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Should Random Crits Be A Mechanic In Pokemon?

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Should Random Crits Be A Mechanic In Pokemon?

Post by Trollestia on Thu Feb 06, 2014 12:55 am

I ask because crits make setting up completely useless. Having good defenses is also completely useless. Crits this generation do less damage but they happen more often, so strategies involving Cosmic Power, Calm Mind, and Curse are completely nullified since the opponent can honestly rely on a crit to get them out of a bad spot.
I personally think crits in Pokemon are stupid. I'm using a Cosmic Power Clefable on my Fairy team, but because it's so slow all it takes is one person getting a crit while I set up on them, or getting a crit for a revenge kill, to ruin twenty minutes of my time getting 4x Defenses. It's the same when a person uses Curse on a Snorlax: a crit will wreck it instantly. A crit Aura Sphere on a Chansey completely ruins the point of having a Chansey if the opponent can just get lucky and crit it.
Oftentimes a crit makes the game. Enough of us have both been on the receiving end and the distributing end of crits, and we all know how important it is for that one lucky hit to turn the tides of battle in our favor.
In a game like TF2, crits are different. A crit at the right time rarely ever makes the difference in a battle, and dying once in TF2 is only going to hurt your killstreak. It's not a big deal getting wrecked by a crit rocket in TF2 because you can come back from something like that. Sure, sometimes it's bullshit that s scout (cough ToonStink cough) keeps hitting you with crits on his bat, but more often than not getting hit by a crit in TF2 is a minor inconvenience that also increases the variety of play.
In Pokemon, it's a bit different. There are entire strategies based around having high defenses. It's called "walling". TF2 doesn't have a strategy based on waiting for your opponent to succumb to Toxic or building up defenses and using Stored Power. There aren't defensive pivots in TF2. In Pokemon, switching your mons in and out of battle until your opponent loses a pivot is a key aspect of game play. If your opponent scores a lucky crit, though, all they did was get lucky once and your chances of winning have plummeted drastically.
I think there's still room for crits. Having only some moves be able to crit under normal circumstances, like Stone Edge, or having moves on Pokemon like Super Luck causing all moves to have a crit chance, would add crits to a long list of viable strategies in Pokemon, where they're not guaranteed wins, but can have strategies built around them to help bring about a win (like evasion)
As it is now, though, having almost all moves be capable of critting and changing the flow of battle due to a lucky roll of the dice is silly. There's not even a way to prepare around losing a member of your team through crits: it's unavoidable, it will happen at some point in your battle, and chances are it will change the game either in your favor or against you.
I dunno, I'm just sick and tired of having a member of my team be completely useless because it's just going to die from crits the second it's set up. I'm curious to see what you guys think of random crits in Pokemon.
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Re: Should Random Crits Be A Mechanic In Pokemon?

Post by The Candyman on Thu Feb 06, 2014 1:39 pm

Actually, having some moves being unable to crit, or more specifically a few moves that can, like slash or razor leaf, would drastically increase the variety of gameplay. But I feel Nintendo isn't trying to create a strictly competitive multiplayer game, but a multiplayer setting for casual play. Also, Game Freak could have a good reason for keeping crits the way they are, like TF2 does. In TF2, crits scale with damage so that you can have a longer and more awesome killstreak going. That's essentially their sole purpose. Game Freak may have some underlying reason for random crits too.
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Re: Should Random Crits Be A Mechanic In Pokemon?

Post by Trollestia on Fri Feb 07, 2014 3:02 am

As far as I'm aware the reason crits exist is to keep stalemates from happening in-game and to add some variety so replay doesn't get boring in Pokemon when your entire team is level 100. I still feel like only having a few moves that can crit and abilities and items that cause all moves to be capable of critting would be a good addition, and the casual side of gameplay wouldn't be affected by crits too much anyways one way or the other.
We should make a Pokemon mod where we slightly alter game mechanics for a more interesting competitive field. Not like changing stats or anything like that, just a few move mechanics and that kind of thing. Maybe add secret bases >_>
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Re: Should Random Crits Be A Mechanic In Pokemon?

Post by Trollestia on Thu Feb 13, 2014 4:31 pm

Crit chances is actually already an invisible stat. Super Luck and the Scope Lens both increase a Pokemon's invisible stat. There are 4 stages, where stage 4 always crits. Stone Edge, Razor Leaf, etc. all have a boost so they're at stage 1. Super Luck raises it another stage, to stage 2, then Scope Lens to stage 3, and Focus Energy brings it to 100% crit chance. So the mechanic is already there, all they'd have to do is remove the possibility of crits at stage 0.
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