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#801 | |
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Join Date: Jan 2012
Posts: 74
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If I have a +6 cosmic power Sigilyph, and if nobody in your team have the raw power to defeat it, you'll keep spamming attacks expecting a random crit. That means speed and def boosts are not balanced. What would you say if every slow pokemon had a 6% chance to hit first, potentially ruining all the boosts you grabbed ? "Critical hits save life" doesn't seems to prove anything. |
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#802 |
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Join Date: Oct 2010
Posts: 478
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Random hax are "a part of the game" because the original game probably didn't have a competitive metagame planned. It's the way the game was built. Now, part of Smogon's philosophy is that the better player (in both team-building an execution). There has been talk in the past about eliminating parts of the game to make it more skill-based, but then that train of thought was dropped in favor of at least trying to keep the metagame as close to the way the game was made as possible.
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FaceFaceFace: "Genesect is like the Terminator. Scary when he's coming after you, absolutely lovely with ridiculous punch-lines when he's on your side." |
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#803 | |
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Join Date: May 2007
Posts: 434
San Paulo - Brazil
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They are the best Pokemon to use because they conform to those previously considered side mechanics. Now, to be OU, you have to: - Have great base stats. - Have a good move list, or an excellent, specific move set. - Be good under weather. Bonus points if you are good at more than one. - Substitute the word "good" with "awesome" or "top of line" if you're weak to SR. Everything else is neglected to lower tiers, even if they conform to the two first points (good stats and moves). Personally, I've never saw a Pokemon centralise a metagame so much like SR and weather is doing. I don't want them gone, just altered to an "optional viable strategy" status instead of "use them or lose", because atm even countering them is not an option.
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かえんほうしゃーーー!!! わはははーーーー!!!! |
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#804 | |
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Give me the number for 911!
Join Date: Aug 2010
Posts: 544
USA
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Critical hits really do save games, even if they are incredibly annoying oftentimes.
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![]() kawakimi: UR DUM kawakimi: N WEIRD Completed Analyses: 16 In Progress: 2 |
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#805 | |
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Join Date: Oct 2010
Posts: 478
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That's on you if you let a Sigilyph (by all means not a very threatening Pokémon) get up to +6. If Baton Pass were actually that good then we would see it more and the metagame would be more prepared for it. There's an answer to everything in the game, and one of those answers is prevention. If your team can't handle DDnite after he's set-up, then you either adjust your team to account for it or you add ways to keep it from setting up. It's not fair to the opposing player if they have you dead-to-rights but you hax your way out of it. That's part of picking Fire Blast/Hydro Pump/Focus Blast over Flamethrower/Surf/Hidden Power Fighting, you're acknowledging that you're going to lose games because you're going to miss some attacks.
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FaceFaceFace: "Genesect is like the Terminator. Scary when he's coming after you, absolutely lovely with ridiculous punch-lines when he's on your side." |
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#806 | |
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Join Date: Mar 2011
Posts: 96
New Zealand
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-You're opponent has outplayed you or; -You haven't prepared properly for a threat Thus, crits should not bypass defense boosts as it (essentially) steals wins from players that should have won the match. There really isn't an excuse for letting something like Sigilyph get to +6. Or +3 for that matter. That's just my feelings anyway. |
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#807 | |
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Join Date: Sep 2012
Posts: 104
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ATM, though? Scald is broken. Surf is a standard for attacks, sitting at the same tier as EQ, Return, and similar, and it gets ignored on everything but the most offensive sweepers. Scald is simply too good for the game as-is. |
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#808 |
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Join Date: Mar 2012
Posts: 277
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My suggestion to help make the metagame less hax-reliant to stop setup sweepers such as Cosmic Power + Stored Power Sigilyph is to cut the critical hit rate of all attacking moves by 50% so people can't rely on them as often. Super Luck/Sniper/Scope Lens would be nerfed appropriately.
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#809 |
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Join Date: Apr 2006
Posts: 1,084
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I guess I'm in the minority, but personally enjoy critical hits and all that sort of thing. And I really liked playing RBY where there was a lot of critical hits around (some Pokemon had critical hit ratios of over 20% back then, and moves like Razor Leaf and Slash were almost 100% likely to critical hit on some Pokemon like Persian and Venusaur).
Obviously though, it's not good in a tournament when you only have one battle per round and you lose because of a critical hit (although the tournaments where they do "best of 3", or even "best of 5" can help counter that sort of thing), but on the ladder overall I don't think it matters much. For every battle you lose because of a critical hit you'll probably win another battle because of one, so in the ladder it usually balances out, and you'll still see the best players at the top and the worst at the bottom.
