ohhhhhh totally agree then. haha I would never argue against scizor, that’d be foolish.
Pokesunday update up on Pokebeach. Looks like Gen 5 has its Mew/Celebi/Jirachi.
LOL, Victory/tini and a Liberty Ticket… they sure are pushing the NYC/USA comparison of the new region.
The problem is that there are just as many pokemon that can setup SR than pokemon that can spin it away. We want more spinners, but GF refuses to compliment. Teams are pretty much forced to use a spinner with pokemon that are X4 to rock on their teams, and there’s a lot of good pokemon that get ruined by this hazard. The pokemon that take 50% are simply unusable or gutsy at best, and I always wondered why SR has so much PP for a move that usually gets used once or twice.
Stealth Rock is a part of the game, Spheal with it. It’s all a part of tactics, whether you sacrifice a sweeper to bring in a rapid spinner or the one setting up making room for a spin blocker. The damage is fine for the basic damage, but as for the super effective damage, it should be scaled as if each one was a layer of spikes, ex: Yanmega receives damage equivalent to 3 layers of spikes as Salamance would receive 2 and Kyogre only 1.
I don’t think SR would be so bad if a) it were more like spikes, in that getting that 25% damage takes more than one layer, and b) if the only move that removes it from play is on both very few worthwhile pokemon and a type that has an immunity. Maybe two layers required and give us a few different moves that can remove it from play (fire spin, whirlpool, gust, etc.). Rapid Spin being the only counter and it being a weak ass one at that is lame.
I would rather them half the damage that it does right now and keep it one layer (because 50% on the switch is still stupid, I would rather have the max be 25%), and I agree with Cyn, more moves that remove entry hazards.
It’s not so much that rocks are omnipresent and hard to remove, it’s just that it completely invalidates 4X weakness pokemon, how many of those are OU? How many OU’s resist stealth rocks? The answer to both questions show’s how broke broken the move is.
My personal fix is add a couple solid pokemon with an ability that removes rocks when they switch in.
That kind of mindset can never work in a competitive game. That’s like saying, “Double Team and OHKO moves are a part of the game, deal with it.” Things are eliminated in competitive games to create some kind of diversity and balance, Stealth Rocks deny either from existing.
I’m a Yanmega player, and I agree to a Stealth Rock clause. Free 50% health off on a switch-in? Fuck that
And yet shitty GameFreak nerfed Hypnosis to fucking 60% accuracy making it useless now. Fuck them.
I’m not a huge fan of Stealth Rock, but that 12.5% being the difference between an OHKO or not is a lot for one turn of setup.
Also, Miltank should get Rapid Spin, so ghosts can’t block her Rapid Spin due to Scrappy.
Sorry to get off topic but why do pokemon games DO NOT support WPA settings? Why do I have to switch back and forth from WEP to WPA, especially since WEP is the inferior encryption?
More like they should make Defog actually make some kind of sense.
Defog is the most retarded move Gamefreak has ever created, yes, even worse than Splash.
Which is why I suggested the nerf of it. Dealing specifically 12.5, 18.5, and 25% damage ratios depending of their weakness to rock and vice versa.
Aside from the topic of stealth rock, if anyone wants to have a match on pokemon online feel free to request a battle. If the majority of people play shoddy, then I will redownload shoddy. Also, I have PT and HG.
I like how in previous games, Flash was almost necessary to get past certain places, but defog was way more optional than flash.
Gamefreak has a bad track record of nerfing anything, which is why a ban would be better. However, if SR is in the next gen, I would opt its use until it proves to be centralizing the metagame, as it is right now.
Do you think that with Sala now in Ubers there’s no reason to not ban SR?
I have the same problem, but I don’t bother to change settings, so I just end up not battling.
wait, who bans OHKO moves? those are unbalanced in the way that they are terrible.
The truth of it is that no moves of the such should be allowed. Sure, they miss like hell but when they do land it presents the arguement. Sheer Cold is pretty stupid though.
I guess they are worse in the environment I play in, we play several matches to declare the winner so probability has more chances to come into play. It just seems like banning a bad strategy isn’t worth it, heck even articuno using lock on and sheer cold is really just a gimmick.