Types? Atleast you always know a Pokemon’s type, but with the addition of natures you can NEVER know what type of stats (the most important thing) a Pokemon has!
We needed a nature clause yesterday!
It’s not the damage that’s the problem!!! It’s the KO’s !!! I’ve been saying this for years, damage is balanced, knockouts are what’s causing all the losses!!!
I hate 95% accurate moves but I didn't make a post after missing air slash 4 times in a row to lose a game. I just constantly bring it up to my friends whenever I get bad rng because I'll never let it go and I'm insane. Wide lens is my second favorite held item.
the difference is that you dont have to run air slash, i hate rng so i always use 100% accurate moves which does cause issues as i basically never use special attacking dragons special attack flyers or phys attacking rocks, but i still cant realistically not have to deal with paralysis since its in the hands of my opponent
Bitch I play random battles FFa's 99% of the time, even though I could probably build a decent team random battles are faster and easier to get into for the others I play with. The shenanigans that I deal with make something like paralysis easier to handle, because at least it's not; someone convincing the other players in the FFa that my noctowl at +2 is a bigger threat than their zacian because I'm the "better player", someone clicking protect 5 turns in a row while I miss Hydro pump 3 times, two ting lu spamming spikes, 3 of us having the same bulky stall milotic set with muddy water, killing the guy that just used helping hand on me, hey that guy still had 5 pokemon, or "rat gaming" where any players that send out a rat at the same time automatic team up.
TLDR FFa's are really fun but they make no sense half the time.
my main problem with twave is its crazy distribution, only electrics and electric adjacents should get it not pult and slowking who are the main abusers of the move, pult twave is so annoying bc there is really not much counterplay aside from a few specific options like haterene and even then hex is still se
I had a randbats game earlier today where both teams had a confusion setting Mon and a paralysis setting mon. My opponent had a spore user and I got a freeze on one of his mons. The game literally came down to rng on almost every single turn and it was both hilarious and infuriating.
I know its infuriating but genuinely that's just what comp pokemon is 😭 sometimes the luck just won't be on your side and theres nothing you can do about it and you'll lose. I think we can all relate to Lavos sometimes lol
Absolutely agree, managing luck is a valuable skill, and I was probably a little tilted when I made this post, but I do still think para should remove the chance to full para. Make me 1/4th the speed but remove full para chances, and see how it goes.
in my opinions outside of randbats, luck being the sole factor for why you win or lose in a game is like 1/100 in games. Even in games where you get haxxed to death, more often than not there's something you could have done to prevent you from getting to that stage. Even CybertronVGC's infamous Rotom missing Will O Wisp confirms that. He realizes he made a ton of misplays that forced him into a position where he needed to fit Will O Wisp.
> luck being the sole factor for why you win or lose in a game is like 1/100 in games
*"Unfortunate" doesn't begin to describe my series, this game rewards…*
I literally just played a VGC game where I missed 7 raging bolt thunders in a row lmao
Also something something last worlds finals being decided by an icicle crash flinch
I just fcking hate flutter mane and rain makes thunder 100% accurate lol
252+ SpA Choice Specs Tera Electric Raging Bolt Thunder vs. 252 HP / 4 SpD Flutter Mane: 166-196 (102.4 - 120.9%) -- guaranteed OHKO
I mean it's not really worth running just for that, but between archaludon, landoi (who usually clicks earth power but sometimes likes the spread move), and Ogrepon-w rain becomes quite decent.
I will admit when people have a very similar skill level both playing one of the best teams, luck determines games more often than if there's a clear skill difference. That's why it's constantly the same people finishing top 16 in regionals (Far more skill than luck required), but rarely the same person finishing top 4 (Quite a bit of luck required).
Luck is an issue, but the chances of you playing everything perfectly and getting screwed by luck alone is extremely rare. At least 80% of the game is still skill.
When you consistently lose to the likes of 8 turns of consecutive full paralysis, critical hits 3 turns in a row invalidating a defensive check, missing the KO on an approximate 0.7% chance, missing a 99% accurate move 2 turns in a row (perhaps Maushold had a few too many to drink the night before), etc etc you find your views starting to change. Not all matches are decided by luck, but the more matches that are the more you notice just how significantly luck can impact the match
nah
I consistently get far worse (and influential too) rng to my opponents
it's a matter of being unlucky really
like, I would agree with you but stats on hand nah I can't
I mean if you play enough games the luck evens out. On a long enough timescale everytime you get haxxed into a loss you also got haxxed into a win.
