zarator
^_^
Provisionally approved by Texas Cloverleaf (i.e. he reserves the right to shut this down if the OP is "half assed" - his wording^^)
Before getting to the actual issue, I want to lay down... let's call it a "philosophical principle" which, in my opinion, should not be under discussion by anyone here but still must be kept in mind when we debate over this issue. Still, if you disagree with it or with how it is worded, feel free to reply.
A challenge, no matter how hard, must be defeatable in some way that doesn't rely on highly unrealistic or situational conditions.
In other words, assuming the challenger brings the best possible team, no major hax is involved, and neither the challenger nor the referee make any mistakes, the challenger should have a good chance at succeeding.
Note, this is different from saying that "you just need to bring the right mons and you automatically win". Far from it. In fact, "not making any mistakes" may be easier said than done. However, the concept in itself should be easily understandable and highly agreed on.
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Now that this premise is out of the way, let's get down to the actual business. It is often said that Legend Runs are one of the hardest if not the hardest challenges of whole ASB. And for good reason, since legendaries are perhaps the most sought-after concrete rewards an ASB player could imagine. Why would we put them (or the Master Balls useful to catch them) as rewards for our most prestigious tournaments, otherwise?
However, no matter how hard, they are still challenges. And therefore, they must be beatable - quoting myself here, "in some way that doesn't rely on highly unrealistic or situational conditions". In TLR, these "unrealistic/situational conditions" can be summed up as: (1) RNG, or (2) a TLR ref making mistakes throughout the run. If a TLR relies on either of those elements to be defeatable by a challenger that brings the best possible team you can conceive (or as close to this ideal as imagineable) and makes no actual mistakes during the run, then it means the TLR was not well designed. Period (I'm still assuming you agree on the bolded principle above, ofc).
Now, are TLRs beatable? Some certainly are. Mysterious Cove and Enchanted Meadow are undisputably defeatable (note: we are not concerned with the level of difficulty here. We are just concerned with whether a certain challenge can be defeated or not, regardless of how easy or difficult it is to do so). But is the same true of Legendary and Uber TLRs? I see little evidence of it. To my memory, no Uber Run has ever been completed successfully (legend captured) in these years, and several Legendary Runs are still undefeated too.
Before continuing, I'd like to point out that I think a large part of the fault here belongs to the developers and their sloppiness in playtesting extensively their dungeons. Or rather, they were probably so worried about the legendaries being "trophies" and the TLRs intended to be "Nintendo Hard", making sure no given combination of Pokemon/items could single-handedly defeat the TLR in question - that they forgot to check if ANY combination at all could realistically defeat it. I've been assured that playtesting happened or will happen for these runs. But on one hand, if actual playtesting really happened in the past, I would not be here, posting a topic like this. On the other hand, I have good reason to be skeptical about the mindset of these playtests at the current time, especially given the TLRs that have been more recently under development (yes, I'm hinting to Planet's Fury).
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Now the problem is outlined, so we can come to what, in my opinion, is the main culprit: combination moves. All readers will probably be familiar with them, given how influential have been in ASB since their inception. Yet, I feel they are largely unhealthy to the TLR environment, for several reasons:
1) While both the challenger and the TLR ref can use them, only the latter has a real gain from their use. Combination moves are incredibly costly, from 10-15 energy to over 25. Given how long a TLR is, most players simply cannot afford to use combination moves in most battles, even when they're ordering second. The TLR referee, on the other hand, keeps getting 100 energy mons at every new battle, and as the TLR proceeds, the opportunity to use combination moves increase drastically (see the point below).
2) Combination moves ensure an almost granted kill on Guardians, and can consistently keep the momentum on the referee's side throughout the Boss battle. The referee gets to always order second on Guardians. Which means that it has a very easy time using combination moves without any retaliation from the challenger, once substitutions have been circumvented. And while the Guardians of training TLRs are generally too weak (read: not always) to focus and kill a healthy mon, things change in Legendary and Uber TLRs. For example, the Guardians of Planet's Fury are either of the two: Hydreigon + Haxorus and Kingdra + Goodra. Now, can you give me an example of any Pokemon reasonably healthy who can survive a focused assault from these beasts with Hyper Beam based combinations and what not? If you can, please show actual calculations in the process.
