Leaderboard
Popular Content
Showing content with the highest reputation on 06/14/20 in all areas
-
Hello everyone, This thread is in regards to the recent changes made to PvE that have really disappointed most of the community that plays the game solely for it's PvE aspect, myself being one of these players. The limit on the amount of bosses we can battle is not only demotivating for PvE players but also completely destroys the fun of that aspect of the game. We are forced to choose what bosses we want to battle in the limited time frame and can no longer discuss things like strategies on how to achieve the shortest boss run etc which was part of the fun. For myself personally, I feel completely distanced and neglected as a PvE player in PRO by the recent changes and with megas being implemented into PRO it serves to show that the game is catering towards its PvP community to an overwhelming degree. What really triggered my frustration the most is this: Today, I decided to log in for a test run on my love island boss strategy that I've been working on for months, recording it every time and tweaking it in order to upload a solid strategy onto YouTube that can potentially help other players struggling with this boss as I have in the past. For those of you who play PvE you will know exactly how annoying this boss duo is to defeat consistently considering the amount of threats each of their teams has, from the guts flareon to the serene grace shaymin sky flinchathon and the MG alakazam with focus sash that seems to love critting us. After completing this battle I realized the reward was cut by half! I only got 46k and 5 PvE coins for a boss I need to pay 5k to get to assuming I'm already in vermilion city and don't have a travel pass that costs the ridiculous amount of 300k a month. Imagine that! One of the hardest boss duo in the game completely cut down and getting a measly reward for the effort on a boss that's literally a coin flip and one mistake can cost you the battle putting you on a 12 day cool down. How frustrating! When bosses are our main source of income and we need to cover the cost of travel debt, ev training, safari zone they all cost money. Not every player uses trading as their main source of income and not every player plays pvp either to make money off their coins! If you're going to nerf the reward nerf the boss too. I feel there is a complete lack of communication between the staff and the players of this community, as we weren't even told in the announcements which boss rewards were nerfed specifically, and giant sudden changes like this make players feel isolated from the staff of this game. You guys really need to pick up your game when it comes to identifying player needs and fix the issues at their core, not some patch work solution in hopes to avoid mass profit on multiple accounts. It should not be a generalized solution that punishes all players. I've loved this game for a long time I really have, I've seen the potential it has had to be great for all the years I've been playing, and I wish it would grow even larger and become a popular game once again, but in all honesty changes like these aren't doing the game any good. You're slowly driving away more and more veteran players who are attracted to that aspect of that game specifically and have stuck with it for those reasons. A lot of us feel like we're not just players in this game but we've witnessed the development of this game from the get-go so we're all mini testers and have grown attached to the game after seeing what it was and where it's at now. If you would only take advantage of the community's opinions and feedback you will benefit so much from it. We're all literally at your disposal and all you need to do is lend an ear to listen. Peace, XanthinaRose33 points
-
With Mega evolutions being added to the game, I wouldn't enjoy PvP as much so.. whats the next thing? Thats right! Bosses! ahem.. Revert plox!~ Oh Jeez.. too much maple way too much. maple..5 points
-
I wanted to give my opinion on this topic since I refrained from sharing it in the other thread. I guess you could say I'm fairly experienced in bosses in PRO from doing them over the past few years. There are honestly "good" arguments and "bad" arguments on both side, I'm in favor of the boss limit but in disagreement on how certain aspects around it were handled. I have no problem with changes, nerf, or re-balance whatsoever. It's completely fine if they plan to introduce more content around it. Wanting to reduce inflation is also correct even though there were arguably better ways to reduce inflation. One(s) that did not involve restricting your own content. My biggest issue is that we barely get any information out of it as mentioned by Rose. It feels like there's a lack of valuable information given to us; even though I completely understand that not everything needs or can be shared. A minor example is to have confusing announcements such as "some bosses were tweaked" (reference) without having a single clue or hint on what exactly was changed. The problem is especially when a boss team/reward is changed without any announcement on it. We had no announcement towards certain nerfs/buffs that were done recently. A simple message mentioning that the battle bot team was changed or that Shary and Shaui rewards were reduced would have been fine, it's not a leak, it's just about informing the player of considerable changes without going too much in-depth. I will mention two arguments in here which I'm not especially in favor, not here to create drama or anything, just looking to share my point of view : A boss is, in most cases, a challenge that rewards the players. Making a hard boss give 10k and no valuable rewards nullify the whole point of it. This is an MMO, where farming is encouraged and rewarded, bosses should give valuable rewards. Gaining 200k per boss run is not valuable, transit pass costs 300k per month already. You can still have fun while fighting bosses. Removing all the decent rewards from bosses would just ultimately lead them to be dead content. It's obviously correct information that this player would gain millions, but I doubt there's anybody that was doing all bosses on 4 accounts due to the sheer amount of requirements. Even if there was, it's a substantial amount of time dedicated to bosses and the person should be somewhat rewarded. I do agree with the rest of your argument(s) in that message though. Just a few examples : George -> Minimum 200 hours requirement (Legendary beast quest needed) Khlover, Officer Jenny -> Minimum 250 hours requirement (Pinkan island needed) Saphirr -> Minimum 200 hours requirement (Heatran quest needed) Steven -> 200 hours requirement 3x Guardians -> 200 hours requirement (Legendary beast quest) Battle bot -> Need MS (Not major, but still worth mentioning.) Ash Westbrook -> 500 hours requirement A person that rushed the story on his alt to gain the Sinnoh champion title will be able to do around 29 bosses out of 47 (the rest needing quest, hours, or dex requirements). It's not enough to fulfill the limit of 20 per week and therefore your run is somewhat unoptimized (Again, no problem here). That's around 1 million per 2 weeks in monetary reward (Exaggerated and not entirely accurate) and would be around 1,4m with a full boss run (40 bosses per 2 weeks). In my opinion, the limit is fine as it is and doesn't need more nerfs, arguable for some other PvE activities, and not necessarily my point here.4 points
-
First of all, you couldn't have said it better, I highly agree with this post. This boss update is a big nerf to PvE, not just the money income but the content the game has to provide. There is already more than 50 bosses in the game, with this change you can only now select 40, this means you have to decide which bosses are worth doing and which not. When a new update comes, players expect new content or changes to improve the game. We are now missing part of the content the game has to provide us, not being able to enjoy the full experience and you are just taking away playtime from those who only enjoy the PvE aspect of the game. What is going to happen when a new region arrives with many new bosses? Sadly we will have to choose from a bigger pool of bosses, which we will not be doing, so what's would be the point in adding new bosses if we won't be able to do them? Which will be the difference? Most, if not all, the interesting, hard to hunt, and PvPable Pokemon are already in the reward pool from, not one, but at least two already existent bosses, there is a high chance that these new bosses don't give more money than the old ones we already have so I still can't think anything to look forward for them now. This might be a possible fix to reduce the money income from PvE but I'm pretty sure staff could have done a better job instead, not just, as XanthinaRose says, punish all players by doing this. Not everyone is able to play from 4 accounts just to make an insane amount of profit from this, those who only play with a single account as for now are the ones feeling the nerf more than those who have more than one. The only thing I can see here is how encouraging this is for everyone to start playing with more accounts in order to compensate the lost. The prices for most of the things still the same, they are ruled by supply and demand, it's just matter of time for a new event to arrive for them to increase once again as it has been the whole time. To finish with, how would it have affected to ask the community their opinion? An update doesn't have to be based on people's opinion, we all know a few won't take it seriously and there are many trolls out there but, at least you know what to aim for, why waiting for people to start complaining and give a feedback, where many of those might not even be a useful feedback but one of those insulting messages? This just ends in more work for the staff having to revert or using resources to change it once more. After all, games' success depends on their community, don't they? I also really want to see this game grow bigger and bigger, I really have enjoyed this game every single minute I've played this whole time and I don't regret at all. Don't want to see this game's community get ignored and making a lot of veteran and new players leave, more than those who already left for whatever their reason was.4 points
