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since this Topic is more drifting towards dungeon i like to have a Suggestion that i didnt see here yet 

RNG is nothing unheard of in a competition for example : Minecraft speedruns 
i also like the fact that sometimes a recruited pokemon can be the MVP of a run. 

Chlingling doing a clutch yawn against the terrifying Palkia.
OR TWO GYARADOS? 🤯 (kinda outdated huh?)
ANYWAY


The fact that pokemon when evoloving just increase in base HP but not actually gaining the HP is just bad like others already mentioned
My Suggestion for the dungeon part: Unlimit or increase the attempts, not only for Hoopa dungeon but for all the dungeons. with daily limit being only the reward part.

the hoopa dungeon has a "easy entry level" because there are not a unholy amount of interactions compared to the victini or pinkan dungeon its just go in and beat em up, very easy not complicated compared to all the mechanics in the other dungeons for example Pinkan: Uproar keeping your team awake while the draining curse is active type of stuff, Uproar Tutor when? xd one of many ability/move interactions.
its unreasonable to expect a new group to figure that out from skretch with the daily limit,
when you finally meet up with a group and only being able to do 1-2 runs just feels terrible. 🙏 (that emote still looks more like a high five  then a pray)
thanks for reading! 

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Everything mentioned above is 100% correct, so there’s no need for me to repeat it. The only thing I want to point out is that for newbies, it won’t just be “more difficult” like was said before it’ll be practically impossible. Unfortunately, right now Hoopa Dungeon feels 100% RNG and it’s just not enjoyable anymore. I really hope things go back to how they were before (without the lag, of course :dogsmile:) The point is that changes in a game should motivate more people to start trying, not “force” those who were already playing the dungeon to stop it! thanks for reading my opinion!

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in my opinion one of the main problems with the change is that old guides and videos are less viable now meaning new people even those who just want hoopa unbound for pvp either need to invest a lot of time and thinking into something they might not even want to do more then 6 times. in my opinion its pushing people who want hoopa for pvp to just buy the service from other players, I dont know if its bad or good but I am not sure that what was intended when creating this dungeon.

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It seems someone or some people were used to abusing low-level Magikarp.

I once read in a post where someone was bragging about having 3100-something points.

The dungeon is largely possible; you just need to find new strategies.

I have teams that complete that dungeon 100% without any problems, even after the HM nerf, so keep trying and you'll find a way.

Edited by Midnightagony
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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.

Edited by Callmerengod
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