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  1. Change of plans, if so many people prefer Showdown's timer then how about this ... 180 seconds overall timer with +15 seconds every round. Only for PvP ranked battles. Opinions?
    30 points
  2. Foul play shouldn't be essentially 1 shotting azumarill or landorus-t at all. its a bugged move and is doing way too much damage. these pokemon are just some examples of mons that get 1 shot that shouldn't. 252+ Atk Mandibuzz Foul Play vs. 4 HP / 0 Def Azumarill: 57-67 (16.6 - 19.5%) -- guaranteed 6HKO 232 Atk Mandibuzz Foul Play vs. 0 HP / 68 Def Landorus-Therian: 169-199 (52.9 - 62.3%) -- guaranteed 2HKO 252 Atk Mandibuzz Foul Play vs. 0 HP / 0 Def Weavile: 104-123 (37 - 43.7%) -- guaranteed 3HKO I attached examples with and with-out items showing that its calculating in the damage from the opposing Pokemon's items. This is from a mandibuzz with no items on Foul Play inflicts damage. It uses the target's Attack stat to calculate damage, as opposed to the user's Attack stat. The target's stat boosts (Abilities like Huge Power plus anything that changes the stat stage, such as Swords Dance or Growl) are incorporated into the damage calculations. Any remaining boosts (such as STAB, being burned, Abilities like Adaptability or Tinted Lens, and items like Choice Band or BlackGlasses) are calculated with the user of Foul Play's items, Abilities, and status. when it should only be calcing its own items, its calcing its own items + the enemys items meaning black glasses mandibuzz is hitting for over 80% on azumarill these are all tests after 1 foul play. Example of Mandibuzz doing Stab + Black glasses + enemy item + Enemy Ability ect, i did this just to point out the damage was wrong. the imgur link is just a collective of the screen shots + 1 additional https://imgur.com/a/JHPeJIQ
    10 points
  3. +1 to timer change mabye ability to turn it off in friendly battle, if both players agree? -1 for in this format, I think a better timer would be, every turn is 15 seconds, once you are over that 15seconds then you start to eat into the 5 minute timer. so Start . . . . .Time taken . . . . . . pool left 5:00 Turn 1; . . . 75 Seconds . . . . . pool left 4:00 (60 seconds used, 75-15) Turn 2; . . . 14 Seconds . . . . . pool left 4:00 (turn was under 15 seconds, pool not used) Turn 3; . . . 30 Seconds . . . . . pool left 3:45 (15 seconds used, 30-15) ect
    10 points
  4. Yeah, sorry, I don't agree with this. As a consistent PVP player, 15 seconds sounds way too short for most games. What people don't understand is that it can take a minimum of 30-40 seconds to do damage calcs and calcing a move can easily be a deciding factor in games. You also have to factor in people weighing out their options, which can also take up to 30-40 seconds per turn. So many people complain about the timer being too long, yet the 100 seconds we have on PRO are nothing compared to the 270-second timer on Pokemon Showdown. You have to understand-- just because a person is taking time with their moves, they are not necessarily time-stalling you. I've also seen many people complain about how if someone is using a stall team, they are automatically time-stalling, which is flat-out ridiculous. That is the entire point of a stall team: to stall the opponent. Personally, I like the current timer, it isn't too long or short in my opinion. I understand people want faster games, but the harsh reality is that this will not always be the case, especially in intense matches versus good opponents. -1
    7 points
  5. I must disagree with this suggestion because it promotes thinking less and clicking fast. Yet again, we are reminded that PRO and Showdown are inherently different because we do not have access to crucial information such as PPs, HP percentages, turns left before weather runs out, and whatnot. Consequently, we often have to keep track of all that while also thinking about our next moves and trying to check potentially game-changing damage calculations. In my opinion, the best way to improve this suggestion is to let the initial 5-minute timer decay on its own while adding 15 seconds (as opposed to 10) to it every turn, due to the aforementioned differences between PRO and Showdown. The overall timer would be capped at 5 minutes regardless, thus allowing players to take the time to make their moves and occasionally think longer about crucial turns. I would like to address another issue: thinking is not synonymous with time stalling. Last season, several players messaged me to ask me to stop time stalling when I was simply trying to make optimal plays. Am I expected to know every single damage calculation by heart? What sort of metagame are we trying to promote here? Do we want players to click moves within 5 seconds without allowing them the chance to think about the repercussions that those moves will have on the upcoming turns? I believe that we should not punish players who think (and possibly overthink). Sometimes, a single turn can decide the outcome of an entire match. Messages like "Stop time stalling or I'll report you" are also a problem because a lot of players need time to think about crucial turns and having to read that and explain to my opponents that I am merely thinking is truly frustrating. Edit: @Eaty's latest proposal is something I can most definitely agree with.
