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Seth Ruse

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  1. The aevium forms are probably one of the coolest parts of the game for me so excited to see more of them! Literally all of them are so cool and useable and good and qtofpqjguieqhbnqe Also bless the new team members for letting jan touch grass whether it was or was not against his will supportin the touch the grass dream
  2. My first ever save file of the game that was super bootleg when i was too stubborn to catch more pokemon than the ones I liked (roserade and salamence). Main team strategy: Tspikes Bulky Offense + a lot of protect stalling between pert and aegis Aegislash Roserade Excadrill Salamence(mega) Arcanine Swampert Swampert had random ev's and iv's, so did arcanine, I actually did have to at some point during the water gym get rid of my roserades EV's and invest her specifically to tank certain attacks so she could 6-0 the water gym because i struggled alot with that (you can see how slow my team is in general LOL) Mvps: Early: Mudkip best starter Budew line best pokemon line ever created not taking questions Early-mid: Swampert, Arcanine just because of intimidate and being a bulky fire, fire/water/grass core was OP at this stage of the game Mid game: Used to have a flygon and an alakazam that was ESSENTIAL to my team for speed tiers and it learned good moves leveling up (had a bronzong too that just literlaly just used as a pivot and for confuse / hypnosis hacks) Mid-Late: Swampert, Arcanine intimidate is too broken Late: Excadrill, Aegislash, Mega-Salamence, Surprisingly Roserade.. Mence was really bad until it received its mega and it became the hard carry through the rest of the game, literally 6-0'd most of the e4 + champion. Every fight in the game can be trivialized by Aegislash kings shield shenanigans + being able to live every hit. When I first obtained excadrill it was SUPER GOOD until the e4 where everything was just faster and stronger. Roserade was ESSENTIAL for a lot of fights I had problems with, especially the final fight where she HARD CARRIED. Honorable mention: Had a volcarona that I put over arcanine and it CLEANED UP alot of late game fights I would have normally struggled with. I ended up putting arcanine back in over volc because after I obtained Mence's mega I felt I just needed a bulkier fire type as a pivot so Mega-Mence could shine more and it gave good intimidate/wil-o-wisp support my team desperately wanted. My first playthrough of this game was a really rough one I'd like to say because at the very start I didn't know what to expect from the game and wasn't accustomed to the "meta" of the game of switching your team up, after doing a few runs in rejuvenation before coming back to this game I definitely learned better but this save file was just too far in I had to complete it with the 6 boys LOL Bashed my head against every boss with these 6 until I found the strat that won, so you know I had a ROUGH one but it made me really happy when I was able to do the elite 4 with them. Love this game and the people who made it, I'm definitely going to do a second playthrough on hard mode now that all these cool passwords are in (last i played there weren't any) and the overall QOL of the game has improved with the update (probably the main reason I hated the idea of getting new team members was grinding without xp candies LOL) and just so I can experience the full, uninterrupted story <3
  3. "We don't have details on every single instance of this as of yet, so allow us to work through trials of this before asking too many detailed questions. If there's any comparison that can be made-- PULSE battles in Reborn are the best I got. " This is a very good change, I never really liked the idea of the boss hp thing with the dynamax shield bars which is pretty much the main problem with them. I've shown rejuv to a few friends and walked each of them through it who are not particularly super knowledgeable on pokemon as a whole or competitive at that and I noticed they would always come to me asking me how to beat a boss and it was either a commonly harder gym leader or a boss pokemon, claiming "how do i win this is unbeatable". I did a third playthrough of the game and honestly the rift pokemons previous iterations where they just had a shit ton of hp without the dynamax bars were alot easier to navigate than having them. Some of them just require you to change a lot of pokemon on your team (this goes the same with gym battles) and for less experiences pokemon battlers who just wana find a bunch of pokemon they like using and deal with the problems with those pokemon they struggle IMMENSLY. But given that you just run into the problem of is this the audience we design normal for? Or is that the audience that story mode is for? What kindof game do we even want rejuvenation to come off as? Most of these players are kindof this middle ground of they want to be somewhat challenged or they'll get bored too quickly and say whats the point but they also don't want to have to think too much or put in too much more effort than they think its worth because then they'll think they're wasting their time when even a slight adjustment would make the difference. To me personally rejuvenation and reborn in terms of the battles have always been a use the tools we give you to solve problems you run into which I absolutely adore. But a majority of people who are gonna try the game don't even know their full type charts or the base stats of most pokemon or even know that they should check what moves a pokemon can learn so they can use it to their advantage in a difficult fight infront of them or that they should even catch a lot of pokemon so they can have options and not have to backtrack later when they look up a guide. TL;DR + conclusion I think some good solutions to the difficulty without having to change the entire foundation would just be at the beginning explain that the game is super challenging and that you'll need to follow certain concepts in order to progress at the start of the game. Like catching multiple pokemon and raising them is extremely essential to progressing, the ai is SUPER intelligent, and that you are at a distinct disadvantage in most situations because of field effects if you don't work around them correctly etc etc there are so many ways to get across the