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NikhilR

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Everything posted by NikhilR

  1. I want to mention that a common theme to your recent threads is to bring back Silph Co tournaments (non-automated tours). I get how the sign-up process for automated tournaments is efficient and how it is less of a headache for hosts, but these automated tours are nowhere near as fun, as a player or spectator, as compared to tours in Silph Co. Hopefully staff will take your suggestions into consideration because I'm sure that the experience would consider bringing back a lot of the comp players (such as myself) who simply lurk on forums but don't log ingame.
  2. I also want to point out that outside of revenge killing, Dugtrio can come on field through its partner's moves such as U-Turn and Teleport, or it can double switch. Now double switching Dug into a mon you can trap is a skill and the player should be rewarded, but this reward should come in the form of gaining momentum rather than winning the lottery by taking out an entire pokemon.
  3. You're citing to the wrong piece of evidence to prove a lack of consistency in Dugtrio's ability to set up a situation to enable something to sweep. How is Dugtrio's winrate going to show you whether it consistently sets up a situation that makes it easier for another pokemon to sweep? A lot of factors go into affecting Dugtrio's winrate -> RNG such as the sweeper missing a move which stops it from sweeping, a crit on the sweeper when it tries to set up, a player who doesn't utilize the sweeper efficiently to sweep, the remaining 5 members of a team solely being responsible for winning without Dugtrio's support etc. The only way to show Dugtrio's ability to set up a situation that makes it easier for another pokemon to sweep is by looking at replays and seeing what options players have to dance around it or data like what kind of sweepers Dugtrio supports such that the tier's answers to those sweepers are susceptible to being trapped etc. I'm definitely not knowledgeable about the current NU meta, but I just wanted to point that those numbers alone will not help reflect Dugtrio's state in the tier. And it is so hard to argue with this when you don't give us the breakdown of the votes. Your statement could also mean that 3 people on SIA voted to not ban Dug while only one voted to ban it, which is still bothersome. I'm not saying Madara / Mkns are biased or that they make tiering decisions based on what they feel benefits their team, because they're better than that. What I am saying is that they may not subconsciously realize how much their playing style/mentality is affected when they are surrounded by like-minded players within a team and how that's been the case for years.
  4. Can you share with us the breakdown of the votes of each member? To an outsider it is bad optics when you have 4 members of the TC who belong to the same team and can therefore have a huge influence on the votes. EDIT: Also what are the current activity levels of members like Zebra, Tyrone, and BlueBreath ingame?
  5. At the end, 3 players from each team will be facing off against each other. So if you have 4 players, you will choose 3 out of those 4 to play. The other team will select 3 to play out of their total of 6 players.
  6. Well incase you didn't know, staff live in a completely different bubble than the rest of us. The person in charge of putting these items back (someone probably higher up than Munya) is so stubborn that they don't want to admit that they were wrong to drop these items back into the game or even try to engage in a discussion with the community about these items. They don't engage in a discussion with the community to defend their choice of bringing these items back because they know how they'd be instantly called out for their stupidity. There have been 3-4 threads already created about these items since November, I think, and there hasn't been any progress on it. You can even tell that some of the staff are clueless about the effect of these items on competitive play because their immediate defense to keeping these items is to resort to its usage or its winrate, which isn't a valid defense. There's further evidence that staff live in a bubble when they don't realize how awful the reward system + economy of this game is. You earn so little for the effort you put in. Like what kind of a comp player would now want a shitty ass 4x25 / 2x31 shiny comp untradeable prize. "B-but you get to flex it?" Yeah, at this point I don't think anyone cares about flexing a shiny that they cannot use or when there's no one they can flex it to as the comp playerbase is just dying.
  7. No one builds around Sand Veil because there's no way to properly deal with it. You said to use weather setters as a way to deal with it and I just showed you how horrible that answer was. Flame Body + Static do have RNG associated with it, but it's different from Sand Veil where one potentially leads to a sweep and another doesn't directly sweep. A Garchomp dodging an attack due to Sand Veil and potentially sweeping is different from you not taking into account of Flame Body / Static activation. Both of those have some strategy around it where you can punish something like U-Turn Scizor by switching in Volcarona against it. Flame Body / Static activation happen because of a choice you make, basically player autonomy. Moreover, when people decide to use something like Quick Claw, their strategy is to simply fish for RNG, whereas no one goes into a game with a strategy that their course of winning relies on Flame Body / Static activation. Specs is an item that people prepare for. It's also an item that one can readily tell based on damage output on a certain mon. By also knowing if a mon has specs, you can then choose how to play around it, like taking advantage of the fact that Torkoal is choice-locked. This doesn't apply to a pokemon holding quick claw. Like let's say you're Quick Claw Rhyperior and you moved after a Clefable. You may be able to tell through the damage roll -> okay this isn't Choice Band, Scarf, LO. If you bring a low-health Blastoise with Surf, and then Quick Claw activates, it becomes too late. Let's say you even know prior to bringing Blastoise out that the Rhyperior is holding a Quick Claw, how do you then proceed? The issue with Quick Claw is the unpredictability of a pokemon holding it + the RNG associated with it. Even if you do deduce that your opp is holding it, your decisions are not in your control but entirely RNG's control, and that's not competitive at all. Good luck OHKO'ing Cloyster with a defensive team. You also act like Cloyster doesn't get set up opportunities vs other kinds of teams. Cloyster has plenty of opportunities to set up against phys attackers -> Scarf TTar / Scizor locked into Pursuit or BP / Phys Garchomp etc. I think Bisharp doesn't have much OU usage, and even if it did, Sucker Punch fails vs Cloyster decides to Ice Shard that turn, so it's not guaranteed. BP Scizor + Mach Conk are really nice, but these are not specific to Kings Rock Cloyster. If your way of playing around a threat is to ohko it before it has the ability to flinch you, that's not an ideal strategy.
