GamePress

IV-boosting items

I've come across some talk about iv boost items, and considering how valuable they'd be, I can imagine Niantic creating some elaborate way is boosting your Pokemon.

One way:
-Rare special raid reward item needed combined with
-10 candy of that Pokemon
-20,000 Stardust
-10km as walking buddy

This would boost a random iv point each time you used it.
Additionally, after each time, your costs would be doubled...

That means next time
-20 candy of that Pokemon
-40,000 Stardust
-20km as walking buddy

Then
-40 candy of that Pokemon
-80,000 Stardust
-40km as walking buddy

This means that even hardcore players would have some sort of bottle neck to keep them from just spending real money in this (franky pay to get ahead) game, and magically getting a couple of 100's in just a few hours and bucks.
Additionally, you could have tiers, where legendaries automatically start at level 2 costs, hardcore players want to spend real money, resources, and effort, well now they can for a price.

Asked by zap6 years 10 months ago
Report

Answers

The danger to this is that the expectation will be a perfect lineup. Fighting Latios or Latias? You don't have 6 perfect maxed level Rayquazas? Then you're doing it wrong.

The game remains interesting because people have to find different solutions to the problems presented. Want to solo Machamp? Mewtwo is good. Don't have that, try Espeon, or Double Flying Rayquaza, or Lugia, or Ho-Oh. We all have choices, with different costs, different strengths and weaknesses (Lugia crushes fighting Machamp, but isn't great vs. double Steel Machamp, etc.)

So there would have to be curbs and limits on things. Finding a pokemon with 15 attack, 15 defense, and 6 stamina shouldn't set one off on a quest to jack that stamina up 9 points. But it's doable, and it would be nice to be able to buff up 98% or 96% pokemon to 100%. Just not too much, and it should cost a lot.

Up
0
Down

If such a feature were to happen, I'd envision the cost (stardust, candy, or whatever) to be scaled depending on the current IVs, pretty much the same as how levelling works. So, powering up from 0% would be very cheap, but going from 98% to 100% would be very expensive.

I would also love for battling (perhaps also including gym defence) to be a requirement.

Up
0
Down

I'm not against the idea, but I think the cost scheme should be different. It should cost more the closer you are to perfection so that going from 96% to 98% and to 100% should be astronomical, but going from 80% to 82% not so much.
I for example don't raid alot, but still have 9 legendaries at 96% or higher. With your suggestion it will take me 2-3 months to bring them to 100% and that's too easy.

Up
0
Down

I've always been an advocate of using the Pokémon in order to raise up the Stats rather than buying something or using an item.

For example: Want to raise your Attack? Attack Raid Bosses or Defeat Gym Defenders. How this would work in my head would be like this: You need to defeat (10x Next IV Level) Gym Defenders or Raid Bosses to raise the Attack IV by 1. Say you have a Tyranitar with Attack 14 - you would need to defeat 150 Gym Defenders or Raid Bosses with that Tyranitar. Which sounds simple enough, but you're looking at needing to take down 8 gyms with 6 Pokémon in each at Full Motivation (+6 other Raid Bosses or Gym Defenders) with that single Tyranitar in order to raise the Attack to 15. Which is a heck of a challenge, even for a hardcore player on the grind.

For Defense, it would be (10x Next Level) Gym Defenses and Dodges, where every time your Pokémon was in a Gym Battle as a Defender it got 1 point - and got 5 points if it actually knocked an Attacker out. And in a Raid Battle or Gym Battle, you could get 1 Point per battle if you dodged a Charged Move. (not 1 point per Dodge, but 1 point per Battle.)

For Stamina, I'd tie it to a combination of Gym Defense and Attacking; it takes (10x Next Level) to raise the Stamina, and you get 1 point every time you Attack a Gym Defender/Raid Boss or Defend a Gym.

Not a perfect system by any means, and probably too simplistic to work. Also likely able to be exploited - using the Tyranitar example, it would be as fast to take a 14/14/14 Ttar to 15/15/15 as it would a 14/15/15 to 15/15/15 as all 3 stats could be raised at the same time. (Which I personally don't have a problem with, but could be seen as exploitative.) The point isn't that I've got the right system for how to do it, but that I'd prefer to have a system that would encourage me to actually "Train" my Pokémon rather than use a item to simply strengthen it.

Up
0
Down

Here's a nasty thought: adding IV-decay, requiring you to maintain your new IV stat using whatever methods you used to increase it.

Up
0
Down

Ugh, that sounds like eating a good meal, but if you don't keep eating it you give it all back ...

Up
0
Down

When I started playing this game in 2016 I thought I somehow had to train my caught Pokémon to make them better. But this was not true at all, you only needed candy.
Your plan is finally returning the meaning of "Trainer"!

Up
0
Down

Sadly ideas like this are very hard or impossible to balance because there are extreme differences with gym activity between areas. You say that the 150 gym defenders is a nasty challenge, for me it would just be a few hours downtown to upgrade my Tyranitar, which is way too easy.

I absolutely love the idea that it would be tied to using the mon, but I can't see how it could be balanced to work for everyone in a reasonable way.

Up
0
Down

I can't argue against that. If they went with this kind of idea it'd probably be balanced for cities like most of the game.

