Critical Hits, bad for the game?

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It is just really irritating to me for the game to swing on a critical hits when it seems you're going to win. How do you feel about critical hits?
 
It's pretty annoying, but it can keep pokemon from getting boring in huge stallwars or so.

I am usually not scared at CHs, but I go mad when it nails me at the worst possible moment. (READ: Lupo CHing my Blissey with Raikou's STAB Thunderbolt after we both Calm Minded x6)
 
Saying luck is a part of the game is stupid. Its the only lucky part of Pokemon games, aside from maybe getting paralyzed at the wrong moment but even then, that is what the move is supposed to do. I just think it's dumb to be able to lose to something you, normally, shouldn't, and having that turn the battle in another direction.

If it affects the CH moves, then just up their power by about 10 / 20 points, or max out their accuracy to still make them usable.
 
Critical hits are a part of Pokemon, whether you chose to accept it or not.

Sometimes they may well be fucking annoying or even game-changing, however, without critical hits, it simply wouldn't be true Pokemon.
 
Saying luck is a part of the game is stupid. Its the only lucky part of Pokemon games, aside from maybe getting paralyzed at the wrong moment but even then, that is what the move is supposed to do.

How is saying "luck is a part of the game" stupid?

Luck is everywhere in Pokémon, from critical hits and secondary effects to move accuracy and even move damage. It keeps the monotony down and, personally, keeps the game exciting.
 
I just think they are terrible for the game.

I thought the same in R/B/Y.

Saying 'it wouldn't be Pokemon' is not a good argument. They do nothing to help the game and only deter from its greatness.

Maybe it's because I play Yu-Gi-Oh. Luck is so prevalent in that game that i guess I just get sick of it when I see the most skillful game [Pokemon] I've seen.
 
Deal with it.

I mean, really, that's all there is to it. With new traits like Super Luck and such, you're gonna have to get used to them~
 
Saying 'it wouldn't be Pokemon' is not a good argument. They do nothing to help the game and only deter from its greatness.
*Sends out Curselax against blissey*


*puits 6 Curses up*


*blaghblahblah*


*opponent sends out Tyranitar*


*TTar can't hit worth beans against Snorlax*


*TTar user loses because of no CH*
 
I just wanted to start discussion about critical hits, don't grill me because I don't like them.

I just wanted others opinion.
 
I just wanted to start discussion about critical hits, don't grill me because I don't like them.

I just wanted others opinion.

Not grilling you on it.

Critical hits are a mechanic of the game. Stuff like Battle Armor are counters. If it bothers you that much, try to form a team with a Battle Armor Pokemon.

Or use Sub on everyone. >_>
 
If the topic is saying "Are critical hits bad for the game", saying "They are in the game" is completely nonsensical, nontopical, and stupid.

Person A: Hey, should murder be illegal?
Person B: Murder is a part of life, get used to it.

Battle Armor is not a counter. "Oh, I think he's about to get a Critical Hit! I'd best switch to Armaldo!" "Hmm, good thing Shell Armor was on my Cloyster, or that Zapdos Thunderbolt might have CHed me!"
 
If the topic is saying "Are critical hits bad for the game", saying "They are in the game" is completely nonsensical, nontopical, and stupid.

Person A: Hey, should murder be illegal?
Person B: Murder is a part of life, get used to it.

Nontopical?

And yeah, comparing murder with a game mechanic that is purposely put into the game is totally a real analogy.
 
What Obi said does make sense, that's kind of what I've been trying to say all along but couldn't quite put it into words.
 
lateThat hasn't been you point though, as you've been insisting they're bad for the game because you "normally shouldn't lose" to something you end up actually losing to because of a CH. I want to see your answer to Leonard's latest post though, as it's usually where "CHes shouldn't be in the game" arguments (rightly) end.
 
They keep the game from turning into stall wars.

And some Pokemon are really fun with CH's, like Absol. They improved him in a creative way.
 
Nontopical: not on the topic.

Yes, comparing a game mechanic to murder is a real analogy. If you wouldn't dismiss it because you don't like where it leads, then maybe we could have a real discussion. Tell me, where does the logical connection break down? If the topic is whether something is good, saying it exists is not a stance. "It should exist because it exists" is circular.

