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Raichuforyou

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Everything posted by Raichuforyou

  1. I feel like Vaccum Wave / Scarf is not a combo that needs to happen. I've seen some sets with Scarf/Extremespeed that make some sense, but it seems kind of like a wasted spot when Lucario could be having better coverage here. This probably goes for any Scarf + priority sets.
  2. Serene Grace probably should have never been added in gen 3 to begin with as it just brings too much RNG into a game where the better player should be winning. I think you are going to get a lot of arguments founded here in "That's the way it always has been, deal with it". I think it would be interesting if it was modified in Pokemmo.
  3. There probably should be a clause that at least 2 pokemon can use a move that can harm Shedinja. Non Shedinja related complaint. But too many of these random games are resorting to much more PP stalling than Showdown.
  4. You could just not click on the 'buy' button. Iirc, there's an additional confirmation button right after you hit buy as well.
  5. People on dedicated forums for any sort of game are a completely different breed. I've done a lot of complaining in my days for various games and come off as extremely negative in certain circles, but I usually try to have it come from a place of admiration that I only want an already good game to get even better. Some people on here are genuinely insane with how much hate-jerking they'll pitch toward a completely free game that they don't even play, and are especially ignorant towards developer struggles with literally any piece of software. I genuinely think sometimes I hear more emotionally charged responses here towards the devs here than my company's own devs, who's product actually has tangible real world revenue complications for our customers that use our software. My advice is to go play some other games, go do things to improve your actual life, PokeMMO will always be there. Taking breaks is healthy, and it will probably help you appreciate the game more.
  6. There's just no way to balance these RNG items. I can understand doing things like taking away Garchomp's HA, preventing certain mons from learning certain moves like Draco Meteor Hydregion, etc. I understand I am probably going to get Munya asking or pointing to winrates of these RNG items, but that isn't the point in an argument for banning them. They are all typically not proper for a healthy competitive environment where the better player typically wins.
  7. Why is time even being wasted on solutions like how Kings Rock interacts with multihit moves instead of just flat out banning the item? Just kind of curious on the balancing team's philosophy on handling some of these RNG-heavy items that would save a lot more time and headaches if they were just removed (I also talk of items like Quick Claw, Bright Powder, etc). Has there ever been something outright said where the devs would not like to ban items? Those kind of bans are commonly done in showdown/smogon scenes, just curious why it isn't even entertained here.
  8. Maybe this is just a complaint coming from the fact that I am really addicted to showdown randoms and the standards they set there, but I really do not like the sets like physical Ludicolo or special (insert mon that excells at attack). Mainly for two different reasons: 1. The inability sometimes to correctly predict if something is attack/sp attack focused to correctly tank and counter it. I know Rache put her reasoning much earlier in the thread that they like this being added to the randomness guessing game, but personally it just feels really bad to play against when you wind up pulling out a Blissey against something that you typically would expect to use special attack moves. 2. It really doesn't take advantage of the full potential of certain monsters. I'm fine that some sets aren't direct copy and paste straight from smogon, as I mainly play randoms for much more interesting gameplay compared to other tiers. I'm not sure if these "opposite attacking" mons are purposely put on a team for balancing measures, or it actually has nothing to do with how they are weighed on a team. If the latter is true though, I really think some of these sets should be looked into a bit differently as certain mons just do better sticking to what their most advantageous attack/sp attack stat is.
  9. While in theory, I don't think that older players should be screwed over by having some of their cosmetics devalued, I think it is absolutely insane for the wealth gap to get as high as it is in terms of how high these prices for old vanities get. I don't know if this deals with too high of a money supply, lack of money sinks, or some other economic concept, as I'm not going to pretend as I know why these prices get this high beyond the basic supply/demand curve. Something just irks me that actual effort of berry farming, gym runs, etc are not as effective as just sitting on an old vanity and waiting for the price to increase. I'd hate to call out the dev team for this, but I think there is a vested interest in keeping the economy as-is right now in regards to complaints, as it is good for bringing in donations. Maybe we'll have to start taxing players for holding certain vanities?? I'm joking of course,
  10. I think you didn't see the part in his post where he said that is beatable by some niche strat or build that is specifically made to only beat the boss. It's definitely not unbeatable, but it's really annoying at least in the realm of boss design that this thing is really only attemptable by Bliss/Chansey/Togekiss/maybe Clefable. That's lame as hell. The boss just comes across that it is only for people that have the resources/these comps already made up. I did it like 20 times because I luckily had these pokemon already but it probably comes off as annoying to the person who only has like 300k that they are locked off from playing events like these. You know what actually reeks for the economy? Activities/events like these that definitely have the potential to rise up one's yen, yet are really only accessible to the rich players in pokeMMO.
