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shadow of mars

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Posts posted by shadow of mars

  1. It's late but Mawile arguably is the best mega avaliable for now... was very useful on every battle of the latest chapter.

    And yes, although Mawile won't be *that* useful until then, I used one and Intimidate + the best type combination in the game really makes it go a long way as a support or counter to some specific pokemon. I used mine a lot (intense mode btw)

  2. Blaziken is probably still the best starter, Speed Boost (and Bulk Up) are just too good. Cinderace still takes a while to learn good moves and Greninja is even worse (still good tho)

     

    Like others have said, there's a couple of things you should always have 

    a couple Intimidators is great (my favorites are Arcanine and Krookodile)

    Wide Guard comes is handy (my favorite is Hitmontop, also with Intimidate + good support movepool for doubles like Helping Hand)

    a Tailwind user (for me it's Noivern and/or Talonflame)

    Pokemon with Sturdy (Golem with Custap Berry also learns SR, Togedemaru with Reversal + Spiky Shield for doubles, Magnezone)

    Destiny Bond is also very useful (Gengar is the best probably)

    • Like 1
  3. Why do you think Starmie isn't a good option? It gets Hydro Pump, Psychic and Recover and is pretty fast. Pretty great for most of the game, not as good as a Greninja yeah, but close. Near the end of the game you also get the option to run Life Orb or Waterium-Z, as well as the Blizzard TM

     

    The problem with intense mode is that it's pretty hard to keep one single team of 6 mons, you'll eventually have to catch some stuff to counter other trainers - but since you like psychics, I suggest you get Alakazam (LO Magic Guard), Gardevoir (mega stone already accessible) and crested Claydol. Can't go wrong with Metagross (great vs. Melia's v13 Gym battle) as well.

  4. This is a very cool post, and yes natures are very important

     

    But the reason some people may look down on your beautiful Zangoose is because a single speed point makes all the difference in pokemon (either you go first or you don't). That's diffent from atk/def where super effective moves usually do more than enough to OHKO/2HKO without perfect IVs. 

    Yes she may be faster than an adamant/serious/whatever garchomp, but no one uses that. Pokemon is dominated by  +speed natures and 252 evs on every pokemon that isn't a defensive wall, so in reality you are not outspeeding any garchomp and will get outspeed by things like +speed Rotom-A, Nidoking, Excadril etc. (and dying without accomplishing anything, instead of the other way around) with such a below average speed IV.

     

    Anyway, she's still faster than +speed base 80 pokemon, so she isn't terrible indeed :)

  5. I'm fine with intense as is, with all the fields, items, switching and even the AI going over the 510 EV cap (since it can be "justified" by lore that they are just very strong pokemon, way above average). It's even better now in 13.0.3 as the devs are starting to realize that endless grinding isn't fun

     

    But multiple megas, with extra items, seems weird to me and start to feel less like a pokemon game. Idk, it's a weird and feels like cheating.

    • Like 3
  6. I love intense mode and I am actually fine with going over the 510 ev limit

    But things like multiple megas, with extra items to boot, are conceptually too far for me lol

    • Like 1
  7. You can buy infinite prism scales when you get enough stickers at the GDC mart to access the evo items floor

     

    I personally like Play Rough, Gunk Shot, Coil and Pain Split (or Rest maybe) @Leftovers. Ability either Poison Point or Defiant. You can basically setup on any fighting, grass or fairy type. Would be miles better with Recover but yeah idk why it doesn't learn it and that sucks major balls. Aevian Milotic is kinda mediocre/bad overall without reliable recovery.

    You can try some shenanigans with Merciless (adding Toxic/Toxic Spikes over Coil) but I don't think Milotic is fast or hits hard enough even with investiment, and dies too easily if you do invest on atk/speed.

    • Thanks 1
  8. On 8/5/2021 at 6:07 PM, Ram Cxz 007 said:

    i asked the lady then she told appoinment is not there and so got one paying 350000 then i asked for the appoinment a visited the nurse asked if max effort value skip directly to second iv option aked to procced then she the injection valye for a stat then it was very low like if 2 is the previous one the improved will be max 7

    you have to change both the first and second numeral (if your IV is 07, change 0 -> 3 and then 7-> 1

    you should update to v13.0.3 too, the price has been reduced to 50k

  9. 1 hour ago, MasterBeeble said:

     

    While that is indeed a Psychic monotype team, it's also equally clearly a specifically designed counterteam.  So yes, "crazy specific counters" are indeed required on Intense mode, at least for the more challenging fights.  From a game design perspective, this changes the framework of any given battle from in-the-moment adaptation with your immediate into a resource gathering exercise.  Instead of thinking, "how can my current team beat this?", Intense mode encourages you to instead wonder, "what encounters are available to me that could help me overcome this hurdle?", because in many cases, any random, static team of 6 mons will often have literally 0 potential routes to victory against some of the game's tougher bosses.  The team I used to beat Amber couldn't possibly beat the whale, no matter the movesets or EV spreads.  