    6 points
  6. Hello, due to many problems and time stall potential it's time to change the timer. We decided for an overall timer of five minutes and then 15 seconds for every move. It's activated by default and not adjustable. Please give us your opinion only about the timers and if you agree or would like to change them. Also, do you want it in ranked battles only? Or friendly and ranked battles? UPDATE: https://pokemonrevolution.net/forum/index.php?threads/pvp-timer-change-give-us-your-opinion.156120/post-854158
    5 points
  7. that will destroy pvp even more, please keep it like it is right now, sometimes you need to think of what you need to do to win and it can defenetly not be done in 15 seconds?
    5 points
  8. -1. In this game you have to consider which sets the opponent is playing,meaning which moves, which EV spread, which item, and no one is able to do that in 15 seconds. You can't even see the data during the battle meaning that you have to memorize almost everything or write it down, which requires time. I also hate stall teams but force it to disappear with 5 minutes overall sounds just unfair to stall players. Each turn needs at least 30 seconds. Some plays are obvious and can done in 3 seconds, but when during a battle you're in a bad position you need time. Showdown timer works very well and can be an inspiration to the one in PRO.
    4 points
  9. 4 points
  10. Discord: U18K#0587 ING: Metamorphos - Mitochondria - Coin Capsule (350K) - IV Reroll Ticket (650K) - Nature Reroll Ticket (325K) [spoiler=Venusaur / Rash / Chlorophyll] Start Offer: 500K --- Minimum Bid: 100K --- Insta Price: 1.5M --- 72 Hours Auction [spoiler=Alomomola / Bold / Regenerator] Start Offer: 700K --- Minimum Bid: 100K --- Insta Price: 3M --- 72 Hours Auction [spoiler=Ambipom / Jolly / Technician] 500K [spoiler=Azumarill / Adamant / Huge Power / Max ATK] 450K [spoiler=Azumarill (Shiny) / Naive / Huge Power] 500K [spoiler=Eelektross / Sassy / Levitate / Hidden Power Ice] Start Offer: 500K --- Minimum Bid: 100K --- Insta Price: 2M --- 72 Hours Auction [spoiler=Electivire / Adamant / Motor Drive] 400K [spoiler=Gyarados / Adamant / Moxie / Max ATK] 400K [spoiler=Kabutops / Adamant / Swift Swim] 500K [spoiler=Pelipper (Shiny) / Timid / Drizzle] 400K [spoiler=Serperior / Timid / Contrary / Max SPD] Start Offer: 700K --- Minimum Bid: 100K --- Insta Price: 2.5M --- 72 Hours Auction [spoiler=Smeargle / Calm / Own Tempo / +20 IVs] 350K [spoiler=Starmie / Timid / Natural Cure / 31 Spd / 31 SpATK] Start Offer: 1M --- Minimum Bid: 100K --- Insta Price: 4M --- 72 Hours Auction [spoiler=Swampert / Adamant / Damp / +20 IVs without SpDEF] [spoiler=Torterra / Adamant / Owergrow] Start Offer: 500K --- Minimum Bid: 100K --- Insta Price: 1.5M --- 72 Hours Auction [spoiler=Tyranitar / Impish / Sand Stream / 2x31 IVs] Start Offer: 700K --- Minimum Bid: 100K --- Insta Price: 2.5M --- 72 Hours Auction [spoiler=Tyranitar / Relaxed / Sand Stream / 2x31 IVs] Start Offer: 1.5M --- Minimum Bid: 100K --- Insta Price: 4.5M --- 72 Hours Auction [spoiler=Aron / Adamant / Sturdy / +21 IVs for Mega :3] 600K [spoiler=Crawdaunt / Adamant / Adaptability / Number 1] 350K [spoiler=Crawdaunt / Adamant / Adaptability / Number 2] 450K [spoiler=Crawdaunt / Adamant / Adaptability / Number 3] 800K [spoiler=Cubchoo / Naive / Slush Rush] 400K [spoiler=Darumaka / Adamant / Hustle] 400K [spoiler=Gligar / Jolly / Immunity] 600K [spoiler=Larvitar / Bold / Guts / Godly] Start Offer: 700K --- Minimum Bid: 100K --- Insta Price: 2.5M --- 72 Hours Auction [spoiler=Mudkip / Adamant / Torrent] 500K [spoiler=Pidgeot (Shiny) / Timid / Tangled Feet / Max SpATK / Awesome Mega] Start Offer: 1.5M --- Minimum Bid: 100K --- Insta Price: 5M --- 72 Hours Auction [spoiler=Riolu / Adamant / Prankster] 500K [spoiler=Shroomish / Jolly / Quick Feet] 750K [spoiler=Skarmory / Bold / Sturdy] 700K [spoiler=Timburr / Adamant / Guts] 500K [spoiler=Togepi / Naive / Serene Grace / Max SPD] 400K [spoiler=Gliscor / Impish / Poison Heal / Max SPD] [spoiler=Amoonguss / Bold / Regenerator / Hidden Power Ice] [spoiler=Rotom / Bold / Levitate] [spoiler=Scizor / Adamant / Technician] [spoiler=Darmanitan / Jolly / Sheer Force / +21IVs] [spoiler=Greninja / Naive / Protean / Hidden Power Fire / 30 SPD] [spoiler=Breloom / Adamant / Technician / Max SPD] [spoiler=Espeon / Timid / Magic Bounce / Hidden Power Fire] [spoiler=Swampert / Adamant / Damp / +20 IVs without SpDEF] [spoiler=Snover / Brave / Snow Warning / Hidden Power Fire / Godly] [spoiler=Amoonguss / Bold / Regenerator / Hidden Power Ice] [spoiler=Amoonguss / Sassy / Regenerator / Hidden Power Fire] [spoiler=Shiny Tyrunt / Timid / Strong Jaw] [spoiler=Alolan Grimer / Adamant / Poison Touch] [spoiler=Cloyster / Naive / Skill Link] [spoiler=Bisharp / Adamant / Defiant] You can contact me in the game or discord to send your offers. Contact me if you want to start auction, i'll open a new topic. All auctions start from my acknowledgement of first bid. Regards... Metamorphos!
    3 points
  11. Holà, Well, I'm only going to talk about the second walross proposal, because the first one seems ridiculous for reasons very well explained by Joro. PRO isn't showdown, and I hope, will never be. The second proposal is based on showdown current timer. Is the current timer on showdown good ? No, from my point of view it's just a way to add more pressure to the player and it promotes him to make some mistakes due to the time remaining. Is the current showdown's timer adapted to PRO players ? If i'm refering to the battles i've played/watched during the ladder tournament which is PRO meta on showdown, most of the time the timer is off while the battle. So I suggest you learn from showdown's mistakes, and this said, I give you my suggestion: We have a time reserve that can never exceed 180 seconds. At the start of each turn, 30 seconds are given to both player to play. First case: If the player plays before the 15 first seconds have elapsed, its reserve will be rewarded by (15 - the number of seconds elapsed) however it must be taken into account that the reserve cannot exceed 180seconds. Second case: If the player plays between the 15th and 30th seconds, its reserve will not be rewarded, but it will not be decreased too, nothing will change. Third case: If the player plays after the 30th seconds, the extra time will begin to be decreased, and if the player accesses his extra time when the reserve = 0, he loses the match. That's in my opinion the best way for a balanced timer. Of course, it might needs some extra information printed on the battle UI, like the reserve and the current time. Fum.
