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Pokémon Legends: Z-A General Discussion

I just finish the Colorful Screws quests to get .... a BIG DOLL ?

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I just finish the Colorful Screws quests to get .... a BIG DOLL ?

How else are you to be reminded that you spent several hours collecting screws, especially past the point they no longer gave you benefits, so that Canari can own your soul.

It's even funnier if you did it before endgame. You hear a loud roar outside, you know things have just gotten serious... and there's the ridiculously large Canari Plush staring at you from the corner of your small room.
 
If anyone is interested on the level curve of LZA comparedto prior games:
https://www.deviantart.com/k2basior/art/849246059?action=published
gym_leader_and_elite_four_progression_by_k2basior_de1magb-fullview.jpg

I have taken mostly each promotional match as Gym Leader (so Zach, Yvon, Xavi, Rintaro, Vinni, Canari, Ivor, Corbeau). The tricky part E4 but I have decided to make Jacinthe tournament battles with Canari, Ivor, Caribou and Jacinthe as the Elite Four (similar how in SwSh you fight Bede, Nessa, Allister/Bea and Raihan) and Grisham Battle as Champion as it's first 6v6 Battle in the game and a change from the Type Experts before. One can argue Rival Battle before Ange can be treated as Champion battle but you can loss and progress with the game.

Sadly I don't see the approach of taking Terragon, Canari, Gwenn, Ivor, Philippe, Carbou, Lebanne and Jacinthe as the 8 GL as those battles are too close to each other and don't progress as much as promotional matches.

It's interesting how we start from the lowest 1 GL equivalent of lv 9 (same as Falkner in GSC) but later on we just multiple levels to reach similar level to prior games.

If you are interested what was my approach towards LA:
I took the Alpha Kricketune as the 1st GL, Noble Kleavor as Gym 2, Ride Ursaluna as 3rd, Noble Lilligant as 4th, Noble Arcanine as 5th, Ingo fight as 6th, Noble Electrode as 7th, Noble Avalugg as 8th. For E4 equivalents I have chosen the Alpha Zoroark, Goodra and Overqwill guarding the Lake Trio+Beni with the Champion equivalent being the Kamado fight at the Temple of Sinnoh.
 
I got to Rank A again on Ranked Battles, and for my wish this time I have a few notes:

  1. Pokemon to Ban: Pseudo Legendaries AND Legendaries/Mythicals. Or at the very least give them a handicap, like let's see if lowering their Level to 40 instead of 50 would be enough to even the playing field (if it's too much we can raise it, if they're still too good we can lower it). Also maybe permit some Moves they can have, like it would be nice if Garchomp couldn't have the Elemental Fangs...

  2. 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).

  3. Now I could be missing something, but is there anyway we can lock onto a target even if we're not holding the ZL trigger? Cause it's kind of annoying when I'm about to use a Thunderbolt on a Gyarados/Skarmory/Yveltal, only for them to slightly off screen so the game decides to target the Pokemon most visible on screen: a Garchomp (Metagross and Xerneas are also aren't too bothered by Thunderbolts). Would also help keep up with the runners (heck, maybe even make it so if you're locked-in you're able to run faster).

  4. 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.

  5. Connected to the above, let us still be aware what Pokemon our opponents have out while we're KOed. It's great we can choose what Pokemon we want to spawn in with, but what's not great is that our pick is based on 5 second old information. I could send in my counter for Garchomp only to discover the new threat is a Metagross, or a Xerneas, or some other wildcard that my spawned in Pokemon isn't equipped to handle. So now I have to waste one of my precious switch-outs or else be 1HKOed again.

  6. Finally, GF, can we hurry up some of the attack animations please? Especially for Steel-type Moves? I use Excadrill and unless she's Mega Evolved takes way too long to do Iron Head (and before you suggest it, Metal Claw takes about the same time to execute). By the time she does it, the Xerneas I REALLY needed that Iron Head to connect with is several in-game meters away and hitting me with a Focus Blast. We don't need our Pokemon to put on a show, when we select a Move we want our Pokemon to do that move at least within the second we picked it.
 
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.
 
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.

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 don’t get it.
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.

This is just playing off that to its extreme: squeezing all the new megas for every letter!
 
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.
 
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.
 
Not sure if anyone noticed but, convinently, we get a new Rogue Mega and it's stone which gives us an advantage vs next ranked Battle:

Mega Victreebel resists Canari Electric type and is SE vs Terragon.

Mega Hawlucha gives us an advantage vs Ivor including his Mega Falinks

Mega Barbanacle gives us an advantage vs Carbou Mega Scolipede

Mega Frosslass gives us an advantage vs Lebanne whole Team and it's Ice type has an advantage vs Mega Clefable Flying type

Finally, Mega Dragonite resists Griselle's Mega Pyroar and it's Dragon type is SE vs Grisham Mega Charizard X Dragon type. Plus both Griselle and Grisham use Pseudo Legendaries.
 
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.
 
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.
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.

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.
Is there any reason why you copy/pasted your post lol.
 
Sounds like you need to run more ranged attacks.

You'd be surprised how short the ranged attack's range is. The Pokemon still has to stop to perform the move, and so for someone who is already running away they can easily get out range whether its beams, balls, or summoned elements.

Is there any reason why you copy/pasted your post lol.

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.
 
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.
 
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.

What? I think you oversimplified/false equivalenced things a bit too much because that sentence doesn't make sense.

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.

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.
 
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?
 
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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.

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?

Would (adding the stamina) not also require that to overhaul the entire battle engine? Since it uses the same one as the story one?

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.
 
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.
1. Turning something off is a lot easier than adding a whole new mechanic.
2. You can't dodge roll against NPC trainers in the main game either, that isn't unique to ranked.
 
Can I do the local trades without Nintendo Online membership? If so can someone help in getting Scizor, Aromatise, Slurpuff and Johtonian Slowking? I can mirror trade:-)
 
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