Natural Gift are Fearow and Banette, and these builds are locked into berries that produce desirable typings for it. If the Pokemon eats the berry before it uses the move though, it fails.
  2. A lot of Pokemon can pull setup moves and almost all of them can also have sets that don't include them, whether they're in the lead slot after a change like this is very revealing about what they're carrying. At this stage I don't think it's a big enough problem to be worth the drawbacks of addressing it via team rigging/shuffling, but the next build update will include the possibility of Focus Sash on a lot more builds, hopefully that makes turn 1 setup more manageable. Chansey and Blissey are different species, it's intentional that you can get both, just as you can use both on an OU team. The different levels are intended to balance Pokemon in higher/lower tiers to compete fairly with each other. Due to this, there are currently 1 OU, 2 UU, 3 NU, and 4 Untiered in the top 10, the format seems to favor the combination of high levels and consistently solid sets for the species rankings at the moment. Levels are being tweaked based on winrate each month. I'll take a look at the choiced sets, the inclusion of Sucker Punch / Future Sight without a way to remove the item sounds like an oversight, thanks.
  3. Key items remain in the region you received them in. If you've just started a new region, you left them in the first one and will need to obtain your current region's version of them to use them there.
  4. You can't completely remove them, but you can disable them from the particles summary page so they no longer play. You can add as many as you want to any one Pokemon, but can only enable one at a time.
  5. We occasionally wipe accounts with very little progress or value on them, and this also covers cases of rulebreaking that aren't otherwise defined. It's not something you need to be concerned about, we don't ban, reset, or delete accounts for no reason.
  6. It's been made more clear that virtual machines and Android emulators aren't allowed.
  7. This was intentionally left out as it trivializes the game's difficulty. "Switch" mode gives you an enormous advantage over the AI with the ability to always have a type advantage and bypass the drawbacks of powerful moves. Instead only "Set" mode is available as we've tried to make the game challenging. We won't be changing this, sorry.
  8. Virtual machines and Android emulators aren't allowed. This is what caused the ban.
  9. Looking at the win/loss ratios on the leaderboard compared to OU, I'm not sure that this is really necessary. The better players seem to be doing similarly well whether they're building their own teams or taking advantage of what's given to them. There are some games you lose purely on matchup, but most games are pretty quick to make up for it. Limiting dual screens to 1/team is something we're considering for a future update, it seems to be a common complaint. Understandably so since it's a pretty common set here unlike Showdown's format (afaik). I'm not sure that this is good honestly, it's significantly less random. From what I can tell, Showdown doesn't rig leads based on their moves, it only overrides the item slot to sash if the mon is frail. With a few exceptions, all items there are rolled based on certain criteria rather than being build-specific, so it makes a lot of sense there and doesn't reveal anything it shouldn't. With the build-specific way it's handled here though, I'd rather just make sash more common in general if it doesn't seem like there's enough of it, but this would be build-specific too as many have their items chosen for a reason and would be made a lot worse if they were given Sash instead. With moves and items being specifically tied to the different builds, shuffling "lead" sets to the front takes away the surprise value of that Pokemon when a lot of the time it could be running something completely different. If you didn't get a "lead" set on your team at all, it can give away the set of something that can potentially pull one before it's done anything too. In general it seems like it would make it a lot harder to bluff in a format partially designed around it. Someone feel free to correct me if I'm wrong about Showdown's handling of it, my experience with it is extremely limited. In general though, I don't think this works well with the way the sets are constructed here. What does or doesn't end up at the front of the party gives a lot away when set and item are always linked and certain things only appear on certain builds of each Pokemon.
  10. We weren't aware that its starting moveset was being generated like this, thanks for pointing it out. Next update it'll learn Tackle again at lv5 if it didn't already have it, ensuring that it's always caught with a proper damaging move. This won't affect existing Geodudes, but anything caught afterwards should be usable. If you come across any other instances like this, please let us know. Bad by design and bad by oversight aren't really comparable, Geodude is something you expect to actually be reliable. Anything appearing this early with an unusable moveset in the handhelds was likely an oversight on their part too.
  11. Randoms levels have been updated. The winrates were odd this month with most of the best performing Pokemon being lv83s that were generally decent, as getting two that weren't bad meant that you weren't getting anything awful. To account for this, the criteria I'm using to adjust levels this time are more lenient towards them if they'd be leveling down. The specifics are: 54%+ overall species winrate + is lv83 to level down 52%+ overall species winrate + is not lv83 to level down 48%- overall species winrate to level up And to make sure extremely threatening outliers aren't overlooked due to their worse performing builds: 55%+ individual build winrate + is lv83 to level species down 54%+ individual build winrate + is not lv83 to level species down Next month shouldn't require level-specific cutoffs as actually good Pokemon will no longer be excluded based on their level. The only species you'll be prevented from having more than two of are the ones expected to under-perform, the lv84s and lv100s. Here's the complete list of changes. There were a lot of movements this time, but it's to be expected with how new the format is. As time goes on, most should settle into levels that appropriately balance them against each other. For those who were curious, Scyther was the best performing species with a 55.01% winrate. This was followed by Whiscash, Relicanth, Ampharos, Seadra, Sneasel, Meganium, Masquerain, Qwilfish, and Sandslash. The best performing individual build was Scyther's bulky Swords Dance set with a 58.44% winrate.