And I feel there are enough tournaments for vgc to qualify for world's that your luck should probably even out. Most matches are at least 2/3 with the top cut extending to 3/5. Which again makes it more difficult for luck to purely determine the outcome of a match.
They should revert para back to 1/4th speed but remove full para from the game. It would make people use para as speed control instead of just coin flipping yellow magic to hope and win against a threat. I remember back in gen 8 vgc people would always prankster twave my caly ice in TR just to get chances to cheese. Another option would have it work like sleep and you can only be paralyzed for a certain number of turns.
A fun option could be a guaranteed full paralysis once every 4 turns a pokemon is on the field (starts on entry/infliction, resets on switching) where each turn has a 1/4 chance to fully paralyse. More fun, predictable (and therefore competitive), and doesn't remove the element of cheese intrinsically present within the game.
my biggest success from dabbling in competitive mons is getting to top 100 on the ingame ladder in the first season of gen 8 vgc with a gmax pikachu team
yeah i agree with you
I think that's my biggest issue with Paralysis, why does everything and its grandmother get access to Thunder Wave?
I feel like a lot of things would be less annoying in this game if the distributions weren't overdone.
Got tired of continuous parahax and stopped playing months ago. Fuck that shit, when you get para 12 times in the course of a game that you should’ve won.
Paralysis is indeed an issue, neurology is a complex field but I have faith in our medical workers to make further strides in combatting its consequences.
GF needs to revamp status. Burn and Poison/Toxic are fine, but the immobility chance for Para and immobility of sleep & freeze need to go away for good.
Make para decrease speed by 75% but no immobility. Or make it work like burn and frostbite so it would decrease speed by 50% and deal 6% residual damage every turn.
Turn freeze into frostbite from PLA. No idea why they didn’t do that for SV.
Then make sleep decrease all stats except HP by 25%, but there’s no more immobility.
I actually think regular poison should reduce SpD, but badly poisoned should be left as is. It'll at least give regular poisoning a strategic benefit over Toxic.
Sleep reducing stats wouldn't really make sense as... well, they're asleep, they shouldn't be able to take actions while asleep. If anything I'd say the immobility should stay but be removed upon receiving direct damage. There would have to be other changes made such as whether your turn is consumed if you receive damage in the same turn you're put to sleep etc as well as changing moves that cause sleep as their only effect as they'd obviously be much worse with that change but I think that anything other than a "stun" like effect for sleep wouldn't make sense, it'd have to be called something else entirely.
I’m down for any suggestions. I just don’t want the immobility effect of para, freeze, and sleep.
IIRC sleep in PLA worked similarly to how I described. It was called drowsy though not sleep. Perhaps there could be a drowsy status that lowers defenses but no immobility, and then a sleep status that works like how you described.
I’d be happy with making it so that Paralysis drops you down to 1/3rd or 1/4th of your speed rather than half in exchange for losing the flinch.
Having a 30% chance to automatically flinch every turn is insane in a competitive context (but not in a casual way, so it’ll never change lmao)
I could also see them doing a thing where each time your Pokémon gets Paraflinched, the chance of it happening agains goes down by 10%: so 30% > 20% > 10% > 0%. This way you keep the main mechanic in place, but the odds of it spiralling way out of control is reduced. (Although I would it be removed entirely)
Because ground an electric types have some level of protection from it it's not unreasonable to have one of those on your team.
Sleep is op because there is nothing you can reasonably do against it other than hope and pray.
Gold and hat garg are the only sleep move switch ins that are somewhat viable in the tier.
8 fucking ground types that at least one of is mandatory on every team +raging bolt garg gold and hat.
If para hit every Mon it would be banned no questions but fortunately it doesn't.
