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pachima

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Everything posted by pachima

  1. There is none. In fact, Zoroark doesn't need illusion to be problematic in NU.
  2. The problem is that Hydreigon can run scarf and extinguish all those offensive teams as well in the same way dinosaurs did. Now, in general: Garchomp and Hydreigon have no drawbacks while using them. Both hit hard af, while getting key immunities and insane bulk altogether. Both are able to successfully grant, to the user, immediate count advantage like no other pokemon does. MMO meta is different from what any smogon meta has to offer, and the changes here only grant them buffs, with a few exceptions (Meaning that they are effectively much better here than in any smogon format, in where they were already powerhouses). Simply put, MMO meta has not enough tools to effectively deal with any of the two dragons while not being completely worthless against everything else. It's too opressive and metacentric in an unhealthy way. If TC can flat ban those, please do. Conkeldurr, on the other hand, falls in the categori of: "extremely good pokemon, but not a broken one". It has way less speed than the 2 dragons, heavily restricting the amount of viable styles it can perform. It doesn't have any immunity, and its resistances aren't that amazing either. Furthermore, it is heavily punishable with items like rocky helmet, and has a exploitable spdef stat that none of the dragons possess. Don't get me wrong, it's a great pokemon, but nowhere as close as where the 2 dragons currently sit, and that states a lot about those. TLDR; Ban the dragons. If devs decide to remove dmeteor or whatever of them AFTER being banned, so be it. But doing nothing is punishing all OU players that like to rely a bit more on anything not named matchup.
  3. I should have been more clear sorry. But as kamo said, ghosts aren't trappable by any means.
  4. Dugtrio doesn't trap it by the way.
  5. Just wait. They said they were not yet satisfied with the current numbers and will change it next update. I believe this will also change slightly.
  6. So, this was an issue that a lot of people have brought in the past. Why not increase the ivs of pvp reward comps? Now I won't ask for anything unreal like 6x31 or something like that. However, I realized that having 25 is actually the same as having 24 in most comps except on the one stat people get their last 4 evs. What I'm asking is to replace these 25s to 26s. It is a very slight change that should be ez to implement and doesn't really affects market in any way. And hey, +3 stat points is better than nothing, and probably would make these comps way more usable than they are right now. Thank you.
  7. Tours have been cancelled because sign ups are bugged. I have entered in one and couldnt find the partner, who was also signed. Seats are shuffled, not players, so how do you exploit ? From the tour i played, there is a minimum limit of ppl that need to win their round before system shuffle them, so you cannot ask your friends to effectively do what you saying.
  8. Although at first glance that idea seems cool, its also sad to see better players eliminated first only cause they naturally have a more difficult bracket than worse players. For the new system, I wouldn't want to voice that much yet. I can agree it might not work, but I'd prefer to wait and see how things unfold.
  9. Can't be worse than what it was, trust me. And as I said, we have yet to know if the current system does, in fact, help with the issue or not. Either way, we need to test new things. If this doesn't work, test something else. Just don't revert back to the old system, where I spectate finals and think: I should have spectated Pallet Town rival battles. EDIT: it has been 2 days. Complaining about a new change this soon makes no sense at all
  10. The point of a shuffling system was to always filter better opponents in earlier rounds, and not see joeshinyhunter2 achieving semis or finals and playing storyline mons, or worse. No system helps with later rounds, and I don't think its possible without removing the hype involved in spectating, etc. so I don't see the issue here.
  11. I don't know if you spectate the same tours I do, but I see no skill in tournaments at all, except in rare cases. The amount of times our team went full "wtf is this" while spectating semis and finals is way too big.
