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Rache

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Everything posted by Rache

  1. As nice as this idea is, breeding doesn't work like that here. The daycare lady is just a leveling service, while the man outside is the breeder. When breeding, you lose the parents in exchange for the egg, so the best way to obtain Weedles to give away would be to catch them in the wild. The ones found in early Kanto are at a good level for most new trainers at least, you can travel there to catch some by taking a boat from Castelia City if you have a Fire Red rom loaded. If you'd still prefer to breed them though, egg hatching is time-based (~5 minutes) rather than step-based, so you don't need to run/bike until they hatch. It's a pretty convenient change.
  2. You've gotten pretty unlucky with this one, but Murkrow's catch rate hasn't changed, it's hard to catch in the originals too. Species catch rates are largely unchanged with the exception of the Beldum line which we made much easier to catch. Unless I'm forgetting something, the only nerfs we've made are to a few special ball types like Repeat.
  3. It's just a rumor, we're not punishing hoarders.
  4. Okay. Shiny prizes now have 3 selectable IVs and the rest are set to 28, resulting in ~9 extra stats on most mons. Does not apply to already created tournaments. This change is being made as the game / economy has progressed to a point in which the previous 2x31 4x25 shiny prizes are easily and relatively cheaply matched by people breeding their own. We're not jumping to 6x31 as it isn't the case for those. Non-shiny prizes aren't going anywhere, sorry.
  5. Thanks for putting it here, it's an oversight. When giving it a healing move, most builds have it pick between Roost and Softboiled, but it seems that it had these as possibilities for two slots here, meaning that it could end up with both. Removed Softboiled for the next build update. I'll request setting them to 0 when Power Split is present, thanks. It was forgotten when setting other criteria for reducing stats. This is a general utility build with a large number of possibilities, but it could definitely be better as Curse/Haze accomplish a lot of the same things. It's been split into two for the next build update to make its move choices a bit more meaningful, thanks for pointing it out.
  6. This month's level changes. The numbers you see here are different from what you see in the statistics UI as movements were based only on the matches played after the build updates. Leveling DOWN: Pokemon that performed too well. Leveling UP: Pokemon that performed poorly. The best performing builds for December were: -Shell Smash Gorebyss (58.61%) -Attacker Gallade (57.72%) -3 Attacks Mamoswine (56.93%) ________________________________________ To address a bit more feedback; I see you don't like fun. Removed for next build update. ________________________________________ The goal of the level adjustments isn't to keep things constantly moving, it's to reach a point in which every species is as balanced for the meta as they can be. The fewer changes that happen, the better. Legendaries and hidden abilities will be balanced the same way everything else is, and will be added only when they're available to players. A lv70 restriction for legendaries would be extremely arbitrary and serve only to hinder the worse ones. Articuno for example would likely be a liability with a poor winrate that needs more levels to fairly compete, while something better like Latios would likely fall below lv70 on its own. Hidden abilities don't need any extra restrictions either. If we limited players to 1/team, rolling a mediocre hidden ability gimps your team unnecessarily by locking you out of getting something better. If a hidden ability makes something significantly better, that will be reflected by its level. We're not planning to ever give players access to Speed Boost Blaziken, so it won't appear in randoms either.
  7. You can't trade because you have a shared bag. If someone picks something up, everyone gets instant access to it. You can obtain more elfbots by finding their heads and bodies to construct them. For the first 10 waves, you'll find one part every wave, and after that, you'll find a part every two waves. The strategy doesn't come from your starting combination, most of it comes from when you choose to use each bot and which variants of each that you pick. The rewards improve the further you go. As people get better at the event, they'll figure out how to go further.
  8. We can't reasonably enforce a rule like this. If you don't want spoilers, your options are to either see things you care about as soon as they're released or avoid the internet until you have. Spoilers are everywhere, not just here.
  9. This doesn't give you extra hits, the difference between the two is what the move can potentially hit in triple battles. Most moves won't be able to hit the far right target if the user is on the far left side of the field and vise versa as they're not adjacent to you, but some moves (most flying moves + a few others) can hit any target you want them to regardless of positioning. In singles and doubles, everything is adjacent to the user, so there's no difference there.
  10. Its physical and special attack stats are actually equal. While its ice move (Icicle Crash most of the time, sometimes Ice Punch or Icicle Spear) is a bit weaker than Ice Beam, this set can punish specially defensive switch-ins that think they're safe. Usually they would be, since 7/8 builds carry special moves instead.
  11. If they're not OT*, all you have to do is move them to your party for them to change. It won't be visible right away, but you'll see your new name on them after doing this then relogging.
  12. This has already been changed to carry Calm Mind instead of Amnesia 100% of the time, it's just awaiting a game update.
