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5.2 pet battle changes - let the QQ begin!Follow

#27 Feb 12 2013 at 11:42 AM Rating: Excellent
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The only mention of experience anywhere in the patch notes is that pet battles will award PLAYER experience when your pets are within 5 levels of your opponent's pets. Absolutely nothing about pet experience.


Then someone misread. I was replying to someone else who said "experience"...

So, Player experience from Pet Battles? Sounds kinda cool, esp for classes that I hate to level, but yet want them on 90.

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Also, if you get a decent pet battle addon, it will tell you what abilities your opponent's pets have, and track their CD. I have yet to see a CD be "cheated", and AI pets are so predictable that it's easy to time your avoidance abilities around their heavy hits.


Meh, maybe its just me miscounting the cooldowns then I don't know. They just seem kinda annoying IMO. Oh well.
#28 Feb 12 2013 at 4:09 PM Rating: Good
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someproteinguy wrote:
Also, just because it's quasi relevant and made me happy: I got a blue harpy youngling last night. Smiley: yippee


Grats! I'm still looking for mine. It's a hard one to get.
#29 Feb 13 2013 at 11:35 AM Rating: Good
someproteinguy wrote:
azwing wrote:
Oh, and I think misses and dodges are kind of needed, as annoying as they are. The flip side of misses and dodges are crits, which can also swing a battle for or against. But, without some sort of RNG, it would all be really predictable and there'd be no reason to fight the battle.


Yeah, as much as I hate RNG there's something to this. No RNG and you have an addon that would tell you whether or not you'd win before you started the fight.


Only true if there's no tactical depth at all.
#30 Feb 13 2013 at 11:49 AM Rating: Excellent
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Still new to this admittedly, but I'm not sure tactical depth is something I'd associate with pet battles.
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#31 Feb 13 2013 at 8:27 PM Rating: Good
That's a shame. Pokemon has a lot of tactical depth to it; it's actually ludicrously complicated despite being a kid's game.
#33 Feb 16 2013 at 10:43 PM Rating: Good
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Kavekk wrote:
That's a shame. Pokemon has a lot of tactical depth to it; it's actually ludicrously complicated despite being a kid's game.


Their pokemon is what our D&D should have been if it weren't for the ridiculous religious people hammering the game because it was supposedly "Evil".... *rolls eyes*

Our kids wanted to get into D&D, but many couldn't because of religious parents (I fall into this category). Their kids got into Pokemon.

Both are complex games that make kids THINK (which is what we FREAKING WANT). In fact, 2nd Ed D&D was one of the best things around to teach kids quick math (that whole Thac0 system that made you add and subtract positive AND negative numbers well before highschools normally taught that kind of thing).

D&D Kids tended to be fairly bright -- good at math, good at problem solving skills, and creative.

But noooo, the church-goers had to have their way and they demonized the game, to the point a lot of kids weren't able to enjoy it.

Meh, sorry about the side rant there.
#34 Feb 23 2013 at 8:54 PM Rating: Decent
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I really felt that a lot of the nerfs were pretty necessary for balance. I've had some pets one-shot me with their rather OP abilities, ones that didn't even have the upper hand (+50%).

I really really appreciate the bandages being BoA and stacking beyond 10 now!
#35 Feb 24 2013 at 9:48 AM Rating: Excellent
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sas148 wrote:
I really felt that a lot of the nerfs were pretty necessary for balance. I've had some pets one-shot me with their rather OP abilities, ones that didn't even have the upper hand (+50%).

I really really appreciate the bandages being BoA and stacking beyond 10 now!


Oh, I agree with the stupid "one-shot" mechanic nerfs too.

I just think the "you take damage if you run away from a wild pet" is kinda stupid and unnecessary. It doesn't fix a damn thing, to be honest.

Edited, Feb 24th 2013 10:49am by Lyrailis
#36 Feb 25 2013 at 10:31 AM Rating: Excellent
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Lyrailis wrote:
sas148 wrote:
I really felt that a lot of the nerfs were pretty necessary for balance. I've had some pets one-shot me with their rather OP abilities, ones that didn't even have the upper hand (+50%).

I really really appreciate the bandages being BoA and stacking beyond 10 now!


Oh, I agree with the stupid "one-shot" mechanic nerfs too.

I just think the "you take damage if you run away from a wild pet" is kinda stupid and unnecessary. It doesn't fix a damn thing, to be honest.


I'm not sure if I dislike the one-shot mechanics. I guess my biggest issue is that you NEED to prepare for them in advance; if you didn't know they're coming and don't have the right pet/counter, then you'll lose. Take, for example, the FFF's one-shot. It takes 3 turns to get ready and execute, and can be negated by many abilities: burrow (and the other similar ones), survival, cower, cocoon strike, etc. Or by using a magic pet - can only lose 40% of maximum health to a single hit. But yeah, otherwise you get rocked.

But this never happens in the wild, only in PvP matches... and that's the main point of a PvP match: you need to anticipate what will work best.
#37 Feb 26 2013 at 10:22 AM Rating: Good
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That's true but the issue I have with that is it's hard to anticipate every single move especially when I have no idea what kind of pets I will encounter in that PvP match up. I wish there was a way for each player to have the ability to switch out one pet once the battle has started.

Maybe that's a bad idea, but I've ran into situations where I just didn't have anything to counter and got rocked by that one pet I rarely ever see used.

Oh, and on that note... you can't always know when they're going to use it. I've known something big was coming and I did my block thinking it might be now, and it wasn't... wasted it and then got owned. It's hard to predict that kind of thing. :\

Edited, Feb 26th 2013 11:23am by sas148
#38 Feb 26 2013 at 12:53 PM Rating: Excellent
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sas148 wrote:
Maybe that's a bad idea, but I've ran into situations where I just didn't have anything to counter and got rocked by that one pet I rarely ever see used.

So painful having the perfect pet to counter sitting there in the bank while the 3 with you are getting their butts kicked. Have 6 with you, but can only use 3 or something? I dunno, maybe I'll just work on refining my psychic powers or something.
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#39 Feb 26 2013 at 5:40 PM Rating: Excellent
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sas148 wrote:
Oh, and on that note... you can't always know when they're going to use it. I've known something big was coming and I did my block thinking it might be now, and it wasn't... wasted it and then got owned. It's hard to predict that kind of thing. :\

This is a valid concern, though I would say that making Supercharge a one-round buff would largely deal with it even without the 25% damage nerf and the 1 round increased cooldown. Sure, you'd still take several hundred damage the next round, but the Supercharged modifier would be lost and it would take at least two more rounds (plus Supercharge cooldown) to get it started again.

Mostly I'm just afraid I can't one-shot some trainer pets with my FFF any more, especially since we're losing Wind-Up Smiley: lol I need to find a new anti-Major Payne-bear pet!
#40 Feb 26 2013 at 11:13 PM Rating: Decent
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Perhaps they could introduce an automatic damage reduction when in PvP battles compared to NPC battles.
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