  8. Massive cap. How is Kings Rock on Cloyster insignificant or how does it hinder the user's chances of winning? A +2 Focus Sash or White Herb Cloyster is probably not beating Bold Reuniclus, but one with Kings Rock has higher odds of beating Bold Reuni because of the higher flinch rate. If anything it helps Cloyster beat things that it wouldn't otherwise be able to beat. Now, are there situations where it would be advantageous to using Focus Sash or White Herb on Cloyster over Kings Rock? Yes, but not all the time. The issue is that you make it sound like as if Kings Rock is a completely inferior item to others, when it really isn't.
  9. "Bring a weather setter of your own." Okay, so let's look at the list of non-sand weather setters in OU. From what I understand it's mostly Pelipper, with Abomasnow + Torkoal being weather setters in the lower tier. Of the 3, you will find Pelipper + Torkoal in teams centered around a weather strategy, which means on almost any other kind of team, these mons won't really have a slot. Aboma is a decent pick, but you think that's good enough? Let's say Abomasnow comes in, which is a rocks weak mon, you can either go to Abomanow's counter, or sack something and then bring Hippo back in to set sand up again. With rocks being on field too, Abomasnow is not going to be able to freely switch in, and it's not a mon that you easily slap onto an OU team because it rarely has much of an impact. These are terrible answers to deal with Sand Veil and their purpose is so specific -> stop a cheap strategy rather than have utility of your own. I'm not a fan of using such kind of mons. EDIT: Don't even bother bringing up Golduck unless you want to lose all credibility. Yeah enlighten us on how you play around flinches from Kings Rock Cloyster at +2. You're a follower of the all-or-nothing camp that believes in that there either be 100% RNG or 0% RNG, and we don't belong in that camp. Man, this isn't a "I don't like this because I lost to this and therefore it should be banned" thread. This is a "I don't like this because I lose to it as I can't prepare for it and therefore it should be banned." When in order to beat a strategy you have to be reliant on luck rather than prepare for it, there's a problem. There's no way to prepare avoiding being flinched by Cloyster unless you're running 6x special attackers that completely deny Cloyster the ability to set up, because once it does, there's no real way to prepare beforehand to avoid being flinched. The same applies to something like Quick Claw because: 1) you have no fucking clue if a mon does have it; 2) you have no idea whether it will activate. While I do think SG Togekiss is banworthy for separate reasons, it is still something that you can prepare for. ---------------------------- Also I hope the "smart" folks at Pokemmo who decided it would be a good idea to drop these items below give this a read: https://www.smogon.com/forums/threads/re-king’s-rock-and-other-“luck-items”.3682896/ Glad that Smogon TC isn't incompetent and decided to try banning these items before WCOP.
  10. Why do people like you who have absolutely zero clue about PvP feel the need to comment on a PvP-related topic? Nonetheless, I'll still take the time and effort to entertain your worthless and uninformed opinion because there are a few who would genuinely want to know the answer to this. We want our pokemon competitive play to be on a level where there is a balance between luck and skill. There is going to be a conflict there because, in general, competitive play largely relies on skill over luck, yet we competitively play a game that uses a large number of luck-based elements. To balance out the two, we have clauses in place to minimize the amount of effect luck has on a game. Since you're absolutely clueless about it, here is a list of clauses in place: https://forums.pokemmo.eu/index.php?/topic/37764-official-pokemmo-list-of-clauses-updated-with-tournament-mode-clauses/ The purpose of the clauses is so that people don't rely on luck-based strategies to overcome skill, because that in effect would kill competitive play. The purpose of the topic is to remove these specific luck-based elements (kings rock etc.) because these completely kill competitive play. We're not asking to remove crits / damage rolls / status because then we wouldn't really be playing Pokemon. Not every single thing has to be in the extreme end of a spectrum (one end being 0 RNG and the other end being 0 bans/clauses) because a balance of the two can exist.
  11. Linking to a previous post I made regarding this: https://forums.pokemmo.eu/index.php?/topic/126555-ban-quick-claw-kings-rock/&do=findComment&comment=1739779 Also an update to the post I made is the following screenshot from the BW OU council: It's nice when decisions that directly affect competitive play are made by competitive players rather than staff who are too stubborn to see the stupidity behind their decision to drop these items back into the game. It's also nice when Smogon's tiering council jumps in to resolve the issue while MMO's council just silently watches.
