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Why is Niantic giving Pokemon a 9% nerf even though they don't need it?

Seriously, they gave it to Slaking who already has the move-that's-worse-than-splash Yawn, and the nerf wouldn't make a difference. Ho-Oh, Girantina.... They didn't deserve it.

Asked by DatLocalKarper6 years 4 months ago
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I honestly don't think Niantic gives it much thought beyond "oh, it has over 4k max CP? It gets the 9% nerf." What's really sad, imo, is when they also saddle some of these Mons with really bad moves.

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Slaking is probably gonna get Pound for community day
Ho-Oh stats is still good he just needs better moves

Ghost types have been pretty much been a glass cannon. If giratina had both high attack and defense then there will be no point in using any other ghost types.

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I agree. I don't know what makes you think that Slakoth will "probably" have a CD and be given Pound. It would completely defeat the purpose of Yawn and the whole Slaking gimmick. So in my opinion, it's very unlikely. It's not because it's speculated here and there that it will happen.

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Slaking doesn‘t learn Pound. If Niantic decides to buff it with a currently existing STAB fast move, it can only be Scratch.

Edit: or Cut, I forgot that it can learn that.

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by aSp 6 years 4 months ago

And what is it about the magic number (see:arbitrary) of 9% that can balance every single individual mon that is deemed to require a nerf?

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It seems likely that it was tailored for Mewtwo to drop under 4k CP and then they just stuck with it.

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it's their version of a kelevin

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by TTT 6 years 4 months ago

The worst part about it is that since it's not dynamic, Pokemon that barely qualify for the nerf become much weaker than Pokemon that don't quite qualify for it.

There are many great Pokemon that have max CP in the high 3000s (or even mid 3000s) that end up with better stats than Pokemon with CP a touch over 4000.

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This right here. Pretty horrible design, like the original 3k cp cap in gym decay.

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I came here to say this exactly. Giratina-A pre-nerf just barely squeaks over the 4k threshold. I think setting increments so the nerf becomes gradual up to a certain value (say, 9%) would be a much more balanced way of going about it.

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