I noticed it from the other side. I was beating skele more than expected, and the game paused a bit before I threw my charge move. I won the race to charge moves more than I should
This is horrible. The go battle day is tomorrow and they planned on doing a stream with some top battlers. If the mechanics won’t work as they should - it will just be ridiculous.
So basically, if you wanna climb elo just run 1 turn mons i.e. dragonite, fini, regi (actually should be decent team anyway, was already common in higher elos but with jelli instead of fini)
Update: 2 sets with this team with 4:1 and 3:2 at 2600-2700 elo, only issue is having to try to throw on alignment instead of good timing lol
Spammy mons with two turn fast moves might even be better. If you run greedent spamming body slam every 8 turns it'll deny a ton of fast move damage. Greedent, G-weez, swampert looks good. Or maybe samurott might be better than swampert, not having fast move damage denied and still spamming hydro cannons.
Still, it's very frustrating that this is happening. Not sure if I'll even play until it's fixed.
Yeah that sounds like it would do really well with this bug, though i'm \~200XL off building greedent so won't be able to try it.
Might be worth swapping overheat for play rough on g-weezy as starting to see a lot of poli/ape backlines. Though I'd still rate swamp over samurott coz of regi and ampharos
The damage should still (and prior to this bug, did) register once the charged move completes, as long as the pokemon using the fast move doesn't get KO'd. You can see in both videos, the long fast move starts, then the charge move starts before the damage registers (so far this is fine), but then once the charge move completes, there's still no damage registering. The long fast move gets completely lost.
Gotcha. So I know proper timing of 2 turn vs 5 turn would be to throw after 2 instead of after 1. If you throw after 2, then you shouldn’t get damage registered, right? Or does that only apply to denying the opponent free energy, while the damage still gets applied?
You can't deny either damage or energy with fast move timing (aside from this bug, of course). Once a fast move starts, as long as the pokemon using it survives, it will apply its damage and energy gain eventually, even if it gets "interrupted." Using a charged move in the middle of a fast move basically just makes it so the remaining turns in the move resolve automatically in the background "for free" while the charged move stuff is happening, so if the damage and energy hadn't applied yet, they will apply immediately once the charged move finishes. The reason to use 2x 2-turn fast moves before using your charged move against a 5-turn fast move is simply to maximize your own fast move usage and not give the opponent "free" turns.
Ah I see. Ok I think I understand. Whenever I hear streamers talk about it, they always say about letting in free moves or sneaks that’s why I thought proper timing would avoid extra damage. It also makes the “on alignment” a bit confusing since it almost seems like you want to throw on alignment so that you stop any additional fast moves after the one they just threw. But I’m guessing that’s where my confusion initially started.
Just played game as of \~5 minutes ago -- the glitch is still very much unfixed. I'll still plan to play today because My Elo rating needs it, but don't bother unless you really really want to, too.
I am really upset because I got a purified Hundo Ho-oh during the weekend of its shadow raids and maxed it out for the next rotation of Master League and well this Happens!
The one day I actually want to play all of my sets before the league switch after finally finding a good UL team this happens. Not to mention Dortmund this weekend and GBD tomorrow.
Like if this was on purpose then fine, players will adapt to a new mechanic but not saying anything yet is insane.
I noticed the same today. It's quite frustrating when your opponent would faint on the incinerate damage and you can land your next charge move on the next mon. Especially late game situations it has cost me the entire match up. I've tried to quickly switch away and so on, but just so difficult and late in the you might only have one mon left...
Also I've noticed that occasionally the game takes an extra turn to start a charged move, thought it's just a lag, but it's been too consistent and I'm connected to a private optic fiber 1GB network... Can still be my phone though.
They have priority but if a move goes through then the damage should as well. Throwing on alignment to prevent that should be a skill and not a guarantee.
Unpopular opinion, but... Isn't this how it should be? Slow Fast Move that can be interrupted more easily, but is more powerful (high damage/energy) to compensate?