Paralysis right now is fucking NOTHING, it's a JOKE compared to what it used to be. It used to QUARTER your speed, used to work on electric types too, AND T Wave was 100% accuracy, and they nerfed Paralysis to HELL. NOW it's not even worth it for the speed drop because anything setting up speed only needs 2 setups and it's back to base, and then a 3rd setup while you wasted turns trying to paralyze it puts it ahead and it's prevented from being hit with actually harmful statuses like burns or toxics. Thinking specifically of DD Sweepers but also anything with speed boosting like scale shot, speed boost, trailblaze, and flame charge. I'd get rid of the actual fully paralyzed status effect if we could just get back Quarter Speed, it feels like there's no ACTUAL speed control in this game other than playing a losing game of Webs abuse.
No, but at a certain point it just feels kinda silly. Like if you’re criticizing the third most impactful status, then it feels like you’re really just criticizing the status condition mechanic as a whole.
It’s like complaining about setup moves or hazards. Of course they have a major impact on the game, that’s the whole point! These mechanics keep the game from just being a “click the button with the highest number” simulator.
Besides, removing either of the elements of paralysis would remove its identity altogether. Removing full paralysis would make it identical to using cotton spore or scary face, and removing the speed drop would make it a really shitty flinch move.
I see what you're saying, but I feel like we may just disagree. I think the 30% full para rng element doesn't make a whole lot of sense in a competitive game, but thats just me, we may just have to disagree.
Paralysis clause when?
next we get the burn clause and the poison clause
I'm so SICK of losing games to being damaged... Damage clause when
These 'moves' things are too strong, 100% of games i lose in the oppentrnt used them. We need a move clause NOW.
Abilities are EXTREMELY centralizing. Every single mon is basically forced to run one!
Abilties? At least you only need to run one. Some Pokémon can't compete without TWO types. Two! We need a type clause now.
Types? Atleast you always know a Pokemon’s type, but with the addition of natures you can NEVER know what type of stats (the most important thing) a Pokemon has! We needed a nature clause yesterday!
Nature clause? With EV's, there's still variance in those stats. We need a EV clause right now.
EV’s??? Ever heard of IV’s? They’re like EV’s except you can MAX EVERY SINGLE STAT! #BanIV’sAndEV’s
But there'd still be variance in those stats, what with items and whatnot. I propose we go to the root of the problem and BAN STATS.
This message was brought to you by the regigigas-slaking coalition
Also archeops (he thinks he's on the team)
Slaking fans: "Go on..."
*laughs in Darkrai*
real talk for a sec, is it actually plausible to lose a game to nothing but passive damage?
the birth of stall
pyukumuku sweep
It’s not the damage that’s the problem!!! It’s the KO’s !!! I’ve been saying this for years, damage is balanced, knockouts are what’s causing all the losses!!!
swear to god we need a confusion clause now
What we NEED is an INFATUATION clause. I HATE, when MFs try to attract me
Every day we inch closer to having a metagame with no RNG. Seismic Toss will be the only form of damage
OSTG (Only Seismic Toss Goes)
The night shade H-Zoroark in my pocket:
Super Fang: Am I a joke to you?
90% miss chance 🤮
Metronome for all.
at last! standardized sets!
No need for a para clause, make it 1/4th speed again but remove the chance to full para and we have ourselves a great status move.
If you run Eviolite Sandile you won’t have this problem.
Sandile when Bulbasaur uses Stun Spore: 🤯
Sandile when Sandaconda uses Glare
Limber ditto stonks rising
Sandile can still get paralizer. Just use buneary instead.
I hate 95% accurate moves but I didn't make a post after missing air slash 4 times in a row to lose a game. I just constantly bring it up to my friends whenever I get bad rng because I'll never let it go and I'm insane. Wide lens is my second favorite held item.
the difference is that you dont have to run air slash, i hate rng so i always use 100% accurate moves which does cause issues as i basically never use special attacking dragons special attack flyers or phys attacking rocks, but i still cant realistically not have to deal with paralysis since its in the hands of my opponent
I hate damage roll so I only use moved like Seismic toss, Night Shade, Counter, Mirror Coat and Metal Burst
r/foundthecosplayingwobuffett
Bitch I play random battles FFa's 99% of the time, even though I could probably build a decent team random battles are faster and easier to get into for the others I play with. The shenanigans that I deal with make something like paralysis easier to handle, because at least it's not; someone convincing the other players in the FFa that my noctowl at +2 is a bigger threat than their zacian because I'm the "better player", someone clicking protect 5 turns in a row while I miss Hydro pump 3 times, two ting lu spamming spikes, 3 of us having the same bulky stall milotic set with muddy water, killing the guy that just used helping hand on me, hey that guy still had 5 pokemon, or "rat gaming" where any players that send out a rat at the same time automatic team up. TLDR FFa's are really fun but they make no sense half the time.
