DrCraig Posted April 8, 2016 Share Posted April 8, 2016 When fighting hordes, there is now a maximum chance to flee (25%..100%) depending on how many of the horde are alive Items and Abilities which guarantee escape still bypass this check I've been EVing via hordes for a while this morning. I'm EV a pokemon with an exp share and leading with a lvl 100 Dnite. I am having the biggest fucking problem with this new flee rate because each time I encounter a horde, regardless of the level pokemon in the horde, my Dnite cannot escape. I do not want to kill all of the hordes because when ev training, not every pokemon is going to benefit me. Since I am cornered by unwanted hordes when EV training I have to either: 1. Let the horde kill my Dnite (which takes fucking forever) 2. Kill the horde which gives me unwanted EVs I have to remove and this is a complete inconvenience 3. Log out, terminate my session, and run back to my spot I'm aware the update just dropped, but there is no depth to this 'fix.' Making hordes difficult to escape from is extremely inconvenient for EV training. I don't see this as an improvement for the game, but an inconvenience. Logging out and back on should not be part of my usual EVing strategy. Quint, KaynineXL, YettoDie and 22 others 25 Link to comment
Noad Posted April 8, 2016 Share Posted April 8, 2016 I agree that this is really inconvenient for the player, I got the impression that hordes were meant to help with the EV training grind. However with this new fleeing rate it can end up being even more inconvenient than before due to the player now having to use an EV Reducing berry, which has to be grown. For me this makes no sense at all. GokuSSGSS, IndigoElite, Arimanius and 19 others 22 Link to comment
Vaeldras Posted April 8, 2016 Share Posted April 8, 2016 they probably want you to buy pokedolls or whatever it was Uncandango 1 Link to comment
DrCraig Posted April 8, 2016 Author Share Posted April 8, 2016 they probably want you to buy pokedolls or whatever it was They want you to lead with a dead run away pokemon so every time you run through your sweet scent pp (which goes away super quick) you must heal your dead pokemon, then have it faint again to begin training. Link to comment
Gunthug Posted April 8, 2016 Share Posted April 8, 2016 (edited) They want you to lead with a dead run away pokemon so every time you run through your sweet scent pp (which goes away super quick) you must heal your dead pokemon, then have it faint again to begin training. I'm training two EVing pokes to get around this hurdle - a run away rapidash with heatwave and a claydol with EQ and teleport. I dk, doesn't seem like that outrageous of a problem to be honest. Most EVing areas are 100% encounter for the EVs you want, and you can use specialized pokes like I just mentioned to handle the other areas (at the cost of one party slot) *credit to gilan for the claydol idea, which he came up with after sinking 200k+ into a rapidash kek Edited April 8, 2016 by Gunthug Gilan 1 Link to comment
Gilan Posted April 8, 2016 Share Posted April 8, 2016 (edited) run rates shouldn't matter if you use the correct leads. Claydol for attack training, and Rapidash heat wave for special attack. Every other EV hotspot has 100% encounter rate for the relevant EV. So I'm totally ok with the 25% run rate. it's just that now I can only ev train 4 pokemon instead of 5 when doing attack or special attack. Edited April 8, 2016 by Gilan Link to comment
FNTCZ Posted April 8, 2016 Share Posted April 8, 2016 They want you to lead with a dead run away pokemon so every time you run through your sweet scent pp (which goes away super quick) you must heal your dead pokemon, then have it faint again to begin training. not like it takes much for a horde to murder a lvl 1 run away rattata Link to comment
KaynineXL Posted April 8, 2016 Share Posted April 8, 2016 More of a nuisance than anything. Gilan, DrCraig and FlareBlitzz 3 Link to comment
Gilan Posted April 8, 2016 Share Posted April 8, 2016 More of a nuisance than anything. yeah, I feel bad for all nuzlock accounts that run into a horde now... MirandaKun and DrCraig 2 Link to comment
FNTCZ Posted April 8, 2016 Share Posted April 8, 2016 the lvl 1 lead is completely doable, flee rate isn't a problem when ev training / farming. however what you have to consider is when you are just casually doing other things, and also the impact it'd have on casual and storyline players (who don't bother breeding a rattata to have dead as a lead, lol). IndigoElite 1 Link to comment
Liberalisme Posted April 8, 2016 Share Posted April 8, 2016 DrCraig is 100% right, its aburd. I couldn't flee against a horde of cubones 6x times in a row. (I used a lvl 100 starmie) then I decided to vitamin it. DrCraig, Hassy and Kyokatsu 3 Link to comment
axx Posted April 8, 2016 Share Posted April 8, 2016 (edited) i can foresee the next update Fixed a bug where a fainted party lead would have its ability cast in battle. On topic tho, this is nuts. If most hordes were useless, then you had to find a way to make the player want to fight them (multiple pickpup or multiple payday). Instead you went and added a poorly designed mechanic that just pisses off literally every player bound to run into an unwanted horde. Edited April 8, 2016 by axx Link to comment
Gilan Posted April 8, 2016 Share Posted April 8, 2016 I mean... it adds difficulty to an otherwise easy af storyline... DrCraig 1 Link to comment
BigShotJoe Posted April 9, 2016 Share Posted April 9, 2016 It's shit like this that made me completely stop breeding, training, and battling since the berry farming update. The cheaper breeding (which the staff were so against for so long) finally made an appearance after they fucked up training and battling. When was the last time we got a cool new feature without some sort of major loss of another feature? Kyokatsu 1 Link to comment
