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DemICE

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  1. Updated for 6.0.4.
     

    New implementation: The dominant fusion types return!

       - During the time the "Hard Mode" switch is turned ON, the dominant fusion types that were scrapped as of Infinite Fusion v6.0, will work again, and obtaining/fusing any pokemon that was affected by         them, will result in having the types it used to have. Those types will persist even after the hard mode is turned off.  (For example a Steelix will always give the steel type no matter if its head or body).

  2. huh, mono-6 bug team. neat !
    that's like a challenge within a challenge. It's pretty interesting because you need to choose 6 pokemon of the same type that can offer as much role compression as possible. 
    Support heracross was a pleasant surprise. Fun fact, did you know (probably yes) scizor has access to light screen and also sunny/rain, brick break and counter which herac was used for? and it can offer strong priority and more resistances to boot. of course replacing herac for this would have broken the 6-mon challenge...

    • Thanks 1

  3. I like the houses, they look cozy in a rough mountainous place.
    I like the idea of building 2 different teams in the same game. You get to play the double the amount of different pokemon in the same run.  I hope there will be points where the both of them join forces in double battle sections!
    I'm also glad to see more people like my EV allocation system for their games :) 

  4. 12 hours ago, hepengild said:

     

    There's also an argument to be made about how the field effect changes restrict gameplay options. I never utilized field changing frequently, but now I don't have much of a choice, even if I wanted to. You'd be able to make a team that could play in the changed field, making the fight a lot easier. Now, I have to specifically play in the opponent's field, utilizing other strategies. You can argue that field-changing trivialized gym battles, but now people are just trivializing the fights in other ways.

     

    Changing the field was a legitimate strategy, so I'm not sure why it's seen as a bad thing. I suppose it depends on what you mean by "trivializing" a fight. I just fought Ryland on intense - I built a team around setting up on his Nidoqueen. Set up spikes, stealth rocks, sticky web - afterwards, I set up three sword dances and an agility on my Diggersby. I proceeded to sweep Ryland's entire team with STAB Strength and Earthquake. Should we be trying to shift out strategies where you set up a sweep as well?

     

    I'll agree that pre-V13's field changing is probably the most easily accessible strategy. You train up one team that works in grassy terrain, you can use it in every fight. While I don't have very much personal experience with the field changing, I'm curious to know how much it actually trivialized gym fights/other battles. Intense teams are still incredibly strong, even if they aren't playing on their own field.


    Unlike everything else,  Terrain moves are a single button that you can brainlessly carry and click on every battle and you have nearly won because in a field-based game, bosses are helpless outside their design.     However bosses are built to an extent to be able to prevent/counter  setup/hazards,  and  accounting for some glaring counter pokemon to an extent. They even account for possible natural field transformations in most cases.  This isn't feasible for terrain cheese.   You can literally carry a sylveon in every fight and click misty terrain at any point and invalidate the fight's design.  Its brainless to the point of not deserving to even be called a strategy,  because there is zero thought process in doing it. Almost noone used the terrain moves for their unique benefits. The whole intention was  "get rid of the damn field".  And when someone who spent days/weeks designing a battle around a field gimmick and trying for everything to function properly, sees people choosing to basically skip the actual fight,  it makes em question if the effort was even worth it after all. 

    • Like 1
  5. 24 minutes ago, NeoPwyll said:

    yes that all exists

    but not when you can't change the pokemon buring battle and can't use items during a battle, just like in competitive.

    I like this change very much and wanted this in pokemon fan games for a long time.

    i just think that increasing the dificulty from normal to intense, and keeping those changes in normal when you change the battle formula, it may increase the dificulty even further than intentional, for me, it may feel unfair.

     

    if you like it thats fine

    Thats just my opinion. Maybe i didn't express properly

     

    Set+No items is an option you are asked to enable or not.  

  6. Quote

    But not everyone joins because of it! I would say many hate this edgy setting and it puts them off and only play for the battles.

    i would like to add to this by saying that if these games were not providing an interestin challenge to encourage approaching every battle in different ways,  i wouldn't  have played any of these games more than once. 
    The challenging battles are what gives replay value. 

    I like the story, especially in Rejuv's case, but if the game was not challenging i would only play it like once,  say "nice story, and some fun battles, would totally recommend" and move on to other games.   Like how many times do you read a book, even if you like it? 

  7. 6 minutes ago, Cyphre said:

    No. It's first and main selling point was always, i quote, "massive, detailed world". Adding Field Effects was done not only to spice up gameplay, but also as a way to enhance immersion in the same world. Even in an interview with Ame way back in 2014 she said that the darker story and world came first, difficulty was added more to accomodate darker tone of the story. 


    i found reborn after i was disappointed by all of those  "hard versions"  of main series  games i tried my hand on, so i just kept searching for  "hardest pokemon games"    and  Yahoo answers  delivered Reborn to me.

  8. i will bypass everything else that has been beaten to death in every piece of media and stay only on this:
     

    Quote

    ike, in the end of V13, The gym leader LITERALLY have 2 Mons that are FREAKIN LV 89 (i play on Normal mode) And YOUR LEVEL CAP IS 85. So, they are literally stoping making the game hard and are starting to make the game so freakin much unfair.


    Lets have a look at the game rejuv was inspired by:   
    Terra/Ciel:  level cap 75,  aces level 78.   
    Adrienn: lvl cap 80,  ace level 84   
    Titania: lvl cap 85,   2 mons lvl 86 and ace level 90   
    Amaria is immediately after so it doesnt matter that cap becomes 90, you will most likely go to her with levels 85-86.  and her team has  86/86/87/87/88/92
    Hardy: lvl cap 90,  levels 90/92/92/91/91/97

     
    levels above the cap as the game goes into late has always been part of the equation for these kinds of games.   its one of the ways to maintain the challenge as the player becomes stronger and stronger

    • Upvote 2
  9. Well EV training when only one side has it can lead to pretty one sided results, especially since speed is the most important stat.  I have seen a nuzlocke in reborn where someone outsped and oneshot all of kiki's team with fully EV trained primarina of all things (the AI doesn't have EV trained mons till much later).  This isn't something that i would consider healthy.  Basically if i ever made EV rooms available early i would have given attack/sp.atk/hp  but definitely not speed.  thats something i would save for later.

  10. AI knew your ability/items and could calculate damage from both sides ever since the AI was made for Reborn years ago.  The only new addition i think is knowing status restoring berries so it doesn't give a free turn.   
    The AI is also extremely inflexibly consistent in its options so as long as you know what it will do depending on your decisions,  you can capitalize on that and solve the puzzle.  Oh and you also know its sets too after a couple tries so in the end things equalize. 
    This is the closest the AI has ever been to be playing almost like a human. But because the  concept of metagame knowledge and  prediction doesn't exist for it.  It has to emulate the human thought of  "usually gengars have focus blast for coverage so lets be careful with hard-switching a normal type"  with other ways.  In fact AI doesn't  know  any moves you haven't revealed.  Its something more simple. It simply knows what is the highest potential damage you can deal with your current moves on each of its pokemon without storing the info of what moves are they.  Which is better than watching it constantly sacking mons by hard-switching them to supereffective coverage.  In terms of dealing with a situation i want to think a human brain with knowledge still has the devastating advantage.

    • Upvote 1
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