difficulty and so many ways to help it without just nerf batting fights. (with exception to boss pokemon) More hints here and there about what to use for example you talk to an npc in the gym or somewhere before the gym (for example: wow Crawli usually never loses but one time I watched him get completely swept by a guy using a crobat and a lot of flying types! it completely decimated Crawli's usual strategy of sticky webs offense!), maybe make the EV trainers cheaper and encourage the player to use it. Like you said more accessibility to good pokemon is a really good change aswell but I think getting evolution stones earlier would be bigger (for example you get a shiny stone pretty late into the story and if you get a togepi from your mystery egg its just mostly unhelpful until you unlock access to the stone and move relearner) Maybe putting more TM's in the game earlier that would be a HUGE change for a lot of early/mid/late game pokemon that are generally weak because good stats but no good move syndrome And the boss pokemon having dynamax bars is a HUGE problem to the difficulty of them, I wouldn't mind at all just reverting them back to their original states before the change and it would STILL be pretty challenging. Them not being affected by statuses like paralysis and sleep and from being flinched if I remember correctly? + dynamax bars puts a really big restriction on what you're able to do without the right team. (For example the Giratina boss battle early game most effective strategy is to poison it and switch stall between immune pokemon because no pokemon that early can live any hit from it and deal effective damage back, and right after it you fight a hard double battle with no chance to heal or save after so if you fail you have to fight the Giratina again before the double battle) I like the changes you've proposed so far looking forward to seeing the final version of them
  4. Little late to the party but wanted to give my thoughts on this even if jan already made a post I've read the OP and some posts within the thread and I come more in agreeance with the thought of intense is supposed to be a challenge and not something you're supposed to be able to easily run through without changing your team at all as if you're one monning pearl version with ur infernape using x items (also considering theres only so many fights per versions that are LITERALLY years in the making its fair that you have to take some time to deal with some of them). I think intense is a perfect way to experience the game because you go through so many hours of side quests to obtain better pokemon just for them to sit in your PC on normal. But on intense you've bashed your head into a fight for 20-30some minutes and come to the realization that maybe its beatable with good rng but intense mode in itself makes relying on rng alot harder which is one of my main gripes with it tbh, but then you go back to your box and think maybe I can use (X) pokemon over (X) and that will help me fill in this gap in my team I have against this boss, because lets be honest if you're making a well balanced team and have already played rejuv or reborn before you should not be having unbelievably frustrating issues where you're having to swap out half your mons until maybe Mt. Valor One example the OP pointed out in a sub post is the wailord boss in the goomy sidequest, sure the wailord seems daunting until you realize he cannot switch out so send out fodder mons with attack reducing moves and then send out reuniclus or milotic or any bulky mon with recovery thats not weak to ice and they easily 1v1 the wailord(bar getting crit!), so yes the fight makes you think and have to workaround its mechanics a little but I do not see this as problematic at all for a game mode meant to challenge your skill in the game. To me theres a much more problematic boss in that sidequest which is against Big Betty, to my current experience in order to win this fight Big Betty has to miss Wisp 1-2 times in order for you to win, sounds like its not that much of a challenge? and it isn't. Except Accuracy for opponents is just buffed for some reason on intense mode so you're just sitting infront of big betty for 30 minutes waiting for her to miss a fucking wilo wisp thats 95% accurate. Theres another big offender of this in my experience aswell which is fighting Morty in the Virtual Gyms sidequest picking fire starter, Both of these fights you can't change your team at all so you're just sitting infront of the screen pulling a slot machine damn near just waiting for it to hit jackpot. Neither of these fights were designed to challenge the players intelligence, teambuilding or anything, they were designed to waste your time which doesn't feel accomplishing when you're finally finished, just feel relieved. You might think maybe they should avoid giving you preset teams? Absolutely not because there are phenomenally good fights in this v13 alone that are great. Both Erins and Melias mission teams had GREAT boss fights at the end, and as the post described that "it doesnt feel like you're putting together a puzzle" the bosses in those two arcs really did feel like that, especially Erins, trying different leads, limit testing your mons, testing the see what the AI does in what scenarios, then finally finding the perfect two leads (A-Ampharos is a beast). At the time of doing Erins fight I legit thought it was impossible in my first 5 attempts and it gradually became more and more clear what the win condition was until I won, and thats why people love intense mode, that consistent feeling in boss fights of being faced with an obstacle you need to strategize to overcome and once you overcome that obstacle guess what theres a new one that sweeps your team because you thought the last one was the biggest problem, and then you figure out how to overcome that obstacle with your resources and repeat repeat repeat repeat until you've finally won, truly the best feeling. Now on the other hand, I agree with the field effects point. I disagree with the point that field effects somehow take away from the experience, because I think field effects are what make these games so interesting and pokemon-like as they make you think much of the anime (pikachu using the fire alarms to cover the onix with water to conduct electricity onto him). However I will agree with you that sometimes it feels a