  12. Me vs GreenTwT in 5-10 min
  13. Playing Freeza soon. EDIT: Won in a game that had I lost would've ended my MMO career, gg.
  14. ^That's how it is supposed to be.
  15. Adding some more optional steps as outlined Life's post: Step 10 - get excited about update for new event and install game to grind money + vanities Step 11 - get depressed that devs then nerf event to reduce amount of money + vanities earned Step 12 - quit game after event is over Step 13 - get excited about hearing a new update only to then get depressed that new update is more vanities Step 14 - troll on forums Step 15 - play smogon tournaments / VGC if interested in competitive battling
  16. What I would like to know is how is Haxorus worst in UU compared to OU. OU had to deal with Haxorus for years/months and it adapted to the point where Haxorus got less played. Why would it be any different in UU?
  17. @gbwead I have a proposal: 1) you agree to ban Conkeldurr from OU, and I shall play this LC tour If LC is indeed dying and you need every single player possible to fill up the seats, then by not banning Conk in OU you could risk losing LC by having me and maybe others (@ThinkNicer and other anti-conk players please assemble) not participate, and we'd be happy to play in order to keep the tier you love alive xD
  18. What I'm sad about is losing a Black Reaper Hood for nothing as I donated it to the event commemorating her death.
  19. Kanzo also won PSL earlier with me as a sub / cheerleader. Man is a lucky charm.
  20. Congrats Empoleons, especially Jaawax. I had doubts about whether you were a good manager pick, but I was wrong and it goes to show how out of touch I am with the community. Also kudos to the Rotoms for being so dominant throughout this PSL edition. Thank you to Mago and Badbaar for recording a majority of the games. It helped folks like me who barely log on to still catch up.
  21. Don't spectators talk in normal chat? If so, maybe just disable normal chat? The reason I'm saying this is so that you don't get fazed by something people say during the game. That being said, insulting a player shouldn't go unpunished, and so it would also help if chat logs in normal chat can be stored so that these players who insult could be reported.
  22. You are our Mayor, you don't have to work out a compromise. Just give the order and we shall obey.
  23. The bolded part isn't 100% true. Some players opt for going for safe builds when scouting their opponents while others adopted riskier builds. At the end of the day, the players still had the choice of being able to choose what kind of build they want to run. But now that choice is taken away since you're not able to scout your opponent early on because you don't know who your opponent is. Yes, you can still run riskier builds even if you don't know who your opp is, but the risk in doing it now is much higher than now before. It's not about c-builds only being useful against a specific team. It's that they are the best team to go with when you know what the opponent likes. The innovation comes with choosing an unconventional 6 or an unconventional set on a pokemon that is effective against your opponent. For example, I know that it is a standard practice for many players to use Cofagrigus to stop Conkeldurr, so I can now build teams where I pair Conkeldurr with something that easily beats Cofagrigus, like maybe a sub tyranitar (which is a bit novel for the meta). My preference towards running that Conk-Sub TTar team arises when I know my opponent is the kind to use Cofagrigus, because I know that that running such a team is most likely to give me an advantage. When you say that bringing gimmicks is still possible in this system, you also have to account the higher risk of bringing it early on, and how that risk decreases only when you reach a stage where you're able to determine who your opponent is likely to be (such as in finals, I think?). C-building becomes a huge factor in creating innovation. When you see a standard / safe team that is being dominant or doing super well in multiple tours, you ask yourself how to then build a team that doesn't lose to that. As a response to it, you then start to build teams to counter it or be able to deal with it. This may require breeding new sets on a Pokemon or again, an unconventional combination 6 generic pokemon, to deal with it. That's still innovation and it comes as a response to wanting to counter something. When I played DPP in SPL, one of the most safest and best builds out there was a BKC team with (TTar / Nidoqueen / Skarm / Jira / Clef / Rotom). It's a team that can perhaps handle one water type, but if you overload it with 2 water types or a water type with longevity, then it can lose. I then made sure that it was a requirement that every team I built from then on was capable of beating such a team. So I am innovating or coming up with new builds as being able to beat a standard team has sort of become my baseline for building a good counterteam. I think countering is a much bigger incentive to innovation than simply innovating because it is fun. The reason being that losing sucks and feels terrible. At the same time it is also a learning lesson for you to then change your approach so that you can avoid that same shitty feeling you experienced. Repeating the same pattern of using the same old playstyle that brought about the loss would fall under the definition of insanity of Einstein. So a player is forced to branch out to different playstyles. It's just that in this tour system, this happens way too late in the tour, which to me is worse. Innovation is innovation nonetheless. It is a gamble if it works, but changing the metagame for the better is what we should strive for. Sure we don't know what our opponent is going to run, but if you go into your game with a psychological advantage that your team is better than theirs, that helps a lot. Regarding the bolded part, the opposing player is still not a bot. We don't really know what exactly will happen beforehand, but I'm happy to learn from my wins/losses because that is information that is useful. If I run a team that I was earlier sure about having an upper hand match up wise, and it turned out to be false, I can know not to repeat it.
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