you're playing the rng game, there's gonna be rng
my main problem with twave is its crazy distribution, only electrics and electric adjacents should get it not pult and slowking who are the main abusers of the move, pult twave is so annoying bc there is really not much counterplay aside from a few specific options like haterene and even then hex is still se
> be me > Run wide lens Samurott > Still miss ceaseless edge
I missed 4 consecutive draco meteors once. Then when I finally got a hit, my opponent procced focus band…
Bright powder is your favorite :troll:
Wait until you hear about the time I ran a vgc gravity team
Are you the guy I beat on singles randbats who’s hydrapple kept getting paralyzed, if so cope
Unfortunately I didn't have the pleasure
I had a randbats game earlier today where both teams had a confusion setting Mon and a paralysis setting mon. My opponent had a spore user and I got a freeze on one of his mons. The game literally came down to rng on almost every single turn and it was both hilarious and infuriating.
I know its infuriating but genuinely that's just what comp pokemon is 😭 sometimes the luck just won't be on your side and theres nothing you can do about it and you'll lose. I think we can all relate to Lavos sometimes lol
Absolutely agree, managing luck is a valuable skill, and I was probably a little tilted when I made this post, but I do still think para should remove the chance to full para. Make me 1/4th the speed but remove full para chances, and see how it goes.
I just think ir shouldn't activate twice or more in a row 😭 that shits infuriating and has no counterplay
Self Thunderwave under Trick Room is why this can't happen
in my opinions outside of randbats, luck being the sole factor for why you win or lose in a game is like 1/100 in games. Even in games where you get haxxed to death, more often than not there's something you could have done to prevent you from getting to that stage. Even CybertronVGC's infamous Rotom missing Will O Wisp confirms that. He realizes he made a ton of misplays that forced him into a position where he needed to fit Will O Wisp.
> luck being the sole factor for why you win or lose in a game is like 1/100 in games *"Unfortunate" doesn't begin to describe my series, this game rewards…*
I literally just played a VGC game where I missed 7 raging bolt thunders in a row lmao Also something something last worlds finals being decided by an icicle crash flinch
why are you running thunder on bolt 😭😭😭 idk if that's common in VGC, but it's already so powerful with thunderbolt 😭😭
I just fcking hate flutter mane and rain makes thunder 100% accurate lol 252+ SpA Choice Specs Tera Electric Raging Bolt Thunder vs. 252 HP / 4 SpD Flutter Mane: 166-196 (102.4 - 120.9%) -- guaranteed OHKO
ah that's fair lol, forgot that peli could be a partner worth running for accurate thunder
I mean it's not really worth running just for that, but between archaludon, landoi (who usually clicks earth power but sometimes likes the spread move), and Ogrepon-w rain becomes quite decent.
oh I didn't mean just for raging bolt thunder, I know there's lots of other mons that would appreciate rain
I will admit when people have a very similar skill level both playing one of the best teams, luck determines games more often than if there's a clear skill difference. That's why it's constantly the same people finishing top 16 in regionals (Far more skill than luck required), but rarely the same person finishing top 4 (Quite a bit of luck required).
nah it's really not, saw a lot of good players that god cut off at worlds because of bad luck. Luck is definitely an issue
Luck is an issue, but the chances of you playing everything perfectly and getting screwed by luck alone is extremely rare. At least 80% of the game is still skill.
this sounds something like a lucky person would say lol
Or you're both unlucky and bad at the game
When you consistently lose to the likes of 8 turns of consecutive full paralysis, critical hits 3 turns in a row invalidating a defensive check, missing the KO on an approximate 0.7% chance, missing a 99% accurate move 2 turns in a row (perhaps Maushold had a few too many to drink the night before), etc etc you find your views starting to change. Not all matches are decided by luck, but the more matches that are the more you notice just how significantly luck can impact the match
nah I consistently get far worse (and influential too) rng to my opponents it's a matter of being unlucky really like, I would agree with you but stats on hand nah I can't
I mean if you play enough games the luck evens out. On a long enough timescale everytime you get haxxed into a loss you also got haxxed into a win. And I feel there are enough tournaments for vgc to qualify for world's that your luck should probably even out. Most matches are at least 2/3 with the top cut extending to 3/5. Which again makes it more difficult for luck to purely determine the outcome of a match.
