Note, the results of this poll will not lead into the final result for our decision. I simply would like to hear your opinions and suggestions on this. There are ideas I would also like to bring in like modifying Guild Island Falls to make it rotational too that are personal.
Greetings, everyone! For full transparency, I wanted to make this thread before I begin with any changes on the Guild Island spawns. I have two main ideas for Guild Island to improve its overall spawns. Mainly, the spawns that barely fit there, with pokemon such as Volbeat, Illumise, Hoothoot, Sentret and other pokemon that have no real viability in PvP will be removed for PvP pokemon that range from Common to Rare wherever I can.
This does not mean every single PvP pokemon will appear in there, we will still have to follow our spawn schemes to be able to fit as many suitable pokemon as possible. After all, reaching the Guild Island requires your guild to acheive the Top 3 position in one of the two servers. After all this effort, you would expect the Guild Island to award you with great spawns. It mostly does its job indeed, but I cannot deny there's places to improve.
Some of the sets that rotate in some areas leave much to be desired (mainly due to spawn restrictions). I will be substituting pokemon that fit less in some places and adding way more PvPable pokemon. For example, if Magikarp spawned in the Surf spawns for Stall, I'd add Wooper instead, or instead of a Zubat in the Hail set, I'd add a Swinub. These changes will also try to follow two things: 1.- thematic purpose and 2.- sync, trying to follow the same natures as other spawns and similar rarities. These were my 2 objectives when I made this last Valentine's event spawns and almost everyone seemed to be satisfied.
So, for the Guild Island Spawn Changes I have the following two ideas:
1.- Do as it is right now. Simply change some pokemon one by one, I remove one and add another one that better suits the area and try to follow the same Nature and Ability (hidden ability or not) if possible. This means that the amount of spawns per area will be the same if not very similar.
The variety would stay very similar, so nothing crazy to introduce. These changes would only take me a few days to do.
2.- Do something similar to Pinkan Island. Way more spawns per rotation, way more pokemon variety. However, the spawns would be divided by Morning/Night (one nature or two as a maximum) and then Daytime for different spawns (with a different nature). They'd all follow the same pattern.
More pokemon would be introduced here, but now you'd have less time to hunt specific pokemon. For example, if a pokemon only spawns in the Morning and Night time, you won't be able to hunt it during Daytime. This can be both great to introduce more pokemon into Guild Island (thus, making you stay longer) or hurting your hunting hours if they don't match your Poketime.
I would like your opinions on these two ideas I have. These will apply to all maps available in Guild Island that have rotational spawns. Please, avoid going off-topic on other topics such as EV Wald, Johto/Kanto routes, Event Area Spawn reworks and so on. These are things I'm already tackling in the background!
Useful feedback: This spawn (Goldeen) makes no sense because the other pokemon work with a Relaxed nature while this one doesn't. The rarity of Magikarp here is wrong, it should be Common instead of Rare. The level range for this pokemon is wrong, it faints itself. You could change this Scyther into this other zone to change Larvesta, because Adamant fits here better while Bold fits better in the other site. I think Klefki would be a good addition.
^with this, we get good feedback and we can actually make changes accordingly.
Not useful feedback: This spawn/idea is trash, this spawn/idea is amazing.
^with this, we don't understand why this complaint/compliment is brought into the thread.
All off-topic comments and toxic comments will be moderated and removed.