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Showing content with the highest reputation on 05/31/20 in Posts

  1. Dont make mounts or cosmetis we dont need just make mega evolutions and new pokemons
    25 points
  2. Dragonite mount please
    14 points
  3. hello everyone I would like to give you my opinion about usable staff rewards in PvP. First of all, i'd like to say that i totally agree on people working for the game development being rewarded. I think that any work deserves salary and rewarding staff members only increases their motivation, which greatly impact on the quality of the game development. However, i notice that generated and usable pokemon are more frequent in ranked, because of that, it greatly impact players win conditions. Indeed, having a 30+ legendary with a hidden power of your choice makes match most of the time unfair. I think that staff members should be rewarded but not given an advantage unlike offered rewards to a winner of a tournament. Everyone has access to tournaments, staff included, which makes legit the tournament reward usage in ranked. To rebalance rankeds i think of nerfing characteristics or banning pokemon considered as staff reward would be a good solution to consider. Finally, i'd like to know everyone's opinion about rebalancing the staff reward usage in ranked.
    8 points
  4. Kangaskhan with the player in it's pouch.
    7 points
  5. 5 points
  6. You sit on a floating cloud created from Castform and depending which weather it is, Castform changes its appearance. I have illustrated this.
    4 points
  7. Make a big klefki mount where you can sit like this align=right" width="284pxhttps://upload.wikimedia.org/wikipedia/commons/thumb/7/70/One_wheel_motorcycle_Goventosa.jpg/761px-One_wheel_motorcycle_Goventosa.jpg[/img]
    4 points
  8. 4 points
  9. I have been wanting to post about this quite some time . Can the bot that shows ladder be fixed and actually take winrate into account? Idk if u guys do it manually at the last day and take into account the wr but having the bot working properly aswell would be great. I think its really simple to be fixed and wont take too much time .
    3 points
  10. I want mount STARMIE ♥
    3 points
  11. 3 points
  12. Mudsdale Mount in tribute to me, haha.
    3 points
  13. Stoutland land and surf mount.
    3 points
  14. 2 points
  15. Flygon mount Gogoat mount Tirtouga mount and also we need some new clothes set
    2 points
  16. Just make Wailmer mount Faster! Its cute mount!
    2 points
  17. Land Mount: Corviknight and shiny form Surf Mount: Lanturn
    2 points
  18. wow I had actually made a suggestion for this a little bit ago Land Mounts: Galvantula (I would buy this one in a heartbeat) Motorcycle Machamp Surfing Mounts: Raft/Rowboat Lotad Blastoise (or anyone from that evolution line if it's easier) Player Swimming
    2 points
  19. 2 points
  20. Bouffalant mount pls waiting for years
    2 points
  21. 2 points
  22. Staraptor mount =3
    2 points
  23. Sawsbuck, Gogoat, Zebstrika :)
    2 points
  24. How about a mount that puts your character in a naruto run position and makes you move at mount speed
    2 points
  25. Ditto mount that can change into a different mount every so often
    2 points
  26. 2 points
  27. 2 points
  28. Username: Invar Server: Gold Country/Timezone: United States / GMT-5
    2 points
  29. As someone who was initially leaning toward a blanket Baton Pass ban, I decided to keep an open mind and listen to both sides, and I must admit that the anti-ban side has provided more convincing arguments than the pro-ban side thus far. There is a lot of misinformation going on and I think that some good points have been made and should be acknowledged. It is unfortunate that I only started PvPing again in PRO while Baton Pass is banned, so I had to do a lot of research to try to make up for my lack of in-game experience with the move/playstyle, although I ran into it a lot on Showdown. This is simply not true. Baton Pass is currently banned in ORAS OU and USUM OU and is even banned in many lower tiers. More and more tiers and previous generations are suspect testing Baton Pass. In 2019, USUM LC banned Baton Pass. It must also be said that banning or suspect testing Baton Pass in older generations, such as ADV OU and DPP OU, usually does not involve banning Baton Pass as a whole, but rather further restricting the currently implemented clauses. BW OU seems to be against a full ban of the move, although that thread and this one both show that the BW OU council may have acted against what the majority of players think by trying to impose the Shadow Tag ban, deeming trapping uncompetitive yet failing to explain why Magnet Pull has not been addressed in the BW OU metagame where it is arguably more problematic and certainly more common than Gothitelle. PRO does have some Gen 7 mechanics, but it is still weirdly trying to balance itself out between Gen 5 and Gen 6. I think that ORAS OU is the closest Smogon comparison, although I think that such comparisons can be dangerous sometimes. Pokémon Revolution Online is not Showdown and does not have to blindly follow Smogon's rules. In ORAS OU, Baton Pass underwent a lot of changes: it was first restricted to 3 Baton Pass users, but problems kept arising, so it was then narrowed down to 1 Baton Pass user, which was still not enough to prevent newer issues; the complex Baton Pass clause in its final form ultimately stated that there can only be 1 Baton Pass user that cannot pass speed with other stats. So many complex clauses were put in place to attempt to preserve a playstyle that became problematic whenever it picked up in usage. Yet again, Baton Pass teams managed to remain an issue because they always found a way to circumvent the implemented restrictions. NJNP used Lansat Berry Scolipede with Scope Lens Sniper Kingdra to prove