-
+1 from me too,PvE aspect of this game is being nerfed specially considering the difficulty of bosses and the rewards generated .They are just not on par with the time invested by us4 points
-
I completely agree, the pve aspect of the game is dwindling slowly along with my interest in the game. To me It seems like the game is all hunting of high tier Pokémon or pvp now a days. The boss changes make the game seem more meh as of late4 points
-
I think for certain things on forums, especially in this subforum, something like a dislike, or a downvote type of thing is needed, rather than to have everyone say +1 by liking the original post, we could also have a dislike button, instead of always having to write -1 in the comments. This would mean that you can see how many people there are voting for both sides, and how many others will have different opinions without leaving a comment of +1/-1 Additionally if it's an older post, writing anything would serve as a bump to the post, this way it would show more need for the original suggester to pay attention to it and bump his/her post need be3 points
-
Saying that they only care about PvP is at least laughable. If u try to compare how rewarding pve is in this game you will see no point in PvP except for `honor` this is why PvP is so underwhelmed to begin with. Since each player is allowed using 4 accounts you can farm those bosses x4 if you want so even with the `nerf` saying that makes no sense. 1 player running each and every boss for 4 times can easily make him earn many millions per 15days. 300k for the transport ticket is only accessible for the players who run pve content the pvp players who dont hit ladder and access thor npc are struggling to even get the proper movesets. Thats all from me. Have a nice day.3 points
-
Ever since the announcement of the Guild Island, I have wanted to give feedback about it, but have been unable to due to time constraints and lack of motivation. Firstly, I am upset with how long we have been promised a Guild Island, only for it to not even be available to my guild (or most other guilds!) Secondly, I have privately made my opinions known to several staff members, but in light of recent events, it seems appropriate to make my feelings public. I am aware that regardless of the opinions of myself or the playerbase at large, the staff might refuse to make substantive changes to the Guild Island. As the leader of a guild, I was very excited when I first heard of the concept of a Guild Island around two years ago. I was excited for new features for guilds aside from the Guild chat, the logo, and EXP boosts. I was excited because there is not much for Guilds to do. All that excitement shattered when I heard that the Guild Island was to be for the top 3 PvP Guilds only. We were told that it would make the Guild PvP ladder more competitive - but it has instead had the opposite effect. PvP players have largely coalesced in three guilds on each server - making it virtually impossible for any other guild to have a chance. With regard to the work put in to 'earn' access to Guild Island - was there ever really a question as to whether or not you would make it? You would play PvP regardless for the singleplayer rewards. I agree that PvP guilds should get something, but I cannot fathom why it has to be Guild Island, which is largely PvE content. From the last thread which was posted in March, it seems that quite a few people agree with my point of view. There should be a way for small or PvE guilds to unlock this feature. It is demotivating for Guilds that are not established in PvP to try to get into the scene as the top 3 are already full of experienced players. There are a plethora of good suggestions as to how to do this - there could be a special area within the Island for the top 3 guilds, for example - or, perhaps, guilds outside the top 3 could be expected to buy in on a monthly basis. Furthermore, I feel that PvE in general has been neglected as of late. There have been a lot of changes tailored to the PvP playerbase, including new legendaries and a NPC which allows you to keep sets for legendaries. When will there be new permanent PvE content that isn't just another boss? Why is the only recent major PvE update restricted to PvP players? Why do staff not consult players for PvE topics, while there is a thread every other week for PvP? Lastly, it has become ever more difficult for smaller Guilds to recruit players. When I try to recruit, the first question I am asked is always some variation of "Are you a top 3 Guild?" or "Does your Guild have Guild Island?" It's horrible and demotivating. PvE Guilds and players deserve better.2 points
-
In the first place PVP is already hard for new players to get into, so bossing is a good way to start so you can practice setups and tests etc before diving into pvp and getting your ass kicked by veteran players, since the changes 2 weeks ago as a new player I believe i have lost ALOT of content, I'm looking forward to PvP but I KNOW im gonna get destroyed so for me these PvE bosses were fun, Ive only done them for two weeks and I enjoyed battling a majority of the ones I was able to, But the rewards are so low before i read from others u make between 40-60k per boss and im only getting 25k, and only 1 extra pve coin? I don't understand why new players are being punished! I lost half the content and half the rewards ! Financially I'm struggling a lot in this game and i personally believe its way too late to implement this kind of change because only new players and those that are struggling financially get punished! I love the game and i love grinding but i feel like i lost so much time training and catching pokemon to fight these bosses and i can only do half of them and can only get half the rewards. It makes me sad and I can understand why the poster feels like your driving people away, i feel the same way!2 points
-
I think everyone here is respectfully voicing their opinions on the matter and we are all hoping to figure out why such lack of communication occurs and why changes like this happen so abruptly. No toxicity is involved whatsoever. Many of us are aware that only the developers know about these changes before announcing them and this is precisely the point we're trying to bring into the light. Maybe if the changes were explained or the reasoning behind them was made at least vaguely clear to us, the community would be more forgiving and patient with the in game quality of life changes. They just seem so random and leaving them unexplained really ticks the players off because we don't know when we'll be hit by another bombshell like this in the future. It has a negative effect on the players and it causes us to lose trust in the devs and interest in the game overall. There needs to be more involvement of the community or at least more effort in letting us in on what updates to expect to have something to look forward to and to hype the game up to keep our interest peaked.2 points
-
I'm going to speak neutrally here but the one problem i've seen with implementing major changes to the game is there are no posts made prior to ask the community how they feel about a certain change that is going to be made, so that feedback or opinions can be given before implementing anything. That said, I agree with the poster. Revert back please.2 points
-
2 points
-
+1 totally agree. I feel pro's communication is very lacking. They could have made a thread or something and see what the community wants and what ideas they have instead of dropping a bomb like that and nerfing the pve players. Not all pve players have 4 accounts or want to have so many accounts. As a pve player i definitely feel neglected.2 points
-
