I just finish the Colorful Screws quests to get .... a BIG DOLL ?
I just finish the Colorful Screws quests to get .... a BIG DOLL ?
I don’t get it.
Just to be clear, movement speed is an actual mechanic here, with some Pokémon moving even faster than the player character. Speed buffs already greatly boost that, but if you're using Steelix, you'll never be able to outrun a Talonflame locked onto you, for example, even if you're both at +0 Speed.Give players stamina. I'm getting REAL tired of people running away and if you decide to go after someone else they turn around and sneak attack you. It's one thing to use the movement to dodge attacks, it's total BS to make people chase you without anyway to catch-up. So I think players should have a stamina system:
* They have 5 seconds of stamina to run.
* If they run out of stamina they switch to a sneaking speed and have to wait 5 seconds for their full stamina to return.
* If they stop running before running out of stamina, either standing still or sneaking, for each second they're not running they regain a second to their stamina (though the max amount of stamina is 5 seconds).
Just to be clear, movement speed is an actual mechanic here, with some Pokémon moving even faster than the player character. Speed buffs already greatly boost that, but if you're using Steelix, you'll never be able to outrun a Talonflame locked onto you, for example, even if you're both at +0 Speed.
There was an observation (likely partially joking, partially serious considering it was tied to a couple hour long video iirc) that the megas kept looking they ere designed with an X or Y type sillhouette.I don’t get it.
A Pokémon being faster than the trainer means they can't keep running away - even a Pokémon as fast as something like Agility Mega Dragonite (the fastest Pokémon in the game) wouldn't be able to dodge a Dragon Rush from Mega Garchomp because Dragon Rush locks into the enemy and, despite Mega Dragonite being faster, the trainer will let Garchomp catch up to them.I don't see how that applies to my complaint. So some Pokemon are better at doing the runaway strategy then others, it's still a cheap strategy which, after having facing it several times, is starting to feel like an exploit of the free moving mechanic than what was intended. And note the Pokemon who are perfectly capable of doing the runaway strategies are the popular ones being used, notably I've had this experience with a few Xerneas who ran around until you stopped chasing them so they could setup a Geomancy and start sweeping.
A Pokémon being faster than the trainer means they can't keep running away - even a Pokémon as fast as something like Agility Mega Dragonite (the fastest Pokémon in the game) wouldn't be able to dodge a Dragon Rush from Mega Garchomp because Dragon Rush locks into the enemy and, despite Mega Dragonite being faster, the trainer will let Garchomp catch up to them.
ngl the malamar one is genius
Sounds like you need to run more ranged attacks.I don't see how that applies to my complaint. So some Pokemon are better at doing the runaway strategy then others, it's still a cheap strategy which, after having facing it several times, is starting to feel like an exploit of the free moving mechanic than what was intended. And note the Pokemon who are perfectly capable of doing the runaway strategies are the popular ones being used, notably I've had this experience with a few Xerneas who ran around until you stopped chasing them so they could setup a Geomancy and start sweeping.
I have yet to play PLZA yet but this sounds extremely similar to a problem I had in Halo: Reach. Reach's PVP was supremely garbage in part because of the shitty system, so not a good look for PLZA.Let us choose a new spawn point. If we get KOed, in addition to deciding what Pokemon we want to send out next, we can also choose which corner of the map we want to respawn in. I've had both moments where my opponents are completely on the otherside of the field and I have to waste precious seconds to get back into the battle (with plenty of times only to get KOed, teleported ALL the way back to my spawn, and have to run over again) AND moments where everyone was on top of me and my Pokemon would pretty much get spawn killed cause I had no time to react.
Is there any reason why you copy/pasted your post lol.I don't see how that applies to my complaint. So some Pokemon are better at doing the runaway strategy then others, it's still a cheap strategy which, after having facing it several times, is starting to feel like an exploit of the free moving mechanic than what was intended. And note the Pokemon who are perfectly capable of doing the runaway strategies are the popular ones being used, notably I've had this experience with a few Xerneas who ran around until you stopped chasing them so they could setup a Geomancy and start sweeping.
Sounds like you need to run more ranged attacks.