Naturally, this issue is even more aggravated on the boss battle. Ordering second every time, the boss can and will punch major holes in a team that will reasonably be all but healthy at that point.
3) Combination focused attacks are very hard to stop. This is perhaps the biggest problem. Even if everyone and their mother can see a gang-up assault coming in these scenarios, what can you do to stop them? Any countermeasure you can think of requires a proper sub, and a proper sub requires a proper condition to be triggered. Such proper conditions often require to be highly specific to be of any efficacy (ex: "If targetted by a damaging Flying-type combo, use Protect"), and for every sub you use to cover yourself this way, you're leaving yourself open to Taunt, Hypnosis, Thunder Wave and other moves. Moreover, a lot of the usual "countermeasures" to these moves are not effective in TLRs (ex: Counter/Mirror Coat cost too much energy and still don't prevent the damage taken).
For these reasons (and others which I guess will emerge during the discussion), I'm proposing to ban combination moves from TLRs completely - both for the challenger and for the TLR ref. If you feel this would make some TLRs too easy, we can always revise them to update their difficulty as such (and playtest them). But I feel we'll never get around making reasonably beatable TLRs without getting combinations out of the way.
Do you still doubt my words? Do you feel it is not true that combinations ensure kills easily for the TLR ref? Here are some examples through history:
http://www.smogon.com/forums/thread...r-pikachu-black-sulfur-caldera.3475891/page-2 : on Guardians battle, only a really lucky flinch prevented Engineer Pikachu from eating a combination attack from Camerupt (although it could be argued that Camerupt and Gigalith would have been better off just focusing Tentacruel or Revenankh rather than a wide-ranging attack that would not have killed anything, but I digress)
http://www.smogon.com/forums/threads/the-legend-run-windswept-meadow-the-wanderer.3479329/ : A good sample of how devastating can combo moves be - Wanderer loses a mon to a combo gang from Guardians, then Shaymin executes the rest of the squad with a sequence of combination moves.
http://www.smogon.com/forums/thread...44-maxim-ruined-eden-completed.3479263/page-2 : Guardians use combination moves on round 1 to mop the floor with Dogfish44's team.
Before getting to the actual issue, I want to lay down... let's call it a "philosophical principle" which, in my opinion, should not be under discussion by anyone here but still must be kept in mind when we debate over this issue. Still, if you disagree with it or with how it is worded, feel free to reply.
A challenge, no matter how hard, must be defeatable in some way that doesn't rely on highly unrealistic or situational conditions.
In other words, assuming the challenger brings the best possible team, no major hax is involved, and neither the challenger nor the referee make any mistakes, the challenger should have a good chance at succeeding.
Note, this is different from saying that "you just need to bring the right mons and you automatically win". Far from it. In fact, "not making any mistakes" may be easier said than done. However, the concept in itself should be easily understandable and highly agreed on.
-------------------------------------------------------------------------------------
Now that this premise is out of the way, let's get down to the actual business. It is often said that Legend Runs are one of the hardest if not the hardest challenges of whole ASB. And for good reason, since legendaries are perhaps the most sought-after concrete rewards an ASB player could imagine. Why would we put them (or the Master Balls useful to catch them) as rewards for our most prestigious tournaments, otherwise?
However, no matter how hard, they are still challenges. And therefore, they must be beatable - quoting myself here, "in some way that doesn't rely on highly unrealistic or situational conditions". In TLR, these "unrealistic/situational conditions" can be summed up as: (1) RNG, or (2) a TLR ref making mistakes throughout the run. If a TLR relies on either of those elements to be defeatable by a challenger that brings the best possible team you can conceive (or as close to this ideal as imagineable) and makes no actual mistakes during the run, then it means the TLR was not well designed. Period (I'm still assuming you agree on the bolded principle above, ofc).
Now, are TLRs beatable? Some certainly are. Mysterious Cove and Enchanted Meadow are undisputably defeatable (note: we are not concerned with the level of difficulty here. We are just concerned with whether a certain challenge can be defeated or not, regardless of how easy or difficult it is to do so). But is the same true of Legendary and Uber TLRs? I see little evidence of it. To my memory, no Uber Run has ever been completed successfully (legend captured) in these years, and several Legendary Runs are still undefeated too.
