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xXBlu3BreathXx

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Everything posted by xXBlu3BreathXx

  1. There is no deadline, I have stuff sitting in my mail for years to be claimed.
  2. While I agree that it is annoying, it holds true to the flavour of Pokemon and gives a quick option to lower happiness for frustration (lol). Maybe the ideal solution would be to highlight the happiness when the mon is traded so you can boost it right away.
  3. Most of the time this obscure mon in the current system is a result of counter teaming, which shouldn't be an issue if you change your team up between rounds. I've witnessed many counter team fail because their mon(s) that were supposed to carry them are suddenly dead weight. The issue with a LIT is you cannot change your team in the earlier rounds to prevent an auto loss. I have participated in VGC events in the past. VGC is a completely different ball game due to time restraints, many events run for the whole day and the bigger ones can run into the next day. When I refer to "Pokemon is not meant to be played like this" I mean that both players should have no concrete knowledge of the opposing team(s). The reason nobody complains about this in VGC is because VGC uses a swiss format for the earlier rounds and single elimination for the top cut. It would be incredibly difficult to scout anyone in a real life event, essentially each round you are paired with someone with a similar win/loss ratio but most likely have no clue who they are let alone what they are running. I guess it could be a small problem for the top cut but the vast majority of players don't have to worry about this. I mean no doubt there will always be some differences but my problem with this system is that free information is given away. A lot about playing Pokemon is gaining information, just from Team Preview alone you can infer some things. Some sets solely rely on the opponent not knowing what their set is, e.g. I see my opponent is uses HP electric Volcarona so I will never use my Gyarados to check it. If I had not known this my opponent would have got a knock out. Sure this specific set is gimmicky but Volcarona can run a variety of moves and figuring out the coverage could mean it does nothing. It is usually best to build multiple solid teams and just switch between rounds to prevent this. Sure it costs a lot of time and resources but counter teaming in of itself is a huge risk and this will capitalize off that. Sometimes matchup is rough but you can still pull it back. Sorry for misunderstanding, I figured you were bringing a whole new team into a tournament. As for this being a gimmick tournament once in a while I wouldn't mind a trial but would much rather have a traditional tournament.
  4. 500 wins is quite a lot, especially if you want to earn it for multiple tiers. Maybe win streaking could help you earn more points or your final position on the leader board can give you additional points as an end of season reward. E.g. Top 10 + 500 points, Top 20 + 400 points.
  5. Usually replays break after a new update hits. Darmanitan is listed as zen mode in the OU pokedex and its probably just a visual error.
  6. Knock off has not been updated, we don't have megas, z stones and fairy Pokemon yet.
  7. VGC doesn't really have many scenarios where you can have a bad matchup. It's more about planning ahead to what you think your opponent with bring, specifically what they will lead. Most cases of a bad matchup is just having a bad lead matchup. I'm not exactly sure how to phrase this but you say it is unlikely for this scenario to happen, there are many noob vs noob games in the early rounds of a tournament. Most people which play this game have no idea how it works and can still win just because of RNG or some insane matchup. I would much rather players worry about swapping their team instead of thinking "if I run into X mon with Y move in the tournament I lose". Pokemon is not meant to be played like this, you are supposed to make a educated guess on what they might or should be running. E.g. I see Chansey, Garchomp and 4 other pokemon that don't learn Stealth Rocks. I will assume that Chansey will be carrying Rocks, however with the system you propose I will know that Garchomp is the Rocker. This is not fair for both parties to know each others full movesets. Sure with scouting you can make an assumption they will bring that same team but it is never guaranteed. Tournament play would be fundamentally different from match making and PSL, to me that just doesn't make any sense. Why should there be different rules in play for only tournaments? Counter teaming will always happen but not to the extent you would probably think. The only times I see it working in full force is if someone has used the exact same team multiple rounds in a row, at that point you are kind of asking for it. If you were serious about tournament play I would advise getting 2 teams and some substitutions to throw off counter teaming, there isn't much you can do to lower the barrier of entry without changing how the game is designed to be played. If anything getting competitive mons and items cheaper is how you would do it. Sure 5x31 or even 6x31 are optimal but new players can make do with 2x31 and have the rest 27+ to start off with. Testing a team in a tournament isn't a great idea, players are there to win. Imagine if you reach the finals and want to test out a brand new team, sure it can work but finals isn't exactly a great place to do so.
