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Rache

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Everything posted by Rache

  1. We chose to allow duplicate legendaries because restricting ownership to only one would be arbitrary and would make the game worse instead of better. Most of these species are competitively important and versatile to an extent that warrants the ability to own multiple of them to fulfill different roles. With regards to the lore: Each legendary canonically exists in many different regions across many different games. The Kanto birds can be caught repeatedly in a single save of Let's Go. Several others have been confirmed to exist in multiples in the anime, including the Johto beasts. Legendaries appear in the various Battle Frontiers + Battle Subway. There are multiple of each per location and with varying (canon) natures, they can't all be the same one. The link posted above by @Akshit is also a good reference. This all demonstrates that most minor legendaries aren't actually one of a kind, so we're simply treating them as extremely rare species. We don't intend to change this stance.
  2. It doesn't have a full set of walking sprites, so no. Even if this weren't the case, one of the benefits of the current follower implementation is its ability to motivate other players. Seeing someone with a rare and impressive shiny or obtainable legendary is often a reason that a player might choose to hunt for their own, which they can then show off with pride themselves. Rare and special followers mean something to other players due to the immense amount of effort put into obtaining them. For that reason (among many others), I'm really not a fan of the idea of equipping followers that you don't actually own, especially when it's something as big and flashy as an uber legendary with a lot of lore behind it.
  3. Allowing permanent ownership of something as powerful as Zekrom would be unhealthy for the game. It would immediately be banned from competitive play and would be extremely dominant in PvE settings too. It's quite a bit stronger than the other legendaries and mythicals that have been released thus far.
  4. We consider suitability for OU to be a good indicator of whether a species is suitable for the game at all. If a legendary is too overwhelming for the tier containing the best regular mons, that legendary is also extremely likely to outcompete them in PvE. In a game which heavily emphasizes team customization, balance between options is important to allow players to effectively utilize a variety of them. When uber legendaries are almost always the best in their roles or good enough generalists to compensate for a lack of specialization, there is little reason to use anything else once you've got them. We're willing to make some minor concessions for doubles when a single move is the issue with an otherwise reasonable OU mon (and that move doesn't break it in PvE), but introducing something new that is immediately and forever banished from standard OU play is a balancing failure which indicates that it shouldn't have been implemented. Many uber legendaries would be banworthy in the current doubles format too. I'm not a fan of arbitrary restrictions on where and how you can use something that otherwise behaves like everything else you own, it isn't good game design. If we ever make uber legendaries available, it will likely be temporary ownership rather than allowing them to be permanently kept. We'd prefer to avoid base stat modification as their battle performance is a large part of their identity. It's also confusing when they don't live up to a player's expectations when using or facing them. Being unable to withstand a powerful super effective attack really doesn't mean anything. 252+ Atk Choice Band Beedrill X-Scissor vs. 0 HP / 0 Def Mewtwo: 366-432 (103.6 - 122.3%) -- guaranteed OHKO
  5. Raids may be the obtainment method for some legendaries in the future. For which ones, you'll have to wait and see.
  6. Although possible, it isn't good design to permanently give you something that you can't meaningfully use. We might consider Shaymin-Sky for PvE (and maybe doubles) at some point as you can re-enable it for OU by reverting it to its base form. We'd prefer not to implement entire species that will instantly and forever be banned from singles PvP though.
  7. The issue with implementing the strongest legendaries in a permanent form is the impact they'll have on PvE, not PvP. We can ban overpowered species from competitive play, but can't (reasonably) ban them from the rest of the game after making them available for capture.
  8. It's a package deal with Latios, which is threatening enough that it would be unwise to drop them before the other legendaries and HA mons with positive matchups against them have been introduced to the tier. Both will likely come someday (with close monitoring in PvP) but it's unlikely that it will be soon.
  9. The legendaries we'll be allowing players to permanently obtain are the ones that are balanced enough for standard OU PvP. We don't intend to ever make "uber" legendaries obtainable in an unrestricted form as they would entirely warp the game around themselves. If content difficulty is balanced under the assumption that players are all using titans like Kyogre, it becomes too difficult for players who don't have access to them. If it's not balanced around them, it becomes too easy for players who do have them. Both outcomes force their usage on the vast majority of teams in order to play hard fights optimally. The possibility of an ubers tier isn't worth the damage their permanent availability would cause to the rest of the game, although we might consider temporary ownership of them sometime in the future. Speed Boost Blaziken may be on the table at some point with its ability banned in singles PvP due to the exceptions made for Draco Meteor Hydreigon and Swords Dance Garchomp to allow them in PvE and doubles. This isn't a guarantee though, it would only come after after extensive testing has been done to ensure that it doesn't affect PvE balancing in an undesirable way.