    3 points
  12. Going over the bids and time @Kuto is the winner. Please refrain from a full discussion on a thread as it will lead nowhere and will only confuse people what to do. When in doubt report it so we can look at it and make clear who the winner is. The +15 rule has been applied well, @EunHye when the auction is on the forums a player is not required to be online. If you wish to place a bid you could have done it here when you noticed he was offline ingame. Trade has been made to the rightful winner. Have a nice day, Sincerely Hawluchaa
    3 points
  13. 15 seconds seems a bit short, seeing as some people like to do the calculations for moves, I think 30-45 seconds would be more optimal for that, with a plentiful amount of time to decide a move, and enough time to do the calculations and predict switch ins
    3 points
  14. [spoiler=Boss Pokes] Price:150k Price:100k Price:200k Price:50k [spoiler=PvP] Price:350k Price:550k Price:400k Price:400k [spoiler=Untrained] Price:300k Price:350k Price:300k Price:450k Price:350k [spoiler=Untrained 2] Price:300k Price:400k Price:50k Price:70k Price:50k Price:50k Price:5k hp fire Price: 350k Price:20k Price:100k Price:80k
    2 points
  15. I understand the reason for the change, and also that everyone wants a change. So, I do not mind the showdown timer, but I feel as though the time amounts need to be changed in order to better fit the pokemon revolution online. I feel as though, because of the way battles on Revo are, like the fact that you can't scroll over pokemon and check their pp or the hp of every pokemon or how much longer weather is gonna last, and you can't look in chat to see a text out "replay" of all the moves that occurred. Due to that, It's imperative that all those things need to be thought out when making a move, and it's hard for the time allotted by showdown to fit on this game because there is a difference with what resources and what tools are available. So I feel like in terms of the overall timer, and the amount added each turn, I think at least one of those two needs to be increased in order to fit the battle environment on pokemon revolution online.
    2 points
  16. That is simply untrue. Calculations aren't "excuses". In many matches, you sometimes need the time to calc to decide on whether or not an attack kills; this is very simple. If you think that your opponent is trying to "break your nerves" because they take 30 seconds each move (which they usually don't), then you are the one grasping at straws to limit the timer. I think that, regardless of the team archetype, players should be able to take the time to evaluate their decisions. Not every turn is a simple 5-second click, especially not against stall teams.
    2 points
  17. [JUSTIFY]Hello ,[/JUSTIFY] [JUSTIFY]Imo, 15 sec per move after the 5 min seems very short, in a match you need time to think properly. [/JUSTIFY] [JUSTIFY][/JUSTIFY] [JUSTIFY]As the match becomes more and more intense, you need this precious time given to you to exploit your possibilities (Is that worth it to do this move or switch etc...) + Trying to figure out which sets the ennemy's team is running on their pokemon which will influence your decision making aswell.[/JUSTIFY] [JUSTIFY][/JUSTIFY] [JUSTIFY]I saw some replies before me saying 60 sec and i completely agree with it. What is wrong doing some calcs or thinking harder ? I think 60 sec is a good balance between not enough and too much.[/JUSTIFY] [JUSTIFY][/JUSTIFY] [JUSTIFY]Moreover, I see everyday people posting in the battle chat "play faster". This is not how pokemon works and you shouldn't either putting pressure on someone because he's playing slowly or pming him. I find this very inappropriate.[/JUSTIFY] [JUSTIFY][/JUSTIFY] [JUSTIFY]Not everyone is a pro, me included. But when it comes to PvP, i like having time to decide. Some plays are obvious, others not. [/JUSTIFY] [JUSTIFY]How can i improve if I must think at the speed of a super computer ? [/JUSTIFY] [JUSTIFY][/JUSTIFY] [JUSTIFY]About implementing this new timer on friendly battles, nothing is at stake + it's supposed to be chill, so imo it doesn't need it.[/JUSTIFY] [JUSTIFY][/JUSTIFY] [JUSTIFY]To summarize, a 60 sec timer would imo fit perfectly in ranked battles.[/JUSTIFY] [JUSTIFY][/JUSTIFY] [JUSTIFY]Thank you for reading and have a nice day.[/JUSTIFY] [JUSTIFY][/JUSTIFY] [JUSTIFY]Sincerest Regards.[/JUSTIFY] [JUSTIFY][/JUSTIFY] [JUSTIFY]Fafouney[/JUSTIFY] [JUSTIFY][/JUSTIFY] [JUSTIFY][/JUSTIFY]
    2 points
  18. I disagree with the timer change 15 secs is too short for pvp players since in some occasions, damage calculations are needed to be made and pvp players think before they do each moves And the 5 min total time is weird as well since how do u determine who wins after 5 minutes., more pokemon left is the winner? But it doesnt make sense since everything can happen in a pokemon pvp game. So i totally disagree with the timer change. -1
    2 points
  19. 100% agreed, Kuto is a clear winner.
