eraserarts
Active member
- Joined
- Jul 3, 2015
- Messages
- 72
- Reaction score
- 105
Hi all,
This might get a little long but I hope you read until the end, I'm fully aware that this suggestion will be controversial for some and flat out delusional for others, but hear me out.
I recently ran around 100+ water to get a catch of Blastoise (which took ~4k balls, 0.6% before extra chance ) and noticed that the spawn is extremely annoying to anything but dry skin/wonder guard/storm drain, why? Wartortle.
Before you jump the gun and say "go to the rebalance section and ask for Wartortle to be changed", lets consider why at this particular spawn Wartortle is a problem and why this isn't limited to only Wartortle.
- there is a lot of them, and when I say a lot its about 2-3x the amount of Blastoises in the spawn.
- Water Pledge, a multi-hit stun move that essentially locks up your pokemon for about 3 eternities any time the tutel decides you don't get to do anything.
A side note, there is also a few Golducks, who again have a multi-hit stun move, but there are only a few and while they make the problem worse in this instance, they wouldn't be a problem if not for Wartortle.
So where am I going with all this?
I got very annoyed by my 130 level pokes being 100-0'd by a bunch of low level turtles spamming the same move over and over, and because its multi-hit moves that create this problem its not easy to time a switch to another poke.
I'd like to propose a few solutions to this problem, not just the spawn per se, hoping at least one gets considered by the admins. These will be going from delusional and development time consuming to very possible simpler considerations for the future.
Delusional tier:
Make 130 level pokemon immune to low level pokemon stuns (say under 60s?), or give them the chance to dodge said stuns at some rate( 30%? 50%? kinda like dodge charm but only for stun moves). This will also incentivise using level 130s to hunt more in all spawns.
Controversial tier:
Make multi-hit stun moves like Water Pledge, Overgrowth? only apply a stun on one/first of its hits, therefore reducing the overall power of pokemon who have this move, this could mean a slight rebalance to some pokes and therefore is controversial on the amount of time said rebalance would take.
Plausible tier:
Remove multi-hit stun moves from non-final pokemon forms, therefore not changing the difficulty of harder spawns, where part of the difficulty is the advanced full movesets of final forms. This to me seems like a good balance that won't require any actual development time.
Minimalistic tier:
Consider not adding such moves on future rebalances and do nothing now. This is the least I would like the people responsible for rebalance to do, keep in mind that these rebalanced pokes will not only be used by players, but also have unlimited potential to spam their moveset against players, be it players who have access to 130 level pokes, or low levels just starting out and being barraged by stuns to their demise.
If you have made it this far, I thank you for taking the time to read my suggestion. I assume that there is little chance of any of this being considered for implementation, considering how busy most admins are, but I'd be delighted if it even makes its way onto their roadmap somewhere down the line in one form or another, or influences future rebalance decisions.
Kind Regards,
Eraser.
This might get a little long but I hope you read until the end, I'm fully aware that this suggestion will be controversial for some and flat out delusional for others, but hear me out.
I recently ran around 100+ water to get a catch of Blastoise (which took ~4k balls, 0.6% before extra chance ) and noticed that the spawn is extremely annoying to anything but dry skin/wonder guard/storm drain, why? Wartortle.
Before you jump the gun and say "go to the rebalance section and ask for Wartortle to be changed", lets consider why at this particular spawn Wartortle is a problem and why this isn't limited to only Wartortle.
- there is a lot of them, and when I say a lot its about 2-3x the amount of Blastoises in the spawn.
- Water Pledge, a multi-hit stun move that essentially locks up your pokemon for about 3 eternities any time the tutel decides you don't get to do anything.
A side note, there is also a few Golducks, who again have a multi-hit stun move, but there are only a few and while they make the problem worse in this instance, they wouldn't be a problem if not for Wartortle.
So where am I going with all this?
I got very annoyed by my 130 level pokes being 100-0'd by a bunch of low level turtles spamming the same move over and over, and because its multi-hit moves that create this problem its not easy to time a switch to another poke.
I'd like to propose a few solutions to this problem, not just the spawn per se, hoping at least one gets considered by the admins. These will be going from delusional and development time consuming to very possible simpler considerations for the future.
Delusional tier:
Make 130 level pokemon immune to low level pokemon stuns (say under 60s?), or give them the chance to dodge said stuns at some rate( 30%? 50%? kinda like dodge charm but only for stun moves). This will also incentivise using level 130s to hunt more in all spawns.
Controversial tier:
Make multi-hit stun moves like Water Pledge, Overgrowth? only apply a stun on one/first of its hits, therefore reducing the overall power of pokemon who have this move, this could mean a slight rebalance to some pokes and therefore is controversial on the amount of time said rebalance would take.
Plausible tier:
Remove multi-hit stun moves from non-final pokemon forms, therefore not changing the difficulty of harder spawns, where part of the difficulty is the advanced full movesets of final forms. This to me seems like a good balance that won't require any actual development time.
Minimalistic tier:
Consider not adding such moves on future rebalances and do nothing now. This is the least I would like the people responsible for rebalance to do, keep in mind that these rebalanced pokes will not only be used by players, but also have unlimited potential to spam their moveset against players, be it players who have access to 130 level pokes, or low levels just starting out and being barraged by stuns to their demise.
If you have made it this far, I thank you for taking the time to read my suggestion. I assume that there is little chance of any of this being considered for implementation, considering how busy most admins are, but I'd be delighted if it even makes its way onto their roadmap somewhere down the line in one form or another, or influences future rebalance decisions.
Kind Regards,
Eraser.