Kite Posted April 9, 2016 Share Posted April 9, 2016 Honestly, I like hordes....but when I'm trying to get to a pokemon center in the next town that I haven't visited and a horde pops up when my pokemon is nearly fainted I am not a happy camper. While at the same time I guess pokedolls or roar/whirlwind/teleport/runaway is going to be more useful...though I shouldn't have to have them as a lead to avoid a freaking horde when I don't want to face it. DrCraig 1 Link to comment
Kailido Posted April 9, 2016 Share Posted April 9, 2016 I'm fine with this rate, but it can be bad for ppl that are not ready to face a horde, like most newbies I'm making a EQ; Hyper Voice/Surf; Teleport; Sweet Scent Smeargle because of this. At first i was like "How the hell am i going to sketch Teleport if it makes pokemons leave battle?" Then i Sketched Mean Look to block wild abras and then i got to sketch teleport. I haven't finished this project so i don't know if it will do enough damage, but i supose it will Link to comment
ShinyViolince Posted April 9, 2016 Share Posted April 9, 2016 same for everstone farming or any poke with thief that u dont want level up. Uncandango and DrCraig 2 Link to comment
Tritios Posted April 11, 2016 Share Posted April 11, 2016 Not sure if its a bug, but Ive been able to flee everytime with my gengar. So maybe for ghosts the flee rate doesnt count just like they cant be trapped by moves like Mean Look etc DrCraig 1 Link to comment
Vaeldras Posted April 11, 2016 Share Posted April 11, 2016 Not sure if its a bug, but Ive been able to flee everytime with my gengar. So maybe for ghosts the flee rate doesnt count just like they cant be trapped by moves like Mean Look etc should have kept that to yourself FlareBlitzz, axx, FuzzyRegirock and 2 others 5 Link to comment
Uncandango Posted April 11, 2016 Share Posted April 11, 2016 Not sure if its a bug, but Ive been able to flee everytime with my gengar. So maybe for ghosts the flee rate doesnt count just like they cant be trapped by moves like Mean Look etc http://bulbapedia.bulbagarden.net/wiki/Escape As of Generation VI, if the player has a Ghost-type Pokémon out, attempts to run from wild battles will never fail regardless of Speed. Don't know why they would implement a Gen VI feature but... Tritios 1 Link to comment
Munya Posted April 11, 2016 Share Posted April 11, 2016 http://bulbapedia.bulbagarden.net/wiki/Escape Don't know why they would implement a Gen VI feature but... https://forums.pokemmo.eu/index.php?/topic/56859-changelog-06092015/ was done in this update, quite a few things were updated to newer gen mechanics in that update. Link to comment
Gilan Posted April 11, 2016 Share Posted April 11, 2016 The biggest issue is that noobs get rekt by hordes that they can't run away from. So it would appear that the solution would be to prevent a player from encountering hordes until they have beaten the storyline for the corresponding region. The only issue I see with this is that players would make alts to do everstone hunting and whatnot... DrCraig and Arimanius 2 Link to comment
DrCraig Posted April 11, 2016 Author Share Posted April 11, 2016 The biggest issue is that noobs get rekt by hordes that they can't run away from. So it would appear that the solution would be to prevent a player from encountering hordes until they have beaten the storyline for the corresponding region. The only issue I see with this is that players would make alts to do everstone hunting and whatnot...and we all know alts are cheating FlareBlitzz and Chae 2 Link to comment
Munya Posted April 11, 2016 Share Posted April 11, 2016 The biggest issue is that noobs get rekt by hordes that they can't run away from. So it would appear that the solution would be to prevent a player from encountering hordes until they have beaten the storyline for the corresponding region. The only issue I see with this is that players would make alts to do everstone hunting and whatnot... I -think- that both regions have a runaway pokemon available before a horde area is ever encountered, might be wrong though. Link to comment
Gilan Posted April 11, 2016 Share Posted April 11, 2016 I -think- that both regions have a runaway pokemon available before a horde area is ever encountered, might be wrong though. Noobs don't know that... Here's the noob experience: *Cue Trainer Battle music* "HAHAHAH, GO my Mighty Charmeleon!" *Noob battles npc and Charmeleon loses 3/4 of it's HP* "Hmm... Maybe I should go back to the PC..." *Cue Wild Battle music* "Pff, a Wild Pokemon? How puny!.......... WHAT!?! 5 Pokemon!?!" "Charmeleon, RUN!" *Can't Escape!* "What the Fuck?!?!" *At this point the noob trainer starts feeling hatred and animosity towards the system* *Charmeleon goes down to 1/16th health* "Charmeleon, RUN AGAIN!" *Can't Escape!* *Charmeleon Faints* etc. When this repeats itself multiple times, the noob player begins to realize that the run rate is f'd up. So until they get surf they are just forced to fight off a horde of pokemon making their nostalgic play-through all that much more irritating. I think the point I'm trying to make, is that you shouldn't assume that new players are aware of how Pokemon actually works... When your party gets murdered by a horde over and over again, it really detracts from the Pokemon experience. I'm just gonna stay on the side of only letting hordes be encounterable post-storyline Arimanius, MirandaKun and Chae 3 Link to comment
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