    2 points
  20. @LordNaitik2004 Refrain from trading before auction ends else u might get punished by trade mod.
    2 points
  21. 15 seconds is not enough per move. If you really feel like the timer has to be shortened make it at least 30 seconds. As for the overall timer 5 minutes also feels not enough at all. Also I never encountered a person timestalling me in all my playtime. Dont know if I am just lucky but I dont feel like timestall is a problem. Pokemon is very strategic, so not having enough time to think about your next move would feel very bad in a game like this. You have to think what move you want to use, what move your opp will use, predict, switch, thinking about the risk/reward of the move your doing, considering if its okay to let the pokemon die or you still need it in the battle, etc.
    2 points
  22. Since that game does’t display pokemon info su a pokemon type or weaknesess or abilities like pokemon showdown sometimes is very difficult to make a move in 15 seconds, especially when you have to google something. Thinking is part of pvp. By rushing someone make a move is just pointless
    2 points
  23. 15 minutes for a whole match. Well, nice way to make stall players quit the game. I guess that's the point. Bulky offense, balanced, hyper offense teams allowed, but since msot players aren't prepared/ can't beat stall or are just bored of long matches. Let's kill it... Well i guess i can't do anything since it's not my game but it sounds is realmy dumb to me. Like accepting some playstyle and no others... Plus 15 seconds is really short sometimes to think of what to do... I felt like 60 seconds was a great amount of time.
    2 points
  24. Hello @SammyJankis , Please avoid spamming and bump your post once every 24 hours. Regards, Haruyukio.
    2 points
  25. Kangaskhan with the player in it's pouch.
    2 points
  26. 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
  27. 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 TO SIN'S SHINY & EVENT BOUTIQUE *** I'm finding new home for some of my shinies Hope you can find the sparkling Poke that will make you smile here CROSS-SERVER DELIVERY HOW TO CONTACT HOW TO PAY SHINY AND EVENT POKE 50K - 150K (N/A) 200K - 1M 1M - 2M (N/A) 2M - 5M 5M - BEYOND Until next time,
    1 point
  28. 1 point
  29. +1 the fact that it does so much damage to azu and was never a banned move has always been asked by alot of people
    1 point
  30. Unless you're playing Aurora Veil (RIP Baton Pass) or other one-dimensional hyper-offense builds, this is utterly and dangerously untrue. Unless your team is so aggressive that your gameplan is the same every game (just kill everything lol), regardless of your opponent's decisions, you have to interact with your opponent. This renders it necessary to adjust your strategy in response to your opponent, which usually means calculating lines to a depth of at least 3 turns - easily taking at least 30 seconds to consider just reasonable options.
    1 point
  31. If you are so insecure player and you need a calculator for every move it’s your own fault .The battles should be shorter , I can’t spent 20 mins for 1 battle when I have 1 hour to play the game
    1 point
  32. PLEASE READ BEFORE POSTING Please leave your opinions out the window here. Simply just put -1 if you don't agree. If you do, +1. I do not want to hear you say, "oh you should join a guild because of reasons" I know the benefits being in a guild, but I don't want to, and I have my reasons for not wanting to. I am sick and tired of getting requests every-time I go to Vermillion PC, and on more than one occasion after I've said no I would get a pm asking why I don't want to, or someone belittling me for it. And it's disruptive while I'm in the middle of a trade to get a request pop up. Just because joining guild is a good thing to you, doesn't mean it's necessary. And for those who don't want guild requests should have the freedom to ignore them, just like those that don't want to be pm'd or battle requested. We got commands for those, but why not for guild requests?