Up
0
Down

With the new update, they have an items tab when you have a Pokémon pulled up, next to transfer and favorite options. This will make it easier when using IV boosting items. And I don’t think there should be a requirement to use them. When you level up a Pokémon to level 40 that’s a 96-98%, then catch a better IV one, it’s like all those hundreds of thousands of stardust went to waste. I think maybe having the Pokémon maxed out for your level may be a requirement, but doing anything extra after spending hundreds of candy and over a quarter a million stardust would not be something that would make sense.

Up
0
Down

> maybe having the Pokémon maxed out for your level may be a requirement

Should raided ttars be automatically upgraded for players under L18 (23)?

Up
0
Down

I'm gonna preface this by stating I think IV boosting is a terrible idea for PoGo - as the first comment stated it would set a terrible precedent as raid partners would begin to expect nothing less than perfection, especially the more hardcore ones. Also IVs are incredibly over-emphasized with attack being the only one worth caring about due to raid breakpoints.

Having said that, this exists in the main series in the form of bottlecaps, which let you correct faulty IVs on a Pokemon - the only catch is these caps are a pain to get and can ONLY be used on level 100 Pokemon. If Niantic were to implement an equivalent to this I would expect similar requirements to be met - maybe the item is only given away via skill-intensive research and it can ONLY be used on fully maxed Pokemon.

Up
0
Down

There are already players who expect others they're raiding with to have a full team of top counters, powered up to the right breakpoints/bulkpoints, and TM'd to the right movesets. I've even read plenty of stories about those types of players shunning others out if they're not packing the big guns to take down the raid boss.

My point is the behavior you're talking about already exists. It's very poor form (and I'm very grateful that people in my local community don't do it), but I don't see it as a pervasive issue that would be introduced by adding IV-boosting items. Those that would expect perfect IV teams are the same ones already shunning other raiders for not having the best counters, proper movesets, or things powered up high enough. So I doubt the introduction of IV boosting items would suddenly change the mindsets of more inclusive players.

Just my 2¢

Up
0
Down

"I've even read plenty of stories about those types of players shunning others out if they're not packing the big guns to take down the raid boss."

This behavior is stupid. I'm not blaming the poster (BlameScott), but just want it out there, if some newbie wants to join a tight Latias raid, and is bringing Aggrons and Blisseys, it might be good to have a chat with them about effective counters, but excluding them will just reduce the player pool for PoGO, and leave them not liking the elite players. Top level, elite players should be role models that other players aspire to be like, not exclusionary meanies. And for the elite players, the noobs with Aggrons won't be taking away your damage balls (most likely, anyway), but might save you a Revive or two, and in the extreme case, will make the difference between getting it on the first try instead of the second try or not at all.

Anyway, if you're high level, be a positive example to the players around you, not a negative one. Being mean just reduces the player pool, and once Wizards Untie comes out (sorry, Unite, my up dyslexia flared,) we'll lose a lot of players to that game.

Up
0
Down

I agree with you 100%. If I'm raiding with someone and they're using suboptimal counters, I'll suggest things that would be more effective. If they're newer and don't have any of the more effective Mons, then we roll with it and try to help them acquire more powerful Mons for future raids. That's how PoGo communities should work as far as I'm concerned. 😁

Up
0
Down

Another comment - there are a cadre of players whose prime goal in the game is to get a full pokedex of perfect pokemon. One guy in my area has 37 perfect pokemon powered up to level 40. (Me, I have three powered up to 40, and they are 98%, 96%, and 98%, and I think that's pretty solid.)

But if we allow IV bumping, the people who worked their asses off for perfects, who would hear through facebook or discord that there's a perfect level 6 chinchou at such and such a place and dashed over there hoping to get it, will be really pissed that any duffer can get perfects with a little work.

Now, that's not my game, I want effective pokemon for raids, gym battling, and gym defense, and a 96% to me is just two tiny steps below a 100%. But for people who that's their game, it will destroy the game for them.

There are also collectors (of 82% and up, the living wonder pokedex crowd) or of any pokemon. Eventually, if/when breeding becomes a thing, there will be breeders too, wanting to breed pokemon for fun. Trading, I won't even go there.

But as they add new mechanics, the game evolves and changes. Remember back in July of 2016, when it was cool to go out and catch a Rattata or a Pidgey, and spinning stops was exciting? That was all we had, and now there's so much more.

Anyway, I could see IV buffing as a thing, but it would have to be really hard, really limited, and highly resistant to abuse, which will require some very clever thinking by the coders and gamers at Niantic.

Up
0
Down

"the people who worked their asses off for perfects, who would hear through facebook or discord that there's a perfect level 6 chinchou at such and such a place and dashed over there hoping to get it, will be really pissed that any duffer can get perfects with a little work."
Which one is "a little more work?"

So tell me, what's more work. Driving down 5 minutes to a perfect pokemon (which you really can't anymore with trackers down), or having to spending 20,000 stardust, 10 candy (possibly rare candy), obtaining a rare item from a raid, and having to walk your pokemon 10-40 km?

Up
0
Down

I imagine getting various items that do things like:
-reroll a specific IV
-reroll a specific IV from 10-15 (ie, hatch values)
-reroll all IVs from 10-15
-add 1 point to attack
-add 1 point to defense
-add 1 point to stamina
-add 1 point to a random IV (0 added of IV already max)

Up
0
Down