Jump to content

Rache

Administrators
  • Posts

    3452
  • Joined

  • Days Won

    36

Everything posted by Rache

  1. Although difficulty modes are a good concept in a lot of games, I don't think it's the right approach for this one as there isn't a very big statistical difference between the game's best gear (5x31 IVs + optimal nature) and the game's ultra cheap gear (15-20 IVs + decent nature), they're largely going to perform the same. The boss itself being part of the reward also means that its HA (or its species if it's legendary) can't be very valuable if everyone can easily obtain it by playing on a lower difficulty. My preference is to instead spawn multiple raids per rotation, with at least one catering to newer players and at least one for better players. This gives everyone something to do and incentivizes building a bigger/better toolkit to be able to tackle the strongest ones at all. Individual raids aren't especially time-consuming to produce either (we have over 150 designed already), so there's less of a need to reuse the same battle for different player groups from a developer perspective when we can create more in each difficulty tier instead. We may consider harder rematches for event raids, but probably not for the main feature.
  2. Being new and unprepared isn't trolling, but accessing matchmaking for higher tier raids (4✫ and above) will require beating multiple raids of the tier below them. This won't prevent people from entering with bad teams, but should improve the overall quality of teammates you can receive in solo queue for the more difficult raids that demand better teams and teamwork.
  3. Most of the currently unimplemented hidden abilities are being saved as rewards for future content rather than excluded by design. Some will be introduced with the upcoming raid feature.
  4. This menu refers to the lv100 rematch which you don't need to beat. If you've beaten the storyline battle, if you check your dex, you'll see that one of the beasts currently has location data indicating that it can be encountered.
  5. I can't give a precise ETA at this stage, but it will take some time as we're working on improving and expanding the feature. The version previewed didn't include several intended balancing and QoL/polish changes, and was limited to some of the simpler custom effects we're planning to include. The event gave us a better idea of how players approach them and how we can improve the overall experience too. There's still a fair bit to do to get them feeling as good as we'd like them to and to create a greater variety of boss strategies to build around. We're aiming to launch them in a state we're proud of, and hoping it will be worth the wait.
  6. Works fine for me. If it doesn't currently work for you, mind making a report here? We'll look into it.
  7. If you tap this button then press and move your finger over what you want to move, you can drag them all to the account box in one motion.
  8. You only changed the colors in the preview, the dyes are actual items which were placed in your bag when you bought them.
  9. It's the same (10) for all of them with the exception of the lv100 Tyranitar which is a bit harder.
  10. Middle evolutions are 30 (same as Chatot) and final evolutions are 15 (same as Volcarona). We felt that these numbers better suited them as the middle evos spawn at the same encounter rates as their prevos (still 45 catch rate).
  11. Forgot about those tweaks, nice catch. The middle and final evo starters are slightly harder to catch than the base evos. This was done both for thematic reasons and to incentivize mass catching their lower leveled prevos instead whose catch rates are untouched.
  12. Species catch rates are largely the same as the mainline games with the exception of the Beldum line and legendaries/mythicals which we made easier, and alphas which are special and intended to be difficult. A few specialty balls function a bit differently to prevent them from outclassing everything else, but overall it's about as fair as the originals.
  13. You bought 5 regular Cherish Balls.
  14. You don't need perfect IVs for raids, they don't actually make much of a difference in this format. Beneficial types and well thought out movesets are much more important.
  15. Although it draws inspiration from gen 8-9, the raid format here is custom and plays very differently.
  16. The "unfair" mechanics exist to balance the 24v1 format. Each boss is a puzzle of sorts, finding a solution is how you win. For some, rushing them down with super effective damaging moves is all you need to do, and for others, damage mitigation and/or speed control become more important. Good teamwork with the other players you're challenging the boss with also helps a lot. Pikachu has poor defenses and isn't using a super effective move here, so it is contributing very little to the overall battle and would be better to swap for something else if you have other options. A good raid mon is one that either hits for much higher damage if it's going to faint immediately, lives long enough to do good damage over time, or supports its allies well enough to make up for its own lack of damage. You can get away with using your favorites and shinies for the easier raids, but for the harder ones they may not be good choices anymore.
  17. The event raids don't go that high and aren't difficult enough to require extremely specific counters.
  18. Yes, the hardest raids of the main feature will require lv100s.
  19. Part of the goal of the feature is to give value to leveling beyond 50. While it may not be a particularly challenging grind, it rewards the players who do it with the drops they can (eventually) earn with their higher-leveled mons being more exclusive, and it creates a larger market for high leveled mons as well. In the absence of a traditional MMO character leveling system, the power of a player in PvE settings is in the variety of their toolkit. Making it extremely quick and easy to build teams that can beat any raid isn't in the best interest of the game when the permanent raid feature is intended to be a large part of our PvE postgame going forward.
  20. It's possible, but very restrictive as tops are layered under the hair. This causes issues with the back and side views if the taller part of the top is intended to cover more than just the front of the face.
  21. It's on 1/20 of its possible builds. That particular set is also carrying a Choice item, so you'll likely want to bring something that can remove it in case it uses something else on its first turn.
  22. Just unlucky, there is no penalty for missing a previous encounter.
  23. It doesn't copy the IVs, it copies the final calculated stats of the opponent. This means that Ditto's own Hidden Power type determines which type it will receive if it Transforms into an opponent with the move. This is how it has worked in every generation.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and Privacy Policy.