    1 point
  33. Im Closed My Shop. Anyone Interest Any Of My Shinies And Special Poke Let Me Know. Pm Direct Thank. Discord: Sayedkhairill#8834 IGN: Sayedkhairill
    1 point
  34. I'm sorry if you did not know, but forum auction has a standard set of rules to follow, regardless of whether the auctioneer or the auctioner knows about the rules or not. You could check the rules in this thread: https://pokemonrevolution.net/forum/topic/29538-url And specifically, the screenshot of the specific extension time rule that I provided in my previous post. :)
    1 point
  35. 15 seconds is way too fast. 30 seems fair.
    1 point
  36. I agree with mhfd1's point, the UI currently doesn't display crucial data like how many PPs the opponent can have, their known moves, items, type effectiveness - there's a lot of things we have to take into account and 15sec isn't enough to make a good decision. I understand that those 5mins are supposed to give you time to think, but that's stressful and will punish players who tend to play longer games. I think it should be increased to 20sec and come with better battle UI that would show the information Showdown does.
    1 point
  37. After I understood it correctly, it seems like a brilliant idea. +1 Both ranked and friendly is fine.
    1 point
  38. plz I lost battle I m also Stuck Plz npc are disappeared help me My id name is PokeStar1
    1 point
  39. +1 nice suggestion.
    1 point
  40. Trade logs should be available in dashboard. It will make it easy.
    1 point
  41. Nice shop bro, Good Luck!
    1 point
  42. i am houdinigod and i authorize a mod to take the dusklops form my pc and give to glenn
    1 point
  43. Auction closed and winner is armaan2110 Pm me in discord when you come online My id @Bloodknight007#0338 It's night now so please pm tomorrow
    1 point
  44. Agree. All the 'hardcore' players wanting the most harsh experience clearly never played any other MMO ever, or never bothered to study the mechanics. There are always bad luck protection mechanics in RnG-based MMOs. From World of Warcraft's extra coin roll on bosses/PvP for an additional chance of loot, to the more linear enhancing system on BDO where failing an upgrade increases the % chance on the next one. Two very different games, one casual with gear resets and the other quite hardcore grinding game with linear progress; the fundamental is still the same! It is RNG, it is still hard, but eventually you get it. Right now PRO does not feel rewarding at all. I worked very hard to get the evolutions required, which was no joke back then, just to see my Latios being 100% useless. Not even decent for friends battles. Even worse feeling considering in original games legendary pokemons come with 3x31 stats guaranteed, indeed because harder to unlock/catch and to prevent people from feeling like crap receiving a useless thing for their hard work. I had to drop about 20 millions to 'fix' my Latios, without the guarantee I'd have ever had one. Horrible game design and leads people to quit, as many of my friends sadly did. The suggested change in % seems more than reasonable to me; it is not 'game-breaking' (whatever you might even mean by it) and makes it so people are more inclined on rerolling their legendaries, rather than just gamble it sometimes. It adds a subtle linear progression to the game and increases pokemon's availability in PvP matches, many of which are heavily underrepresented right now due to IV limitations. On top of it all, we are talking about non-tradeable Pokemons, so economy isn't hurt by it in the slightest if not by an indirect effect of having more 'checks & counters' available in the long term, lowering the need and price of certain pokemons that currently walk over teams because 'Latios is really hard to get'. All in all, very healthy change to the game. +1 TLDR: +1. Rerolls remain a Pokedollar sink (or $ ). Linear progression being added means fewer people feel like quitting after catching/rerolling a bad legendary. Hunters aren't hurt, they aren't tradeable. More rewarding game experience for consistent grinders. Easier long-term Pokemon availability for PvP, to enrichen the Pokemon usage %s and teams variety.
    1 point
  45. I am literally providing you with off-meta sets that either I or my friends have seen success with, while you complain about not being able to use broken mons like Speed Boost Blaziken in the name of platitudes like "meta diversity." If I can win games with a Corsola on my team, a strong enough player should be able to succeed with whatever garbage they want, provided they actually know what they're doing. As for pretending that Whimsicott, Corsola, Porygon2, and Rotom-H see any regular play whatsoever, good riddance. This is the stuff you play if you hate the meta and want to style on people. If you can't find anything new in a Blaziken-less, Dugtrio-less meta, good luck trying to experiment when +2 Blaziken High Jump Kicks are flying around at Scarfed speed tiers and Arena Trap nullifies your wallbreakers at a whim.
    1 point
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