How would you change the gym/battle system?
I think we can all agree that it's not ideal right now.
- Gyms take forever to train up but minutes to tear down
- Even a mid-level trainer can run 6 pokemons against your one
- No way to save your preferred team
- Beating a level 10 gym by yourself gives you the same reward as putting a pokemon into a friendly gym that happens to have a spot open
How would you change the system?
Answers
- Just being able to save my selection and reuse it would go a long way. Some people want to be able to save multiple teams, but I think just saving one team lineup of six pokemon, like in the main games, would be good. Each gym I go to, I would want to special tailor my team, then save it, then start the fight, and after the fight I'd heal, then reload and start again.
- If they wanted to stop the bubblestrat, they should just put a lower limit on the level of pokemon you can put in gyms. Players can't compete in gyms until they are player level 5. Make it so pokemon likewise can't be placed in gyms if they are below pokemon level 5. Then they could raise the prestige gain back to a more reasonable level.
- I also wish attacks could have secondary effects, power ups, and status effects similar to the main games to broaden battle strategies. But that is a whole topic unto itself.
The 2 most important thing to change for me is :
1 : double training points, as it was before while leaving taking down gyms as it is now. It allows to build Lvl10 gyms everywhere but its not too long to take them down.
2 : Create a new indicator like CP but for defense (Defensive Power/DP for example) where stamina would be the most decisive stat and where both quic attacks and charged moves are taken into accounts. And order pokemons in gyms by order of DP and not CP. This would allows to use the best real defender instead of the higher CP ones.
They must balance training, battling and revive/potions obtained from Pokéstops. The problem with the current situation is that it takes too much time and effort to train gyms in my opinion. On top of that there are too few revives being dropped. If they want to increase gym turnover that's fine but they have to take into account that this brings increased demand for revives.
This has led to me following a not very noble strategy: I put Rattatas and Pidgeys in gym and when they get knocked out I transfer them. I'm not proud of it, but I don't have the revives to use my main Pokémon. I have a bunch of fainted Pokémon I can't heal.
One very important issue is spot sniping. They have to implement smth similar to gym sniping, where after training up a gym only trainers who actually trained up the gym get to take the spot. There's nothing more frustrating than spending 20-30min training up a strong gym and using a ton of potions and revives in the process just to see someone taking your spot.
This happened to me twice since the change and I haven't bothered to train up a gym since.
Also: why are people whining about level 10 gym. Take them down, everyone can do it. I think it's fun battling a high level gym even if I don't take it down entirely.
Depends on what you are doing. A trainer who often fights until death needs more revives, a trainer who changes shortly before death needs less revives and more potions, a trainer who just collects pidgeons for xp and dust does not need any revives at all.
There is no possible distribution, that matches with all needs.
That's what I try to do, but what keeps happening is when one Pokémon faints it swaps it for the almost fainted automatically which then gets beaten immediately.
Another reason why taking down opponents' gyms is more attractive now than training. When I train I am always on the edge because I choose low CP Pokémon for higher prestige gains. When attacking this is irrelevant and my Pokémon hardly ever faint.
(1) Arena-max-Level could be dynamic between 3 and 20 (or even end): If there are few training or battles, arena-max-level could decrease, so the lowest PKM fall out; If there takes place heavy fighting, max-Level could raise, for example till 20.
(2) Arena XP should be changed. Now it is:
1-3 PKM: free,
4-7 PKM: 2k XP,
8-10 PKM 8k XP.
Suggestion: 1-3 remain free, then 1k XP for each additional PKM what what would result into
1-3 PKM free
4 th PKM: 1k XP
5 th PKM: 2k XP
6 th PKM: 3k XP
....
10 th PKM: 7k XP
...
20 th PKM: 17k XP.
with this scheme, training costs would be slightly lowered, something many trainers want, it would be easy to extrapolate to higher arena levels, and the strange gap between 7th and 8th PKM would be closed.
(3) Arena training sniping should be avoided: After training, the trainer who has trained most xp for last half hour gets the explicite right to put a pkm for a minute, if he does not put a pkm, the right shifts to the trainer with the second most xp gained last half hour....
Three small changes and it would be great again:
1. max. prestige per mon should be back to 1000
2. prevent spot sniping in training (it's really much more important here than after battling a gym down)
3. for the second training round, reload the same mons from round 1 as the default team
Additionally, an idea like mons losing 1hp per hour, as Dinonikusu said, or maybe even better a small percentage of their cp, is really worth considering.
When the mons are back from the gym, they of course would be restored.
