I just wish the AI could actually battle and give sort of a challenge
I always wanted an Arbok evolving into a Hydra, getting 3 heads, losing a bunch of speed in exchange for both attacking stats, HP and a bit in defenses. And gaining the Dragon typing. With Arbok's movepool coupled with the dragon moves it could be quite a potent wallbreaker with a few exploitable weaknesses.
But Tyranitar is a pseudo-legendary used against the likes of Kyogre and Groudon and Darkrai is one of the most powerful ubers ever made if not for the sleep clause.If theres something we really need, new pokemon wise, is another OU viable dark pokemon, purferably special based. As it stands now, there is litteraly one (yeah, only fucking one) dark pokemon that gets regular usage in standard play, Tyranitar. Thats just funny. Sure, there was Weavile in DP, but he now suffers from Heracross syndrome and has long since been extinct in the metagame.
And there's only 3 dark pokemon (not counting Darkrai) that have a special atk stat above base 100 power, and none of them have the speed to sweep, or durablility, to hold their own in standard play.
"Scan for potential SE hits, if there is one, switch." wouldn't work, for instance, because any pokemon with a possible super-effective hit would immediately induce a switch, which means you'd never actually hit anything SE. It would need to assess things like "% chance to survive a SE/normal hit, % chance to kill in the number of turns you will survive, possible resistances/immunities to switch to against STAB or SE hits) and then come up with an overall % decision to switch.
I hate that in my Yugioh game :(. Anyways, I would think a better way is if either a) they can use a super effective attack on you, if no, the switch to something which can (if nothing can then dont switch)I thought he meant the computer scans for potential SE against you from their Pokemon, not from your Pokemon against their's. That wouldn't be realistic at all, and in fact would just be extremely annoying since they're using information they can't possibly know, like the AI in Yugioh games knowing which facedown Spell/Trap to destroy first or what stats your facedown monster has and attacking with the appropriate monster...
@Jumpluff: Blah, I want those dice things so much. :( Do you happen to know where one might purchase those items?
I thought he meant the computer scans for potential SE against you from their Pokemon, not from your Pokemon against their's. That wouldn't be realistic at all, and in fact would just be extremely annoying since they're using information they can't possibly know, like the AI in Yugioh games knowing which facedown Spell/Trap to destroy first or what stats your facedown monster has and attacking with the appropriate monster...
@Jumpluff: Blah, I want those dice things so much. :( Do you happen to know where one might purchase those items?
Problem with difficulty settings are that they don't stop patient people from sitting around, leveling up, and progressing through the game with ease, or simply trading over competitive Pokemon from another game (badge limitations and maybe preventing trades with other games could solve the latter).
I thought he meant the computer scans for potential SE against you from their Pokemon, not from your Pokemon against their's. That wouldn't be realistic at all, and in fact would just be extremely annoying since they're using information they can't possibly know, like the AI in Yugioh games knowing which facedown Spell/Trap to destroy first or what stats your facedown monster has and attacking with the appropriate monster...
FFVIII is unusual in that much, indeed the majority, of your strength comes not from levelling, but from junctioning. I'm not sure, but I think a level 1 with all the good spells junctioned to their stats will be stronger than a level 100 with no junctioning. Once you cotton on to the fact that the best way to get magic is by refining not drawing, it's far easier than in any other Final Fantasy to get overpowered very early on. (Have Shiva learn I-Mag RF, and collect Fish Fins from Fastitocalon's on the beach on the Balamb Continent, and you'll have 100 Water magics each before you've even entered the Fire Cavern).All this talk about level-grinding reminds me of Final Fantasy VIII, where unlike most other installments in the series, the enemy levels were determined by the average level of your party. Whilst the whole draw magic system was annoying, I kinda enjoyed that aspect of the game, as it rewarded your skill regardless of how much time you decide to take to level up, as long as you drew enough magic.
FFVIII is unusual in that much, indeed the majority, of your strength comes not from levelling, but from junctioning. I'm not sure, but I think a level 1 with all the good spells junctioned to their stats will be stronger than a level 100 with no junctioning. Once you cotton on to the fact that the best way to get magic is by refining not drawing, it's far easier than in any other Final Fantasy to get overpowered very early on. (Have Shiva learn I-Mag RF, and collect Fish Fins from Fastitocalon's on the beach on the Balamb Continent, and you'll have 100 Water magics each before you've even entered the Fire Cavern).
I mentioned this in the Ask The Admins segment in the Smog, but the rampant prevalence of Double Team and the almost-uncounterable nature of OHKOs (given all Sturdy pokes have lacking SpD stats and take at least neutral damage from the STAB moves of the pokes that know the OHKO move in Sheer Cold that has no immunities) give me no reason to believe that Nintendo is cognizant of how game-breaking these moves are in 1-on-1 play.
No RPG should prevent a player from level-grinding if they want to. Indeed, it provides a 'way out' for players who aren't good with tactics, or chose poor characters. If level grinding is not allowed, you either make it unable for some players to complete the story, or make them have to use a guide. Both those are bad.
On the other hand, it's bad for level-grinding to be REQUIRED on the standard difficulty level. Provided one doesn't habitually run from battles, one should usually be at high enough levels.
An easy solution for this would be to let all 1hko moves only work if the user is above the level of the target. This way, in battles, since everyone is level 100, 1hko moves would automatically fail. But they would still be useful against wild pokemon or gym leaders.
This would also prevent those annoying Sheer Cold Battle Tower pokemon from owning your team when they shouldn't. >_>
Come on Nintendo :<