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Pokémon Vortex

Ex-cel

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Everything posted by Ex-cel

  1. Mystic pokemon make the experience of playing the season Battle tower miserable. I can usually get past most of the battles using at most 3 pokemon. When mystics show up, this number goes up to 4-5. Which means it doesn't really increase the difficulty, doesn't make it a challenge, it's merely an inconvenience. I don't have to carefully strategize which pokemon should fight each opposing pokemon, I don't have to modify my team to cover for a certain type. I don't even need to use my entire team. The problem is that facing such inconveniences too often is simply frustrating. Don't get me wrong, I abuse the 25% extra damage that Dark pokemon provide to be able to OHKO anything in my way (main reason why the battles are not that difficult), and for that reason I think it's OK that Mystic pokemon are an option out there. But I can't help but feel like having the chance of something happening is kind of a cheap strategy when compared to taking the 25% bonus guaranteed. Games that rely on %s are in a tricky spot. Even if it's a feature of the game itself available to the player to use if he so desires, it can easily make the player feel cheated. Example: The frequency of instances in which my pokemon miss 4 turns in a row is not compatible to what the 25% chance to miss would suggest. I remember Patrick mentioning when the battle tower was introduced that the future plan was for each battle to have a chance of giving certain rewards and that it eventually replace the sidequests. This current event is interesting and I hope is a step in that direction (as it seems) cause I feel like some extra incentives would do wonders to my willingness to keep battling in the tower after a few battles being BS'd by pesky Mystic pokemon.
  2. Toxtricity is easy because it has a x4 weakness. The problem is when you find a gigantamax pokemon with no x4 weakness, which would already take around 3 hits to knock out, but it's a mystic that BS you and take 11 turns to hit 3 times
  3. I'm talking about this page: https://wiki.pokemon-vortex.com/wiki/Fungal_Cavern Apparently in the page destined to specific pokemon, it mentions they can be found there, but on the Fungal Cavern page they're not listed as possible encounters. Also here [ https://wiki.pokemon-vortex.com/wiki/List_of_Pokemon_By_Location ] the Fungal cavern do not appear as a possible location to get Barboach, Tympole and Magikarp
  4. Hey guys, been using the wiki to make sure I catch most of the pokemon in an area for the monthly leaderboard, but there are some pages that are incomplete and I am not allowed to edit, so if anyone is able to... The fungal cavern middle floor in the water the following pokemon are not displayed in the page: Tympole; Magikarp; Barboach
  5. You get points based on wins, total/average exp and Unique pokemon caught. But some stats are awarded points in relation to others. Lets say you have 100k average experience with just 4 unique pokemon. The amount of points you get for your average exp is less than someone with 50k average that caught 20 pokemon. Wins in itself do not grant that many points, but once you have a decent amount of pokemon caught, the exp you got in those wins are worth more and more points
  6. I remember back in the day these hunting events came along with double exp/money in battles Can we please bring those back? Searching the maps for legendary spawn pokemon feels like a huge waste of time given how luck based it is (my friend literally found the Pichu Halloween in his first encounter after the event started, while it took me like almost 2 hours to get one. Not to mention the 3 consecutive Zapdos that I found later... Not only it may take a while to have a legendary show up, but then you have a 50/50 of being a [somewhat] useless repeat instead of what you're looking for.) I much rather take the double money/exp (which is basically a guaranteed result for the time invested) route and then buy the event pokemon on the auctions later with said money. I get it that event pokemon should feel special in a way (thus hard to find), but it's nice to have the alternative option, you know
  7. Was playing the battle tower and an opposing mystic pokemon got paralized as I attacked it with Thunderbolt, but the attack didn't actually hit due to it being mystic. So no damage, yet the paralysis effect happened.
  8. Don't know if this is a known issue already, because I've noticed this a few times and it's not recent. Critical hit damage being done with no critical hit message being displayed. Nothing major, but I thought I would report. I've only seen this happen to Normal-type moves... I might be wrong though.
  9. The new system will definitely feel less repetitive than the "immune training" as mentioned in the update post. But I wouldn't go as far as to say it's "fun". To me it looks like it will be basically just like clan battles or sidequests (but randomized), which at least for me, are kinda boring to do. But fun is subjective, so let's talk about objective stuff about it. First, I hope that some measures were taken into consideration regarding how points are attributed to each aspect of the seasonal leaderboard. What I mean by that is that the average player's average experience by the end of a season will very likely become lower than it used to be, requiring it's value to be revised, otherwise I feel like it's just gonna switch "the meta" towards the unique pokemon stat drastically (unless you put a lot more time into battles than you used to...). Those are predictions, of course, but if how the score is calculated wasn't revised, in a season or two we'll be able to see if I was right. Now as mentioned, the new battle tower will definitely feel less repetitive than exp training does now, but to me it will feel a lot less attractive too. The thing is, when I dedicate time to place in the seasonal leaderboard, if I go the immune training route, alongside with the prize by the end of the season I get a lot of money, a decent increase in my account's total experience and perhaps a little increase in average experience. Thus, I have extra incentives to grind due to those permanent "earnings". Unless the prize money is calculated differently for battles in the tower, it will be less attractive to spend time on (even tho it might be more fun for some. Also, as mentioned in the update... It's all good when it's new, but even though it's completely random, might start feeling repetitive again after a while.) My suggestion to mitigate this is to include sidequests as viable ways to earn exp/wins for the season. Considering a lot of teams in the sidequests do not have 6 pokemon, it would be a way faster way of achieving wins, so I would understand if battle wins wasn't part of the equation. But in essence the fighting is near the same, so I think the exp earned this way could and should be considered. And I suggest that because it will feel like you're earning something else as you play other than investing time just to collect the prize by the end of the month (and a small portion of the previous exp you used to earn in previous months). Immune training grants you so much money that I, playing to get in the leaderboard this month, was able to buy a few event pokemon in the auctions + mega stones + new hisuian evolution items and I'm still richer than I was by the beginning of the month. This kinda feels like the reward for playing this month had all of those things in addition to the seasonal shop point that I get. Another problem that I have with how the exp/battle wins will be calculated is that facing a team of 6 level 100 pokemon, you very likely will not be able to gain level on most of the puny level 14's you get on the maps. So you'll grab them to increase the unique pokemon count, and let them sit there unused, because your time for battling is spent where only the big boys can play, it's the only place it will count towards the leaderboard afterall, decreasing your account's average exp unless you opt to simply capture and release around 300+ pokemon each month. (Not to mention hopefuly it won't increase the pointless pokebay auctions selling standard pokemon that no one wants for the minimum price, clogging up the front page of auctions and wasting everyone's time) I get the intention behind the changes, but I feel they're much more impactful than they seem at first glance. Thanks for reading this long rant.
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