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Shedinja fainted! |
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#810 |
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Join Date: Oct 2009
Posts: 1,073
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I really think we should take liberties with the game to make it better, since game freak isn't exactly fine tuning everything. As far as critical hits go, they are uncompetitive as it gets. Generally you don't let the enemy set up to 6+, and even if they do there are many ways like trick to stop the barrier and whatever sweepers. In tandem with out lovely weather based matchups, it's nearing the point where a good team/player can't win everything
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#811 |
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Join Date: May 2007
Posts: 434
San Paulo - Brazil
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I believe CH only got overboard after DPP, when everyone and their mother started running around with 100+ BP moves of whatever type coming off their best stat for little to no drawback, and the addition of new boosting moves and items.
Unless we go back to using stuff like Brick Break and Dragon Claw, CHs will continue ruining games. But, considering Kyurem's new forms, it looks like Game Freaks is taking a TCG approach to the games ("make everything more powerful because if it doesn't hit harder than before then it sucks and nobody will buy it") and we'll get a Dragon-type V-Create.
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かえんほうしゃーーー!!! わはははーーーー!!!! |
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#812 |
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Join Date: Feb 2013
Posts: 5
In France?
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I want no weather to be a viable play style in the same way atheism is a religion. Imagine if air lock was on a u-turner. imagine a move called clear skies that inflicted double damage if it cancelled weather and had excellent distribution. The a imagine an abuser of no weather, with the ability homeostasis this Pokemon loses power in weather but gains power without. If anti weather becomes a viable style the very threat of it should lower weathers usage or at least make no weather vs. weather a more interesting match. At the moment we either kill weather or endorse it with some much needed balancing.
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#813 |
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Join Date: Nov 2011
Posts: 29
U.S.A.
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I don't believe critical hits are an issue. It is part of what makes a game more fun because of one players immense joy and the other player's rage.
OT though, - Weather needs to take a hit. Maybe create new ability that has good distribution (maybe Nidoqueen, new bulky ghost type, special offensive water/fire type, and bulky ice/fighting) and clears weather when it comes in. - Another bulky spinblocker. Jellicent is becoming boring to use and Sableye doesn't always out so well. - A "good" rapid spinner. Something like a bulky (physically defensive, similar to Skarm w/ low offense) Ghost/Steel w/ levitate doesn't sound like a bad idea. Not only would it drive the nail straight into the power creep, but give it a pal (a blissey type pokemon) and we could see stall making a comeback. - need to reduce burn chance on Scald. It will still make its appearance on pokes like Jelli, Vapor, Tenta, but it will be denied over surf/hydro P for the pure power output on pokes like Rotom-W, Politoed(I am aware they typically use Hydro, but I do seem them packing Scald on occasion). - Plethora of bulky, lower pokemon that can tank non-super effective hits from the meta and turn what are currently 2HKO's and 3HKO's and turn them into 4HKO's and 5HKO's. It gives them more time to set up some defense and combat the Hyper Offense teams that are swinging like wrecking balls in today's Meta. |
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#814 |
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Banned deucer.
Join Date: Oct 2012
Posts: 549
Texas
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To me, critical hits are rather annoying, especially if you've sacked someone to Draco Meteor in hopes of setting up on the -2 Dragon, and then getting OHKO'd because of a crit. I hope that GameFreak will keep the critical hit ratio the same for lower powered moves, but decrease the critical hit ratio of stronger moves in proportion to the original base power of the moves. Therefore, weaker moves like Tackle would maintain their CH ratio, while overpowered moves like Draco Meteor and Outrage would have vastly decreased CH ratios. Having critical hits negate the opponents stat increases is good and helps check bulky set up sweepers, but having them negate your own stat drops is overkill, IMO.
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#815 | |
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Join Date: Feb 2013
Posts: 79
1+1=2
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[B]VM for a OU or Ubers Rate! |
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#816 | |
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Join Date: Oct 2010
Posts: 478
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FaceFaceFace: "Genesect is like the Terminator. Scary when he's coming after you, absolutely lovely with ridiculous punch-lines when he's on your side." |
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#817 | |
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Join Date: Sep 2008
Posts: 127
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#818 |
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Join Date: Oct 2010
Posts: 478
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Magic Bounce would block Taunt, Magic Guard would do nothing but prevent passive damage.