I have two solutions to Leonard's post's scenario. You could not leave in Blissey vs. a Curselax (works under current game mechanics), switch to Skarmory, and use Whirlwind. Put down a layer of Spikes or two so they can't just keep switching back in, and try and predict when Snorlax is coming in, and switch to Heracross or Metagross or something. If you can force Snorlax to Rest (it can't take special hits forever), then you can skip the predicting when it comes in step. The predicting step isn't really needed if you have Heracross, Metagross, or Machamp with a CB, just makes things a lot easier.

Solution two would be to just change how CHes work. I would rather have a critical hit just ignore all defensive stat increases and offensive stat decreases, but with no damage modifier. So a critical hit at base stats for both Pokemon would do regular damage, a critical hit with me at -6 attack and you at +6 defense would do damage like we were both at regular stats.
 
Yes, critical hits are annoying. I think when we wifi battle anyone we should ban them! And I think that all my moves should be 100% accurate, it's annoying when they miss. Missing/doubleteaming should be banned too for wifi likewise.

Similarly effect chances should be 100% to take out the guesswork of confusion etc. Of course, we'd have to ban freeze/paralyze too, but that makes things more strategic!

Also, damage shouldn't be variable! A single hit should always do the same amount of damage, so I'm recommending banning all moves except seismic toss until Game Freak fixes things.

Oh yes, I'd also like to ban useless pauses and animations during and around battle, and when surfing, that make leaf green etc. feel 2-4 times faster than pearl.


.............okay seriously, please forgive me the trolling. =P I didn't mean to mock anyone in particular, it was just my reaction from the question. To answer the original topic question: I feel criticial hits are fine. The few times they annoy me are when I'm unlucky and have a pokemon faint (I may get more annoyed if I play on wifi much) or when I'm unlucky and faint something I'm trying to catch.

Disclaimer: I have no problem with double team/OHKO moves/not-100%-accurate moves.

Second disclaimer: I haven't played battle tower much or had people use a restalking sheer cold+fissure (or whatever the combination is) Pokemon against me. I might grow more annoyed in that case.

Conclusion: I think it'd be cool if wifi battles had an option to play with no critical hits. I think it'd be even cooler if there were like 30+ options available if you're a crazy clause person or whatever...games like Advance Wars can manage a simple rules set up before battle.

And of course I think there are things that could be improved about Diamond/Pearl in general, and there is always in theory Competitor in the future to handle random clause options.

Random self-horn-tooting: "random critical hits and effect chances were probably even more annoying back when I made the PBS because A) I probably had no clue what I was doing generating random numbers and B) I think I thought blizzard had a 30% freeze chance then. >_>

LONGWINDED POST ENDS NOW
 
The Pokemon vs Pokemon situation is pretty ridiculous also. If you have looked at any list of Pokemon that was updated September 25th or after, you should know that GameFreak has recently added 107 or so Pokemon. And when you have 50+ Pokemon that can be used in the "Standard" metagame, it is very unlikely that you will have even one "Skarmory", "Heracross", "Metagross" or "Machamp" on your team, thus making CHs run rampant. This is where CHs come in.

You CANNOT CANNOT CANNOT counter everything with a team of 6 Pokemon this gen. This is why CHs are more needed then ever. To stil give you a chance, and not make the game as stale as "You don't have a counter for my Gyarados on your team, so I obviously win".
 
The nice thing about critical hits that's often overlooked these days (though it really wasn't in RBY) is that it tends to punish somewhat defensive playing and, if you don't have a massive advantage like Skarmory against a normal move, switching. This was highlighted pretty nicely for me in a recent battle with Zerowing I had, where I knew he had a CSpecs Salamence, switched Blissey in to take the hit, and was slammed to the tune of ~90% from a critical Draco Meteor.

I don't think this punishment of defensive playing and switching is bad for the game, though the amount it punishes has probably increased from RBY because of EV caps and stat-boosting natures, to the point where it can be quite a heavy punishment.
 
Also by throwing critical hits out of the window you've effectively killed some of the new pokemon and old which have traits which boost crits. Likes of Absol, Honchkrow, Dorapion all virtually rely on crits for their usefulness.
 
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