Before continuing, I'd like to point out that I think a large part of the fault here belongs to the developers and their sloppiness in playtesting extensively their dungeons. Or rather, they were probably so worried about the legendaries being "trophies" and the TLRs intended to be "Nintendo Hard", making sure no given combination of Pokemon/items could single-handedly defeat the TLR in question - that they forgot to check if ANY combination at all could realistically defeat it. I've been assured that playtesting happened or will happen for these runs. But on one hand, if actual playtesting really happened in the past, I would not be here, posting a topic like this. On the other hand, I have good reason to be skeptical about the mindset of these playtests at the current time, especially given the TLRs that have been more recently under development (yes, I'm hinting to Planet's Fury).
--------------------------------------------------------------------------------------
Now the problem is outlined, so we can come to what, in my opinion, is the main culprit: combination moves. All readers will probably be familiar with them, given how influential have been in ASB since their inception. Yet, I feel they are largely unhealthy to the TLR environment, for several reasons:
1) While both the challenger and the TLR ref can use them, only the latter has a real gain from their use. Combination moves are incredibly costly, from 10-15 energy to over 25. Given how long a TLR is, most players simply cannot afford to use combination moves in most battles, even when they're ordering second. The TLR referee, on the other hand, keeps getting 100 energy mons at every new battle, and as the TLR proceeds, the opportunity to use combination moves increase drastically (see the point below).
2) Combination moves ensure an almost granted kill on Guardians, and can consistently keep the momentum on the referee's side throughout the Boss battle. The referee gets to always order second on Guardians. Which means that it has a very easy time using combination moves without any retaliation from the challenger, once substitutions have been circumvented. And while the Guardians of training TLRs are generally too weak (read: not always) to focus and kill a healthy mon, things change in Legendary and Uber TLRs. For example, the Guardians of Planet's Fury are either of the two: Hydreigon + Haxorus and Kingdra + Goodra. Now, can you give me an example of any Pokemon reasonably healthy who can survive a focused assault from these beasts with Hyper Beam based combinations and what not? If you can, please show actual calculations in the process.
Naturally, this issue is even more aggravated on the boss battle. Ordering second every time, the boss can and will punch major holes in a team that will reasonably be all but healthy at that point.
3) Combination focused attacks are very hard to stop. This is perhaps the biggest problem. Even if everyone and their mother can see a gang-up assault coming in these scenarios, what can you do to stop them? Any countermeasure you can think of requires a proper sub, and a proper sub requires a proper condition to be triggered. Such proper conditions often require to be highly specific to be of any efficacy (ex: "If targetted by a damaging Flying-type combo, use Protect"), and for every sub you use to cover yourself this way, you're leaving yourself open to Taunt, Hypnosis, Thunder Wave and other moves. Moreover, a lot of the usual "countermeasures" to these moves are not effective in TLRs (ex: Counter/Mirror Coat cost too much energy and still don't prevent the damage taken).
For these reasons (and others which I guess will emerge during the discussion), I'm proposing to ban combination moves from TLRs completely - both for the challenger and for the TLR ref. If you feel this would make some TLRs too easy, we can always revise them to update their difficulty as such (and playtest them). But I feel we'll never get around making reasonably beatable TLRs without getting combinations out of the way.
Do you still doubt my words? Do you feel it is not true that combinations ensure kills easily for the TLR ref? Here are some examples through history:
http://www.smogon.com/forums/thread...r-pikachu-black-sulfur-caldera.3475891/page-2 : on Guardians battle, only a really lucky flinch prevented Engineer Pikachu from eating a combination attack from Camerupt (although it could be argued that Camerupt and Gigalith would have been better off just focusing Tentacruel or Revenankh rather than a wide-ranging attack that would not have killed anything, but I digress)
http://www.smogon.com/forums/threads/the-legend-run-windswept-meadow-the-wanderer.3479329/ : A good sample of how devastating can combo moves be - Wanderer loses a mon to a combo gang from Guardians, then Shaymin executes the rest of the squad with a sequence of combination moves.
http://www.smogon.com/forums/thread...44-maxim-ruined-eden-completed.3479263/page-2 : Guardians use combination moves on round 1 to mop the floor with Dogfish44's team.