little TOO unfair how much the field effect limits you and you cannot change it, my goal would be to just have more field effects interact and change with eachother (HAUNTED AND BLESSED FIELDS ONLY INTERACTING WITH EACHOTHER) having a fight where the field effect is constantly changing and you're constantly having to adapt each turn to what the field will probably be next turn or two turns from now and adjusting your strategy accordingly just sounds like a cool idea and I don't see why they wouldn't want that over just "here you play on inverse field have fun". Another point I wana say something on is early game EV training, at the very least in intense mode, the hospital of hope lady should just be a permanent thing you get at the start of the game lol, I know its an RPG and all, but we already have the speedup button and EV training room locked behind AP early on, just let us spend our poke dollars to save an hour off our life running around trying to find zigzagoon so my marshtomp outspeeds whatever it is I'm trying to outspeed, those pokedollars arent going to potions anyway due to item restrict I don't think anyone would complain since pokedollars are actually kindof scarce early game so its not like you'd just be able to fill ur pc with a box of fully ev'd and iv'd mons, kindof balances it out and adds some decision making factor to it on which mon needs the evs and ivs more and which stats do I even need to be fully invested in for the upcoming fights. Main takeaways: AI having accuracy boost is probably the dumbest and most frustrating thing about intense mode and you cannot convince me otherwise, I would like to see field effects interact with eachother more, EV/IV injector for pokedollar lady needs to be in the game atleast earlier if not at the start of intense
  5. Listening to this masterpiece got me thinkin about this thread again praying for testing to be going well
  6. Refreshing 2 times a day awaiting one of those percentages to go up by 1
  7. So many characters I liked and so many I didn't Ended up going with Nastasia, Flora and Erin just thought they were the most interesting and thought provoking characters
  8. I think madamex might be tied to the player character moreso, I'm not saying madamex is the player that would be a bit out there and wouldn't make much sense in the story so far, but a sibling to the player I think isn't impossible with the growing mystery and intrigue surrounding the player and their potential family where we've gotten two I think? monologues and the complete shutdown after seeing (I'm assuming their old home) in the past near hiyoshi city and again after visiting zone zero we see seemingly what could be family or maybe just close friends of the player considering they were in that home that the player is resonating so much with? Also I would like to point out a little more of what you said of defeating madamex at blacksteeple castle, currently in v12 I'm not sure if it was also in previous versions but if you manage to defeat her, you get different text other than her defeated text of "father forgive me", she goes on and says some... rather odd things for sure, "It seems you actually do have some ounce of power, that in of itself is shocking to me, I can't say I'm not pleased with this outcome. It was my fault for underestimating you both." Now why would she say that? "I can't say I'm not pleased with this outcome"? I can't think of a single reason having not knowing everything of what there is to know so far, but this line just seems weird to me if madamex wasn't already familiar with the player already in some type of way. She then proceeds to instead of taking out her sword as you're running to push you off the castle, she says this, "I was going to save this for a later date, but it looks like you've proven your worth. You can go ahead and run but I'll catch you." and seemingly shoots a blue beam out at the player and knocks them and Aleita off the castle, and then the normal events transpire other than 2 boxes of altered dialogue of just her saying she underestimated us again. What that beam was or why she could only use it once is a mystery to me, this event is a mystery to me and madamex is a mystery to me still.
  9. Back in july the hard drive on my computer just randomly broke and I still to this day do not know why, at that point I had done most of the sidequests up to v11 on a normal difficulty save file and completed v11 on a intense difficulty save file (the one I'm most upset about) and both had near 100h or over of play time on them from breeding for difficult fights my normal team could not handle, ev training and item hunting. So you can just imagine how I just felt very discouraged to just start over immediately since all of that took a very long time and it was just funny to me how it happened weeks before v12 came out, just my luck I thought. but now after having played Sword I've and reminiscing about how invested I was into rejuv I want to know if someone has a save file right after the rock gym that I could use to play again since I just have to continue the story.
  10. Mystery egg luck, honestly I couldn't possibly have won without it, after I got pawn I waited for ditto and started fishing for good ivs, the entire battle rested on a damage range on the first eq from krookadile and speed tieing with minior this is the team I used btw
  11. I think the battle is only that hard because Melia's team is literally useless, all her mons get ohko'd or 2hko'd and don't do much back, I honestly think the battle would've been easier for me if I just had 2 of my own mons out vs 12, it ended with me rushing zetta down and having my bisharp (whos perfectly iv'd/eve'd) 1v5 the rest of gearens team with the little revives I had
  12. So awaiting for the newest version I decided to replay through V11 on intense, I've reached the double battle VS zetta/gearen of valor and it seems to me that its almost a tie between maria gym battle, maybe ren2, and Zetta/gearen double battle just due to the amount of things that had to happen in order for the teams I was bringing to win I'm curious of other peoples experience if anyone has replayed v11 on intense.
  13. Get a torkoal with drought, he learns heat wave by level up and if you give him a weakness policy and just have your second mon heal him every turn he 6-0's
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