I think a lot of valid arguments and thoughts were posted in the original remove boss limit thread and I hard agree with the arguments so far in this thread. But I'll add one more: Other than completely screwing over self proclaimed PvE players, I think this update really mess up the apeal of the game towards newer players. Whenever I have tried to convince my mates to take up PRO what seems to have most draw is the fact that there is relatable late/post game. You have a huge market of potential players that are fans of the franchise, played the gameboy games, or something the like, but somewhat are casual fans, therefore you would need something to lure them in other than PvP, and it seems to me that bosses were the perfect drawing factor. MMO's are often compared to WoW because it was immensely popular and thats where people have had passion and goals in videogames before and doing bosses in lategame is the perfect tool to speak to those nostalgic feelings of veteran MMO players. To me it seems that there is incredible value in appealing to new, casual pokemon players (I mean, like.. look at Pokemon Go) instead of fixing the economy of the already established small player base who bt dubs are extremely elitist towards PvP and not welcoming towards "noobs". Bosses are a great way to learn simple pokemon mechanics and an even greater way to learn strategies and get some dough, which all helps shedding the noob epithet. The friends i managed to talk into playing this game are super dissapointed that there is not that much end game waiting for them when they finish the story, and I hated to have to tell them that what they looked forward to the most has been gutted hardcore. Please, please revert the change.2 points
-
2 points
-
1 point
-
I have finally decided to make this guide after I've continuously seen newbies asking questions on: What are these orange numbers? And the blue numbers? So, how does this count? What does this amount to? Is my pokemon good? Hello, can you rate my pokemon? Is my ability good? Why is this ability not working? Is Hardy nature good? Why is this Brave Gengar so bad? And these questions are literally impossible to answer in a blue Help chat where we can only write about four or five lines at a time, when another newbie will ask another question, and another one, and another one, and so on. Most answers ingame are either short or just get an answer like "herp derp your pokemon does not have 31 ivs in everything thus it's trash even though it's a godly that would sell for a few millions" or really misinformed comments and arguments in All chat that only demotivate users instead of giving legitimate advice. How do we know if a pokemon is good? How do we rate it? Is everything below 20 IVs in everything bad or trash? Does everything really work for story or should we actually bother catching something decent that will not hinder our progress? How do we learn what is good and what is not? Who do we ask when we have doubts? In my opinion, it is better that you learn all these things yourself first, and then, ask people who you trust in, and not the first person you find anywhere. Theory Stats So, what are stats exactly? Stats are these white numbers you can find in your pokemon's description (or card, as you can say). These white numbers are total stats. These numbers are the sum of the EVs, IVs and the growth from the hidden Base Stats formula, which will make your pokemon's stats slowly increase as you level up. Otherwise, without any EV and with very low IV, your pokemon would stop growing after only around 10 to 20 levels. This mathematical formula does the job so you don't have to calculate or get a computer engineering degree to understand why do your pokemon not grow up as much as they should. If you just looked at any base stats and captured any low level pokemon (Caterpie, for example), you would ask: "Wait, why does my Caterpie only have 6 physical attack points at level 5? It has 30 base physical attack, it should start at 30 at level 1, right?" Well, no, son. If it worked like that, you could find a Deoxys Attack with 180 Attack, Special Attack and 150 speed at level 1. You could also find Shuckles with 230 in each Defense at level 1. Doesn't sound very fun to play against, right? Exactly, because it isn't. This formula scales with levels. Your stats start pathetically low and increase exponentially depending on your Base Stats. Shuckle, for example, will gain from 4 to 5 points in each defense stat per level up. You'll see this reflected in the white numbers (Total Stats). This growth will also slowly be affected by your Nature, EV and IV. However, we'll deal with that later :). Not all pokemon grow as fast as others. Higher Base Stats means they will grow faster. If a Pokemon has a really high Base Stat in one stat, that stat will naturally increase absurdly fast (Special Attack on Gengar, Speed on Ninjask, for example). So, how do we know the Base Stats of a pokemon, Bhimoso? If it's invisible, how can we check it? Well, there are people dedicated to datamining the original games and obtaining the number of each stat, or doing a rough calculation of their Base Stats based on their stat growth per level, IV, EV and Nature. Thus, the only thing you have to do to know the Base Stat of any pokemon is checking an online database. For example, we can use pokemondb, bulbapedia, wikidex, smogon... there's a lot of them. However, we will use Bulbapedia, because it also gives us the minimum and maximum stat ranges a pokemon can reach (we'll also deal with that later but, to summarise, it depends on natures, evs, ivs...). We can also use the Pokemon Showdown Calculator to know how many IVS, EVS and what Nature we need for a certain pokemon to reach the specific numbers in a stat we would like it to reach. Let's look at our little friend Bronzong, as an example (it's just an excuse to flex mine, but also for educative purposes). His Base Stats are: 67 in HP, 89 in Attack, 79 in Special Attack, 33 in Speed and 116 in both Defense and Special Defense. These stats are normally hidden unless you check an online database. This means Bronzong can reach 364 points in his Defense stat if he invests 252 EVs in Defense, he is lucky and has 31 IVs in Defense, and he has an Impish/Relaxed/Bold/Lax nature. He has the same Base Stat in both defensive stats: 116. Thus. the same would happen if we had the same conditions in Special Defense. However, not many pokemon happen to have mirrored stats (same Base Stat in two different areas, it is really rare). His Base Stat in HP is way lower: It's a pretty terrible 67. It's not the end of the world, but the poor dude could benefit from some more HP. Since there is no HP beneficial nature or powercreeping one, the only way to get a Max HP Bronzong is to capture one with 31 ivs in HP and invest 252 HP EVs in it. As you can see, since his Base Stat in Speed is very low, his Speed will grow extremely slowly through leveling. Even if we gave him 252 EV and tried to maximise his Speed, he would still be pathetically slow. Thus, there's no point in giving him more Speed, as he is an immortal tank that can set up Light Screens and can benefit from the move Gyro Ball more, which powers him up the slower he becomes. His HP is also a bit depressing, but since his defensive stats are so high, we can still somewhat fix that. In this picture, you can see the Total Stats, IVs, EVs that my Bronzong has. At level 100, he has 334 hp (out of the 338 max he can have, as he is missing 4 IV in HP), 206 Attack, 322 Physical Defense, 102 Speed, 169 Special Attack, 300 Special Defense. His Physical Attack (or Attack) IV is 23, his Defense IV is 31, his Speed IV is 31, his Spatk IV is 25, his Spdef (or Special Defense) IV is 24 and his HP IV is 27. Aside from that, he also has 102 EV in Def, 156 EV in Spdef and 252 EV in HP. As you can see, you cannot see the Base Stats of a Pokemon. But, how do we know he will reach that threshold 100% of the time? Can we see how a pokemon grows over time? Yes, we can! We will see this later in the guide Natures What are Natures? A Nature is a common trait in a Pokémon that in the original games played along some side minigames in Pokémon Emerald and other versions where, depending on their Nature, they would participate in contests and win or lose depending on what they were. For example, the Docile nature used to never want to fight and would almost always lose. However, this is not implemented in PRO (and I hope it never will, because that minigame was an RNG fiesta). The main function of Natures is to boost one stat by 10% and to decrease another stat by 10%. There are 25 natures in total: 5 natures are neutral (because they raise and decrease the same stat. Thus, they have no real use. They give no benefits nor decrease anything, and we don't want to have pokemon without good beneficial natures). No nature increases or decreases HP, so HP only depends on IVs and EVs. (Thank god, because that would be adding a few more natures into this). We can check the table from bulbapedia or learn them alternatively: Attack increasing natures: Adamant, Lonely, Naughty, Brave. Defense increasing natures: Impish, Bold, Lax, Relaxed. Spatk increasing natures: Modest, Mild, Rash, Quiet. Spdef increasing natures: Careful, Sassy, Gentle, Calm. Speed increasing natures: Jolly, Hasty, Naive, Timid. We also have to learn which natures decrease each stat. Attack decreasing natures: Bold, Modest, Calm, Timid. Defense decreasing natures: Lonely, Mild, Gentle, Hasty. Spatk decreasing natures: Adamant, Impish, Careful, Jolly. Spdef decreasing natures: Naughty, Lax, Rash, Naive. Speed decreasing natures: Brave, Relaxed, Quiet, Sassy. In PRO, you will see the natures highlighted like this. The Impish nature benefits Defense and decreases Special Attack. The stat which will be increased is highlighted in green, and the one being decreased is highlighted in orange. (Some people say this is red or brown, but I have eyesight issues and I cannot actually tell which colour this is). If the nature is a neutral one (Serious, Hardy, Quirky, Docile, Bashful), all stats will appear white. You will also be able to see the Nature in the Nature section of your pokemon information (Wow, who wondered?). How do we know the best nature for our pokemon? We should study their Base Stats, Movesets, and what are they good at. Are they really good fast sweepers who don't care about defenses and just want to wipe out anything in their path? Then we'll choose an offensive nature. (Modest, Rash, Mild, Timid, Hasty, Naive Gastly). Are they really good tanks who don't care about physical damage, or they just want to stall you until the end of your existence? (Bold, Calm, Sassy, Relaxed, Careful, Impish Chansey). There's a lot of natures and choices to have and you are the one who makes the decisions. You can run mixed damage sets with natures that decrease Spdef or Def and increase Atk or Spatk, there's physical attackers, stallers, wallbreakers... Study the base stats and movesets that the pokemon you want to train has, and then decide. You're the one who has to make the choices. If you want others' opinions on each pokemon's nature, ask for it! Abilities What is an Ability? An Ability is an inherent power all pokemon have. All pokemon have an ability. Some of them only have one (Gastly with Levitate), others only have two (Bulbasaur with Overgrow and Chlorophyll) and sometimes they have three (Bronzong with Heatproof, Levitate and Heavy Metal). All pokemon come with an ability when captured. If a pokemon only has one ability, it will always have that one. There's no going around it. If a pokemon has two abilities, it will have these two, and if a pokemon has three, then three. Some abilities are more useful than others. As you can see, Bronzong has three abilities. The ability Levitate, for example, makes a pokemon immune to Ground Type attacks. Lightningrod does the same to Electric moves, but also increases your Spatk by one stage after being hit by one. Flash Fire does the same but for Fire Types. Volt Absorb and Water Absorb make a pokemon immune to Electric, Motor Drive does the same... you see the point. Some abilities are insanely good because they help out a lot of pokemon to defend against their weakness. Some abilities make them immune to certain status (Limber, Immunity, Own Tempo, Insomnia). However, there are also some abilities that are completely useless. Truant is an ability that makes you only be able to attack once every two turns (you attack, you do nothing, you attack, you do nothing, you attack, you do nothing), Illuminate literally does NOTHING in battle, and so on. There are really broken abilities like Sturdy or Mold Breaker, and there are stupid abilities that you wonder how they even exist. So, how are we going to hunt for the right ability for our pokemon? Well, we need to study which of the abilities can our pokemon have, and which one helps it better. For example, Guts in Rattata is way better than Run Away, Levitate is way better in Bronzong than Heatproof, Lightningrod is way better than Static in Pikachu. Search and look at what each ability in your pokemon can do and choose which one you want to use. EVs EVs or Effort Values are the blue numbers in any pokemon you see. These values can be modified, increased, reset, reduced, fixed, changed... they're amazing. They work as a modifier for all of your pokemon in order to improve them as much as you want. You gain EVs for defeating wild pokemon, trainer pokemon, using proteins or vitamins in your pokemons. Every 4 EV in one stat, your stat will get increased by 1 at level 100. You can have a max of 510 EV between all stats of your pokemon. In a single stat, the maximum amount of EV you can allocate is 252. Thus, at level 100, if you allocate 252 EV in that stat, it will increase by 63. (252 divided by 4). You can decide how to change these whenever you want. You can modify them as you wish by using EV Reducing berries. These can be found in any route, in Viridian Maze and in the Safari EV Zone. These are: Pomeg Berry, which will reduce your HP EV by 10. Qualot Berry, which will reduce your Defense EV by 10. Kelpsy Berry, which will reduce your Atk EV by 10. Grepa Berry, which will reduce your Spdef EV by 10. Hondew Berry, which will reduce your Spatk EV by 10. Tamato Berry, which will reduce your Speed EV by 10. Example of berries in my bag. As you can see, my Bronzong has 102 EV invested into Defense, 156 into Special Defense and 252 into HP. Divide each one by 4 and you'll be able to find out how much it adds up at level 100. All wild Pokemon, once defeated, will grant you 1, 2 or 3 EV in one stat. Some grant 1 EV in 1 stat and another one in another. There are really weird combinations. They always give an EV of their highest overall Base Stat. For example, Snorlax gives HP EVs, while Gengar gives Spatk EVs. Evolved forms usually give more EVs than unevolved forms. As I said, these 2 give 3 HP EVs and 3 Spatk EVs, respectively. If you hold a Macho Brace, the EVs you gain will be doubled. If the EV in one stat is 99 or below, you can use a vitamin to increase that stat's EVs by 10. However, if you try to use a vitamin once that stat's EV are atleast 100, or the Pokemon already has the maximum amount of EVs (510), you will not be able to. They can be purchased in department stores. These vitamins are: HP UP, which will increase your HP EV by 10. Protein, which will increase your Atk EV by 10. Iron, which will increase your Def EV by 10. Zinc, which will increase your Spdef EV by 10. Calcium, which will increase your Spatk EV by 10. Carbos, which will increase your Speed EV by 10. Example of vitamins in my bag. IVs IVs or Individual Values are these orange numbers you see on a pokemon when you capture them. These points, once the pokemon is captured, CANNOT BE CHANGED IN ANY WAY. These are NOT like EVs. Once you capture the pokemon, the IVs will remain there FOREVER. FOREVER! They can ONLY be changed in Legendary Pokemon through the use of Reroll Tickets. These can be obtained through the Solaceon or the Pewter Museum quests. Once you catch the pokemon, start praying for the love of god that it has good IVs. IVs range from 1 to 31. 1 to 5 is qualified as horrendous, 5 to 10 really bad, 10 to 15 is bad, 15 to 20 is acceptable in some circumstances, 20 to 25 is epic to super good, 25 to 28 is godly and 28 to 31 is legendary. It's how I personally qualify them, but it's a basic way to understand the ranges of what we can call good IVs. Example of an incredibly good IV Bronzong. Example of an error in the Matrix where my luck completely ran out and I found the worst IVs ever. IVs will slowly add up to your stats upon level-ups and upon reaching 100, they will apply fully. What I mean by this is: once your pokemon hits 100, if they had 30 IV in attack, their attack will have increased by 30, being added up as you went along leveling it up. At level 5, it's obvious that you wouldn't get suddenly 30 in attack. It will increase as you level up. For example, if you have 31 IV in HP, you would gain an extra point every 3-4 levels, until you reached 100 and all the 31 points were all applied to the stat. Clearer Example: Pokemon A has 15 HP at level 2. At 5, he might have 20 (Base Stats formula + any EVs + 1 IV out of these 31). This repeats while he grows: at 8, he might have 25 or 26, and the same thing happens. If you still don't understand this, I will leave an example on two pictures: Shuckle with only 1 IV at level 100. His HP would otherwise be 150 without any EV investment. Shuckle with 31 IV at level 100. As you can see, the extra 30 points in HP IVs made it go from 151 to 181: Exactly 30. These 30 will slowly add up as you level up. Stat Growths After having read all the wall of text before, let's do some experimentation! We will do this with Pikachu. This is a great example as Pikachu is the most famous Pokémon and he is a great example. We will do some tests with him. We will be using the following calculator to know his stats at any level we want. https://calc.pokemonshowdown.com/ We will assume your Pikachu is complete garbage. Your Pikachu has a neutral nature (thus, does not increase or decrease any stat). His IV are 1 in everything (the lowest possible in PRO), he has no EV training and he is at level 5. You can already notice how much faster his Speed increases in comparison to his other stats. Now, let's assume you go around leveling it up. You fight random pokemon in the wild and you level up to level 20 and get some random EV in random stats. Well, our little Pikachu is now growing! This is pretty nice. He's still a bit garbage, but atleast he is somewhat usable. Let's check him