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Stavd

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Posts posted by Stavd

  1. -1...boosting ladder pvpers more will destroy the meta...since double laddering is allowed, we can get coins from two ladders + coins quest from two servers (5 wins per week, 100 , 200 n 300 rating)...giving prizes to 400 and 500 rating will just make the gap bigger...the game should be designed in a way to motivate new players and drawn them to pvp...otherwise the meta will stagnate again...

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  2. wq is well designed for its purpose...it happens once a month...that meas u gonna need 1 - 1,5year to collect all 7 legendaries (2 beasts, 2 regis, 2 lake guardians and 1 lati)...that s reasonable, they are legendaries...the problem is that wq gets triggered nicely only for european timezones (i am european and benefited from that)...the solution would be 2wq in the start of month, in order to serve all timezones, or change the form of the quest securing the 24h duration...the second is much more difficult...secondly, i insinst on my proposal to reduce limit for 2nd mystery ticket to 1,5%...i have exposed my arguments in older post...

  3. The threshold of 3% in world quest was making sense when wq required less than 100000ivs per server and had to do with tier6 or tier7 pokes like Magby, Pichu, Plusle etc...After the quest has been redesigned and the iv requirement has raisen above 160000ivs with tier8 and tier9 pokes like Eevee, Heatmor, Scraggy etc is just a task that cannot be achieved....e.g. 160000ivs wq of pokemon eevee means that 3% is 4800ivs...the iv function is uniform for each iv (not for total ivs ofc), and varies between 1 and 31 with mean value 15,5. Thus the sum of total ivs varies between 6 and 186ivs for each pokemon, meaning that mean Eevee has 96ivs...We see that we require 4800/96 = 50 Eevees in order to complete our 3% task...Since Eevee is a tier 9 a rate of 2 - 3 pokemon per hour of hunting is a good rate...So a player would need 18-24 hours of unstopable hunting (no break for food, toilet in order to complete the task)...Even if we have a player lucky enough to maintain the rate of 3 tier8/9 pokes per hour, still the server will probably complete the task in less than 18hours (in most cases between 6 - 12h)...So is physically impossible to claim a 2nd mystery ticket during wq...Thus, it gives no motivation...i propose reducing threshold for 2nd mystery ticket to 1,5%....

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  4. The threshold of 3% in world quest was making sense when wq required less than 100000ivs per server and had to do with tier6 or tier7 pokes like Magby, Pichu, Plusle etc...After the quest has been redesigned and the iv requirement has raisen above 160000ivs with tier8 and tier9 pokes like Eevee, Heatmor, Scraggy etc is just a task that cannot be achieved....e.g. 160000ivs wq of pokemon eevee means that 3% is 4800ivs...the iv function is uniform for each iv and the sum of total ivs varies between 6 and 186ivs for each pokemon, meaning that mean Eevee has 96ivs...We see that we require 4800/96 = 50 Eevees in order to complete our 3% task...Since Eevee is a tier 9 a rate of 2 - 3 pokemon per hour of hunting is a good rate...So a player would need 18-24 hours of unstopable hunting (no break for food, toilet in order to complete the task)...Even if we have a player lucky enough to maintain the rate of 3 tier8/9 pokes per hour, still the server will probably complete the task in less than 18hours (in most cases between 6 - 12h)...So is physically impossible to claim a 2nd mystery ticket during wq...Thus, it gives no motivation...i propose reducing threshold for 2nd mystery ticket to 1,5%....

    • Like 4
  5. Hi,

    This season (October) i laddered on both servers but i got pvp coins reward only on gold (500)...on silver i got nothing and lost all pvp coins i had...normally i should be rewared 490 on silver...please fix this...thanks in advance...

  6. Also UUBL list should be discussed widely, cannot be decided by pvp council...if it was up to smooge n glogs they would ban pokes like chandelure and diggersby from uu and keep blissey intact...