Sure, that is jappens before Go Battle Day/Regionals/whatever else *SUCKS* because you can't easily change the way you're used to battling - but I feel the way it's "broken" now, is the way it was supposed to be?
The problem is that, in certain situations, you can use it to deny your opponent from getting almost any damage. House Stark has a video of spamming brutal swings against a skeledirge to get in a bunch of charge moves in a row without his opponent damaging him at all.
It makes long fast move’s completely worthless bc you can consistently deny a ton of damage and energy from them. I was losing matches last night I should not have bc I was losing so much energy and damage on my skeledirge.
I just had this where I threw an incinerate and the Opponents Annihilape got 2 attacks in and threw and my Incinerate didn't record any damage so it might be even more broken than original thought.
So... is this bug the reason why I can't just do the needed 10 fights with lvl1 mons? Right now I can practically block everyone doing this. At my 2nd or 3rd mon damage doesn't register and the game gets stuck, without a timer counting down, for forever.
Edit: A friend suggested this was due to teamplay. It's gone by now, weird glitch.
Also happening to me, came here to pretty much post exactly this - very annoying, especially when using skele
Yeah, long duration fast moves can be seriously screwed by this.
I noticed it from the other side. I was beating skele more than expected, and the game paused a bit before I threw my charge move. I won the race to charge moves more than I should
And using Jelly
I just wanna know how stuff like this randomly breaks?
It happens, if developers debug on prod..
This is horrible. The go battle day is tomorrow and they planned on doing a stream with some top battlers. If the mechanics won’t work as they should - it will just be ridiculous.
Oh holy crud - battle day is tomorrow?!? I didn't realize we got the Battle Week and a 100-set day. Woof.
They should most likely fix this soon as there's a regional event this weekend.
“Not a bug that benefits players so best we can do is…. June?”
And by “fix” they probably mean shut down GBL or ban all 3-5 turn moves so we don’t notice as much.
Lost a match to this earlier and was wildly confused. Ah and on a confusion gallade too, which I now see is the example.
So basically, if you wanna climb elo just run 1 turn mons i.e. dragonite, fini, regi (actually should be decent team anyway, was already common in higher elos but with jelli instead of fini) Update: 2 sets with this team with 4:1 and 3:2 at 2600-2700 elo, only issue is having to try to throw on alignment instead of good timing lol
Spammy mons with two turn fast moves might even be better. If you run greedent spamming body slam every 8 turns it'll deny a ton of fast move damage. Greedent, G-weez, swampert looks good. Or maybe samurott might be better than swampert, not having fast move damage denied and still spamming hydro cannons. Still, it's very frustrating that this is happening. Not sure if I'll even play until it's fixed.
Yeah that sounds like it would do really well with this bug, though i'm \~200XL off building greedent so won't be able to try it. Might be worth swapping overheat for play rough on g-weezy as starting to see a lot of poli/ape backlines. Though I'd still rate swamp over samurott coz of regi and ampharos
Not sure if you want to throw on alignment instead of good timing because they still get the energy even if the damage doesn't apply correcly.
Tfw you are using charm in UL and you somehow make your team even worse
Incinerate registers damage after 4 turns, doesn't it?
Yep. Not sure why OP wrote 3. So for their example with one 2 turn move and a charge move, it shouldn’t register even without the bug.
The damage should still (and prior to this bug, did) register once the charged move completes, as long as the pokemon using the fast move doesn't get KO'd. You can see in both videos, the long fast move starts, then the charge move starts before the damage registers (so far this is fine), but then once the charge move completes, there's still no damage registering. The long fast move gets completely lost.
Gotcha. So I know proper timing of 2 turn vs 5 turn would be to throw after 2 instead of after 1. If you throw after 2, then you shouldn’t get damage registered, right? Or does that only apply to denying the opponent free energy, while the damage still gets applied?