     

    From a purely conceptual standpoint, I don't have a problem with this at all.  It challenges not only a player's broader knowledge of the game - learnsets, Pokemon availability, breeding - but also their ability to identify what key elements are required to search for such that the new pokemon will provide a significant improvement in their winning chances.  However, the execution of the player's solution will basically always look something like this: 1.) think of solution Pokemon, 2.) find/catch it, 3.) breed it, and 4.) EV train it appropriately, probably with the help of a damage calculator. 

     

    The fundamental issue with Rejuvenation's design is simply this: those four steps take EGREGIOUS amounts of time.  Speeding up the game by a couple times barely mitigates this, since when you need to optimize an entire team for a single fight, and then do that for 50 fights over the course of a playthrough, that's potentially upwards of 300 Pokemon you're developing from scratch.  Realistically it's much less, of course, since you'd expect a decent Pokemon to serve you multiple times over a run, but I nonetheless filled over an entire box of mons over the course of my playthrough - a process that would have wasted hundreds of my real-life hours to achieve, and something Pokemon Showdown would enable me to do in mere minutes.  

     

    From a development standpoint, the solution to this problem is relatively simple: make EV/IV training accessible, make it available from the very beginning of the game, and make it so that I don't have to waste my time on something that would be trivial for me to achieve if I had both an elementary knowledge of game mechanics and the time to waste on them.  The systems employed in the main line games for EV and IV moderation (repeated battling and breeding, respectively) neither work nor make sense in the context of a challenge like Rejuvenation V13's Intense mode.  In fact, I think Intense is best enjoyed when you simply use Debug mode for exactly that: instantly modifying your mons in a way that doesn't change what you can fundamentally do, but cuts hours of work into seconds.

     

    No one capable of beating even the regular difficulty is ignorant of EV mechanics.  Forcing people to battle hundreds of wild mons, dozens of times over the course of a playthrough, is unnecessary and ridiculous.  An in-game menu should be implemented such to allow Intense mode players to instantly modify IVs, EVs, and nature, and it should be available from the very beginning of the game.  The decision to shift the EV training rooms (which while better than nothing, are still unreasonably slow) even further back in the game, speaks to me of the dev's complete lack of respect for their player's time - or at least, it's strange for them to insist on such archaic main line game mechanics when it inconveniences the player, while at the same time being perfectly willing to give Ryden's Nidoqueen 1500 EVs.  I can almost feel the spit on my face.

     

    Basically, I would encourage everyone to play Intense mode with the debug menu.  It doesn't lower the actual difficulty (unless you're giving yourself Arceus or something, which is entirely removed from the context I'm discussing), and you'll have more life to live for it.  

    I think this sums it up perfectly.

     

    I have always played on intense mode and actually like having a box of pokemon to choose for each major battle, however the amount of time required is indeed absurd. 13.03 made it a (bit) better, but having easier IV and EV manipulation without having to use debug mode would be perfect (also natures, now it's way better with mints but god knows how much time I wasted catching synchronize natus or else I'd need to wait until GDC) 

  10. according to the v13 guide you can't get torkoal in the safari zone so don't waste your time

     

    you could try double intimidate lead (like arcanine and mawile) to neuter ariados and/or a magic coat/bounce user (grumpig/xatu) vs. sticky web

  11. Well of course it doesn't make the game impossible but it's an unecessary hassle. The early game is already difficult as it is and people will ev train anyway, it will just take hours instead os minutes

    I love the update but as I've said before, this change was awful 

  12. These are mostly about v12 intense mode

     

    Noivern is great, ever since it evolved it's been a beast supporting the team with tailwind, especially in doubles

    Mawile has been incredibly useful with intimidate and that typing. Being able to mega evolve right after you you get the mega ring is also a plus

    Raichu. Fake out and lightningrod have been very useful. Also sweepeing Souta with Nasty Plot.

    Arcanine is the goodest boi ever, intimidate with will-o-wisp and morning sun and he found a spot in my teams for almost all of the hardest battles

  13. I just hate it that they removed the option of ev training early and moved the egg move tutor to when the game is almost over. I loved playing intense mode on v12 but this time these changes are mostly needlessly frustating. Like people said, I can't really use anything I like and just catch that one specific pokemon that counters the gym

     

    No way to get a least a few good ivs like many other hackroms have is also a pain, I don't even see the problem with having that since good/decent ivs are not even enough to win any battles

  14. Hi

     

    I have two (2) natu breeding at the daycare, both with the synchronize ability

    I've bred 20+ eggs (keeping track with the achievement, those are the only ones I have ever bred) and only ONE out of TWENTY eggs came with Sync. All others are early bird or magic bounce. Am I that unlucky or somethings wrong?

    I've tried breeding with one syncho + one early bird parent but all eggs were early bird as well. This is getting ultra frustating

     

    Anyone knows whats up?

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