why Baton Pass is inherently broken and will always be abused to get easy wins. You can be the judges: NJNP's 1st replay, NJNP's 2nd replay, and NJNP's 3rd replay. Yes, PRO does not have Substitute, which is a big component of Baton Pass. Yes, there are several issues hindering its efficiency. However, who is to say that someone will not find an intricate way to abuse Baton Pass in its current format? How long will we have to wait until someone finally breaks Baton Pass, thus causing even more outrage? If someone manages to find a way to do that in the future, it will actually be proof that Baton Pass is currently ban-worthy. I am not going to discuss the other part of the message I quoted because being able to use Mega Rayquaza against Mega Rayquaza (and other examples are endless) is evidently no proof that Mega Rayquaza can be healthy in PvP. If something is deemed ban-worthy (meaning either broken, unhealthy, or uncompetitive), we should not be inciting players to use it as a countermeasure. So, is Baton Pass broken, unhealthy, or uncompetitive? Well, this thread is an interesting read, although it mostly pertains to Smogon. I will summarize its main points for you, but please feel free to check it out. Smogon/Showdown uses skill as the main way to gauge someone's worth in competitive Pokémon. Yes, funnily enough, Pokémon happens to be one of the least competitive games due to all the luck- and RNG-based interactions. However, that is not an excuse for not trying to maximize skill-reliant match-ups and minimize skill-less mechanics as much as possible. As such, there are clauses regarding evasion, sleep, and whatnot. There are also Pokémon and ability bans. What is the definition of uncompetitive? Based on that thread, uncompetitive elements "reduce the effect of player choice/interaction on the end result to an extreme degree, such that 'more skillful play' is almost always rendered irrelevant." We then have some examples of uncompetitive features: "This can be match-up related; think the determination that BP took the battling skill aspect out of the player's hands and made it overwhelmingly a team match-up issue, where even with the best moves made each time by a standard team often were not enough." What about broken then? Broken elements "are too good relative to the rest of the metagame such that 'more skillful play' is almost always rendered irrelevant," but we also have the important following note in bold characters: "While this isn't always the case, an uncompetitive thing probably isn't broken, but a broken thing is more likely to be uncompetitive simply due to the unique counter/check component." Yes, an uncompetitive component of PvP does not have to be broken to warrant a ban. And what does unhealthy mean? Unhealthy elements "are neither uncompetitive nor broken, yet deemed undesirable for the metagame such that they inhibit 'skillful play' to a large extent." It is important to understand that these words are not mutually exclusive, yet not necessarily interchangeable. Something deemed ban-worthy can be uncompetitive and broken, but it only needs to satisfy one of those definitions. What makes Baton Pass inherently uncompetitive? When players discussed this on Smogon (cf. this thread), they did not mention any specific Pokémon (e.g., Manaphy), but allow me to share some of their thoughts: Out of fairness, I included the last statement, which is more moderate and does not deem all of Baton Pass to be uncompetitive. However, as proven in ORAS OU, Baton Pass as a whole was still considered to be uncompetitive, which ultimately led to its ban in 2018: The main culprit? Scolipede. Why not just ban Scolipede? Well, because there is no point in preserving a move that has to be almost restricted to nothingness to keep being used! It already is a shadow of its former self! Some people even suggested preserving DryPass (using Baton Pass without passing any stats, simply to switch out, sometimes also to avoid Pursuit). Why should we bother with an inherently uncompetitive feature of the game? If Scolipede were to be banned, someone might find another Baton Pass (ab)user. I said might, not will. Who knows? The move is uncompetitive by nature, so it will remain problematic as long as it is allowed. Here is an interesting Reddit thread explaining why Baton Pass is uncompetitive: I will mostly talk about Speed Boost Scolipede, which seems to be the most commonly used Baton Pass user. Baton Pass in PRO surely uses Pokémon that all teams should naturally be prepared for regardless, right? To an extent, yes, but let's keep in mind that preparing for Manaphy is not the same as preparing for +1 Manaphy, which then outspeeds and KOs anything that would otherwise be able to outspeed it and check it (e.g., Serperior). Defensively, you might think that this does not make a difference at all, but it definitely does. If someone is running Ferrothorn on a Manaphy-weak team, there are good chances that it is running Power Whip to be able to beat Manaphy. This puts the Baton Pass user in an advantageous situation from the get-go, as they will be able to play around that and potentially guess Ferrothorn's coverage and switch-ins. This also puts incredible pressure on the player facing the Baton Pass team, because they know that the Baton Pass player should know that Ferrothorn most likely carries Power Whip. If the Baton Pass player switches out to a Fighting-type or something that can deal with Ferrothorn expecting it to switch into Manaphy, the other player can predict that and ultimately not go to Ferrothorn. But what if the Baton Pass player decides to Tail Glow instead of switching out? Then the other player is now against a speedy Manaphy with a Tail Glow buff and Ferrothorn has to switch into it and take 2 hits instead of 1. Skill can thus easily be taken out of the equation. Should that player have gone to