  12. Primeape is lv81, giving it a speed stat of 201. Flygon is lv77, giving it 199. To make this easier to figure out mid-battle, possible speed stats are displayed in a tooltip. If something can carry a move that reduces its speed like Slowbro which can carry Trick Room, both possibilities are also shown. Choice Scarf and other speed modifying items aren't included though, so you'll still need to figure those out yourself.
  13. A few anti-fun builds that boost both defenses without boosting an offensive stat or powering up a move have been disabled. Some of them will return next update with tweaks to make them more tolerable, but right now they just make the game worse. -- This drifts a bit too far from the intended randomness. Preventing you from getting an entire team of garbage is okay, but making sure you get something great to make up for whatever garbage you do get is taking it a bit too far. It's okay to get lucky or unlucky at the start of a match, it's arguably the point. The moment you start deleting fully evolved Pokemon just because they're bad is the moment you completely abandon the premise of the format.
  14. The changes above have now been implemented, in addition to: -A few completely new builds for a variety species. Among them is a replacement for the Metronome Clefable, I've had my fun. -Trick Room, Gyro Ball, and Metal Burst now also reduce speed IVs to 0 (previously only EVs were reduced). -Pokemon that don't make use of their attack stat have had their attack EVs and IVs reduced to 0. It wasn't done for this update, but something we're also considering for the future is preventing dual screens from appearing on more than one Pokemon. This is a fairly common set on a variety of species here that while decent on one party member, has generated a lot of complaints due to how frequently it's pulled on multiple.
  15. This is being considered mostly due to how item generation works here, with it being a per-build thing rather than based on stats, the presence or quantity of certain moves, etc. Showdown seems to give frail leads Focus Sash most of the time, making Pursuit at least less impactful. If these blacklists make the format worse despite this though, it's not too late to undo. Would appreciate more input if others have strong feelings on the topic.
  16. Aipom and Porygon have been removed from rotation. One because it's awful and the other because it's just a worse version of its evolution, which is already in the format. The other NFEs will remain for now, but if there's enough demand to remove them, it's not off the table. Disabling a build is a one-way street though - once gone, I can't bring them back without an update. --- For the direction things are going in at the moment: Build-related: -A few more mistakes fixed, such as Weather Ball on Ninetales. -Inferior items like Shell Bell have been removed. -Some of the more situational moves and items have been removed or weighted more heavily against. -Choice items have been made significantly less common. Most of the same Pokemon can pull them, but are more likely to pull other items instead. -Entry hazards are a bit less common and ways to remove them are a bit more common. -Most builds with a high chance of having no damaging moves are more likely to have one. Some with one are more likely to have two. -Minor unrelated tweaks to a large number of builds. Format-related: -Pokemon from the lowest tiers (lv83 + lv100) are limited to 2 per team. -No type will appear more than twice on any team. -Identical dual types such as Pidgeot + Fearow will not appear together. -Pokemon with Pursuit, Arena Trap, and Shadow Tag will no longer be selected as leads. -Experimental tier changes will begin to occur monthly based on species winrates (52% to drop 1 level, 48% to gain 1 level). -Winrate data for the format will be reset after builds are imported to ensure that the statistics these level changes are going to be based on are accurate. These changes aren't in place yet though, they require a server update.
  17. To add a bit of context to their performance, both are currently doing better than their evolutions. Golbat is ranked #23 and wins 53.36% of the time. Crobat is ranked #31 and wins 53.06% of the time. Seadra is ranked #70 and wins 51.53% of the time. Kingdra is ranked #86 and wins 51.01% of the time.
  18. They won't be included until they're available in the rest of the game. Human players are a lot more punishing than the AI if you don't know that something can have a particular ability, so it won't feel very fair. -- I'll be disabling NFEs that perform poorly later today. At the moment, this is what I'd like to remove: -Onix -Lickitung -Porygon -Aipom -Yanma -Murkrow (will be re-enabled after hidden abilities) Meaning that these are the ones I'd like to keep: -Pikachu because it's tiered -Golbat because it's tiered -Magneton because it's tiered -Chansey because it's tiered -Porygon2 because it's tiered -Gligar because it's tiered -Piloswine because it's tiered -Dusclops because it's tiered -Rhydon because it's been tiered previously and is performing decently. -Seadra because it's performing decently -Tangela because it's performing decently -Togetic because it's performing decently -Magmar because it's performing decently -Sneasel because it's performing decently -Electabuzz because it's performing very well -Misdreavus because it's performing very well -Roselia because it's performing very well Feedback would be appreciated.
