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Dactyliccoin

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  1. <<Gold Server>> Hello, First off, I'd like to apologize for this mess of a SS below (I had 3 SS pasted on top of one another in Paint but didn't properly organize them before saving;;). I need help reclaiming a life orbed Nidoking and leftovers Togekiss (both with items) from the player named Mansiz who is now regionlocked in Sinnoh. This is Gold Server I lent those to him 3 days ago for free under the condition that he return those within 30 mins so he can beat Pluton (as in the PM of him saying "for 30 mins"). Disregard the trade screen with 3 other pokes, as it is before I asked him to "take them out" since "I don't need" (the one with nothing on his side was the actual trade). He has since been rarely online and very difficult to talk to, and as he has moved to Sinnoh I am requesting Staff assistance due to region lock. I'm giving him the benefit of doubt that he didn't have bad intentions, but I'd definitely appreciate having these pokes back soon if possible. Thank you!
  2. Edit: 47* bosses is right; Also, I believe that the change is actually a bit negative/unhealthy for the game. Overall PvE pokedollar income hardly changed (we only have to ditch 6 bosses, which is easy given how 3~4 of them practically give nothing anyways), but the PvE coin income increased by more than 10%. This will directly affect reroll prices over time, and considering how rerolls are the main source of PvP players' income, it raises some concerns on how PvE should be balanced. IMO it wouldve been fine to keep at 4 tokens per win as per usual, considering how we can still hit all the bosses we used to anyways. Additionally, I'm still a proponent of just keeping a biweekly cooldown in sync with actual boss timers for reasons mentioned on a previous comment. Another thing I considered, but never suggested is maybe lowering # cap of bosses, but not counting bosses you lose to towards cap, so we are free to play around with bosses more casually/for fun without fear of losing out a chunk of income. This would promote a healthier PvE scene, as we are currently forced to run 100% winrate setup cheese comps instead of using more strategic/fun teams. I think making room for experimentation as such will reduce the "chore" aspect of PvE in its current state. It will also make PvE more interesting to those who werent into PvE before.
  3. If you read my comment, you should realize that I was giving the burden of mapping to the guilds, not the staff exactly for this reason. Hence why I said guilds will design and submit their own, one that suits the constraints/regulations. Essentially, if the guild wants it, they have to do their part. All the staff has to do is upload them during major patches, not so frequently. To put it simply, guilds put in work, and pay to have it shared in the game.
  4. Piggybacking off this post: I believe a way to handle guild island would be to allow guilds to obtain their own, customizable islands at a cost. However, to avoid adding more work for staff, the customization part could be entirely a guild's responsibility, coming at a sizable pokedollar/cc price (which also serves to address inflation and increase guild loyalty, as well as help the game's finances). One way that involves little staff work would be to make guilds design and submit their own islands, under specified constraints (dimensions, amount of objects, etc). This will add an interesting activity for all guilds in the form of map editing, where guilds can participate in their own map design contest and generally have fun playing around with map editor to have their own unique islands. Having something that is unique to your guild certainly helps people identify with their guild more, and make it a more active scene than it is now. This also could introduce more players to map editor and nurture future PRO map editor staff candidates, or people to help out with new event/region designs. These custom maps, and any changes associated with them, can be uploaded with major patches every month or two, meaning its low maintenance. All that needs to be done would be to upload/change map files that the guild submits under specified constraints. Additionally, the map size, amount of zones/areas, number of buildings, and usage of specific decoration/furnitures/ornaments can be scaled to both the amount of guild donation (either CC/Pokedollars or both) AND rank. That way, PvP guilds still get the prestige, while PvE or casual guilds can also enjoy it in their own terms. Meanwhile the CC/Pokedoller cost will also help reduce inflation overall. If guild islands are individual as such, they can also have common areas where people from other guilds/non guild people can enter to have a look around, which will allow guilds to have another way of showing off their prestige and incentivize improvements to their respective guild islands. Just a rough idea, but i think having a special map accessible from major ports, (maybe call it guild terminal), with stalls representing each guilds with islands that directly takes you to their guild island, would be a great way to initiate this. And the respective guild islands will have the main common area where everyone has access to, and side zones that are private to the guild (where the other guild businesses, move tutors, etc are taken care of).
  5. I would also like to propose longer cooldown on boss cap that matches the bosses' cooldowns (12 days), even if we still keep the limits on bosses. Indeed, having 2 separate cooldown timers for a single mechanic makes it really difficult for players to track bosses. Additionally, the current 7 day cooldown also conflicts with boss's 12 day cooldowns (15 for suspicious), meaning you effectively have to abide by a 14~15 day cooldown on two separate groups of bosses to not cause a massive mess in tracking timers. Uniting them to one timer will definitely help alleviate some of these confusions/frustrations. Additionally, a weekly cooldown is also a bigger chore for players that detracts them from enjoying other things in PRO, even if the runs are shorter. I would argue that most players would prefer to just get the bosses done in one go on a longer cooldown, as it gives you more flexibility in playing out content other than bossing in game--particularly for those who don't play every day. As having to do bosses weekly also eats into your BMS if you planned on hunting over the weekend, or XP booster if you intended to grind for a few days, a longer CD like Char proposed reduces such conflicts and gives more control to players over their own schedule/playstyle. On another note, it would be really appreciated if us, the players, can get an advance notice/announcement on major changes like these going forward so we can have a healthy discourse and provide proper feedback before anything goes live. I realize that this change was meant well, and I agree in part with some of the rationale behind the changes, but the way it was rushed can be quite frustrating, as evidenced by the amount of complaints in both discord/ingame chat and on forums. I believe a more open communication channel between the staff and the playerbase will help reinforce trust and cooperation between the two, leading to an overall healthier community. Thank you.
