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Resource BBP Bug and Feedback Thread - Generation 9 Edition!

Raids still don't have an entry point.
You're at a severe disadvantage until you get your first set of vocations; there's no set of starting vocations and there's no new player raid like we have a Safari for. You have to go raw into a raid designed around having vocations and just, pray shit works out. Which it likely won't since it's a new player running this. I have already talked about this at lenght, but now we even have a good space to put it: Make it a reward for reaching trainer lv2, together with the lo-EXP record. Lv1 -> Lv2 is the first lvup that just feels like a minor bonus; giving something cool and unique for it would extend that period of charm I feel.
 
The raid frontier still mentions frost markers (wait are frost markers still here)
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It’s in the section mentioning that bosses can’t be taunted/encored/ect.
Full line with error: Bosses (but not minions) are unaffected by Sleep, Freeze, Flinching, Sluggish, by the move Encore, and Frost Markers
 
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Safari states (under Experience Allocation)
After pooled EXP is distributed, any effects that say to "Grant a Level" to a Pokemon are applied to that Pokemon. These rewards can raise a Pokemon's Level more than 1 Level higher than the Habitat's Level. (This is most commonly achieved with the effect of :luxury ball:Luxury Ball.)

However, Luxury Ball does not do this anymore, instead "Pokemon captured, with this Ball anywhere in their Tracker, are recruited with 5 extra EXP before allocation.", which is explicitly before pooled EXP is distributed, not after
 
(Duo: there is no cause for alarm, Mesprit does not know Attract (so is unaffected by Infatuation) so this is irrelevant to our match.)

Cute Charm is still probably a negative ability in a lot of cases: it breaks "if Protect then Calm Mind" style subs because you copy the Protect and then are protected from your own Calm Mind.
 
Random thought of the day.
I feel like the changes to realgam xp (progress is out of 10xp) made the battles less interesting to play and ref.
The stated reason for the changes was "people almost exclusively challenge cara liss, wally and hop at levels 2 and 3".
The problem was after the change instead people almost exclusively challenge arven and euscine instead.
The previous system encouraged players to pick something where the ref had a decent chance of winning and they could still hit the 10xp they need. The new system encourages players to try and make their win rate as close to 100% as possible.
 
It's too punishing to lose your first Safari at TLvl 1.

Capturing 2/3 Pokemon awards 7 EXP to two of your Pokemon due to how Pooled EXP is distributed evenly on loss
There's not enough variety in leveling activities at TLvl 1 for this to not be insanely punishing, especially since Safari's non-priority and Tree's priority queues are so long. Losing the first Safari closes off too much of the game.

At TLvl2+, alongside having access to more activities if you're stuck at that level, you can get the last few EXP you need from joining a Contest, where you can get 6 EXP on one Pokemon even if you lose. Contest queue is also much shorter due to supporting 3 players per ref.
 
Random thought of the day.
I feel like the changes to realgam xp (progress is out of 10xp) made the battles less interesting to play and ref.
The stated reason for the changes was "people almost exclusively challenge cara liss, wally and hop at levels 2 and 3".
The problem was after the change instead people almost exclusively challenge arven and euscine instead.
The previous system encouraged players to pick something where the ref had a decent chance of winning and they could still hit the 10xp they need. The new system encourages players to try and make their win rate as close to 100% as possible.
No, the stated reason for the changes was "people challenge Cara Liss and then forfeit after they do enough progress to reach their desired EXP threshold". I'm not removing the ability for someone to pick a harder challenge and get more rewards if they win, that would kill boasting as well.

I could perhaps be persuaded to do something like setting the progress reward on Arven/Eusine to 7 or 8 or 9 EXP, rather than 10. But progress won't be for more than 10 EXP at any point in the forseeable future.
 
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Something does not look correct here. Maybe "put a ball in the capture tracker" beats failing the capture criteria but this at least looks like a massive if hilarious trap.

Edit: I think this just looks like a trap and would actually work.
 
11.1 says combination moves are legal at level 1 and above, while 11.2 says combination moves are legal at level 2 and above

Also in the basics of battle:
Scorching Sands + Tailwind both share the Class "Material" and Subclass "Aetherial", so they can be combined if they share a legal target. In the case of these moves, since Tailwind targets "All Allies" and Scorching Sands targets "Any One Target", so you would have to target one of your own allies to attempt this combo.
Tailwind targets "User's Team," not "All Allies" and in 11.2a it says the scope of combination moves is the scope that includes the most Pokemon
So I am confused about this interaction a lot
 
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How do tree gimmicks work in relation to the marker changes?

Inflict Sleep upon the challenger's Pokemon, and give it a Restless Marker.
Sleep now just says "At the end of the subject's turn, if the subject has taken damage from an attack since their last turn ended: Discard this condition."

Presumably this gimmick is meant to just inflict a 1 turn sleep now, but I have no idea if it is 2 turn sleep, 1 turn sleep, gimmick cannot be picked/does nothing due to being invalid.
 
It's too punishing to lose your first Safari at TLvl 1.

Capturing 2/3 Pokemon awards 7 EXP to two of your Pokemon due to how Pooled EXP is distributed evenly on loss
There's not enough variety in leveling activities at TLvl 1 for this to not be insanely punishing, especially since Safari's non-priority and Tree's priority queues are so long. Losing the first Safari closes off too much of the game.

At TLvl2+, alongside having access to more activities if you're stuck at that level, you can get the last few EXP you need from joining a Contest, where you can get 6 EXP on one Pokemon even if you lose. Contest queue is also much shorter due to supporting 3 players per ref.
Yes. I am really sad about my loss of safari, and my loss of cyclohm.
 
Cherish Ball and Dream Ball both state "[this item is reserved for later]", with no effect
These items are obtainable right now by boasting in the safari zone
 
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