  19. It's against the spirit of the format as it's a fully evolved Pokemon, just like Unown. Limber Ditto should hopefully be less obnoxious after gen 4-5 species are added and it's less common as a result. I'm revising the builds at the moment based on the feedback I've received, both here and elsewhere. The next set of build updates should include more hazard removal and/or fewer hazards, fewer Choice items, fewer low quality items, and some tweaks to individual builds that were poorly received. I'm not sure when these changes will be implemented, but hopefully it ends up being an improvement. For the current state of the format, some Untiered Pokemon have received some level adjustments based on their performance compared to the Pokemon that share their level, they should be a bit more manageable or less bad now.
  20. Because it is so abysmally awful without Imposter, Ditto has been bumped up to lv100. It now has slightly less HP than Sunflora and will likely still have the lowest winrate in the format.
  21. There are currently no plans for the automated tournament system to support randoms.
  22. Hazards are about twice as common as ways to remove them, but I'm not sure that this is a bad thing as it means that when you do have hazard removal, it's likely going to be useful instead of a wasted moveslot. If it's widely considered an issue after more time has passed though, I'll look into either reducing hazard availability/weighting or adding more removal. There are quite a lot of Choice items, it's something a lot of Pokemon can take advantage of. If this is a common complaint over time, I'll reduce the number/weighting of them based on how severe of a problem it ends up being. Like with hazards though, I think it's too early to tell how much tweaking is appropriate. With regards to Eviolite, these are the current NFEs, their winrates, and their placements if in the top 50. It's early enough that this data won't be accurate long-term, but it should give a rough idea of how much of an asset or liability they are. The rules I used when selecting them were "was fully evolved in its debut generation or is named Pikachu" for the sake of including the viable ones like Piloswine and Scyther without it being especially arbitrary. Some NFEs perform well, but if the ones that perform poorly are widely agreed to make the format worse to play after more time passes, I'm not opposed to removing the ones that don't/won't have a niche over their evolutions. Aipom in particular stands out as complete garbage. We started with tier-based levels to keep it simple, but if manual adjustments would make it better, it's something we can potentially look into in the future. Doing this manually would be extremely complicated though given the huge amount of variety in the builds. If we were to seriously pursue this sort of thing, I think we'd probably take the approach of automating it based on species winrate at the end of each season instead, increasing level if winrate is too low and decreasing it if it's too high. In combination with tweaking or removing problematic builds, the format would theoretically balance itself over time. While I'm aware that winrates don't tell the full story of a Pokemon's success, I think it's a bit more relevant in randoms than in standard tiers as you can't build around abusing or facing specific things. I think I'd rather wait and see how things go with the current system before committing to a huge change like that regardless though. Slaking was #2 when I checked the usage for the NFEs above but is now #1 with a 57.02% win rate (Scyther's fell to 56.77%). Slaking seems to be a common complaint, so for now it's been dropped to lv81 (from 83) as the speed change becomes relevant at this level. If this isn't enough, its position in Untiered allows it to go as low as 80. Feedback from matches after the level drop would be appreciated. Somewhere we intentionally deviated from Showdown was with how the builds are constructed - there are far more of them and you're not supposed to be able to memorize or map them out (without an obscene amount of effort, a few have over 1000 sets). While experience can make it a bit easier to guess what you're facing, you're going to guess wrong a lot too. Surprise value and concealing your gimmicks is part of the design here and we'd rather keep it that way, it's also a lot simpler to pick up and play when you're not expected to be issuing commands mid-battle if you want to win often. While the format is derivative of Showdown's, the goal isn't to make a clone, but to use it as a base for something a little different. Dubs-specific builds is something I might look into putting together in the future, but the current builds were many months of work and there are still two generations left to do, so it'll be a while. I don't feel like I'm familiar enough with doubles to build a good meta for it yet either. _________ I've also been made aware that Showdown does a small amount of team rigging, and it sounds pretty good, so we'll be adding this in a future update: -Limit of 2 Pokemon from the lowest tier (lv83). -Limit of 2 Pokemon sharing a type (if you pull Pidgeot and Raticate, you won't get another normal type). -Limit of 1 Pokemon with any specific dual type (you can't pull Pidgeot and Fearow on the same team, but you can pull Pidgeot and Salamence).
  23. This one's already fixed for the next build update, the item was missed when converting builds with hidden abilities to no longer rely on them. This one's intentional, it's a pure offensive set. Poison Heal was chosen instead of Effect Spore to allow it to safely switch into and benefit from Toxic / Toxic Spikes. This build can pull other items too.
  24. This was the result of a broken check, it's been fixed for the next update to correctly reject gems if the user doesn't have a damaging move they can use it with.
  25. To start with, here's a quick summary of how the format works. How the randomization works: How the stats work: How the rewards work: The current meta is experimental, and as such it's going to have problems. It's likely to go through a lot of revisions before it's reasonably balanced, and that's what this thread is for. If you've encountered a build that doesn't make sense, please either report it here or via PM. Examples of what I'm looking for would be moves or items that don't seem to serve a purpose at all on the set you got or that make the Pokemon worse. Please don't report gimmicky yet cohesive sets for being non-optimal. If you think you've identified a format-wide balancing issue or something that makes it less enjoyable, this is the place to bring it up and discuss it too. Concerns from players experienced with the format will be taken seriously. If you think we can make the format better in any other way, feel free to make suggestions.
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