at levels 50, 75 and 100! Wow, he's getting better! His stats are still a bit terrible, though. Here, his stats actually start looking decent. That's not bad! One final push for level 100! We finally have him at 100, nice! Though... his stats are a bit disappointing. His EVs are all spread around making no sense, he has no benefitial nature, he doesn't even hold an item, his IVs are pathetic. This pokemon is basically worthless aside from helping you out to defeat the Elite Four or to rush Story. You wouldn't really be able to sell this for even 20k in any Pokémon Market. You can notice how Base Stats are making certain stats grow faster over time. Even though his Spatk has more EV invested into it than his Speed EV, he has the same IV in both stats, and his Speed is WAY better than his Special Attack. Man, this is disappointing. We want a better Pikachu! We will now grab a Rash Synch and go to Viridian Forest until we catch another good one. And we find an almost Godly one! Compare this one with the one we caught. This one has 25 IV in everything, it holds a Light Ball, its ability is amazing and it has a really good nature. The one that was garbage had 18 HP, 10 Attack, 9 Defense, 10 Spatk, 10 Spdef and 14 Speed. This one has 19 HP, 11 Attack, 10 Defense, 12 Spatk, 9 Spdef and 15 Speed. The nature helps it a bit: it has a bit less Special Defense but more Special Attack. At just level 5, we already have a noticeable difference. Now, we will carefully EV train it and level it to 25, 50, 75 and 100. We will give it 252 EV in Spatk, 252 EV in Speed and 4 in ATK. Let's see how it grows! See the monstruosity that has now our Pikachu become: With the right nature, correct EV spread, nice IVS, ability and leveling. our Pikachu has 205 HP (4 more than the garbage one), 141 Attack (5 less than the garbage one), 110 Defense (10 more than the garbage one), 212 Spatk (way more than the 148 of the garbage one), 117 Spdef (just 5 less than the garbage one) and 273 Speed (way more than the garbage one too). We can use this calculator to literally check what any pokemon will have at any level, with any items, test out EV, IV and nature combinations to know if we reach the Speed we need, what nature we can use, what will our stats look like at 100 in the future when we have fully trained our Pokemon and how we need to train it to reach that point. We should use this to plan ahead what we will train and how we will train in order to make our Pokemon absurdly overpowered. Stat Stages Now that you’ve read this, you should take a look at how stat increases and drops work. Each stat drop or increase in Attack, Defense, Special Defense, Special Attack, Speed is a 50%. If your stat is lowered or increased, it’s by one stage. If it says sharply, it’s by two stages (whether down or up) or three stages. Growl would lower our Attack by one stage (50%), but then we could Swords Dance, which would increase our Attack by two stages. Our Attack would go first to 0% (neutral) and to 50%, since it would’ve gone from -50% to 50% increase. Still confused? Well. let’s explain it better. You start at 0 stage drops or increases. Moves or abilities such as Intimidate can lower or increase your stats in battle (Defiant, Intimidate, Lightninrod, Speed Boost, Weak Armor, etc). The limits are 6 stage drops or 6 stage increases. Thus, you can have your stats lowered or increased up to 6 stages. For example, if I growl an opponent 6 times, his Attack will be decreased by 300%. However, if he uses Swords Dance once, his Attack will go back to having been decreased only 4 stages (-200% Attack, or -4, as we can say it). If he uses it once more, he’ll be at -2 stages, and if he uses it again, he’ll be back at 0 stage drops. It’s quite easy to understand if you just count up and down. They don’t work on real percentages: Stage Drops (and %) are not very real. If your stat is increased by a stage, each stage is a multiplier or a divider by .5. So you can understand it properly: +6 stages = x4 to the stat that has been increased by that amount of stages. +5 stages = x3.5 to the stat that has been increased by that amount of stages. +4 stages = x3 to the stat that has been increased by that amount of stages. +3 stages = x2.5 to the stat that has been increased by that amount of stages. +2 stages = x2 to the stat that has been increased by that amount of stages. +1 stages = x1.5 to the stat that has been increased by that amount of stages. 0 stages = No changes. This is where you start from. -1 stages = /1.5 to the stat that has been decreased by that amount of stages. -2 stages = /2 to the stat that has been decreased by that amount of stages. -3 stages = /2.5 to the stat that has been decreased by that amount of stages. -4 stages = /3 to the stat that has been decreased by that amount of stages. -5 stages = /3.5 to the stat that has been decreased by that amount of stages. -6 stages = /4 to the stat that has been decreased by that amount of stages. Imagine Golem has 100 Speed. He uses Rock Polish once. He goes to 2 Stages, and his Speed goes to 200. (x2 multiplier). Now the enemy uses Mud Shot and drops your Speed by one stage. He goes at 150 Speed (x1.5 multiplier, you went from 2 stages to 1 stage). Now he Rock Polishes again and he jumps to 3 stages (x2.5 multiplier). His Speed is now 250. See? % don’t apply properly. If it was a %, a 100% increase would’ve meant that his Speed would’ve gone from 150 to 300. It works by Stages, so it goes to 250 instead. % only work based on the TOTAL STAT you see in the numbers in your pokemon’s description. The multiplier will always work on that stat, and it will not work as a %. If it worked on percentages, the 100% increase (or x2 in our real world) would’ve made 150 go to 300, instead of 250. Otherwise, we could exploit this to infinitely increase our stats in battle. Now comes the stupid part. Stages DON’T HAVE THE SAME EXACT MULTIPLIERS WHEN IT COMES TO Evasion and Precision. I put it in caps SO YOU READ IT BETTER. Probably because Evasion and Precision are pure RNG based mechanics and they’d be WAY too broken with classic stat changes (we would abuse Fissure lol). Stages in these two stats work like this: +6 stages = x3 to the stat that has been increased by that amount of stages. +5 stages = x2.6 to the stat that has been increased by that amount of stages. +4 stages = x2.3 to the stat that has been increased by that amount of stages. +3 stages = x2 to the stat that has been increased by that amount of stages. +2 stages = x1.6 to the stat that has been increased by that amount of stages. +1 stages = x1.3 to the stat that has been increased by that amount of stages. 0 stages = No changes. This is where you start from. -1 stages = x0.75 to the stat that has been decreased by that amount of stages. -2 stages = x0.6 to the stat that has been decreased by that amount of stages. -3 stages = x0.5 to the stat that has been decreased by that amount of stages. -4 stages = x0.42 to the stat that has been decreased by that amount of stages. -5 stages = x0.375 to the stat that has been decreased by that amount of stages. -6 stages = x0.33 to the stat that has been decreased by that amount of stages. https://bulbapedia.bulbagarden.net/wiki/Statistic I suggest you give the entire thing a read. Obtaining the right Nature. So, how do we control the Nature we get when we capture any pokemon? Quick answer: we don't. We try our best against the RNG Gods. If we have no Synchronise pokemon, we will just battle or obtain wild pokemon. These pokemon will have a 4% chance of having any nature. (Since there are 25 natures, each one has a 4% chance of appearing in a pokemon in the wild). Thus, if you capture 25 of the same pokemon without a Synchronise pokemon, it's possible that 20 or more of these don't share a common nature. I heavily suggest you get Synchs as earliest as possible and you synch everything you can for story to progress much easier. If you don't have Synchs, try to only use good nature pokemon for story, or you'll suffer. A Natu with the Synchronise ability. How do we then obtain beneficial natures for us, then? Well, Synchs! What are Synchs, you may ask? Well, we are talking about Pokémon with the ability Synchronise. This ability is really rare: only a few pokemon have this nature. However, Natu is an incredibly common pokemon which may also posess this nature. Synchronise has two effects, one inside of battle and one outside of battle. The ability Synchronise will allow your pokemon to apply the same status condition you are afflicted by if your opponent uses a status move on you. Example: Natu goes in a battle. Duskull uses Will-o-wisp. Oh no, Natu is burned! Then, Synchronise activates and Duskull will also be burned. This is a neat ability! However, it has many issues, but it's actually just one. Synchronise inside of battle will have NO effect against an opponent who is immune to the same status you are inflicted by. For example, if a Fire Pokémon burns your Natu, the Fire Pokémon won't be burned. If a Poison or Steel Pokémon poisons your Natu, the Poison or Steel Pokémon will not be poisoned. If an Electric type paralyses your Natu, the Electric pokemon will not be paralysed. Synchronise cannot freeze or make the opponent fall asleep. Also, Synchronise will ONLY activate inside of battle in the same turn you're afflicted by a status condition. Thus, you can't paralyse your Natu on purpose in a wild battle, then flee, and then summon it to instantly paralyse the wild pokemon you want to catch. It doesn't work like that. However, we're interested in its out of battle effect: If a pokemon with the ability Synchronise is in the first slot of our party, 50% of all wild pokemon will have the same nature as this Pokemon. This also works if the pokemon is in the second slot of our party. However, if that's the case, the first pokemon must be fainted for this to work. For example: If Natu is in the first slot of your party, 50% of wild pokemon will share the same nature. If it's Modest, 50% of the wild pokemon will be Modest. However, if Natu is in the second slot, the ability will not work UNLESS the first pokemon is defeated. If it's fainted, it will work. If the pokemon is healthy, Synchronise WON'T WORK. Thus, if we want to hunt Gastly with a Timid nature, we will organise our team like this: Example of a synch. 