  8. Though I like the principle of lowering the barrier of entry for newer players I do not think this suggestion is feasible. I would like to go over your cons again as I believe I should elaborate. "Bad matchups are amplified" This is really unhealthy for the tournament, why should the better player lose because he/she couldn't change his/her team? Even in VGC where you are forced to bring only 1 team it does allow both players to change up their 4 picks (out of 6) to make each game different. Not to mention scouting is near impossible with the bracket changing every round. At the end of the day, it would suck to see the better player lose because his opponent brought an obscure mon that is not very consistent but was amazing for that one team. I would also like to point out that some people prefer to use different play styles depending on who they are playing, if they were forced to use only one team that could place an impact on their results. "Surprise gimmick moves/pokemon are less powerful" If you take this at face value, many strategies become useless. Got a mon with an unusual hidden power? Well now your opponent will never get lured in. This kind of ruins creativity and consistency. Now if we look at this from a broader angle, no doubt would we see usage stats being very skewed. The gimmicky mons would fall down tiers and the better players would somewhat control the top used mons because they are simply playing more games. Another point is that scouting is very unreliable. Sure you could try to fully counter team poor Timmy in a tournament but what if he changed his team? Suddenly you are the one that has a poor matchup and Timmy wins as a result. If you are very concerned about being scouted ask your friends to borrow a team or grind up another squad of mons. You should treat every game uniquely and be more concerned with how consistent your teams are rather than counter teaming.
  9. What's really been bothering me is what are you doing on the turn Garchomp uses Swords Dance? Sounds like its just been brought in after a mon has died and has kill pressure or your volt switch failed as it switched in. If that is not the case how is it setting up so freely? Worst case scenario you hit it with what you have currently then sacrifice something that does nothing in that duel. Another point to mention, Garchomp does suffer slightly from 4mss. Earthquake, Dragon Claw, Fire move, Rocks, Stone Edge and Substitute are all viable options. If you know it does not have a fire move then Skarmory easily beats it, Garchomp needs to be dealt with a case by case basis. Aight lemme just list off some mons that check/counter/chip chomp: Cloyster, scarf or bulky (unless chain chomp dracos it) Rotom, bulky willo or scarf trick can cripple Weavile, OHKO through Yache Mandibuzz, walls variants without Stone Edge Porygon2, Bold reflect beats every variant of Garchomp Bronzong, can tank any fire move especially if you run Occa berry Skarmory, walls any varient without fire moves and can retaliate with Whirlwind and Counter Ferrothorn, shakey at best but can tank +2 Earthquake Slowbro, tanks any move and can burn or low chance to OHKO non Yache variants with Ice Beam Tangrowth, may struggle with Fire Blast variants but solid otherwise Umbreon, a worse Mandibuzz Mamoswine, Ice Shard does a lot of damage Gliscor, Rocky Helmet + Toxic/Ice Fang dents it Hippowdon, Whirlwind phazes it out and Earthquake/Ice Fang do decent damage, curse also has a good match up Gyarados, intimidate helps out and only has to worry about Stone Edge Cofagrigus, willo + sball can break subs and burn Here is a list of other things that can reliably revenge kill Garchomp: Scizor Starmie Gengar Infernape Scarfers Obviously this list is not limited to these Pokemon, e.g. a Lucario can achieve the same thing if Garchomp is low enough. There's probably some other things that can deal with it but these came to mind first.
  10. Levitate was changed in gen 7 to cursed body. Fairy types have nothing to do with the nerf, the reason for the change would be to keep as much as possible up to date. I've never liked Gengar's unnecessary nerf either but I guess we would eventually have to get it.
  11. My bad it was to my understanding that those 50% would start their matches as soon as the threshold was reached, though this may cause confusion when some players have started a game while others have not. How about if I claim that "Someone will get struck by lightning tomorrow?" This is not specific to an individual and could provide an unfair edge to that one person who can scout in the tournament. Yes, if people are committed to scouting they will scout if possible. The extent of which I cannot foretell but there will be people who attempt to abuse this. It is just easier to leave tournaments the way they currently are, it adds complications however minor but still exploitable. I do not wish to derail this thread any further, sorry for doing so.