  6. De-level Request: 2 pokes involved In-game name: DactylicCoin Server: Gold Pokemon ID and/or screenshot: Gabite ID 1: 35717538 (Hoenn) Lv. 100 Flaaffy ID 2: 34826454 (Hoenn) Lv. 100 Both down to 99 would be appreciated. Thank you! Thank you Meruem! Nice name btw haha
  7. Before I begin, let me preface this by saying that I agree that all bans should be approached with caution, as it can very much be a double edged sword that can both promote or stifle diversity/creativity in pvp. However, I strongly believe sheer force Landorus-i is oppressive to the extent where the entire meta has to be molded around him, as the currently available/coded pool of pokemons--or lack thereof--in PRO leaves us with little counterplay options. One thing I want to address before going further into this is that, something being able to outspeed and ohko Landorus in a 1v1 environment does not constitute as a counterplay option. Pokemon battles are in 6v6 format for a good reason and without the ability to trap, Lando-i is free to switch out and you won't be able to kill it with weavile/greninja/mamoswine despite what so many on this discussion seem to think. Also, due to the sheer damage output from Lando-i, revenge killers simply cannot switch into him until something gets killed by Lando-i, and pursuit trapping doesn't do all that well since banded weavile pursuit takes 3 hits to KO lando-i anyways--which is far too long to be of relevance when you end up locking yourself into pursuit. A majority of the revenge killers capable of forcing out Landorus-I also lack means to set up or capitalize on that free turn due to having hard checks or limited movepools, which really limits their utility outside of forcing a switch. Now, the biggest problem with sheer force Landorus-i is that there really aren't any good switchins when facing a Landorus-i, especially considering how hard he hits while having a vast movepool/coverage. Almost all of his coverage moves are boosted by sheer force, meaning his entire kit is effectively 110+ base power by default, with focus blast being a whopping 156 base power, all before life orb boosts. There is hardly any pokemon that can handle switching into him as a result, especially since you simply cannot predict what kit he would have on him. Lando having incredible coverage on both the physical and special spectrum means every switchin you make into lando is a massive gamble. But if testing waters to see what items/movesets your opponent has, and the mindgames surrounding it (predicting the switch with your own switch, or with some other moves to interrupt/cripple the switchins) has been a core gameplay loop on previous occasions, lando-i simply swoops in and removes any sort of strategy involved in those steps by outright killing, or getting a free hazard/boost setup with his massive offensive presence. If the previous gameplay loop was a 50-50 split in balance for mindgames and strategic thinking, lando-i single handedly stacks the favor in the house, making it a lose-lose situation for the opponent where even the optimal choice will come with a high risk of becoming a significant handicap to the battle. Here are some damage calculations for a typical Landorus-I build vs various defensive pivots: [spoiler=Damage calculations] [spoiler=Damage calculations] 252+ SpA Life Orb Sheer Force Landorus Sludge Wave vs. 252 HP / 4 SpD Clefable: 385-455 (97.7 - 115.4%) -- 87.5% chance to OHKO Earth power easily 2hkos even on Naive build here. Specially defensive clef still gets guaranteed 2hkod by sludge wave. 252 SpA Life Orb Sheer Force Landorus Sludge Wave vs. 252 HP / 244+ SpD Assault Vest Tangrowth: 234-278 (57.9 - 68.8%) -- guaranteed 2HKO 4 Atk Life Orb Landorus Superpower vs. 248 HP / 252+ Def Eviolite Chansey: 361-426 (51.3 - 60.5%) -- guaranteed 2HKO Focus blast also 2hkos through the special wall that is eviolite chansey after stealth rock or 1 spike. 252+ SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 144 SpD Hippowdon: 274-324 (65.2 - 77.1%) -- guaranteed 2HKO after Leftovers recovery 252+ SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 40 SpD Suicune: 214-253 (52.9 - 62.6%) -- 99.6% chance to 2HKO after Leftovers recovery Naive still stands at a close to 50% chance at ohko. And Suicune can't really kill lando either. 252+ SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 0 SpD Rotom-Wash: 211-248 (69.4 - 81.5%) -- guaranteed 2HKO after Leftovers recovery Sludge wave/Psychic also 2hkos. 252+ SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252 SpD Alomomola: 312-368 (58.4 - 68.9%) -- guaranteed 2HKO after Leftovers recovery 252+ SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 4 SpD Skarmory: 296-350 (88.6 - 104.7%) -- 31.3% chance to OHKO 252+ SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 232+ SpD Ferrothorn: 294-348 (83.5 - 98.8%) -- guaranteed 2HKO after Leftovers recovery 252+ SpA Life Orb Landorus Hidden Power Ice vs. 244 HP / 76 SpD Gliscor: 395-468 (112.2 - 132.9%) -- guaranteed OHKO Lando can also 2hko with psychic. But even assuming lando has neither, gliscor cannot achieve much against lando either. 