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FaceFaceFace: "Genesect is like the Terminator. Scary when he's coming after you, absolutely lovely with ridiculous punch-lines when he's on your side." Last edited by Lord of Bays; Feb 24th, 2013 at 12:11:36 AM. |
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#819 | |
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Join Date: Apr 2012
Posts: 480
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More seriously, I have never ever seen such a thing. Farfetch'd isn't fast enough and doesn't hit hard enough (even at double power!) for a metagame infested with Prankster Groudon, Skill Swap Normalize Gengar, and Wonder Guard Spiritomb. (Or even the hilarious Sturdy Shedinja.) It only doubles Farfetch'd's damage. Base 130 attack (instead of 60) isn't actually that outstanding for that metagame. Why? Because Groudon just got to +6 attack with Belly Drum and is spamming Nature Power for +1 priority earthquakes. No Guard Inferno Reshiram is chopping your people up. Drizzle Palkia and Swift Swim Specs Kyogre will end you if you don't carry a water immunity. (Or damage immunity.) But this is the OU forum. The point is that scads of critical hits are not enough on their own to make a Pokemon good. They will not make Farfetch'd fast. They will only allow him to deal half the damage (with his most powerful attack!) that Aggron can dish out on a normal Head Smash. I think you're grossly exaggerating the importance of that doubling for most Pokemon. (That said, Prankster Groudon will take all the crits he can get.) |
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#820 | ||
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Join Date: Jan 2012
Posts: 74
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Oh, and when I say I hate CH, I'm consistent. I sincerely apologize when I win because of a random crit when I had to lose, and it doesn't make me "happy". |
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#821 | |
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Join Date: Apr 2006
Posts: 1,084
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Something they could do is make the critical hit ratio increase according to your opponent's defense modifier. For example, if your opponent is at +1 defense, you have a 6.25% chance to crit, then if they're at +2 you have a 12.5% chance, and so on.
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Shedinja fainted! |
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#822 | |
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Join Date: Jun 2008
Posts: 523
Mandaue City, Philippines
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@above, the weakness of defensive set-up (Cosmic Power, Stockpile, etc) is that it can be beaten by a critical hit, rendering all those turns of setting up wasted. Why then should critical hit ratio increase against them? Doing so makes defensive boosting less viable as it is now. I'd say the critical hit chance now is good as it is. If there must be a change, it should be that there be more incentive in boosting critical hit chance, so that items (Scope Lens), abilities (Super Luck, Sniper, Battle/Shell Armor) and moves (Focus Energy, Lucky Chant, Night Slash, etc) to be of greater value. Something like this:
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Want to PLAY a brand new metagame? Visit this Equal BST Metagame thread and tell us what you think. Ever tried A Monotype Take on the OU Metagame? Visit the thread and share your experience. |
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#823 |
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Join Date: Sep 2008
Posts: 1,793
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Critical hits serve as a fail safe against excessive defensive boosters. If they were really as broken as you are all implying, abusing them would be a much more viable strategy (see: RBY metagame). They are the least of our worries when we have behemoth attacking stats and weather having a much more noticeable and consistent impact on gameplay.
As a technical issue, keep in mind that we can never ban critical hits unless they can be turned off or removed from the cartridges. I understand that's what some are arguing for, but I'm just pointing it out
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In-Game Name: Anthony FC: 3309 2165 3231 I use legal hacks.
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#824 | |
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Join Date: Jan 2012
Posts: 74
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If you want math, i'll do math. Chance of not having a critical hit (can seems strange if you have never done stats, but it's the way it works) when you hit 10 times : [(100-6.25)/100]^10 = 52.4%. So about 50% chance to make a crit when you hit 10 times (higher than many would expect). [(100-6.25)/100]^30 = 14.4% of not having any crits when you hit 30 times. So my numbers were exacts (just rounded up a very little bit, hope you'll forgive it). And I don't ask for the suppression of CH, they are part of the game, whether I like it or not. I would just like that the defensive bonuses could not be negated by critical hits. Still double damage (which is strong enough), but no "anti-armor" effect. |
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#825 |
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Join Date: Sep 2008
Posts: 1,793
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That would be pointless at any defensive boost above +2, essentially. You are far less likely to land the crit at that point than after multiple attempts against a +6 opponent. A crit at +2 would be like a regular hit, but a crit at +6 would do nothing significant.
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In-Game Name: Anthony FC: 3309 2165 3231 I use legal hacks.
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