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Callmerengod last won the day on March 1
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-1 to everything besides mini bases (without the teleport) and do more outbreaks the rest of the suggestions are just bad for the game
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Callmerengod started following Can close
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Callmerengod started following Close , Almost Godly HLW Ada Gyarados and (closed) Super Rare Arrocuda 31 Speed 31 Attack
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@Midnightagony The amount of nonsense you type out in those few post is astonishing, to say the least. The only reason you do not care about the new players is because you benefit of off them with your service shop. If you would've followed the thread of the screenshot you are posting you would know why I posted it the way I did. I'm still against knowing which portal you are getting/being able to change it. It's basically the only mechanic the dungeon has. I have no issues scouting for my entire guild. I'll gladly guide everyone through the Hoopa dungeon from my guild, it's literally the reason guilds are made for. If you wish to overcharge your guildmates for Hoopa dungeon service then hey, go for it. The dungeon itself is in it's core mechanic the easiest. Go in and fight pokemon. No super specific mechanics besides those which you get hinted/explained by the NPC in front of the entrance. You do not require any Megas or Z-Crystals, nor do you need any extremely good pokemon, which makes the dungeon entry level fairly low. The dungeon is easiest when running solo, which also adds to the "easy" entry level.
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@Midnightagony Since you are genuinely not able to read I'll be so nice and list/explain everything to you as good as possible. I very clearly stated the Trainer Tower in my post. Afterwards most ppl commented on the change in regards to the Hoopa dungeon, so I obviously respond to their responds in regards of the dungeon. Makes sense, no? I also very clearly stated that WE (as in old players/high hour players) do not care much about the change for the Trainer Tower because we have tons of leppas, elixier etc. stacked up. However new players do not. They need to use the Nurse Joy way more often, which then snowballs into way more wasted money real quick. Especially since they are new players and need to train a lot more pokemon for different content parts of this game. Psyduck isn't much of an issue first of all. Second of all another big reason barely anyone runs Hoopa Dungeon in a group enviroment is for the fact that it's simply not worth it. You waste 1h+ for honestly speaking useless rewards. The rewards for a team run are just straight up garbage. We in Holydoof for example genuinely don't run Hoopa as a group because we don't have any reason to. We have zero issues reaching 3.1k+ in Hoopa, we just simply don't have any reason to do so since months. Also sorry to say but even 3.1k isn't an impressive score since it's possible to reach a way higher score still. The dungeon itself is really beginner friendly. In fact you don't even really need Z-Crystals. They make the run a lot easier but they are not really needed. Obviously you do need some items/decent pokemon to finish the dungeon, it still is a midgame content. You can't expect someone who just finished the story to be able to clear the dungeon. We help all the guild members if needed, I don't really understand why this would matter in any context for this thread, but hey. You still seem to fail to read and understand the actual issues of this change. We, as in Holydoof and the other already experience Hoopa runners don't have too many issues clearing the dungeon still. However now having RNG decide a lot for the possible scores. Gaining leppa berries now speeds up the clear a lot and simply adds an unhealthy mechanic to the already really low competitiveness of the dungeon. The main goal should be to push more ppl towards dungeons, not away from it. All you care for is your own and your dungeon service. You genuinely do not care a single bit about the new player experience, this is the main issue. Every single dungeon has quite a few issues and bugs still. As I mentioned in an earlier post I still do wanna make a thread about dungeons itself. However this thread is supposed to mostly center around the HM change. If you found a bug simply report it on discord or the forums and they will look in to it.
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@Flexforlife I agree. I tried to keep this thread to the HM change specifically mostly, since I think dungeons in general need a lot of work still. There are a lot of issues within those, not just the Hoopa dungeon. While I know very well that speedruns often favor in a lot of RNG you usually have unlimited tries for said speedruns. However dungeons work differently. It's not just who finishes the dungeon first, a lot of other factors go in to said scores as well. I've also been annoyed about no Uproar Tutor for a long time now xD I do wanna make another thread entirely for dungeon changes itself, since there are a lot of ideas I and other people do have for said content. @Midnightagony I'm still surprised people do not see the issue. It's not just about the dungeon, it's about the Trainer Tower as well, for example. Yes, we also do have teams which can clear the dungeon without issues, be it solo portals, be it duo portals, be it group runs. However this isn't the main issue. The pkmn you could use for the dungeon were already within a fairly small pool. With the HM nerf this variety pool now got even smaller and makes it even more frustrating for newer players. This change punishes newer players a lot more than us who are already able to clear the dungeon without issues. 3.1k isn't much about braggin honestly, since it's far from the highest possible score. It simply is the highest held score as of right now. Hoopa dungeon already had a really low playerbase/comeptitive side to it and with the current change it diminished even more. But this is also due to other issues about the dungeon itself. Edit: Shocker, that the ppl who sell Hoopa dungeon service are the ones who don't care about the new player experience at all.
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Some feedback about the current exp system + suggestions
Callmerengod replied to Callmerengod's topic in Suggestions
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