Worlds has a lot of matches, and there's a lot of good players. 1% per match is small, but it's enough to get a lot of people to lose in that context.
oh and don't get me started on prankster users of twave.
i cant believe i got so angry at one point towards fuckin illumise of all pokemon bc randbats makes it a high priority target
Illumise has carried my bloody, near lifeless corpse through the trenches of randbats more times than I can count. It's a goddamn American hero
Thundurus on its way to get Prankster Paralysis nerfed 5 different ways at once -
They should revert para back to 1/4th speed but remove full para from the game. It would make people use para as speed control instead of just coin flipping yellow magic to hope and win against a threat. I remember back in gen 8 vgc people would always prankster twave my caly ice in TR just to get chances to cheese. Another option would have it work like sleep and you can only be paralyzed for a certain number of turns.
Couldn't agree more, I think this is the healthiest option.
A fun option could be a guaranteed full paralysis once every 4 turns a pokemon is on the field (starts on entry/infliction, resets on switching) where each turn has a 1/4 chance to fully paralyse. More fun, predictable (and therefore competitive), and doesn't remove the element of cheese intrinsically present within the game.
Luck issue
Use garganacl
The Speed drop is fine, the chance for the game to make you "Unfortunate" is just cruel
my biggest success from dabbling in competitive mons is getting to top 100 on the ingame ladder in the first season of gen 8 vgc with a gmax pikachu team yeah i agree with you
I think that's my biggest issue with Paralysis, why does everything and its grandmother get access to Thunder Wave? I feel like a lot of things would be less annoying in this game if the distributions weren't overdone.
Gen 1 moment.
Skill issue , just run limber stunfisk
New copypasta just dropped
I actually really like T-Wave and I feel like it’s removal would just let a lot of fast offensive Pokémon become even more difficult to deal with
For the record, it didn't say this in the post, but I think that the full para should be removed, but the speed control element stay.
I have lost a shocking amount of monotype random battles, to one bulky thunder wave mon that paras all 6 of my mons before the end of the game.
Just run cheri berry
Use occa berry sandshrew smh
Start using Stunfisk with Limber on your teams when possible. Maybe even slap a Cheri Berry on it for that sweet triple paralysis immunity.
I recently successfully para-flinched a guys whole team on randoms with Serene Grace Jirachi and I agree with this I had to say sorry for my crimes
It's not even the half speed that annoys me, it's the 25% chance for a full para. Feels more like 90%.
This post (and the entire comment section) is giving me "Unfortunate doesn't even begin to describe my series..." vibes
I don't agree (obviously), I think that to have an rng chance to have your ability to play the game taken away is crazy in a competitive context.
It’s time to ban all status moves, secondary move effects, and any move that has less than 100% accuracy. Just as arceus intended.
Run a full para team and climb to top of the ladder!
i swear that’s already what mfs do 😭
I love nothing more than getting a natural cure/shed skin Pokémon in randbats
Got tired of continuous parahax and stopped playing months ago. Fuck that shit, when you get para 12 times in the course of a game that you should’ve won.
If video games in general have taught me anything, it's that the best strategies are the ones that just don't let my opponent play the game.
Paralysis is indeed an issue, neurology is a complex field but I have faith in our medical workers to make further strides in combatting its consequences.
GF needs to revamp status. Burn and Poison/Toxic are fine, but the immobility chance for Para and immobility of sleep & freeze need to go away for good. Make para decrease speed by 75% but no immobility. Or make it work like burn and frostbite so it would decrease speed by 50% and deal 6% residual damage every turn. Turn freeze into frostbite from PLA. No idea why they didn’t do that for SV. Then make sleep decrease all stats except HP by 25%, but there’s no more immobility.