1st Slot: Synchronise Pokemon 2nd Slot: Thunder Wave / Stun Spore / Spore / Whatever you want to use 3rd Slot: False Swiper. (Optionally, fuse 2 and 3 into one by using Breloom with Spore). If we want to repel trick: (There are guides on forums on how to do this already) 1st Slot: Pokemon with the level we want to repel trick (Must be fainted) 2nd Slot: Synchronise Pokemon 3rd and 4th Slot: Same as above 2nd and 3rd slot. And that's it. Good luck hunting! Small note: You can change the nature of a Legendary Pokemon through the use of a ticket to any nature you wish. This is not available for normal Pokemon, however. How to hunt for Abilities So, how do we hunt the ability we want? Well, it can be either simple and perfectly easy (Gastly, for example, only has one ability. Thus, we don't need to worry. It will always have the same ability), a bit hard (one ability and one ha) and a nightmare (two abilities + ha). If a pokemon only has one ability, it will always have it (it can change when it evolves though, Gastly's Levitate becomes Cursed Body on Gengar.) However, if we're trying to hunt anything else, we will have to check if it's a normal ability or a hidden ability. If it's a normal ability, we have to check if the pokemon has two, or just one. Then, we factor in the chances. The normal chances of finding a Hidden Ability pokemon are just a measly 5% of the times you'll encounter the pokemon. Thus, if the pokemon has just one more normal ability, it will have a 95 % of having the normal ability and a 5% of having its hidden one. If it has two normal abilities and a hidden one, each normal ability will have a 47.5% chance, and the hidden one will still have a 5% chance of appearing. You can check the abilities of each pokemon in the pokedex. The normal abilities will be found in the first two slots in a blue font, while their hidden ability is found on an orange font. Example of a pokemon with a single ability. (100% chance) Example of a pokemon with a normal ability and a hidden ability. (95% and 5% chance respectively, with BMS 75% and 25%). Example of a pokemon with two normal abilities and a hidden ability (47.5% for both of the normal ones, 5% for the hidden one, 32.5% for the normal ones and 25% for the hidden one with BMS). Then, how do we increase our chances? Well, we can purchase a Black Medallion (or BMS) from the Coin Shop for just 40 Coins so that for the next 72 hours we use the item, we will have a 25% chance of finding a hidden ability on any wild pokemon we find. However, this is bad if we actually want to hunt the normal ability of a pokemon, since we will decrease the normal abilities' chance to get a higher chance of hunting a hidden ability. We can buy a Coin Capsule from other players to purchase a Black Medallion or we can also donate to the game to keep it going Abilities can also ONLY be changed in a legendary pokemon through the use of an Ability Capsule. How to train EVs Now that we know what EVs are, we now need to focus on training. We first will aim towards what we want to train. We have to consider: Are we training a Gastly? Or a Slowpoke? Do we want to train it offensively or deffensively? Are we trying to build a tank or an offensive steamrolling monster? Let's take an example. We want to train our cool Arcanine as a physical sweeper. We want it to be fast and strong offensively. Our idea is to invest 252 EVs into Attack and 252 EVs into Speed. We will leave the 4 other Evs into HP, as we need to fill something out for an extra point. We now will decide if we want to use any vitamins to increase the stat's EVs into 100. If we want, we will use Proteins and Carbos until they reach 100 EV in each stat. If not, we will learn to do it the Classic Way. We will first equip a Macho Brace. We will google what pokemon give Attack and Speed EVs. We see that Digletts and Dugtrios and Zubats in Diglett Cave give us Speed EVs. This is pretty nice, they normally faint in a single hit and, even though they're fast, we will also gain EVs upon defeating them. If we equip Macho Brace to double our EV gain in exchange for temporarily having our pokemon be slower, we will gain 2 Speed EVs per Diglett and Zubat and 4 Speed EVs per Dugtrio. Make the maths to count how many pokemon it will take us to get these stats to 252 EVs each. The Macho Brace can be obtained by talking to one of the people in front of Goldenrod Pokecenter and giving them a Drowzee for it. A Macho Brace. However, when we go and do the same in Tohjo Falls vs Goldeen and Seaking who give us Attack EVs, we think: man, this is so painful and slow. Can't we make this faster? We can! We will go to Fuchsia City and enter the Safari Zone. We will now talk to the Guard and ask him to pay to enter the EV Zone Training. While this may be a bit expensive, we will quickly notice the difference: All wild pokemon are level 10 pokemon which give 3 EVs each. If we equip a Macho Brace, we gain 6 EV per pokemon. Doing simple maths, we find out that we only need to defeat 42 of the same pokemon or the same EV pokemon to reach the maximum amount of EVs in a single stat. Fuchsia's Safari Zone Entrance. Option 3: EV Training Area EV Training Area 1 EV Training Area 2. We will level up our pokemon to around 40 or 50 so he can faint everything in one hit. We will use EV Berries to remove any unwanted EVs in our pokemon. (Those berries can be obtained in Viridian Maze and other places around the world. Also, they're also present to be picked up in the EV Zone Training Area in Safari). We will now enter the Safari EV Zone Training Area. In the first area we spawn, we can talk to the guard to teleport to the second area or we can purchase healing items in case we forgot and we want to stay training for a long time. We can also purchase a 24 hour pass to make the EV training incredibly cheap and be able to use it all day for an absurdly low price. The area to the south in the first area is the Attack zone. The pokemon in the Grass there only give Attack EVs. The pokemon in the northeastern area give Speed EVs. The pokemon in the northwestern one give Spdef EVs. You can read the signs and also pick up the berries next to them: they indicate which EVs each zone gives. Talk to the guard to teleport to the second area. The small grass above the small lake is the Defense EV training zone. The area to the southeast to it is the HP EV Zone. Finally, the area to the north of the HP EV zone is the Spatk one, the final one of the place. This is the best area in the entire game by far to try and grind up your pokemon. Getting bad IVs: what can we do? Can we fix them? Quick answer: you can't. If you got bad IVs, you have two choices: you cry and stop hunting, or you overcome it, throw the pokemon into a bin, and move on. Life is not fair, luck is not a controllable factor and you have to continue even if RNG kicks you in the face. I've had a 28+ IV pokemon in everything ruined because its most important stat was 01. It's just a roulette. You can get incredibly unlucky. So, how do we work around this? Well, we examine the pokemon and what it really needs. If we are looking for a pokemon for PVP, it must have the highest IVs it possibly can in all important areas, 99.9% of the time. For example, to PVP with a Gengar, we need it to have a +speed nature and 31 IV in Speed, and 252 speed EVs. Why? Well, because a Gengar with that combination will be the maximum and perfect speed for its speed tier (speed tier = a common speed that some pokemon in PVP might share. Imagine you're facing another Gengar in PVP. Your Gengar has 30 IV in speed, +speed nature, 252 ev in speed and at 100. The enemy Gengar has 31 IV in speed, +speed nature and 252 ev in speed. What will happen? You will ALWAYS lose that fight. Because he is just a single point faster. But a single point in speed can mean everything from losing or winning a PVP game. This is not as present or important as in the other attack stats (though it's still an important factor). Speed IV are the most important IV in the majority of pokemon. This factor is only ignored on extremely slow