    • Like 1
  7. 1 hour ago, GlogS said:

    I'm interested to know which of Jorogumos points made you come to this conclusion.
    My bet is none of them, cause I doubt you've even read it at all. Do feel free to take the wheel and explain how the players of the archetype that is damaged the least are the ones promoting this the most, though. I'm very interested in the line of thought, but I haven't been able to figure out where it originated.

    From where I stand, the fact that HO relies on momentum colliding with the fact that Ash-Gren exudes a ridiculous amount of it is a little odd, to put it mildly.
    I don't know how you play the game, but I'll go out on a limb and say stall players are less likely to have to sacrifice a Pokémon to Ash-Gren than any other playstyle.

    You clearly see i quoted dopxmine post, not jorogumo...jorogumo writes down in detail how ash gren will influence the meta...overcentralization is not enough reason to ban a poke...190, 200, 240 or 264, 307 are some speed limits in pro which were forced in order to deal with some pokes...also the appearance of some pokes forced changes in natures and evs distributions e.g. manaphy turned ferros from relaxed full def to sassy full spdef and made tyranitars hold assault vest and be spdef invested...the fact that i have to go my clefable 190 speed and lose bulk in order to avoid facade means that conk should get banned?...the fact that rain teams made ferro sassy makes manaphy bannable? the fact that my rotom should exceed 219 speed to counter jolly belly drum azu, makes azu bannable?  the fact that my skarmory or ferro should hold shed shell to avoid trapping, and lose rocky helmet benefits, make magne bannable? the game is centralized around pokes that are the major threats at that moment...that changes from time to time ofc...should we banned all pokes that game is build around them? and finally i want a staller to speak the naked truth ''i want bb gren banned cause hazard and rain teams will completely destroy my cores'' and stop distorting reality...i need to say again that i am in favour of banning bb gren for the mere reason that will make rain unstoppable, especially if matched with mega swampert..

  8. On 10/11/2020 at 10:38 PM, Dopxmine said:

    +1

    I swear 90% of the -1 for the ban of Ash Greninja are people who don't understand how bad this pokemon is for the metagame and how much of a detriment it is for hyper offense and balance players than it is for stall players whilst the rest are people who invested their own money into acquiring one and don't want to lose out. It's ironic how many people are trying to defend a Pokemon that hurts them more than others in the sense that this Pokemon runs train on h.o. and balance teams.

    indeed ash greninja hurts balance....destroys stall...ho counters it easily due to st.rocks and priority moves...that s why stallers complaining most..hazard abusers and rain players are they that benefit the most, due to the pressure that poke apply and the massive damage its h.pumps inflict in rain, which destroy even chansey...thats why stallers cry and rain players are happy....imagine mega swampert + specs bb greninja +manaphy...don t try to distort reality by refering to the weakness of h.o. when mach punch or rocks + e.speed  destroy bb gren....anyway, i am not against banning that poke, but i am completely against the logic ''everything that can t be walled gets banned"...the fact that decisions are clearly influenced by stall players empower that logic, which should stop immediately...to sum up i agree with banning bb gren, i completely disagree with the core of the arguments displayed...

  9. 2 hours ago, SuperHuy13 said:

    that's why i said that only mach punch is able to take down gren. the vacumn wave is counted but it's way too rare to see spatk lucario on h.o, and look ex speed 2hko sucker punch 3hko while 1 hydro pump can easily take them down

    the damage of stealth rocks + priorities show that against h.o. bb gren can kill 0-1 poke before dying and is not able to turn the tables in battle, while if utilised correctly in a hazzard team can make stallers bleed...

  10. 1 hour ago, SuperHuy13 said:

    I know the others have already talked about this but. Literally the only priority that can potentially kill ash gren is breloom's mach punch. Gren is just laughing on all other ones

    252+ Atk Choice Band Dragonite Extreme Speed vs. 0 HP / 4 Def Greninja-Ash: 203-239 (71.2 - 83.8%) -- guaranteed 2HKO

    and 12,5% damage from rocks....

