Keru_Shiri
Member
Do IVs influence anything besides stats and Hidden Power?
Do IVs influence anything besides stats and Hidden Power?
So not sure if this is the right thread, but I'll be preodering soon. What are the differences between X and Y?
Holy shit they're bringing exp all back
They really are going all out with gen 1 nostalgia on this one
Y has the superior MewTwo, X has the superior Legendary.
I wonder how will EXP All work this time around.
Just get it and it'll always be on? Have it equipped onto any Pokemon in your party? Does the Pokemon have to appear in battle? Will it be some option or whatever since this time if we're keeping the same item system from the last games, you can't dump it into your PC since your bag this time is UNLIMITED.
Telescopes that are controlled with the 3DS gyroscopeWe need telescopes we can view the Legendaries through + gifts from the Aides for catching so many Pokes. Also, traversable looking land outside the area borders that we will go crazy trying to get to.
Did you even read the OP?
Also X has Clauncher and Y has Skrelp. We don't know anymore version exclusives beyond those.
Yes, but it doesn't say exactly how it works or what kind of item it is (an equippable one or a key item).
In Gen 1, just having it in your bag meant it's always on and the only way to stop it is to dump it in your PC.
Now, you can't dump it if it's a key item so is it always on or off? Is it an equippable item? Is it like the current exp share but instead of having the exp go to one Pokemon, it goes to everywhere? Or is it like your active pokemon has to equip it and the item throws half the exp to everyone else.
That is fucking awesome.5. The item Exp. Share will revert to Exp. All as in Generation I, where when one Pokémon holding this item participates in battle, all other Pokémon in the team receive experience as well. Unlike in Generation I, the experience is not split but rather received by all Pokémon. This means that the participating Pokemon receive 100% experience, while non-participating Pokémon receive 50% experience.
I apologize, I did not mean to imply it was difficult to code, but due to its implications to the overall game. If you want, a quick search on the community thread about IVs should shown the discussion.
storafötter;83616333 said:Are pokemon games really hard in general? I welcome anything that allows me to level up faster for tournaments and special events.
I like the sound of the new improvements but I have a feeling that the air battles will be underused as usual.
How so? Just take one pokemon along instead of 5. It's not that hard.EXP All is the worst thing I've heard about generation VI and sets a worrying trend of GF back pedalling on changes that support the competitive scene/ev training.
Giving EXP for catches doesn't help either.
They need to rework HMs so they are viable competively.
Ex: hm1 cut, type bug, 50% lower opponent defense one stage.
Hm4: strength, either make it fighting type or give it secondary effect that flinch or paralyze opponent.
No, strength is a great move for normal types.
you can not say its great. It's just a move that does ok damage, also no special effective against any type.No, strength is a great move for normal types.
you can not say its great. It's just a move that does ok damage, also no special effective against any type.
Who uses strength competitively?
Only viable normal moves are extreme speed, body slam
They need to rework HMs so they are viable competively.
Ex: hm1 cut, type bug, 50% lower opponent defense one stage.
Hm4: strength, either make it fighting type or give it secondary effect that flinch or paralyze opponent.
HMs don't necessarily need to be viable competitively since essentially they are "keys" in game. We could see them replaced entirely with a different mechanic before they decide to make them viable attacks competitively.
It it true? Confirmation?
Return :V
EXP All is the worst thing I've heard about generation VI and sets a worrying trend of GF back pedalling on changes that support the competitive scene/ev training.
Giving EXP for catches doesn't help either.
Yeah that is annoying but I rather see hm removed entirely and replaced with an actual "key" that doesn't take a move slot, permanently.I want them to be useful even just for single player. Don't u hate to carry 1 or more hm slave(s) into battles. They contribute nothing but to take up party slot(s)
They're actually probably harder with a full team than they are with 1-3 pokemon (and 2-3 used solely for HMs, never for battles).
Definitely. What with exp spread, you'd have to grind wild Pokémon I should imagine, or take stat changing moves into account, which I rarely do in single player.
I played White and White 2 recently with just my starters (Samurott was 77 by the time I had reached the end of the game in White, Emboar was 80 in White 2 - used Lucky Egg on both since obtaining) and there were various points where I really had to consider my options due to bad natures, bad EVs, types disadvantages and the ability to be 2hko.
Was a mix of a face roll and being kinda difficult at points.
Also I unlocked Easy Mode when I beat White 2, also read Hard Mode exists. Can you start from the beginning on Hard Mode or is it tied to your save?
So does Exp Share aka Exp All give every effected pokemon EV values?
So if I KO a geodude, My whole team is getting 2 Defense EVs? That could jack up my whole team if Im trying to do specific training...
Pretty sure he means at what point during the battle, not turn order. In the demo you were forced to Mega Evolve right away but he's indicating this won't be the case in the actual game.As for mega evolution timing being selectable, I assume it's meant that you can choose whether to mega evolve at the beginning or end of a turn. Which is very useful, as it opens up the path to many interesting strategies and choices. Shows that they really are balancing this strategically and trying to make it viable for the competitive scene.
So does Exp Share aka Exp All give every effected pokemon EV values?
So if I KO a geodude, My whole team is getting 2 Defense EVs? That could jack up my whole team if Im trying to do specific training...
I hope they removed IVs. I wish someone would just ask them if they did.
How so? Just take one pokemon along instead of 5. It's not that hard.
This will be better for fully leveling a group of EV trained pokes.
It's more that the loss of the Exp Share is inconvenient. I could work without it, but why should I have to? And what if I encounter a shiny Pokémon while EV training, but it gives the wrong EVs? Catching it will screw me over.I don't see how this or EXP for catching really hurt EV training.
I want them to be useful even just for single player. Don't u hate to carry 1 or more hm slave(s) into battles. They contribute nothing but to take up party slot(s)
The fact that we're able to transfer everything form Gen V cleanly means IVs are still a thing.
It doesn't. In every cross-generation transfer there's been a shift to the Pokemon data structure and rewriting the Pokemon for the new version was masked by the silly minigames. Now that there's a batch transfer method using a cloud service, it's not unreasonable to think that the relevant data could be retained for the new structure while it rips out IVs.
That's not to say it won't have them, but there's no guarantee.
I distributed them couple playthroughs. Just cut and strength were so useless, they bother the fuck out me. rock smash was one hm and it was way more useful than cut and strengthI swear I must be the only one that distributes them to my story team. The only thing that bothers me is that 3-4 of them are usually water-based and I only have one pokemon on my team that can learn them.
Then don't catch or send out the Pokemon you're trading and let it faint before catching. Or use the berries that lower EVs.It's more that the loss of the Exp Share is inconvenient. I could work without it, but why should I have to? And what if I encounter a shiny Pokémon while EV training, but it gives the wrong EVs? Catching it will screw me over.