  12. Exactly, I'm trying to say in this example scouting would still exist. 95% would be a horrible idea, you narrow down the bracket largely for the last 5% to scout. The 50% suggestion is at least feasible as it would cut wait times for that group of players, however if just 1 person stalls out their match it will increase the wait time for the other half of the bracket significantly ,which would in turn delay the whole tournament. It is realistic, it is not limited to being the "first" to finish a round. You simply need to not have been paired yet and you would just need to wait. At the very least Xela's suggestion to have a threshold of players to advance would work to diminish this but as I said this can cause delays. Nobody that takes competitive seriously would like this.
  13. That would still be exploitable, say you and one other player just so happened to be shuffled together for round 2 and you both finished round 1 before everyone else, you would know who you are paired up with when the timer starts ticking to ready up. If you have not paired with someone then you simply wait for a match to end, if your timer starts then you scout that guy that recently won.
  14. I don't want this thread to derail into a discussion about how spectating in tournaments should be handled but here are my two cents. I personally believe that the way it is now is fine. If you add extra dynamics to how the tournaments work it could add complications. I will go by some examples presented already: Ban spectating Horrible idea, easily kills the hype for anyone wanting to watch it live. Shuffle brackets Delays the whole tournament, shuffling the bracket would only be fair if everyone was included in the shuffle. (I would like to stress this point as tournaments are already long enough as it is especially with more 256 man tournaments.) You will eventually be able to deduce who you are likely to play against as well in the later rounds (if multiple people start their games you know you wont be playing them), hence scouting can still happen but only to a smaller portion of the player base. Shuffling brackets is usually reserved for multilevel tournaments whereby you are matched with someone with a similar record, e.g. a 3-1 player should be paired up with another 3-1 player. Restricting to one team per player Leads to some impossible match ups . Can heavily influence usage stats. Players cannot swap out mons if they believe they need a change. I may have some bias on this subject as I have won many tournaments but these suggestions seem to complicate the tournament structure and implementing these ideas are unnecessary, the good players should still win more consistently either way.
  15. While @xiaolinggg did request a bet and have @TJXD and @Aerun respond to them it should have locked in the bet. However, he had a simple condition to confirm it with these two and that was for them to respond. I'm sorry but after he tagged you guys it was of kind on you to respond, you would have been notified that you were tagged so I don't really get the argument for not "seeing" it. Let us not make this out to be a witch hunt for this guy, he only tried to be clear on what bets were being taken.
  16. Coba/Chople is heavily underutilized on the dd set allowing it to take advantage of mons like Crobat, not to mention that while drain punch in nice for recovery it can still HJK muscle through more tankier mons which helps it get out of control with moxie boosts. As for Metagross it can tank a large amount of the metagame and retaliate in return, it also has a plethora of sets it can run effectively: Bulky rocker Agility sweeper Choice Band Mixed attacker Choice Scarf
  17. Alright so I've looked through your comments and would like opinions on these potential changes: ⬇️ A+ rank to A Scrafty ⬆️ A rank to A+ Mandibuzz ⬇️ A rank to A- Staraptor Adding Exeggutor and Victreebel to B- rank. This is by no means discouraging other suggestions, I just feel these may be a bit more controversial and would like for us to agree on where we should place these first. I am still undecided if we should move Metagross yet, feel free to discuss it as well.
  18. Alright so I've looked through your comments and would like opinions on these potential changes: ⬆️ A+ rank to S Rotom Wash ⬆️ A+ rank to S Scizor ⬇️ A rank to A- Skarmory ⬇️ A rank to B+ Kingdra ⬇️ A- rank to B+ Dugtrio ⬆️ B+ rank to A Milotic ⬆️ B+ rank to A- Reuniclus ⬇️ B rank to B- or C Bronzong Adding a D rank. This is by no means discouraging other suggestions, I just feel these may be a bit more controversial and would like for us to agree on where we should place these first.
  19. Rotom-Wash is definitely a top tier choice in the OU metagame but it has a few flaws: Gastrodon and Ferrothorn gladly switch into it unless you have hidden power grass/fire specifically to counter them 4 move slot syndrome, it cannot run every move it desires often times only running one electric move (giving up momentum or power) and hydro pump. This only leaves two slots with a plethora of good options but could be detrimental if you don't have the right one. Volt switch can be blocked by ground types, while risky to switch them in it could shut down all of your momentum if choice locked. No reliable recovery, Rotom must make use of 50% recovery berries or pain split. This makes it pretty good at checking threats but it will eventually get whittled down. Low base HP makes tanking a bit difficult.