  12. We are yet to find if late game rounds this time are more competitive than before, so its early to say what update did in that regard. On the other hand, you will apologize me but I will never accept the fact that, with earlier system, most rounds, even semi and finals were completely garbage, maybe even rivaling with Brock pve skill. I have won tournaments in the past (Before I gave up completely) and I never found myself truly awarded cause I was facing almost literal bots everytime. I was always super active in the spectating aspect, and skill displayed in tours of this game has even dropped further ever since. Maybe this isn't the change we are looking for, but something had to be done regarding past system. For god sake I want to spectate a final battle filled with tension and hype, and not seeing 2 potatoes clicking buttons, or just get obliterated cause the counter-teaming fishing aspect failed, and their matchup went terribly. To add on it, unless I'm mistaken, seats are shuffled, not players, so if the shuffling system pairs two friends against each other whenever they finish, they can't dodge at all. And to finish my points, I believe MMO has gotten way too used to the way past system became. People now fish for good matchups with counterteams and whatnot, which is the main reason I keep spectating obliterated teams in later rounds. Counterteaming is a skill, but actually playing the game is also a skill. (I have seen too many people giving up way too soon because bad matchup, when good outplays can actually give them the win)
  13. You don't understand. Wobbuffet wasn't banned for being broken. It was banned for being uncompetitive, which is truly different. Screens aren't uncompetitive, so why you comparing these 2 things?
  14. Did you even read it all? It even says "One of the worst misconceptions that one can take away from this article is that these are the only Pokémon usable on hyper offense teams. This is completely untrue; hyper offense teams have many different options that can be put to use. " You should also read:; "Sweepers rely completely on setting up, and after they have done so, they are able to wreak havoc during a game." Now let me ask you: How do they set up easier? That's right, with a support mon on the back. edit: In that same link you offered, they share you a sample HO team, that by coincidence has a bold supporter celebi.
  15. Why are you comparing trapping potential that removes everything enemy can do with screens? Trapping can only be stopped by shed shell that already nerfs the holder by a large margin. We are offering you plenty of ways to deal with screens without nerfing said mons. So if you want to discuss screens, please discuss screens and not wobbuffet that has nothing to do with it.
  16. Ok, let's play your game. Let's assume no residual damage cause reasons, and let's assume azumarill survive tbolt/close combat, whatever. Then what? You send a mon with priority and kill azumarill. What happened? Opponent lost the supporter and a bdrummer (aka 2 mons), and you only lost 1 mon. So how is this advantageous for the screen team?
  17. 1-makes more sense than claiming azumarill to set up against a modest tbolt eel. 2- I was listing examples
  18. In my game, belly drum removes half the user's hp. Sitrus only heals for 25%, and residual damage happens commonly via weather, rocks, rocky helmet, etc etc. If anything those calcs show at least azuma cant set up freely.
  19. I might be biased but i found 6 or 7 screen teams in my UU ranked WITH an offensive team, and I only lost once (and it was partly cuz I misplayed) EDIT: nvm TLDR; Don't misplay. If you are using an HO team, chances are some of your mons give no free set ups even with screens up. Play aggressively against their screen setter that most likely are unable to pressure your hard-hitting mon. Edit 2: Based on your post, I believe you are reacting to a screen team instead of acting (Which for some reason most ppl do). Scarfs are a reactive play that comes in AFTER screens and set up come in play. Obviously a scarf mon can get in clutch, however, that is not how you should stop a screen team. Instead, get your hard-hitters in front of electrode (That for you seems to be the main issue) or whatever acts as a supporting mon for said teams. Act before /while enemy team sets up their game, dont react after they do. I hope I could make myself clear.
  20. Imo there is a clear difference between PSL matches and 10 min preparation, where you are only scouting specific teams (And no, you cant do more within those 10 minutes). In PSL you try to prepare for everything while being strong against their most favorite style. In tours, you have no time for such preparation and have a much lesser sample of the opponent's style to learn from. Hence why "adapting" in Tours makes no sense, unless you know your opponent from competitive accolades outside of said tournament, in which case this is irrelevant. TLDR; Its never useless to "adapt" but not the way the OP made it sound to be. (read what I quoted)
  21. Idk man shinyhunterjoe is a decent player.
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