Jump to content

Mionee

Veterans
  • Posts

    31
  • Joined

  • Last visited

  • Days Won

    1

 Content Type 

Profiles

Forums

Events

Reborn Development Blog

Rejuvenation Development Blog

Starlight Divide Devblog

Desolation Dev Blog

Posts posted by Mionee

  1. 30 minutes ago, Cyphre said:

    Because no one asked for help nor needed it in this topic, nor there was any impications about needing it. However in every topic like this people still come with their "actually, it's very easy, you just do that and that". Yeah, everyone know. This discussion isnt about that. 

     

    Yeah, everyone knows. That's why the OP is trying to use a Steelix and praying for parahax. I see.

     

    The entire post is about that one pokemon even. Not the field in general, just how it affects Aegislash. Not the "bad game design" or whatever else, just their (legitimate) frustrations with how Aegislash is hard to deal with. But yeah, sure, the discussion isn't about giving tips against it, and the OP totally didn't end with an attempt at giving a way to deal with Aegislash.

     

    Ah, well, whatever.

    • Thanks 1
    • Upvote 2
  2. I personally haven't noticed v13 being more or less difficult than the previous versions of the game. I did, however, notice a lot of friends who were overly relying on items and switch mode having a harsh wake-up call since v13 doesn't let them use that anymore. Out of curiosity, did you use items before?

     

    While Melia and Geara are definitely stacked fights they're far from unbeatable even with trash tier mons, Here they are getting beaten by LC mons, without even a full team in Geara's case: https://www.youtube.com/watch?v=LxjbnWrNG10&list=PLvLVu3yu-0q0uewKyvHn0VRT6V86jZ7s7&index=10 / https://www.youtube.com/watch?v=3eSkOE1dd0g

     

    I do however agree that the fields ought to be more dynamic, as I too absolutely hate when a field cannot be changed at all. That said, note that even in those cases you can *always* summon certain fields with pledges, weathers, etc. However I don't have an issue with leaders having countermeasures to field changes. Of course they want to preserve their advantage, so I think it's good that Amber continually tries to revert the mountain back to her volcano top. It would be very boring if you could just put every fight into a garbage field without them being able to do anything about it,.

     

    Regardless, the difficulty is imo just right. Personally, I'd even welcome even harder fights if anything. There's Normal and Casual for a reason, and honestly, there's nothing wrong with playing those difficulty modes! I don't recommend any of my friends to play intense unless they're really feeling masochistic and that's the way it should be, imo.

     

    • Like 5
  3. 3 minutes ago, MhicKy said:

    I wouldn't be so sure about that, I do think the AI knows which move you'll pick, a good example was when I was fighting the Rift Gyarados

    I started the fight with Boltund to paralyze it with Nuzzle, it works but then my Boltund survives the Phantom Force with 6HP, then Gyarados uses Shadow Sneak to KO him BUT if I decided to heal Boltund with a Hyper Potion he then changes it's move from Shadow Sneak to Waterfall (dealing enough damage to keep Boltund on the red) if I keep using potions he will keep using Waterfall and leaving him in the red, if I decide to attack he then uses Shadow Sneak to attack and KO my Boltund first, which other explanation there is to this other than "the AI knows"? If it didn't knew then when I healed Boltund it would just carry on using Shadow Sneak and allow my Boltund to get another turn instead of keeping this cat & mouse game where my Boltund's KO is inevitable..

    Yeah, I think it knows if you did something *other* than an attacking move (ie switch, item, whatever). But it defo doesn't know which *move* you picked (move as in, an attack command only). I play with no items so I'm not too sure how much it adapts to those, I'll trust your word that it does indeed know when you heal.

  4. As a general rule of thumb, the AI doesn't know which attacking move you will pick* or what you will do in general**, but the AI knows everything about your moveset, your stats (even your IVs and everything), your items, yadda yadda.

     

    *at the very least it doesn't know enough to use sucker punch accurately.