    4 SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 0 SpD Greninja-Ash: 172-203 (60.3 - 71.2%) -- guaranteed 2HKO

    252 Atk Life Orb Lucario Extreme Speed vs. 0 HP / 4 Def Greninja-Ash: 139-165 (48.7 - 57.8%) -- 96.9% chance to 2HKO

    252+ Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 4 Def Greninja-Ash: 109-129 (38.2 - 45.2%) -- guaranteed 3HKO
    252 Atk Life Orb Technician Breloom Mach Punch vs. 0 HP / 4 Def Greninja-Ash: 351-416 (123.1 - 145.9%) -- guaranteed OHKO
     
    This is the damage ash greninja takes from priority moves of h.o. teams...
  11. 19 minutes ago, EvilProtagonist said:

    H.o by the very design its suppose to aggresivly trade down poke until the last man standing.
    STall by the very design suppose to avoid trade and bloodshed until the last player standing.
    H.o 0 recovery to hazard
    stall. multiple recovery option deisgned for the long con

    I find it very hard to swallow the argument that its harder to find a kill against ho compared to crack a nut designed to not crack.

    against h.o. gren ,even evolved, won t be able to do much, especially against teams that run drago, breloom, gyara, azu...also it won t survive enough rounds to have the luxury to apply hazzards...the same time against stall, if utilised correctly can wear out the opponent core and hit the final blow if necessary...that s the main reason h.o. players dont even bother to comment here, whilst players that use stall cores are all against ash greninja...i have to make clear though, i am not against the ban...cause under certain circumstances rain teams will become invincible with ash greninja...

  12. 20 minutes ago, EvilProtagonist said:

    The only piority in current pro that out-piroity/speed gren is espeed. Which pretty much limit it to dnite and lucario unless i missed a mon. What make bb-gren destroy h.o esp is the ability to being able to block the espeed with your team-mates and then send it out with tempo with u-turn/volt switch etc, while getting a guarantied kill or 2 every time gren comes out, because i guarantie you offense team will quickly run out of mons that can tank a dark pulse/hydro pump from 400 speced atk. Thats the principle of how balance works, you have both sword and shield.. So yeah this plays into the strenght of what balanced teams want to do. 

    Now how will stall suffer? the generall rule is that stall either 6-0 or lose 0-6 cause once a piece is broken rest falls easily. But the hardest part is the first crack. And as i mentioned before literly all stall runs chansey which are the one and pretty much only hard counter to bb gren that is a top tier poke (spedef poli kinda wack). Another point is that every stall team needs to have hazard controll. So basicly the 2 strong point people been arguing over bb gren, spikes and power are effectivly countered by the natural strong point of the stall architecture. If stall do fall its because alot of what his team mates can do to keep the pressure there. So while bb gren could for sure do some work when his team mates somehow wear chansey down/keep the spikes up, its not nearly as much as bb gren would do to teams not designed to tank a 399 speed 400 speatk speced atks.

    And yes bb gren is a good addition to rain. And ya know rain with a mega pert and bb gren is pretty good into stall...and pretty much everyting else aswell. (kinda make u think bb gren is to op currently)

    gren will find it difficult even to evolve against h.o...breloom (mach punch), lucario , drago (e.speed), azumarill that tanks at leat one hit...a set up gyara etc...h.o. teams probably will bother less...on the other hand stall cores will face a lot of pressure, especially if gren teams are designed to utilise hazards...

  13. h.o. teams are full with priority moves (like 5 in party)  and can eliminate gren much easier than stall...just check banded dnite e.speed damage...actually h.o. are the only teams that can deal with gren easily especially if it holds choice specs...the stallers gonna suffer, that s why they are complaining... the only reason i consider the possibility of banning ash - greninja is that it will make rain teams invincible, especially if it is paired with mega swampert and manaphy...

  14. i believe ash - greninja should not get banned....when all megas are added, faster pokemon will appear...also, we have to bear in mind that u can deny transformation to greninja and there are many pokemon that can counter it easily if not evolved (chansey n sassy ferro the most popular), especially if choice locked...i have to admit that this pokemon will bring changes to meta as widely popular stall cores based on mega venu and heatran cannot stop it easily...but still is not that broken to be banned...

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