4 Atk Life Orb Landorus Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 265-315 (88 - 104.6%) -- 31.3% chance to OHKO 252+ SpA Life Orb Landorus Hidden Power Ice vs. 0 HP / 4 SpD Latios: 159-187 (52.8 - 62.1%) -- guaranteed 2HKO While Latios outspeeds Landorus and can force it out, switching into landorus is extremely risky for non-defensive latios with a guaranteed ohko from knock off if Stealth rock is in play Even if Landorus uses Sludge Wave/HPIce, it takes out over half of Latios HP and forces a roost use immediately. While the list goes on, I've primarily looked at the more commonly viable/competitive defensive pivots. As you can see, Landorus-i simply ohko~2hkos through almost any defensive pivots. Lando-i having access to a mixed attack pool, paired with a very good speed tier of 101, means there are practically no pokes that can reliably switch into Lando to force it out without being crippled/killed first. A rash Lando-i still outspeeds even a timid Rotom-W, the latter which is on the faster spectrum amongst defensive pivots. Additionally, Lando-i has access to stealth rock/calm mind/rock polish, which allows it to get free entry hazards up and/or fulfill the role of a late-game sweeper as well. However, that is just in terms of landorus-I's offensive capabilities. Surely there are some other wall breakers that can pose a threat, albeit to a lesser extent. So what makes lando-i so different? Unlike most other wallbreakers, Lando-I sports a fantastic Ground/Flying typing which grants him handy immunities to electric and ground, as well as only two weaknesses in ice and water. That, along with his decent bulk of 89/90/80, presents him with plentiful switchin opportunities and staying power, as he is just tanky enough to even survive a banded Azumarill's aqua jet. Now I think what's pertinent and important to this discourse is that even when a pokemon is "OP" or "broken" for lack of better wards, there will always be ways to kill it or force it out. No pokemon is invincible, and will eventually succumb in some way or form. And Landorus follows that logic. Granted, saying X "can" potentially force it out/counter it in a very specific scenario is steering the discussion away from what is really relevant. While the pokemon game was never designed to be perfectly balanced, if a pokemon single handedly performs multiple roles at once and forces every team to bring multiple counters just to deal with it, it only enforces a stale meta (even staler than it is now) where you are not at liberty to build unique/different comps, but rather are forced a specific draft just to be able to survive certain pokemons. When a standard team facing another team that runs landorus-i is at a blatant disadvantage, it is most definitely uncompetitive and calls for a ban from our PvP. However, I also believe this is a good opportunity to consider adding another ladder/tier/scene for PvP with different rules and regulations, one where Landorus-i might be able to fit in without completely dominating the PvP scene as with other previously banned pokemons.
  8. Just passing by, but seems like you already know how to edit thread title. Then do the mods a favor and just make it easier for them to see (erase all parts other than auction cancelled)
  9. 5min left on auction! Ends in 12.5 hours from post --- @11:59 (5/11) PST / 6:59 AM UTC (5/12) C.O. 650k by Ferocityy C.O. 700k by Gasty95 C.O. 725k by Fetxize C.O. 1m by brayamjohn1 Minimum bid 25k Any bid in the final 10 mins extends auction by 5 mins, and for every 5 mins afterwards.
  10. How old are you? Mid 20s How many gameplay hours and badges do you have? 100+ hours, 16 badges (working on rattata) Do you use discord? Yes, but infrequently What is your ingame hobby(farming, selling, pvp, collecting etc)? Everything, though currently still working up farming/training units. Why would you like to be in team magma? Seems like a cool bunch. Looks fun to be around.
  11. #1: What is your in-game name? Dactyliccoin #2: What is your age? in the 20s #3: What is your Discord ID? Dactylic126#7573 #4: How many hours do play PRO each day? With the Corvid raging on, probs 5 hours or so #5: What are your total number of hours in PRO? 50 hrs #6: How many badges have you collected? 16 #7: What would you think your specialty on PRO is (PvP/Trading/Hunter/etc.)? Everything (though I haven't played pokemon since gen 3/4 so I have a lot of catching up to do to properly PvP. Only just learned today togekiss isn't normal type anymore...) #8: What can you bring to us if you joined? Can't say for sure. I'm an easygoing, fun loving guy, but i honestly don't know what guild chat will be like for pokemon guilds haha
  12. What is your in game name? DactylicCoin New player here, semi-frequently active on discord. Still testing waters in PRO, but somewhat enjoying it so far!
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