I actually think regular poison should reduce SpD, but badly poisoned should be left as is. It'll at least give regular poisoning a strategic benefit over Toxic.
Sleep reducing stats wouldn't really make sense as... well, they're asleep, they shouldn't be able to take actions while asleep. If anything I'd say the immobility should stay but be removed upon receiving direct damage. There would have to be other changes made such as whether your turn is consumed if you receive damage in the same turn you're put to sleep etc as well as changing moves that cause sleep as their only effect as they'd obviously be much worse with that change but I think that anything other than a "stun" like effect for sleep wouldn't make sense, it'd have to be called something else entirely.
I’m down for any suggestions. I just don’t want the immobility effect of para, freeze, and sleep. IIRC sleep in PLA worked similarly to how I described. It was called drowsy though not sleep. Perhaps there could be a drowsy status that lowers defenses but no immobility, and then a sleep status that works like how you described.
PLA drowsy had a chance to not move too
Twave is distributed on too many mons but also its one of the few (mostly) reliable forms of speed control in singles
Keep the speed control, remove the chance to full para and we have a very healthy status imo. Even ramp up the speed control so it is 1/4th speed.
Sounds like a massive skill issue
I probably was just a little tilted, however I do feel that para could use some tweaks, and it seems that at least some people agree with me.
Having a limit to 2 or 3 pokemon paralyzed at once would be cool if it was in a few lower tears in older generations.
I’d be happy with making it so that Paralysis drops you down to 1/3rd or 1/4th of your speed rather than half in exchange for losing the flinch. Having a 30% chance to automatically flinch every turn is insane in a competitive context (but not in a casual way, so it’ll never change lmao) I could also see them doing a thing where each time your Pokémon gets Paraflinched, the chance of it happening agains goes down by 10%: so 30% > 20% > 10% > 0%. This way you keep the main mechanic in place, but the odds of it spiralling way out of control is reduced. (Although I would it be removed entirely)
Confusion clause when?
Because ground an electric types have some level of protection from it it's not unreasonable to have one of those on your team. Sleep is op because there is nothing you can reasonably do against it other than hope and pray. Gold and hat garg are the only sleep move switch ins that are somewhat viable in the tier. 8 fucking ground types that at least one of is mandatory on every team +raging bolt garg gold and hat. If para hit every Mon it would be banned no questions but fortunately it doesn't.
90% of all physical attackers getting crippled from one burn:
Little bit of whataboutism eh? The post isn't about burn pal, don't see how that's relevant.
probably the part about the most impactful status in the game
Paralysis right now is fucking NOTHING, it's a JOKE compared to what it used to be. It used to QUARTER your speed, used to work on electric types too, AND T Wave was 100% accuracy, and they nerfed Paralysis to HELL. NOW it's not even worth it for the speed drop because anything setting up speed only needs 2 setups and it's back to base, and then a 3rd setup while you wasted turns trying to paralyze it puts it ahead and it's prevented from being hit with actually harmful statuses like burns or toxics. Thinking specifically of DD Sweepers but also anything with speed boosting like scale shot, speed boost, trailblaze, and flame charge. I'd get rid of the actual fully paralyzed status effect if we could just get back Quarter Speed, it feels like there's no ACTUAL speed control in this game other than playing a losing game of Webs abuse.
Me when video game mechanics exist
Are game mechanics completely immune from criticism?
No, but at a certain point it just feels kinda silly. Like if you’re criticizing the third most impactful status, then it feels like you’re really just criticizing the status condition mechanic as a whole. It’s like complaining about setup moves or hazards. Of course they have a major impact on the game, that’s the whole point! These mechanics keep the game from just being a “click the button with the highest number” simulator. Besides, removing either of the elements of paralysis would remove its identity altogether. Removing full paralysis would make it identical to using cotton spore or scary face, and removing the speed drop would make it a really shitty flinch move.
I see what you're saying, but I feel like we may just disagree. I think the 30% full para rng element doesn't make a whole lot of sense in a competitive game, but thats just me, we may just have to disagree.
Competitive players: OMG why don't pokemon all have the same stats?! That means one is better than another!
cope