  13. It will carry Return instead next update.
  14. It scales based on the highest level in your party and the number of rematches you've beaten. If it's your first rematch, you'll have an easier time if you either don't bring the lv80 or train the rest of your team to be equal to it. If it's your first rematch tier and you have lv100s, they scale to around 82-89% of your level. On your 4th rematch, their levels will be equal to 100% of yours, so they'd all be lv100.
  15. The AI cannot read your moves, it chooses its own at the same time you do. It's good at estimating the damage it can potentially take from you though and doesn't like to waste its healing items when it doesn't think they would make a difference.
  16. The roughness is part of the intended art style, not the result of compression.
  17. December's changes based on winrates. As usual, higher than 52% species winrate or 54% individual build winrate to level down, and 48% or lower species winrate to level up. Leveling DOWN: Pokemon that performed too well. Leveling UP: Pokemon that didn't perform well enough. Due to technical limitations, these Pokemon cannot level up right now, but will be moved to lv86 after the next update. The best performing builds for November were: Swords Dance Jumpluff (57.03%) Quiver Dance Bellossom (56.78%) Belly Drum Linoone (56.73%) Gorebyss avoided leveling down due to a single loss, with its Shell Smash build winning 1581 of 2928 battles (53.999%). Nosepass will be removed from the format with the next set of build changes. Onix can stay for now.
  18. The next set of randoms changes. Format changes: Dual screens users are limited to one per team. If multiple with this set are pulled, they all reroll their builds until exactly one has the set. Pokemon with only Reflect or only Light Screen are exempt from this check. The highest two levels are limited to one per team (previously two). This category is shrinking each month, eventually it will contain only genuine liabilities. 22 generation 4 evolutions of older species have been added. The rest of gen 4 will likely be early next year, but no guarantees. Monthly level adjustments will begin to occur automatically instead of manually, making the timing more predictable. Levels will be displayed in the statistics UI, starting from the first month these changes are active for. Nosepass has been removed from the format. Build quality improvements: Some stally defensive setup builds have been adjusted. More now either reliably boost an offensive stat or power up a move. Sets capped at +3 or lacking recovery don't appear to be especially problematic. Some have been tweaked, but some remain unchanged. Some mono attacking builds have higher chances to pull additional damaging moves. Many mono attackers actually perform extremely well, support sets are often quite valuable. The changes made in this category are fairly minimal. Sucker Punch + Choice item (without Trick/Switcheroo) is a less common combination. Some builds with this combination don't benefit from their move or item being changed, a few remain. Focus Sash is more common on offensive builds. This should hopefully make offensive setup more manageable. Fixed some more errors, I forgot to write these down. Added a few more builds, you'll find them by playing. Miscellaneous tweaks to a variety of sets for a variety of reasons. They're probably slightly better now.
  19. Lv85 is now the highest/worst non-100 level, 84 no longer excludes itself as those species performed well enough last month to avoid leveling up. This is intentional. The Relicanth and Gorebyss builds you're referring to have no recovery outside of Leftovers, the Dewgong is capped at +3, and the Dunsparce boosts its damage output, much like the Cosmic Power + Stored Power sets. I don't think these builds are problematic enough to warrant removal like the ones previously removed (because they were passive enough that the match was likely to end with Struggle), but if enough people believe that these ones make the format worse, I'm open to adjustments.
  20. Movements occurred a bit later this month, but are as follows: Leveling DOWN: Species that won more than 52% of their games or had individual builds that won more than 54%. Leveling UP: Species that won fewer than 48% of their games. The best performing builds for October were: Stealth Rock Metagross (57.59%) Guts Swellow (57.04%) Belly Drum Linoone (56.90%). Plusle gaining a level wouldn't have happened if it had won a single extra game. It won 11056/23035 of its matches - while the client rounds this up to 48%, it's very slightly under.
  21. Nothing has changed since the Taunt nerf.
  22. This change was made as Taunt trivialized the boss to an unreasonable degree, allowing players to mindlessly follow a guide to beat the whole thing extremely consistently in 10-11 turns with few items in ~10 minutes of gameplay. When designing something intended to be fought repeatedly, some amount of RNG is required to ensure that this isn't the case, players should occasionally be expected to need to think about what to do with their turn. Post-nerf, while still extremely powerful when it hits, its loss of consistency means that you'll sometimes have to adapt to a less ideal situation when it doesn't, or try something else. The boss was designed to be plenty beatable without it and tested with less optimal teams than the ones being used now. We realize that flipping coins to land Taunt isn't very fun, but unfortunately our options to tweak it mid-event are limited - the only other option would be to disable it entirely. We've thought of a better/less annoying way to nerf it for future events, but are unable to implement it for this one.
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