Items like berries, gems, herbs, red card, eject button, focus sash and air balloon are currently consumed if they are used in PvP battles to help them retain value. I don't think they should be and I think the fact that they are is a detriment to the PvP scene.
PvP is a competitive environment and decision making is a vital part of that. Some items having an operating cost and some items not is something that will affect what items people decide to use. You can run a sitrus berry instead of leftovers, but is the difference worth the 1000 pokeyen every time it's used? That's not something that you should have to weigh in a competitive environment. Those decisions should only be made based on what strategy will suit your team best.
This disproportionately hurts new players. The game tells you nothing about items being consumed in PvP, so going in expecting them not to be consumed after the battle only to have that expectation subverted will be a universally negative experience for someone just getting started. There's already enough of a barrier to entry in making a team as is, this makes it worse. The actual cost of these items might also not be that low for these players which further adds to the frustration. If you just made a PvP team being told that you need to grind more to keep using it just sucks.
It disproportionally hurts doubles as a format. You can easily build whole singles teams without a single item that gets consumed. For doubles, not so much. Damage reducing berries, sitrus, sash, gems, they're all vital items in doubles. Teambuilding for doubles is more complex than singles, which again, already is enough of a barrier to entry as is. As a newer player trying to get into the format, I didn't really know why there were times where I just could not find any doubles games to spectate. That makes way more sense to me now. Why play a format where you could easily spend like 4k per battle just to lose when you can play singles for free?
It's just riddled with negative experiences that don't need to be there. Your opponent disconnects early after you use an item turn 1? Well now you're not getting BP, and you gotta pay for an item. You end up kind of wasting 1k if you didn't need the gem's extra damage. Losses are worse when they cost you a few thousand. The rewards from PvP don't really make up for the cost either when the big ticket items are untradable.
The benefits for the economy are mostly negligible. Yes, there's probably quite a large volume of these items being sinked through PvP. There are other things in place though that let these items retain value.
Gems have a price floor of 900 pokeyen, you can always sell them to the shop for a price not too far below what they're listed for on the GTL. A good 40 of them are also sinked to change hidden power types, which doesn't add value to all types of gems but it does for a fair few of them. They're perfectly suited for muscling through more difficult fights in the story, though for that to see widespread use it might need to be recommended more often.
Berries all have decent price floors as well. Sitrus and lum sell for 800, type damage reducing berries for 700, pinch berries for 550-600. Not to mention they have a fantastic sink in harvesting tools. If a berry becomes cheap enough, you can harvest seeds from them for a profit. Those seeds are then sinked to produce more berries, which will inevitably be sinked again later. Just anything that produces seeds for leppa berries is certain to retain value.
Items like sash, button and balloon are in a bit of an awkward spot though. They have a 100 pokeyen price floor which is nothing to write home about. They don't have alternative sinks on the scale of berries and gems. They also don't really fit into PvE as easily as gems. I recognize that something would need to be done to prevent these items from just becoming near worthless. It would be a substantial improvement just to see berries and gems not being consumed but I wouldn't want these items left behind either. A transitionary process can be handled lots of different ways. Their BP cost and price floor could be increased, a "permanent" version could be introduced which would ask players to sink several non-permanent ones, more of them could be sinked through move tutors. There are probably hundreds of good ways to deal with that, I wouldn't know the right solution to it but I have faith the devs will.
TL;DR:
Consumable items being sinked increases the barrier to entry for PvP and can be a negative experience for newer players
Doubles as a format is hurt disproportionately by this, as consumable items are more important there
There is enough in place for berries and gems to retain value even if they aren't sinked in PvP battles, so that change can be made immediately
Items like focus sash probably need a little more care if it's not okay for them to lose value for some time
Question
NotMyWaifu
Items like berries, gems, herbs, red card, eject button, focus sash and air balloon are currently consumed if they are used in PvP battles to help them retain value. I don't think they should be and I think the fact that they are is a detriment to the PvP scene.
PvP is a competitive environment and decision making is a vital part of that. Some items having an operating cost and some items not is something that will affect what items people decide to use. You can run a sitrus berry instead of leftovers, but is the difference worth the 1000 pokeyen every time it's used? That's not something that you should have to weigh in a competitive environment. Those decisions should only be made based on what strategy will suit your team best.
This disproportionately hurts new players. The game tells you nothing about items being consumed in PvP, so going in expecting them not to be consumed after the battle only to have that expectation subverted will be a universally negative experience for someone just getting started. There's already enough of a barrier to entry in making a team as is, this makes it worse. The actual cost of these items might also not be that low for these players which further adds to the frustration. If you just made a PvP team being told that you need to grind more to keep using it just sucks.
It disproportionally hurts doubles as a format. You can easily build whole singles teams without a single item that gets consumed. For doubles, not so much. Damage reducing berries, sitrus, sash, gems, they're all vital items in doubles. Teambuilding for doubles is more complex than singles, which again, already is enough of a barrier to entry as is. As a newer player trying to get into the format, I didn't really know why there were times where I just could not find any doubles games to spectate. That makes way more sense to me now. Why play a format where you could easily spend like 4k per battle just to lose when you can play singles for free?
It's just riddled with negative experiences that don't need to be there. Your opponent disconnects early after you use an item turn 1? Well now you're not getting BP, and you gotta pay for an item. You end up kind of wasting 1k if you didn't need the gem's extra damage. Losses are worse when they cost you a few thousand. The rewards from PvP don't really make up for the cost either when the big ticket items are untradable.
The benefits for the economy are mostly negligible. Yes, there's probably quite a large volume of these items being sinked through PvP. There are other things in place though that let these items retain value.
Gems have a price floor of 900 pokeyen, you can always sell them to the shop for a price not too far below what they're listed for on the GTL. A good 40 of them are also sinked to change hidden power types, which doesn't add value to all types of gems but it does for a fair few of them. They're perfectly suited for muscling through more difficult fights in the story, though for that to see widespread use it might need to be recommended more often.
Berries all have decent price floors as well. Sitrus and lum sell for 800, type damage reducing berries for 700, pinch berries for 550-600. Not to mention they have a fantastic sink in harvesting tools. If a berry becomes cheap enough, you can harvest seeds from them for a profit. Those seeds are then sinked to produce more berries, which will inevitably be sinked again later. Just anything that produces seeds for leppa berries is certain to retain value.
Items like sash, button and balloon are in a bit of an awkward spot though. They have a 100 pokeyen price floor which is nothing to write home about. They don't have alternative sinks on the scale of berries and gems. They also don't really fit into PvE as easily as gems. I recognize that something would need to be done to prevent these items from just becoming near worthless. It would be a substantial improvement just to see berries and gems not being consumed but I wouldn't want these items left behind either. A transitionary process can be handled lots of different ways. Their BP cost and price floor could be increased, a "permanent" version could be introduced which would ask players to sink several non-permanent ones, more of them could be sinked through move tutors. There are probably hundreds of good ways to deal with that, I wouldn't know the right solution to it but I have faith the devs will.
TL;DR:
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