Ferrothorn first regardless? Well, in that case, they would have lost momentum had the Baton Pass player chosen to double switch to another Pokémon. Why didn't Ferrothorn switch into Scolipede on the turn Manaphy was expected to receive the Speed boost? But what if another Pokémon was given that boost? What then? If Ferrothorn switches into Manaphy, the Baton Pass player has more freedom to switch out than his opponent getting caught in the unfavorable situation of switching Ferrothorn into a Fighting-type. Baton Pass might not lose right away because of a misprediction, while the team facing Baton Pass will get behind and have fewer chances, if any at all, to recover against a Baton Pass team constantly pressuring the opponent into potentially making another mistake. Can't Ferrothorn kill Manaphy anyway? Well, that is assuming that Manaphy will not switch out and already took sufficient prior damage to put it in range of Power Whip, which does not OHKO it. Manaphy might also be running a bulkier spread than usual, thus ensuring that it can somewhat comfortably survive Power Whip. And can't something else revenge kill Manaphy if Ferrothorn dies? That is assuming that you have something faster than +1 Manaphy that also happens to be able to do enough damage to kill it. Choice Band Dragonite's Extreme Speed does an impressive 50% at best to uninvested Manaphy. Shouldn't all teams have a secondary check to something as prevalent and strong as Manaphy? Possibly, yes, but it might now be slower than +1 Manaphy. Why is Manaphy being used as an example? Simply because everyone keeps talking about it pushing Baton Pass over the edge. Why don't people use stall (and more specifically Unaware Calm Mind Clefable) to beat a speedy and bulky Manaphy? Because they might not want to and, rightfully so, should have more than a few options to choose from. Why don't people start to specifically prepare for Baton Pass teams or at least the most commonly used Baton Pass Pokémon, which also happen to be good on their own? Because those Pokémon have fewer (most notably offensive) checks if they receive a Speed boost and, as such, their typical checks might no longer be able to properly deal with them. I mentioned Serperior for Manaphy earlier, but there are other offensive countermeasures, which can be popular or unpopular, such as Choice Scarf Magnezone, Raikou, and even Gengar. Should people start putting a Choice Scarf on Gengar because it is not a bad option against non-Baton Pass teams and can still better the team's match-up against Baton Pass teams? Should they also use 1, 2, or even 3 priority users to ensure that Speed boost recipients can be properly revenge killed? Doesn't Quiver Dance Volcarona freely set up against Speed Boost Scolipede and still outspeed all Baton Pass recipients? Having to run specific Pokémon, abilities, moves, or items to counter something as uncommon as Baton Pass is not exactly the sign of a healthy metagame. Doing so might (and most likely will) put you at a disadvantage against more common playstyles. Even then, you still won't get an automatic win against that one Baton Pass team that you might go against every once in a while. My opinion does not change when it comes to other inherently uncompetitive features. Do I think that having to run Shed Shell on a Pokémon that benefits from other options is uncompetitive? Yes, I do. Do I think that Magnet Pull is uncompetitive? Yes. Do I think that being able to set up on Magnezone once it has killed something makes this less uncompetitive? No, we were also able to use set-up moves against Dugtrio and Gothitelle. That did not make them less broken. Do I think that Magnezone trapping fewer Pokémon than Dugtrio and Gothitelle makes it less uncompetitive? Absolutely not! Smogon banned Gothita, Diglett, and Trapinch by banning Arena Trap as a whole. Those Pokémon trapped virtually nothing of relevance in comparison to Magnezone. Do I think that Serene Grace is uncompetitive? Yes, even though there are only 2 viable users of the move in PvP (Togekiss and Jirachi). Do I think that King's Rock is uncompetitive? Yes. Why hasn't Smogon done anything about any of that then? I don't know. Your guess is as good as mine. Cloyster's King's Rock set has been gaining traction. I know that many people on Smogon suggested banning King's Rock and Magnezone in the past. Usually, no action is taken unless something gains a lot of popularity and becomes a bigger issue in high elo and/or in tournaments. This happened with Baton Pass every single time until it was eventually banned altogether. Will players surprise their opponents by using Baton Pass in PRO's Showdown tours? Why not? It is certainly more efficient and less dysfunctional on Showdown. Why don't we wait until Substitute is coded or more powerful abusers are added or found? Essentially, this means that we should wait for Baton Pass' inherent uncompetitiveness to emerge in a blatantly undeniable fashion. Baton Pass will then still be the same; it will just be able to be used in conjunction with new tools that are undeniably problematic. Is it too soon to discuss banning Baton Pass? Well, not really, because administrators brought up this issue and, as such, it deserves to be discussed. Does banning the move have to be the inevitable outcome? No. We are not Smogon. PRO is not Showdown. Not only do we not have to ban Baton Pass now, but we also don't have to ban it later. Yes, we are using Showdown for many tours, but we are using a format that allows anything to be tailored according to PRO's rules! Is Baton Pass currently broken? No. Is it currently unhealthy? No. Can it become broken or unhealthy? Yes, in the future. Is it inherently uncompetitive? Absolutely. It can still be brought against players in ladder tournaments just to unsettle them in an attempt to unexpectedly get an easy/free win against them