Is there any reason why you copy/pasted your post lol.
Well, that's like someone saying Rapid Spin and Defog exist to someone complaining about hazards, and then you say that's not a solution because everyone runs hazard control. The fastest movement speed Pokémon are not attached to pseudos (Metagross is actually very slow) or the actual Speed stat - if you're not using moves that are sure hit (like Dig, Thunderbolt, Psyshock, etc), while also using Pokémon that are slow to move, then you're just making a glaring weakness to people running away from you.Cause honestly they didn't say anything which garnered a different response. Infact I'm still not clear on what @Ropalme1914 is trying to point out. Yes, I understand different Pokemon have different speeds and that can effect how well the runaway tactic can be... And then what? How does that address the issue I've pointed out? Are they saying "just use faster Pokemon", cause that's not a solution. That's like saying "just also use Psuedo-Legendaries/Legendaries" with my problem of those Pokemon's domination. I'd rather not have the Ranked Battles become centralized with a small group of OP Pokemon and avoidance tactics which feel more of an exploit than slightly positioning yourself & Pokemon to get out of a way of a move.
Well, that's like someone saying Rapid Spin and Defog exist to someone complaining about hazards, and then you say that's not a solution because everyone runs hazard control.
The fastest movement speed Pokémon are not attached to pseudos (Metagross is actually very slow) or the actual Speed stat - if you're not using moves that are sure hit (like Dig, Thunderbolt, Psyshock, etc), while also using Pokémon that are slow to move, then you're just making a glaring weakness to people running away from you.
What? I think you oversimplified/false equivalenced things a bit too much because that sentence doesn't make sense.
I do use Thunderbolt, though it's not a fix to my issue (and while I don't use Dig I do use Drill Run). I'll admit my Pokemon are average speed (I mainly experience this issue with Excadrill and Gyarados), but once again it sounds like the solution you're suggesting to anyone who is having this problem is "just use a faster Pokemon". Is suggesting adding a stamina bar to running really that bad? Like I can only think the people who don't like it are those who use running away tactics... Ropalme1914, do YOU use run away tactics?
Anyhoo, whether you do or not, obviously this is something which either you've never experienced or decided to turn a blind eye toward. You do you, but for me it's an issue and I'm gonna complain about it. And, seems like I'm not alone.
I mean… its a legitimate part of the strategy… I don’t like getting sniped by a Tbolt from halfway across the map but I’m not calling for removing unblockable moves because almost every mon in the meta uses one.
Would (adding the stamina) not also require that to overhaul the entire battle engine? Since it uses the same one as the story one?
1. Turning something off is a lot easier than adding a whole new mechanic.Well, think of it this way:
Yeah, the Thunderbolt snipe is annoying, but there is progression going on even if its at your expense. Your Pokemon got KOed, they get a point, you respawn in 5 seconds (with a fully healed team and your switch counter reset) and get back into the fray.
But with the running away strategy, what if I decide NOT to break the chase? The running away strategy relies not on the strategy itself to cause progression but rather outside factors to then break the strategy. These outside factors are either the chaser giving up or another player intervening. But if the other players decide to focus on each other (or, in a more humorous thought though probably impossible scenario, we get a line of players chasing each other), and I decide not to stop chasing, then there is no progression going on at all (at least between the runner and chaser). All we'd be doing is the runner focusing on not trying to get hit waiting for an "opening" that'll never come and the chaser doing trying their best to get close and seeing what move could possibly close the gap only to find there's nothing that can be done (yes the chaser doesn't want to stop cause they know the instant they do the runner will sneak attack them).
Yes, the free movement mechanic was planned with the idea the players could use it to dodge attacks, but in the sense that they're still actively engaging in the battle. You dodge an attack in order to directly counter with one of your own, not to keep playing keep-away until you annoy the opponent into trying to focus on someone else so that you can freely setup / sneak attack them. Also, think of this, the battling system was likely meant to try and incorporate some of the action we see in the anime; now how boring would this strategy be to watch if they for some reason decided to animate it?
Well you can't dodge roll during Ranked Battles, so I imagine they can apply new rules/restrictions to one mode and not the other.