pokemon that, no matter what you do, they'll be slower than a turtle or my hair growth as I'm balding every single day more than the day before. Some pokemon actually want to be slower: Tanks that use the move Gyro Ball (which powers up the slower you are) want to be super slow to literally oneshot some stuff by surprise. (I mean, most of the time, you won't, but it hurts a LOT.) For PVP, my suggestion is that all important IV are either 20 or above. If you need speed and you run a Speed nature, it must be 31. ALWAYS. The only exception if you need to lower your Speed IV value to use a certain IV like HP Fire at 30 speed IVs. If you use an offensive nature (modest, adamant, etc), you should have the focused stat on atleast 25+ ivs. If you're on a tank, its defenses should all be 20+ together with HP. Then, come the exceptions. There are sweepers who don't care about defenses such as Gengar, Infernape or others, whose defenses are paper frail. Their only interest is to steamroll through you and hit before you do. These pokemon don't care about their bulk: they only need the maximum amount of Attack, Spatk and Speed IVs as much as they can. These have a bit of flexibility when it comes to defensive stats. There are pokemon like Ferrothorn or Steelix who want -speed natures and low speed IVs so as to deal more damage spamming Gyro Ball, whose damage increases the slower you are. For Bosses, my suggestion is that only the most important IVs are either 20 or above too. For example, you don't need to worry about Chansey having a decent Speed IV to outspeed other tanks in PVP as you're just fighting an NPC, or Clefable having a decent Speed tier against another pokemon for the same reason. If you run Tanks in bosses, just worry about having 20+ in each defense and HP, and a decent nature. And that's everything you need for them. For offensive pokemon, it might depend: If you use a Destiny Bond Gengar, you only need a high speed and a good nature. And that's it. You'll only want it to be fast and die in one hit so it is sacrificed and you can freely kill anything the boss might throw at you. It all depends on the pokemon. Check what function each pokemon does and decide if the Defense or the Attack IVs are necessary or not. Chansey does not need Atk, neither does Gengar. Very different pokemon can share similarities when it comes to needing certin IVs or not. For PVE content and story, try to have all important IVs above 15 or 20 with a decent/good/useable nature. The rest of the IVs can be worked around. It's always better to have them as high as possible, though. In my honest opinion: You should only EV train and focus on pokemon that have good natures, decent or good IVs, will be usable for E4, Bosses or sidequests or PVP after the 4th Kanto Badge. However, remember that Pokemon is supposed to play for fun, and you should be playing for fun. You don't have to use Meta Pokemon always, or only PvP viable pokemon and never use anything else. You must use what you love and you have fun with. Otherwise, you'll last two or three days playing this game. Focus on having fun. and enjoying the game. Not all pokemon are bad. That a Gastly is Timid with 20+ IV in everything doesn't make it bad, it's just not usable in PVP. Some pokemon are near perfection, but due to a single point, they can no longer sometimes be used in PVP. However, it doesn't make it become trash for no reason. The pokemon is still godly. You should still train these pokemons and try to sell them. Or maybe make an army of pokemon and have fun and play with whatever you love the most. If you're playing through Story, try to get decent natures in your pokemon. Try to capture good pokemon with good natures, abilities and IVs so that you can either EV train them later on or level them to 100 and use them for any purpose. Bad pokemon are also fun to use. Who would think that a bad pokemon like Furret would end up becoming a godly and essential part of most Boss Teams? Many bad pokemon will surprise you! I hope you have enjoyed this guide. This has taken me many days to write and release, but I hope this reaches to as many people as possible. I am now satisfied with this enough to publish it.1 point
-
On this thread I want to share some of my feelings considering the current status of world quests. ( TL;DR below) First of all I want to say that I am aware that world quests are supposed to be hard and I totally support that. Me and probably the majoritiy enjoyed world quests when they were new as they were a unique way to get some missing legendary pokemon. Of course I dont know the numbers but I think a decent amount of players got all the legendary pokemon available through world quests by now. This leads to the first problem I feel like there is with world quests. With every world quests more and more players are getting all the legendary pokemon which means less and less people are actually doing the world quests as the rewards outside of the legendary pokemon are simply too underwhelming for the effort you have to put in. Now there is the next "problem" within world quests, the effort. Dont get me wrong here I like the fact that we have to put in effort to actually achieve a new legendary pokemon or even a hidden ability Dragonite. The fact though that hours of effort can just be for nothing because the world quest could not finish is enough for many players to not even try for the mysterious ticket. Now I know that if those people would try most world quests would probably finish but then again can you really blame them for not trying after they wasted their time for potentially multiple times or because they already own all the legendary pokemon? Another thing are the actual spawns of the world quests, hunting 8 hours for Heatmor or any other "irrelevant" pokemon just to find out the world quest will not finish just does not feel good in any way. - Just to add: I am not talking about me here but about most people who actually finished the needed 900 IVs for the world quest. - For the last point I want to mention the needed IVs for the world quest. I feel like 180.000 IVs would actually be fine if the pokemon people had to hunt had value in PvP or in another way or if the rewards for players who already caught all legendary pokemon were better. Because of the mentioned reasons above I think less and less people will actually try for the mysterious ticket so 180.000 IVs is just too much and feels unachievable for a pokemon like Heatmor if everything stays the same. You could say theres always another world quest with another pokemon but we cant ignore the fact that less and less people will try for world quests as more and more players get all the legendary pokemon there are to obtain through world quests. So increasing the required IV feels like the wrong thing to do at the moment. As things are now people who still need legendary pokemon "suffer" from the people who already have all legendary pokemon and do not need to do the world quest anymore because the needed IVs stay the same but less people are doing it. Now lets talk about solutions. - The required IVs could be decreased in a way that it is possible to catch a new legendary pokemon with the same difficulty as players could as world quests were new in the game. - Another way could be a change to the rewards, players who already have all legendary pokemon could get access to an NPC who rerolls the IVs of a legendary pokemon obtainable via world quests. Players who achieved the 0.5% on a failed world quest get a ripped ticket which can be exchanged for a mysterious ticket if you have 2-3 ripped ticket parts. I am sure there are many other ways to improve world quests for the community so feel free to share your opinions on this thread. TL;DR Problems: - More people have all legends -> less people doing WQ because of bad rewards outside of legends. - Less people going for WQ because they wasted time on a failed WQ in the past; got nothing for hours of effort. - Bad spawns like Heatmor are especially hard because people are scared of wasting time on an irrelevant pokemon more than on a PvPable pokemon they could use/sell even if WQ fails. - 180k IVs potentially too high for current status of WQ. Solutions: - Decrease required IVs - Give players who own all legends an NPC to reroll a legend from world quests once. - Players with 0.5% on a failed WQ get a ripped ticket which can be exchanged for a mysterious ticket once you have 2-3 ticket parts.1 point
-
NOTICE: I'm gonna take another break now after finally getting my 1st OT shiny rare, so shop won't have any updates in a while ^^ Everything here is still up for sell, so feel free to pm me in Discord at Sin#6417 for any inquiry. Have a great time in the game! o/ WELCOME ABOARD TO SIN'S ENCYCLOPEDIA POKESHOP! CROSS-SERVER DELIVERY HOW TO CONTACT HOW TO PAY LAST UPDATE ********************************************************************* THE POKEMON ********************************************************************* Wish you a happy journey in PRO. Until next time, Sin1 point
-