with a playstyle that they probably never specifically prepare for and should not have to prepare for in the first place. And no, good teams should not naturally be built to handle Baton Pass teams; they should be able to deal with relevant and more common playstyles instead. The issue here is that Baton Pass teams do not just constitute a cheese strategy. They are serious teams that are capable of consistently winning matches on their own, and not just because of the surprise factor. Let's maybe refocus on discussing banning Baton Pass from PRO's Showdown tournaments. How can a move not be OU? Scolipede might not have sufficient usage to be OU, but it was UUBL in both ORAS and USUM, meaning it was also not OU by usage. That did not stop Smogon from banning Baton Pass. Something can have low usage and still be deemed ban-worthy. Shadow Tag Gothitelle was also UUBL in Gen 5... until it got banned. Do the people who use Baton Pass always win every game with ease? Of course not. Do those same people still auto-win some games because of favorable match-ups? Yes! Does Baton Pass allow teams to have more favorable match-ups than other playstyles? I believe so, mainly due to how unprepared teams are to face Baton Pass. Do I prepare for Baton Pass teams when I build teams? Never! Should I? Maybe, but I should not have to! How do you prepare for the combination of King's Rock Cloyster, Serene Grace Togekiss, and Serene Grace Jirachi? Can you even prepare for something uncompetitive that attempts to make the match as skill-less as possible in order to let luck and RNG decide its outcome? Is Baton Pass really skill-less? Baton Pass players can still play really well and make smart plays, but can also sometimes Baton Pass once to a Pokémon and automatically win from the get-go because Baton Pass teams can patch up one of the weaknesses of top-tier threats like Manaphy and Togekiss. Do Baton Pass teams manage to 6-0 frequently? No, but the fact that they can do so while also circumventing some of the Baton Pass recipients' usual checks proves that the move is uncompetitive by nature. Moreover, I certainly don't think that any playstyle or move should be kept for the sake of diversity just to preserve less than 5% of teams. If we followed Smogon's tiering policy before Baton Pass ever became an issue in PRO, why are we not following through on all aspects of Smogon's Baton Pass ban? Everyone knew all along that PRO had different mechanics than Showdown. The biggest, in this case, is the lack of Substitute. There are also other differences. Yet, I don't recall people disagreeing with the implementation of the complex clause that Smogon had in place (only having a single Baton Pass user not being able to Baton Pass speed and other stats). If we chose to copy Smogon's rules, why did we not follow through? Is it because we should have never tried to replicate what Smogon did and, instead, let PRO be its own independent game? A bit too late for that now. Sorry to cherry-pick this part of your good post. Yes, Togekiss relies on flinches, but it also has a manageable speed tier. Would Togekiss become unbearable if it had 350 speed? I think so. And Baton Pass just happens to be able to patch up its poor speed, thus lowering the number of its usual checks, which would otherwise outspeed it and KO it. Togekiss also has respectable bulk, especially if it can run a more defensive set thanks to potentially receiving a Speed buff. This means that it can also set up Nasty Plot and accentuate the uncompetitive nature of Serene Grace flinches by doing a lot of damage and being harder to revenge kill. Being able to win games thanks to flinches is arguably uncompetitive, but something can usually outspeed Togekiss and force it out, thus perhaps recovering momentum and still having some sort of say in the outcome of the match. A speedy, bulky Togekiss can sometimes sweep an entire team if it relies on flinches while also being faster than everything else. Failing to flinch once will most likely not result in Togekiss' death, so it can just resume being uncompetitive afterward. The replay that you posted is very interesting because it shows how good players have adapted to the lack of Substitute. I am not saying that Scolipede does not need Substitute; I just think that running two coverage options instead of one actually worked in your favor in that specific match-up, although you also outplayed your opponent (particularly toward the end). I must, however, comment that, while coupling Baton Pass with Aurora Veil is an original idea, it remains an attempt to exacerbate Baton Pass' inherent uncompetitiveness by circumventing more of its recipients' weaknesses and abusing all available tools (in this case, Aurora Veil) to ensure Baton Pass' maximum efficiency. This is not to say that the combination of Baton Pass and Aurora Veil necessarily pushes Baton Pass over the edge. It is simply yet another attempt to break the playstyle (by merging it with another potentially problematic one). Eventually, someone might succeed in doing so. I actually somewhat disagree with this. Don't get me wrong, I agree that Speed passing is the primary culprit as of right now. However, why should we further restrict an already complex enough clause? There have already been several restrictions and clauses on Smogon. Every single time, people thought that Baton Pass would never become a problem again. They were wrong! Someone somehow managed to abuse its inherently uncompetitive nature in spite of the increasingly complex bans. If we ban Speed passing, we should ban Baton Pass altogether instead of trying to preserve some niche, irrelevant strategies that no one currently uses and that someone might eventually figure out a way to abuse. What then? Are we going to move from clause #4 to clause #5? Are people ultimately going to ask for Baton Pass to be kept just