    **It does have a degree of info, since its move selection can vary depending on whether you stay in or switch to another pokemon. It definitely doesn't know which pokemon you're sending in though and absolutely doesn't predict it  - the only case I encountered this was a chandelure that would switch out if I used any move and stay in if I swapped to another pokemon. 99% of the time it doesn't take that into account at all and behaves the same way regardless.

     

  5. I personally see no issue with it as long as you have access to the items that lead to it being actually possible within a realistic timeframe. I've done manual breeding in countless Pokemon games already, with boxes full of perfect parents for every egg group (including one rejuv playthrough), and I honestly cba wasting more hours on this in new playthroughs or new games.

     

    My general rules:

    - Before Destiny Knot, I catch pokemon normally, and just reroll IVs randomly until I get something half decent (not fishing for 31 Atk Adamant, but something like 20ish atk 20ish speed will be good enough).

    - After Destiny Knot/Power Items and once I have access to enough species to breed the IVs down to every egg group, I feel free to edit custom perfect IVs through debug. For non-breedable Pokemon, I still stick to randomyl rerolling until it's decent like mentioned above.

    - if I want to edit movepool, I am very careful about egg moves and make sure I actually possess all of the correct mons to chain moves down to the potential baby. If I don't then I make sure I catch the pokemon myself, doing necessary events/exploration if needed.

    • Like 1
    • Upvote 1
  6. On 12/1/2019 at 4:29 PM, Autumn Zephyr said:

    I mean, can anyone really say with a straight face that pincurchin is on the same level as goodra, garchomp, metagross, or hydreigon, all of which are pokes we already have access to?

    In a regular pokemon metagame? Of course not (although, debatable, pincurchin is actually lowkey good lol). In a game such a Rejuv pincurchin would be absolutely bonkers, yes. I would always want terrain setters on my teams regardless of their power levels, and yes i'd rather have a pincurchin over a garchomp in many many battles. It's just way too disruptive for AI strategies, completely blocks most of their seed usage, would make most of their movepools which are tailored to abuse fields a lot worse, etc.

     

    I think the abilities should be kept to post-game, not the mons themselves. They might be balanced in a regular pokemon metagame but they certainly are not given the importance of terrains in games like Reborn or Rejuv. It's the same reason you'd almost never use moves like Grassy Terrain/Electric Terrain/etc in regular games, but in Rejuv it's not exactly unusual to keep those moves around. Even end-game 'minibosses' can be completely destroyed by a single mon on the correct terrain, as a matter of fact Gogoat with Grassy Terrain/Bulk Up/Horn Leech totally destroys the kingdra battle 1v6 for example and there are many similar battles that would be completely trivialized if you could setup electric terrain or whatever for free.

     

    It goes way, way beyond just having a speed boost blaziken or w/e OP mon. Adapting to fields and/or finding ways to change them into fields more suitable for your team is, imo, the bulk of the fun of battles in rejuv compared to regular pokemon games, and adding the ability to just negate fields for free in every single battle would destroy that.

  7. I'd be genuinely concerned if terrain setters weren't kept for post-game. Maybe a more elegant solution could be to enable access to hidden abilities during post-game (for these specific mons at least, maybe even in general)

     

    Terrain gimmicks are what keep fights interesting. Imagine fighting Souta or Adam without their terrains lmao, at least right now if you want to change terrains you need to waste some turns.

  8. Echoed Voice is not working properly.

     

    It's basically working as Fury Cutter 2.0 atm, when it should work completely differently. The counter should not be on a pokemon-per-pokemon basis - it should increase as long as it was used by any pokemon the turn before (misses, immunities, etc, still work to increase the counter). That means that if you outspeed, use it, then faint, send a new pokemon and use it again, it should deal additional damage as if the chain was uninterrupted. It means that if the opponent used it last turn, and you use it the following turn, you get increased damage. If your partner used it in a double battle last turn, the mon that didn't use it should get increased damage the following turn regardless.

     

     

  9. On 8/7/2019 at 6:22 PM, GreatNinja said:

    Anything else I forgot?

    Kowapugunga whatever the whale in a sidequest. And all the goomy formes. Big Betty might have custom stats too? It felt stronger than a regular Emboar, maybe it just has busted EVs instead.

     

    Also this Tuff-Puff stuff is very very interesting!