Hello to all competitive PRO PvPers! This year, PRO Staff have decided to launch another Summer PvP Tournament, which is open to everyone who meets the requirements to sign up and wishes to participate. This is our 4th year hosting an annual PvP tournament! Are you ready to face off against the rest of your server to battle for bragging rights, and a unique reward to set you apart from the rest? A. The Tournament will consist of a double-elimination bracket. B. The bracket will be randomly seeded during a live-stream. C. Registration will begin now (23rd May 2020), and end on June 15, 2020, 23:59 GMT. D. Each round will last one week. The bracket draw will be streamed on June 17, 2020, and the first round will begin immediately. E. All matches prior to the Semifinals on both brackets will be best of 3. F. Semifinals, Winner's Finals, Losers' Finals, and Grand Finals will be best of 5. G. Should any circumstances necessitate changes to this format, Tournament Staff will give at least a week's notice before the tournament begins. H. Only one account per player may enter the tournament. I. Ghosting is forbidden. Players may seek assistance prior to matches, but may not confer with other players during the game or allow another player to play for them. J. The Pokemon pool of players will not be limited, so there is no need to register teams. A. All Ranked PvP Rules apply. B. In the event that any Ranked PvP Rules are changed while the tournament is in progress, the change takes effect immediately in this tournament as well. C. Should any moves, abilities, Pokemon, or items be coded between the start of the tournament and its end, those moves, abilities, Pokemon, or items may not be used. D. Players are not required to record matches, but it is recommended, as it may be impossible for staff to validate reports if they choose not to. E. Should any Ranked PvP Rule be broken, the offending player will forfeit the game. F. Should either player disconnect, the other player may either claim a game victory or allow a rematch at their discretion. G. Should the server crash during the game, a rematch is to be played with the same teams, unless a player demonstrates to Tournament Staff that they were in a position where they could not reasonably lose the game. A. Should any match fail to be completed, both players must submit evidence of activity to Tournament Staff. If Tournament Staff should decide that either player was not sufficiently active, that player shall be disqualified. If both (or neither) players were sufficiently active, the match will be decided by coin-flip. B. Any reports of participants breaking rules should be accompanied by as much evidence as possible, preferably video. Screenshots will reinforce your case, but may not be considered concrete proof. C. PRO Rules will continue to be enforced with no regard for the tournament. If an infraction would render a player unable to participate in a round, that player forfeits the round. D. Toxicity and despicable behavior will not be tolerated, both during matches as well as before and after. Sustained behavior of this sort may lead to disqualification. E. Match fixing is not tolerated. Players may not attempt to bribe or coerce other players to forfeit or intentionally play poorly. F. By entering the tournament, you agree that Tournament Staff have final say over all tournament-related decisions. A. All Pokemon used have to be Level 100. Fill out the following format and make a post in this thread. [spoiler=Example:] Username: Keita Server: Silver Country/Timezone: Japan / GMT+9 You will be invited to our official Summer Tournament Discord after you will have registered yourself by posting the filled template in this thread. - Pick one of the available and obtainable legendary Pokemon + 3x + Gold Crown (currently being drawn by artists) ~ 4x 31 IVs, 2x 30 IVs at maximum but IVs can be decided as you wish ~ Can be Shiny ~ Can choose Level ~ Can choose Moveset and EVs [spoiler=Some illustrative images] - Nature change OR Ability change OR 1x legendary shiny mount (Pick 2) + 2x + Silver Crown (currently being drawn by artists) - Nature change* OR Ability change OR 1x legendary shiny mount (Pick 1) + 1x + Bronze Crown (currently being drawn by artists) *If the second place picked Nature change, the third place can not pick it [spoiler=Legendary Mounts Showcase] S Zapdos Mount [spoiler=Different Sideviews] S Articuno Mount [spoiler=Different Sideviews] S Moltres Mount [spoiler=Different Sideviews] S Latias Mount [spoiler=Different Sideviews] S Latios Mount [spoiler=Different Sideviews] S Raikou Mount [spoiler=Different Sideviews] S Entei Mount [spoiler=Different Sideviews] S Suicune Mount [spoiler=Different Sideviews] S Kyogre Mount [spoiler=Different Sideviews] - 1x Fox Mask OR 1x Pancham Hat OR 1x Black Petal Shaymin mount (Pick 1) [spoiler=Item Showcase] Disclaimer: The rewards will be for each server, the Top 15% may differ per server Contributions: Idkup, Fluffles, Shinohara, MagicGuard, Senrosia and Qeight1 point
-
Hello everyone, here I present this wonderful shiny I think that in its price it should be considered: good nature, correct skill, both for pvp or pve good ivs, tier 7 pokemon, and being a popular pokemon, after the starters in general, I believe that munchlax / snorlax is one of the most loved pokemon by pokemon lovers in general. the price is 25m. I accept cc = 380k each at least 15m have to be in cash, the rest can be cc. ty all.1 point
-
Hello Hello Today an auction for this Shiny Ditto , Limber and Hasty. More Details : Starting price : 1.0M (instead of 1.2M) Ending point (duration) : 72 hours (3 days) after the start No insta price for the moment Available Payements : PokeDollars - CC = 350k Minimum Raise: 100k B.O. : 1m by @DarkAngelxo End : 10h06 AM GMT +0 - 22.06.20201 point
-
1 point
-
1 point
-
1 point
-
1 point
-
if charmander struggles in the 2nd gym theres a mega kick/punch tutor to help the player out. should be added in my opinion1 point
-
+1 yeah agree I feel like I have nothing to do after battling boss, I barely online because of these changes that cause me to play other popular online games.1 point
-
1 point
-
I don't really see negativity but rather strong objections to the changes that were made. I get things will change. All i'm saying is, before they are, it should be discussed beforehand before implementing them. As time goes on we'll see the effectiveness of it.1 point
-
1 point
-
+1 Agree with all the points made above. Also to point out that we don't have any clue when the future update for content that does not risk an inflation will be, could be a short wait or a long one.1 point
-
Dislikes are toxic, suggestions is already toxic on some threads. -1 seems sufficient to me. The biggest -1 you can give is ignoring the post.1 point
-
Even with 5 pve coins per boss, rr price still didn't go down to original price1 point
-
1 point
-
In fairness bosses will be super easy now and easier if we get mega Hera(replaces cloyster). The rest are super easy with hax and conkeldurr, and I don't see any mega that they can add to a team to make them harder. Atm the only things that make bosses abit hard are 1)Boosting moves on first pokemon. 2)Magic guard+sash (cloy now M Hera) 3)Unaware (hax or M gyara, equal imo) 4)Status moves/ability (conk) Everything else seems irrelevant, the inability to hold an item while mega evolving I think will make boss teams weaker not stronger.1 point
-
1 point
-
1 point
-
Gold Server can't even complete one in the given 24 hours and you want two back to back after 12 hours?1 point
-
1 point
-
1 point
-
I suggest to keep the battle bond froakie as a outbreak (teir 9) .outbreak like the alolan pokes etc and outbreak for a less time like 1-3 hours so that everyone wont get godly. Kind regards, Charizard1357.1 point
-
-1 Darkrais bulk, speed tier, spatk stat and movepool makes it a menace to the metagame. With megas around, it still has a stupidly good speed tier to go along with potential Dark Void or Hypnosis sets (or perhaps just straight up Nasty Plot). Weavile, who has the same speed tier, has 65/85/70 defensive base stats (BST). That servers are a reference to Darkrais 90/90/70 defensive BST. I think the movepool in combination with its base stats, it's ability and some sets being heavily reliant on RNG (looking at you Dark Void/Hypnosis) makes for an inherently uncompetitive Pokémon. It's essentially a Gengar on steroids, as it's better in EVERY stat, has a much more oppressive ability (in spite of being able to argue that Cursed Body is fairly uncompetitive, especially given how it works in PRO) and top notch move-pool to go along with it. Gengar is already one of the most used mons in the game, and even if Darkrai has a worse typing and slightly less spamable STAB move(s), it would not benefit the metagame to see it unbanned. Do note that Pursuit trapping Darkrai is not an efficient way of getting rid of it (like it would be Gengar).1 point
-
Hello @MaciX321, Sorry for the inconvenience. At the moment there are no other Payment Methods planned. But if you go on "Get Coins" in the Coins Shop there is also an option for a Creditcard. And as far as I know it is possible to add Paysafecard to Paypal and pay that way. I hope that helped. Greetings, M3ru3m1 point
-
Great guide maybe add video link for people who dont like read1 point
-
1 point