for DryPass' sake? This is unprecedented! This is a move! We are trying to alter Baton Pass' inherent properties. Either keep it or remove it altogether. Let's not make the same mistake as Smogon by introducing even more unnecessary, complex bans. Ditto should never be anyone's primary countermeasure. Why? Because high Ditto usage is indicative of an unhealthy metagame, which people noticed in SS OU prior to the Dynamax ban. Baton Pass is currently banned in ORAS OU. It was banned in retrospect because it was still deemed uncompetitive in spite of the Magearna-less and Necrozma-less Gen 6 OU environment and Gale Wings did not get nerfed until Gen 7. Arena Trap was eventually banned and Baton Pass was never reconsidered for a re-test. The fact that Baton Pass was banned before Arena Trap speaks volumes about Baton Pass' uncompetitive nature. The council determined that the immediate issue was Baton Pass, not Arena Trap. The former was quick banned, while the latter was suspect tested a few months later. In ORAS OU, Baton Pass was banned after Arena Trap, which proves that it managed to remain an issue despite not being able to abuse Dugtrio any longer. The lack of Substitute definitely has to be taken into consideration, but I thought I would comment on the Arena Trap part. I actually agree with many points that you made. Serene Grace Togekiss is inherently uncompetitive, but so is Magnet Pull Magnezone. You may generate as much pressure as you want against them, they will do whatever they can to ensure that the outcome of the game is in RNG's hands. You can play extremely carefully against Magnezone, yet somehow still get trapped if you misplay or mispredict (or even if your opponent misplays and gets you to misplay as a result). You can also be patient and careful against Dugtrio and Gothitelle or run Shed Shell to prevent being trapped. Using Choice Scarf Togekiss has no justification other than wanting to outspeed and flinch down checks to slower variants. Even without Choice Scarf, Serene Grace Togekiss remains uncompetitive and, as such, will logically find itself being used on other uncompetitive playstyles (namely Baton Pass) in an attempt to harness their full uncompetitive potential. I just want everyone to keep an open mind. I certainly could have said a lot about why Baton Pass can be kept for now if we really insist on delaying the inevitable, but others already made brilliant statements regarding that. Maybe I am wrong, but maybe you are, too. Let's all listen to opposing arguments instead of shrugging them off before giving them a chance. Then, we will have a healthy discussion instead of a heated debate.
    2 points
  30. There will be no auction pokes price is fixed but if you buy more pokes then feel free to ask discount [spoiler=Payment] pokedollers have priority cc 360k [spoiler=Contact]Ign-Himanshu990 Discord- Himanshu990#0777 [spoiler=Pokes1] sold sold 700k sold 350k 100k 150k [spoiler=Pokes2] 1m 400k 200k 250k 150k 150k 400k 400k 300k I'll add more pokes soon
    1 point
  31. S.o: 1m Min rise: 100k Insta: 2m Bid finish 72hs after start. Accept... CC=400k Reroll ivs ticket=700k Reroll nature=400k bid start, C.o 1m by JonatasBraz... 71hs left
    1 point
  32. s.o 300k min raise 50k insta 800k good luck everyone! Auction ends 48 hours after first bid
    1 point
  33. KANGASKHAN MOUNT WITH THE PLAYERS HEAD AND HANDS STICKING OUT THE POUCH :I
    1 point
  34. 1 point
  35. Please incorporate a hydreigon mount!
    1 point
  36. Tyrantrum normal and shiny :p
    1 point
  37. Land Mounts: Zebstrika, Kangaskhan, Bastiodon, Rampardos, Tyrantrum, Tyranitar, Swalot. Surf Mounts: Relicanth, Gastrodon, Floatzel
    1 point
  38. Username: MaitrePoulpe Server: Silver Country/Timezone: France , GMT+2
    1 point
  39. Buy 19 -Hawlucha 50k
    1 point
  40. 1 point
  41. Before I begin, let me preface this by saying that I agree that all bans should be approached with caution, as it can very much be a double edged sword that can both promote or stifle diversity/creativity in pvp. However, I strongly believe sheer force Landorus-i is oppressive to the extent where the entire meta has to be molded around him, as the currently available/coded pool of pokemons--or lack thereof--in PRO leaves us with little counterplay options. One thing I want to address before going further into this is that, something being able to outspeed and ohko Landorus in a 1v1 environment does not constitute as a counterplay option. Pokemon battles are in 6v6 format for a good reason and without the ability to trap, Lando-i is free to switch out and you won't be able to kill it with weavile/greninja/mamoswine despite what so many on this discussion seem to think. Also, due to the sheer damage output from Lando-i, revenge killers simply cannot switch into him until something gets killed by Lando-i, and pursuit trapping doesn't do all that well since banded weavile pursuit takes 3 hits to KO lando-i anyways--which is far too long to be of relevance when you end up locking yourself into pursuit. A majority of the revenge killers capable of forcing out Landorus-I also lack means to set up or capitalize on that free turn due to having hard checks or limited movepools, which really limits their utility outside of forcing a switch. Now, the biggest problem with sheer force Landorus-i is that there really aren't any good switchins when facing a Landorus-i, especially considering how hard he hits while having a vast movepool/coverage. Almost all of his coverage moves are boosted by sheer force, meaning his entire kit is effectively 110+ base power by default, with focus blast being a whopping 156 base power, all before life orb boosts. There is hardly any pokemon that can handle switching into him as a result, especially since you simply cannot predict what kit he would have on him. Lando having incredible coverage on both the