  11. Does this include swarms that have an Alpha, such as the recent Pikachu Alpha?
  12. my dude they are pixel cosmetics in an online pokemon game
  13. I think you're missing the part of my post where I am saying that this is unfortunately very one dimensional of the boss to be beaten that way. I am not complaining that the boss cannot be beaten.
  14. And balancing this boss works on a spectrum. I never felt like the boss should be removed or deleted, it's just that I feel like it should be accessible enough for most people to bring in a sizable variety of their OU/Doubles/whatever comps while using a variety of strategies and have a fighting chance at beating it, instead of resorting to breed 3 incredibly specific mons to beat it. I was lucky I already had a Calm Togekiss, a Bliss and the chansey only cost me 200k and an hour of my time to get ready.
  15. But doesn't this come off as lame to just having players breed an incredibly niche comp that isn't actually usable in most other formats? This is part of the one dimensional strategy complaint of my original post. I'm not saying I want this thing to be beat by someone's first starter with a horrible EV spread, but it's a shame that this boss really can't be attempt-able by anything other than the typical 2 tanks one boosted AOE attack user. It just comes off as the dev team not being confident of creating an interesting boss that can be taken down in a variety of different ways by people's already existing comps. I took the effort to get the typical Chansey/Bliss/Togekiss team that has been working so well for others and I have a 100% win rate on the boss and generally I still have this complaint. This isn't even a "wah devs I can't beat this thing" complaining sort of post, it's more or less that I find this to be one of the least interesting ways to design a boss of just turning the difficulty slider up all the way where only one strategy works.
  16. Personally, I think if I currently went in with my double comp team, my singles team, or my gym sweeping team, I would get wiped in this battle.
  17. I literally staffed for the game before. I think this is a pretty awesome game, I don't think a criticism about the boss is too egregious.
  18. My main point though was that players are being brought down this one-dimensional path for success in terms of beating the boss. I know you're really referring to the person who commented before you, but I am personally finding it lame that players are just being railroaded down this one path to beat the boss. It would be cool if Snarl spam worked on the boss, if flinch haxing the bosses actually worked, if players could count on status, etc.
  19. Hi all, I just wanted to make a quick post on this to gauge opinions on what people think of the current state of the boss. While I personally have not fought it myself, I've spent a lot of time just sitting around asking how the boss reacts to certain moves, spectating, and seeing how others have been handling it with various strategies so I don't have to spent the resources myself just to see how it works and reacts to certain moves. Personally, I am in the camp that I think this boss right now is a little too much, and really only accessible by PokeMMO's hardcore community. I don't even think I'm particularly bad at competitive either, I've broken into the top 100 for both doubles and singles, yet there's just so much theory-crafted ideas that I have thought about using against the boss that just flat out won't work due to some of the mechanics that have been placed on it. There's admittedly a lot of interesting things about the boss- being able to shrug off status, being able to go through Protect, being able to shrug off stat decreases after a turn, retaliating after a death, being given a free tailwind, having "flame' stealth rocks, ect. It's just in my opinion that a various combination of these mechanics on how the boss functions really has made it to where only incredibly niche strategies and comps end up being usable against the boss, and your preexisting knowledge of just how Pokemon works doesn't serve you too handy in the boss fight, hence its inaccessibility. I understand the need to not have everyone have the ability to beat the boss, however I'm just seeing way too niche and specific of sets- usually revolving around Togekiss using Hyper Voice and buffing it to the max. I'm sure there will be some people that have beat the boss that will say "Just breed a 5x31 Calm togekiss with max EV's in sp def and sp attack for the boss" or suggest other one-dimensional comps or ideas, but this is exactly the point I'm trying to make- I don't think players should have to do this, and I think it certainly makes less people actually get to experience playing and winning against the boss.
  20. Is the Professor's Assistant intended to stay past the event?
  21. This is such a small sample size, if there was a hypothetical way to track your lifetime flinch RNG you would find it closer to 30%.
  22. No, everything else you described is also pay to win as well. If the system is rewarding you comps, shiny comps, items to help comps, or literally anything that could directly or indirectly help your competitive performance, it is pay to win. Hidden abilities being locked behind a gatcha system is probably the most egregious issue in your post, but it isn't the only issue.
  23. Gatcha mechanics and lootbox-like mechanics are overall the downfall of gaming and personally what makes me lose interest in a game hard. I personally already have qualms with the donation system and think it is slightly pay to win, but it is a much smaller pill I can swallow compared to what you're describing.
  24. There needs to be a move away from the Amulet coin working on a timer and moreso a 'per battle' countdown. It would make posts like these moot.
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