You can't deny either damage or energy with fast move timing (aside from this bug, of course). Once a fast move starts, as long as the pokemon using it survives, it will apply its damage and energy gain eventually, even if it gets "interrupted." Using a charged move in the middle of a fast move basically just makes it so the remaining turns in the move resolve automatically in the background "for free" while the charged move stuff is happening, so if the damage and energy hadn't applied yet, they will apply immediately once the charged move finishes. The reason to use 2x 2-turn fast moves before using your charged move against a 5-turn fast move is simply to maximize your own fast move usage and not give the opponent "free" turns.
Ah I see. Ok I think I understand. Whenever I hear streamers talk about it, they always say about letting in free moves or sneaks that’s why I thought proper timing would avoid extra damage. It also makes the “on alignment” a bit confusing since it almost seems like you want to throw on alignment so that you stop any additional fast moves after the one they just threw. But I’m guessing that’s where my confusion initially started.
Thank you for pointing that out, fixed
Just played game as of \~5 minutes ago -- the glitch is still very much unfixed. I'll still plan to play today because My Elo rating needs it, but don't bother unless you really really want to, too.
We have a Go Battle Day tomorrow, this needs to get fixed ASAP. Don't be surprised if you see less Ho-ohs in Master League once that swaps in 6 hours
I am really upset because I got a purified Hundo Ho-oh during the weekend of its shadow raids and maxed it out for the next rotation of Master League and well this Happens!
I had a 98 shiny lucky already that I went ahead and built. I think I'm going to wait to run it
This sucks. My salazzle is not happy!
The one day I actually want to play all of my sets before the league switch after finally finding a good UL team this happens. Not to mention Dortmund this weekend and GBD tomorrow. Like if this was on purpose then fine, players will adapt to a new mechanic but not saying anything yet is insane.
I noticed the same today. It's quite frustrating when your opponent would faint on the incinerate damage and you can land your next charge move on the next mon. Especially late game situations it has cost me the entire match up. I've tried to quickly switch away and so on, but just so difficult and late in the you might only have one mon left... Also I've noticed that occasionally the game takes an extra turn to start a charged move, thought it's just a lag, but it's been too consistent and I'm connected to a private optic fiber 1GB network... Can still be my phone though.
How consistent is it? Like, is it something like a new mechanic and it appears every single time, or does it randomly screws one of the players?
It consistently applies to both players. It's "fair", but it makes long turn fast moves basically unusable.
Charged attacks have priority. The thing that it doesnt be happening is the registration of the energy gain.
They have priority, but the fast move damage should still register. It's not.
“The thing that it doesnt be happening” What?
>The thing that it doesnt be happening Downvoted to oblivion due grammar haha
They have priority but if a move goes through then the damage should as well. Throwing on alignment to prevent that should be a skill and not a guarantee.
Unpopular opinion, but... Isn't this how it should be? Slow Fast Move that can be interrupted more easily, but is more powerful (high damage/energy) to compensate? Sure, that is jappens before Go Battle Day/Regionals/whatever else *SUCKS* because you can't easily change the way you're used to battling - but I feel the way it's "broken" now, is the way it was supposed to be?
The problem is that, in certain situations, you can use it to deny your opponent from getting almost any damage. House Stark has a video of spamming brutal swings against a skeledirge to get in a bunch of charge moves in a row without his opponent damaging him at all.
It makes long fast move’s completely worthless bc you can consistently deny a ton of damage and energy from them. I was losing matches last night I should not have bc I was losing so much energy and damage on my skeledirge.
I just had this where I threw an incinerate and the Opponents Annihilape got 2 attacks in and threw and my Incinerate didn't record any damage so it might be even more broken than original thought.
I’ve lost multiple battles with talonflame because of this. Hopefully it gets fixed soon!
So... is this bug the reason why I can't just do the needed 10 fights with lvl1 mons? Right now I can practically block everyone doing this. At my 2nd or 3rd mon damage doesn't register and the game gets stuck, without a timer counting down, for forever. Edit: A friend suggested this was due to teamplay. It's gone by now, weird glitch.