physical and special spectrum means every switchin you make into lando is a massive gamble. But if testing waters to see what items/movesets your opponent has, and the mindgames surrounding it (predicting the switch with your own switch, or with some other moves to interrupt/cripple the switchins) has been a core gameplay loop on previous occasions, lando-i simply swoops in and removes any sort of strategy involved in those steps by outright killing, or getting a free hazard/boost setup with his massive offensive presence. If the previous gameplay loop was a 50-50 split in balance for mindgames and strategic thinking, lando-i single handedly stacks the favor in the house, making it a lose-lose situation for the opponent where even the optimal choice will come with a high risk of becoming a significant handicap to the battle. Here are some damage calculations for a typical Landorus-I build vs various defensive pivots: [spoiler=Damage calculations] [spoiler=Damage calculations] 252+ SpA Life Orb Sheer Force Landorus Sludge Wave vs. 252 HP / 4 SpD Clefable: 385-455 (97.7 - 115.4%) -- 87.5% chance to OHKO Earth power easily 2hkos even on Naive build here. Specially defensive clef still gets guaranteed 2hkod by sludge wave. 252 SpA Life Orb Sheer Force Landorus Sludge Wave vs. 252 HP / 244+ SpD Assault Vest Tangrowth: 234-278 (57.9 - 68.8%) -- guaranteed 2HKO 4 Atk Life Orb Landorus Superpower vs. 248 HP / 252+ Def Eviolite Chansey: 361-426 (51.3 - 60.5%) -- guaranteed 2HKO Focus blast also 2hkos through the special wall that is eviolite chansey after stealth rock or 1 spike. 252+ SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 144 SpD Hippowdon: 274-324 (65.2 - 77.1%) -- guaranteed 2HKO after Leftovers recovery 252+ SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 40 SpD Suicune: 214-253 (52.9 - 62.6%) -- 99.6% chance to 2HKO after Leftovers recovery Naive still stands at a close to 50% chance at ohko. And Suicune can't really kill lando either. 252+ SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 0 SpD Rotom-Wash: 211-248 (69.4 - 81.5%) -- guaranteed 2HKO after Leftovers recovery Sludge wave/Psychic also 2hkos. 252+ SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252 SpD Alomomola: 312-368 (58.4 - 68.9%) -- guaranteed 2HKO after Leftovers recovery 252+ SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 4 SpD Skarmory: 296-350 (88.6 - 104.7%) -- 31.3% chance to OHKO 252+ SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 232+ SpD Ferrothorn: 294-348 (83.5 - 98.8%) -- guaranteed 2HKO after Leftovers recovery 252+ SpA Life Orb Landorus Hidden Power Ice vs. 244 HP / 76 SpD Gliscor: 395-468 (112.2 - 132.9%) -- guaranteed OHKO Lando can also 2hko with psychic. But even assuming lando has neither, gliscor cannot achieve much against lando either. 4 Atk Life Orb Landorus Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 265-315 (88 - 104.6%) -- 31.3% chance to OHKO 252+ SpA Life Orb Landorus Hidden Power Ice vs. 0 HP / 4 SpD Latios: 159-187 (52.8 - 62.1%) -- guaranteed 2HKO While Latios outspeeds Landorus and can force it out, switching into landorus is extremely risky for non-defensive latios with a guaranteed ohko from knock off if Stealth rock is in play Even if Landorus uses Sludge Wave/HPIce, it takes out over half of Latios HP and forces a roost use immediately. While the list goes on, I've primarily looked at the more commonly viable/competitive defensive pivots. As you can see, Landorus-i simply ohko~2hkos through almost any defensive pivots. Lando-i having access to a mixed attack pool, paired with a very good speed tier of 101, means there are practically no pokes that can reliably switch into Lando to force it out without being crippled/killed first. A rash Lando-i still outspeeds even a timid Rotom-W, the latter which is on the faster spectrum amongst defensive pivots. Additionally, Lando-i has access to stealth rock/calm mind/rock polish, which allows it to get free entry hazards up and/or fulfill the role of a late-game sweeper as well. However, that is just in terms of landorus-I's offensive capabilities. Surely there are some other wall breakers that can pose a threat, albeit to a lesser extent. So what makes lando-i so different? Unlike most other wallbreakers, Lando-I sports a fantastic Ground/Flying typing which grants him handy immunities to electric and ground, as well as only two weaknesses in ice and water. That, along with his decent bulk of 89/90/80, presents him with plentiful switchin opportunities and staying power, as he is just tanky enough to even survive a banded Azumarill's aqua jet. Now I think what's pertinent and important to this discourse is that even when a pokemon is "OP" or "broken" for lack of better wards, there will always be ways to kill it or force it out. No pokemon is invincible, and will eventually succumb in some way or form. And Landorus follows that logic. Granted, saying X "can" potentially force it out/counter it in a very specific scenario is steering the discussion away from what is really relevant. While the pokemon game was never designed to be perfectly balanced, if a pokemon single handedly performs multiple roles at once and forces every team to bring multiple counters just to deal with it, it only enforces a stale meta (even staler than it is now) where you are not at liberty to build unique/different comps, but rather are forced a specific draft just to be able to survive certain pokemons. When a standard team facing another team that runs landorus-i is at a blatant disadvantage, it is most definitely uncompetitive and calls for a ban from our PvP. However, I also believe this is a good opportunity to consider adding another ladder/tier/scene for PvP with different rules and regulations, one where Landorus-i might be able to fit in without completely dominating the PvP scene as with other previously banned pokemons.