The rival gyms:
Defeat a gym Pokémon gives 1 Pokécoin: hurting bonus.
Defeat the whole gym gives 5 more Pokécoins: gym defeating bonus.
Reduce 1 gym level gives 3 more Pokécoins: Pokémon removing bonus.
Reduce a rival gym's prestige to 0 gives 10 more Pokécoins: peace bonus.
Each reduce of a rival gym's prestige by 500 gives 1 more Pokécoin: reducing bonus.
For rival gyms.
The friendly gyms:
Put a Pokémon in a gym gives 10 more Pokécoins: defender bonus, maximum a time is 10, minimum every 21 hours.
Each raise a gym's prestige by 500 gives 1 more Pokécoin: raising bonus.
Open a space for other players gives 5 more Pokécoins: friendly sharing bonus.
Participate in a level 5 gym gives 5 more Pokécoins: good gym bonus.
Participate in a level 10 gym gives 10 more Pokécoins: monster gym bonus.
New formula for prestige raising:
Round[(defender CP) ÷ (attacker CP)] × 100 + {RoundToOdd[(defender CP) ÷ (attacker CP) + (defender CP − attacker CP) ÷ 100] × 37.5 + 62.5}
New formula for XP gaining:
Round{[(defender CP) ÷ (attacker CP)] × 37.5 + 62.5}
For friendly gyms.
This I don't see them doing it, unless they cap the number of coins gained this way, or maybe instead of coins they could give you candy or stardust whenever you battle.
Expanding on this, giving out pokecoins that easily would reduce their income, everyone would get pokecoins everyday if they want, but I believe you are on the right track, the problem with gym stagnation back before the gym prestige update was that nobody would ever bother to battle a level 10 gym, therefor it would never get taken down, if you give even a small incentive to battle gyms every day, this would change, I think coins are out of the question, but candy or stardust, I would love to get 1 Candy for each mon I beat, maybe of the same family of the mon you beat, or maybe give out stardust which is a relatively scarse resource in the game.
The challenge of taking down a strong gym is completely gone. I miss having to think about what team to use and spending time powering up pokemon in order to take down a lvl10 gym. Now 6 raticates is all you need to take down gyms as they seldom get past level2/3.
they could return prestige to how it was but have 2 leagues at each gym: a main league and a little league. The little league would only have 3 slots and only give 5 coins instead of the full 10. They could also make it so that players beyond a certain level can't compete in the little league.
- Not battle related... but give us a way to trade in items we don't want for ones we do. No drop rate will be perfect for everyone.
- I want to be able to say "Show me my water pokemon under 1000 CP, sorted by CP." and have it happen.
- Revert Prestige nerfs.
- Do something to prevent spot sniping for prestiging.
- Can we fix the "It's super effective" text overriding the charge move announcement? Please?
- Change SE and NVE damage to 1.5 and 0.67 respectively. STAB should not be just as good as SE. That way pokemon with mistyped moves won't be 100% worthless on attack.
- Make rewards for attacking better. I'm not sure what exactly, but it needs something.
- Finally, in an attempt to make low level gyms more resilient... Increase the prestige for putting up a pokemon to 2500. Then make it so a level 2 gym has 2500 prestige, level 3 has 5000, level 4 has 9500, level 5 has 14000, and so on, making the first few levels feel the same to build up but more difficult to tear down. Keep level 10 gyms at 50,000. This should reduce that HUGE prestige jump going from level 7-8.
Even this is tricky. How to do it? The difference is that you have to choose lower CP for increasing prestige. BUT it takes much longer to beat the same pokemons with these when comparing to attack with 6 dragonites due to DPS... So, now it is completely wrong, and the prestige decrease constantly 500 per attacker win is too much. make THIS the same and there will be fun again
Just making prestige gain/loss it symetric would do the trick at least for now, in training prestige is caped by defender/attacker CP anyway, so even if the gain/loss is symetric, it's much easier to take them down because you are not restricted on the CP of your team to gain max prestige.
In the event that the metagame gets stale again (level 10 gyms everywhere), they could just give you Candy/stardust for fighting (a daily bonus or for each pokemon defeated), and that would incentivize people to fight every day, even if they don't fight all the way, every dent in a level 10 gym adds up.
1) Pre-selected teams or the ability to sort by Last Used.
2) Split the difference between the new and old training formula.
3) Use a progressive formula for lowering prestige that awards a greater drop per Mon, the more that are defeated in a single run. Start at -500 per, -750 per Mon for half clear, -1500 per Mon for a full clear.