  10. Signup requirements won't prevent people from bringing "bad" teams if they have the minimum amount of raid experience to join matchmaking, nor can we use team quality to filter people out due to how complex of a thing it is to evaluate in a game with so many options and interactions between options. It's a decent flying attacker with access to some interesting support moves though, sometimes you might be happy to see it in the hands of someone playing it to its strengths.
  11. I'm having a bit of trouble deciphering your question, so I'll answer for the few different ways I'm interpreting it. If you're asking if PvP will be a requirement for raids, it won't be, nor will raids affect PvP rankings. If you're asking if raids will have their own ELO system, they won't. It isn't very desirable as it punishes players for the process of learning what a boss does by playing it themselves instead of spectating another group. Losing the first time then coming back with a better strategy is part of the intended gameplay for harder raids. If you're asking if you can join a raid in a manually formed link without meeting the requirements to enter matchmaking for that raid tier, you will be able to. The intention behind restricting matchmaking for harder raids is to remove the least experienced players from the pool, increasing the chance that random matchmaking groups enough stronger players together for them to have a decent chance of victory. Allowing newer raiders to attempt it with their friends in a manual link doesn't clash with this goal.
  12. Although difficulty modes are a good concept in a lot of games, I don't think it's the right approach for this one as there isn't a very big statistical difference between the game's best gear (5x31 IVs + optimal nature) and the game's ultra cheap gear (15-20 IVs + decent nature), they're largely going to perform the same. The boss itself being part of the reward also means that its HA (or its species if it's legendary) can't be very valuable if everyone can easily obtain it by playing on a lower difficulty. My preference is to instead spawn multiple raids per rotation, with at least one catering to newer players and at least one for better players. This gives everyone something to do and incentivizes building a bigger/better toolkit to be able to tackle the strongest ones at all. Individual raids aren't especially time-consuming to produce either (we have over 150 designed already), so there's less of a need to reuse the same battle for different player groups from a developer perspective when we can create more in each difficulty tier instead. We may consider harder rematches for event raids, but probably not for the main feature.
  13. Being new and unprepared isn't trolling, but accessing matchmaking for higher tier raids (4✫ and above) will require beating multiple raids of the tier below them. This won't prevent people from entering with bad teams, but should improve the overall quality of teammates you can receive in solo queue for the more difficult raids that demand better teams and teamwork.
  14. Most of the currently unimplemented hidden abilities are being saved as rewards for future content rather than excluded by design. Some will be introduced with the upcoming raid feature.
  15. This menu refers to the lv100 rematch which you don't need to beat. If you've beaten the storyline battle, if you check your dex, you'll see that one of the beasts currently has location data indicating that it can be encountered.
  16. I can't give a precise ETA at this stage, but it will take some time as we're working on improving and expanding the feature. The version previewed didn't include several intended balancing and QoL/polish changes, and was limited to some of the simpler custom effects we're planning to include. The event gave us a better idea of how players approach them and how we can improve the overall experience too. There's still a fair bit to do to get them feeling as good as we'd like them to and to create a greater variety of boss strategies to build around. We're aiming to launch them in a state we're proud of, and hoping it will be worth the wait.
  17. Works fine for me. If it doesn't currently work for you, mind making a report here? We'll look into it.
  18. If you tap this button then press and move your finger over what you want to move, you can drag them all to the account box in one motion.
  19. You only changed the colors in the preview, the dyes are actual items which were placed in your bag when you bought them.
  20. It's the same (10) for all of them with the exception of the lv100 Tyranitar which is a bit harder.
  21. Middle evolutions are 30 (same as Chatot) and final evolutions are 15 (same as Volcarona). We felt that these numbers better suited them as the middle evos spawn at the same encounter rates as their prevos (still 45 catch rate).
  22. Forgot about those tweaks, nice catch. The middle and final evo starters are slightly harder to catch than the base evos. This was done both for thematic reasons and to incentivize mass catching their lower leveled prevos instead whose catch rates are untouched.
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