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  42. We don't need coin exchanger... Some of us had a ton of rewards points from the old game corner machines. Keeping them to get a chance of shiny for example. The best solution is to put one casino with the old machines and the others casino with the quack jack. It should really better like that. No need to leave something to add new content, they can cohabitate without any problem.
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  43. Hello trainers! There are several major projects for content in doing that I feel you should know about. I will note some of them down before someone leaks it the wrong way. - New Region New region is a custom approach. We call it a mini-region. But it's actually very huge. It is called Astrella, and it's done mapping wise. Region will feature a variety of spawns (gen 7 area), new content, quests, events, trade city and much more. It will be ready once script-work is done for it and once gen 7+ is fully operational, will not release it before that. Reason for a custom area is a simple one. We are unable to map anything past Unova graphic wise without having it improvised 99% and waste much time into art. The MMO setting commands a new region, so it's being delivered. With it, we will have whole game spawned with old and new Pokemon, closer to being complete. The region is currently in hands of scripters. Once they are done, I will spawn it, so you can catch some of the new Pokemon when we receive a full gen 7 update. - Unova Unova is planned and is slowly being mapped. Once it is done and ready, the whole game will be respawned from scratch due to distribution of the Pokemon around PRO world. We are also looking for mapping manpower to complete the task so that mapping side is done and ready for people to script on. - Orange Islands The Orange Islands are also being mapped and planned. Not much to say about this one. ** Note that plans may change any time. But what I said above is a current plan and it's being worked on. I want to have all mapping done before the schedule so that people can start working on the maps script wise etc. Thank you
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  44. I'm really happy to see that your issue has been solved. If you have any further questions, please don't hesitate to ask. With that said, i will now close the thread. Have a wonderful day !
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  45. TRADE RULES NOTE: When trading as part of an auction, be aware that in addition to the rules listed below, all Auction Rules apply. GENERAL TRADE RULES 1. When advertising, be clear and accurate about what you are buying or selling. - When stating a Pokemon is IV+ (25+, 26+, etc), all stats must be equal to, or above the advertised numbers. › Exception: Decreased ATK, SPATK or SPD stats. › e.g. A Timid Pokemon may be advertised as 25+, if all stats except Attack are equal to, or above 25. 2. Announcing a lend, sale, offer or bid with no intention or means to follow through is prohibited. 3. Once a deal is agreed upon, you cannot back out of it. A deal is done in one of these two scenarios: - In-game: Both parties have agreed to a price and location. - Forum & Auction: An Insta or Fixed Price has been met, or auction won. 4. Scamming, Misleading or Deceiving players is prohibited. 5. Reserves (buy now, pay later agreements) are prohibited. Players must have the means to make full payment from the time of committing to a trade agreement (making an offer, bid, or agreeing to a deal) until completion of the trade or outbid. 6. Offers received outside of an auction cannot be: - Claimed or used as current or best offer. - Used as a starting bid without the buyer's permission. 7. Trades outside of official PRO platforms (Forum, In-game, Discord) are not supported, or enforced by PRO Staff. - Reports or evidence regarding trade agreements made on Discord may not be accepted. 8. All goods gained or traded as a result of an Account Hack or Scam will be forcefully corrected, any trade agreements made in such circumstances will be considered void. - In the event that a trade agreement has been made, or a trade has taken place with any third party involving goods gained via an Account Hack, this will be forcefully reversed where possible, regardless of known or direct involvement. 9. When making a service agreement (Level-Up, EV-Training, Lending, PokeDex Data, Story / Quest, etc), players must take full responsibility to ensure that the service is completed as agreed. Any actions not approved by the agreement are prohibited. - This includes: unapproved trades to or from own accounts or third parties, irreversible damage (evolving), payment is made, etc. › Evidence of these agreements must be made and kept, and made available upon Staff request. This is the responsibility of both parties. › Services that involve account sharing (Story, Quest, etc) are permitted, but not recommended. See Rule No.3 of the Game Rules for further details. CROSS SERVER RULES 1. Cross Server sales and auctions must be posted in the Trades - Cross Server sub-forum. 2. When moving an existing Selling thread from Silver or Gold forums to Cross Server, the current thread must first be marked as closed. - Auction: Once started, an auction thread cannot be moved. 