  20. I could get behind Mandibuzz but the other two are too situational to be A rank imo. Venomoth is prone to priority and needing chip to sweep. Regarding the fighting resist argument, the top tier fighting mons have a way to one shot it so I don't think its great at switching into them. Typhlosion's biggest problem is arguably Lanturn and Rotom-Heat, but it excels at revenge killing and could run some gimmicky set with Earthquake to muscle past Lanturn. However with Rotom-Heat usage being high it is hard to justify using Typhlosion. Kabutops is sort of weak without rain, losing out on speed and boosted power on water moves. You can definitely pull off a sweep with it and has rapid spin utility so maybe it could move up. Bisharp can easily put pressure on defog users and boost with Swords Dance to +4 the next turn, it can be extremely powerful if this is pulled off which usually resorts in Defog to be used more sparingly. Even just a +2 Bisharp could sweep if the opponent is damaged enough. And lastly benefiting off intimidate is amazing.
  21. Welcome to the UU Viability Rankings Thread. If you do not know what a viability thread entails read further. A viability thread has as purpose to put Pokémon into 'ranks', by lack of a better term. In the UU viability rankings we base our rankings on how viable certain Pokémon in UU are. Discussion is encouraged and remember that you are always entitled to your opinion but forget not to be respectful to other community members. The rankings will be based on how well a Pokemon performs its role(s) in the metagame; these roles cover how well it performs in the offensive, defensive and supportive characteristics. This means a Pokemon will be in a higher rank depending on how well it performs its role(s) and a Pokemon can fit into the same rank as something that fills a different role. If you have any suggestions for Pokemon not on the viability list feel free to express your opinion but please provide an explanation as to why you believe it fits in the UU metagame. The initial list bellow was made in collaboration with Umbramol. This list will be updated more frequently on this discord server, please join in the discussion as well: https://discord.gg/MKtjuzyMkv Resources for Discussion Damage Calculator *Subject to mechanic differences https://www.smogon.com/dex/bw/pokemon/ *Subject to mechanic differences Tiering Etiquette Guide _________________________________________________________________________________________________________________________________________________ PokeMMO UU Viability Ranking S Rank: Reserved for Pokemon that are the pinnacle of the UU metagame. These Pokemon are able to perform a variety of roles very effectively, or can just do one extremely well. Their use has low risk involved and high reward exerted. Pokemon in this rank have very few flaws that are patched up by numerous positive traits. S Rank: Rotom Heat A Rank: Reserved for Pokemon that are fantastic in the UU metagame, and can sweep, support, or wall significant portions of the metagame. These Pokemon require less support than most others to be used effectively and have few flaws that can easily be compensated for when compared to their positive traits. A+ Rank: Metagross Krookodile Heracross Mamoswine A Rank: Snorlax Crobat Arcanine Lanturn Porygon2 Vaporeon Druddigon Staraptor A- Rank: Scrafty Sigilyph Bronzong Bisharp Empoleon Forretress Medicham B Rank: Reserved for Pokemon that are great in the UU metagame. These Pokemon have more notable flaws than those above them that affect how they function in the tier. Their positive traits still outshine their negatives, but they require a bit more team support to bring out their full potential. B+ Rank: Electrode Flygon Jellicent Rhyperior Slowbro Venomoth Yanmega B Rank: Alakazam Azumarill Blastoise Donphan Dusclops Toxicroak Torkoal Exeggutor Victreebell B- Rank: Absol Clefable Durant Dugtrio Gigalith Gligar Linoone Machamp Magneton Mantine Mismagius Nidoqueen Typhlosion Umbreon Whimsicott Weavile Zoroark C Rank: Reserved for Pokemon that are mediocre in the UU metagame, but have just as many notable flaws that prevent them from being effective. Pokemon in the C tier often require significant support to be effective. Pokemon from this rank tend to face a lot of competition with the more commonly used Pokemon. These Pokemon exert a below average presence in the metagame. C Rank: Aerodactyl Archeops Eelektross Roserade Smeargle
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