  10. Spoiler

    I have another question regarding the end of Goomidra quest - it feels like the kind of dialogue that's very similar to Melia's in the story where she says she trusts/doesn't trust the interceptor. Does it change based on karma or anything by any chance? It would feel a bit weird to let Karen die and push Karrina and then be called 'kind and thoughtful'.

     

  11. I can't use crests on my baby pokemon 😞 I wish they applied to the entire line.

     

    On a conceptual level I'm not a big fan of the Leafeon/Glaceon ones, or Torterra one. I haven't figured out a way to know in advance if a mon has a crest or not (is there?), and it feels like swapping resistances without telling the player is a bit unfair.

    I love the Infernape one, as basic as it is, because Infernape always had a great defensive underused movepool (Will-O, Bulk Up, CM, Slack Off, SR), would be even better if it could give some kind of defensive ability like Regenerator instead of blaze/iron fist to really fit the theme

    I have no idea what the Spiritomb one *really* does but it sounds cool. Claydol is cool too finally giving it the offensive pressure it needs.

     

    I also don't think I have all crests unlocked yet since I see some mentioned that I don't know about xD

  12. The imbalance is part of the fun. It's Pokemon (aka glorified rock paper scissors) versus an AI that can be outsmarted and predicted, you can win even with completely garbage useless pokemon (see: my LC run with 0 items). Removing the 'option' to just steamroll enemies by simply spamming appropriate stab moves on strong attackers is not removing options, it actually opens up a lot of different various strategies and lets a lot of moves/mons shine that would otherwise be completely pointless to use.

  13. 1) Using a Pokeball while a partner pokemon is in the middle of Bounce/Fly/etc will keep the partner stuck doing nothing for the rest of the battle (and I'm pretty sure they're still considered in the semi-invulnerable turn so they dodge everything lol, you could potentially abuse this with toxic spikes or something). Didn't test if it happens as well in regular double battles, but it's extremely easy to replicate with Aelita's Hawlucha.

     

    2) Generally speaking the AI tends to adapt decently well against Wide Guard usage, and avoids using AE moves when one of your mons has been shown to have Wide Guard, however Erick's signature move (Thunder Pulse) seems to completely disregard that,. He keeps spamming Thunder Pulse every turn regardless, I assume the move isn't properly labeled as an ae move or something.

     

  14. v10, just a month ago or so.  My first run was still in v10 and was just your run of the mill standard run, my second run started from scratch in v11 and just finished yesterday. It was a run with only baby mons on Intense and no items in battle, aka ultimate masochism, but very fun nonetheless.

  15. Hello,

     

    experiencing a hangup script on this battle, the very first battle in the sewers at the start of the game

     

    Also experiencing the Nidoran issue already reported above in Oceana Pier

    Game_5AfSCoWMMT.png

    Game_PZr6tTuupd.png

     

    edit: I could get past that battle and the rest of the sewers somehow (a lot of delay between turns, but it worked out), but it's doing the same behavior on goldenwood forest. seems to do that every time i'm teamed up with someone so far)

    edit2: currently stuck on the battle with melia against eli and sharon, managed to sneak my way around other double battles but this one is unskippable. i imagine there's probably something wrong with partner AI given that every other battle seems fine 😕

  16. This is my current Little Cup team with which I just finished EP16's story

     

    Spoiler

    jIxeBDj.pngNmAsyy7.png

     

     

    The team originally had:

    - Goldeen with Lightningrod, which I ditched around badge 3-4 for one of those free Spritzee.

    - Woobat (Simple Calm Mind), which got ditched for Klink around the Ice gym. Klink eventually got replaced by Ice Body Seel.

    - Bidoof with Moody, which was the true carry for a large portion of the game (swept Shade with +6 evasion Rollout, lmao). Replaced around Ametrine for a Munchlax with Thick Fat which I got through NPC trading.

     

    Needless to say battles take a while and are mostly based on leech seed/toxic spikes/stat drops. I kinda wish I could get a good intimidate user to replace Spritzee and/or Seel but can't get my hands on any.

     

×
×
  • Create New...