3. When a trade agreement is made concerning players from different servers, the responsibility of transferring lies with the thread creator. - This rule does not apply when there is an explicit written agreement between the buyer and seller about who will transfer to honour the deal. Evidence of this agreement must be made and kept, and made available upon Staff request. › When posting in Selling Pokemon - Cross Server, the seller must be prepared to transfer, should the buyer be from the opposite server. › When posting in Buying Pokemon - Cross Server, the buyer must be prepared to transfer, should the seller be from the opposite server. TRADE TERMINOLOGY • WTS, WTB & WTT. - WTS (Want To Sell), WTB (Want To Buy), and WTT (Want to Trade) indicates the user's intention when making their trade post or thread. • LFM. - LFM (Looking For More) is used by a seller to indicate that they are looking for a higher offer. • SO, BO & CO. - SO (Starting Offer) indicates the minimum offer required to begin an auction. BO (Best Offer) & CO (Current Offer) are both used to indicate the current highest offer in an auction. › Auction use only. › Evidence of all offers must be made and kept to be made available upon Staff request. Timestamps are preferred. • Fixed Price. - A set price, specified by seller, that once met will result in an immediate sale, ignoring all other offers. › Applies to standard sales (non-auction sales e.g. In-game & Forum Sales, Forum Shops, etc), and must be treated as Insta. • Instant Price / Insta. - An instant price, specified by the seller, that once met will immediately end the auction, ignoring all other offers and bids. › Auction use only. • Trade Agreement / Deal. - A deal is done one of these two scenarios: › In-game: Both parties have agreed to a price and location. › Forum & Auction: An Insta or Fixed Price has been met. • False Buying / Selling. - Agreeing to buy or sell, but going back on the deal before the trade has taken place. • False Offering / Bidding. - Making an offer or bid with no intent or means to follow through. This also includes retracted or cancelled bids. • Misleading / Deceiving. - Intentionally giving another user false information, hiding or manipulating information before or after the trade has taken place. • Scamming. - Breaking a trade agreement once the trade has taken place. › e.g. Not returning a lend, breaking a Service agreement etc. TYPES OF TRADE FORUMS • Selling Pokemon. - Use this forum to sell non-variant Pokemon only. This includes both standard sales and auctions. › Do not sell Shiny or Special Pokemon, Shop Coins, Items or Services here. - You may sell up to 5 Pokemon per thread. › To sell 6 or more Pokemon in a single thread, use the Pokemon Shops sub-forum. • Buying Pokemon. - Use this forum to advertise that you are looking to buy a Pokemon. › Be specific to help others identify your posts. • Shiny & Special Pokemon. - Use this forum to sell Shiny & Special Pokemon only. This includes both standard sales and auctions. You may also create your own personalised Shiny / Special Shop here. › Do not sell non-variant Pokemon, Shop Coins, Items or Services here. • Pokemon Shops. - Use this forum when selling 6 or more non-variant Pokemon. › Do not sell Shiny or Special Pokemon, Coins, Items or Services here. • Service Shops. - Use this forum to sell a service, or advertise that you are looking for a service provider. This includes Daycare, Lending, PokeDex Data services, etc. You may also create your own personalised Service Shop here. › Do not sell or buy Pokemon, Shop Coins or Items here. • Coins & Items. - Use this forum to sell, or advertise that you are looking to buy Shop Coins or Items. You may also create your own personalised Coin / Item shop here. › Do not sell or buy Pokemon or Services here. • Rate / Price Checks. - Use this forum to request Ratings or Price Checks from other users. This applies to Pokemon, Items and Services. › Do not sell or buy Pokemon, Shop Coins, Items or Services here. CONTACTING A TRADE MODERATOR Before contacting a Trade Moderator for support, please ensure that you have read the Important Information & How To Report Guide. - If you would like to close your thread for any reason, please edit the topic title to make Trade Moderators aware. › This can include "Sold", "Close", "Can be Closed", "Please Lock", etc. › If you would like to re-open a locked shop for any reason, please report the thread using the Report button, or, contact a Trade Moderator via PM with a request to unlock the topic. Please include a direct link to the topic you would like to unlock. - If you do require the support from a Trade Moderator to resolve a trade issue, please do one of the following: › Make a report in the Report Center with the name of the user(s) you are reporting, a brief description of the infraction, and evidence. › To report a specific post or thread, use the "Report" button. This can be located at the bottom of each post here: CREDITS TO: Flik & Rekkuza: Established first Trade Rules thread. Khlover & Arkos: Held threads and updated them while active Moderators. Letrix: Revamped the trade forums, along with Trade Rules & Important Information. Logan, Tigerous, Salt & Hercules: Made several additions, changes and clarifications to Trade Rules. Logan: Created Auction Rules & Guide. Hawluchaa & Ehkoe: Revamped Trade & Auction Rules.
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