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PvP: what if the speed stat was applied to dodging?

Just want to hear what the experts think of this concept.

I've seen plenty of suggestions to apply each species speed to its attack animation (often with gamebreaking results) but haven't seen them applied to the dodge animation before (correct me if I'm wrong). Obviously speed is designed to work in the turn-based games, but when it comes to PvP in Go we are unlikely to get a turn based system. Yes a button mashing PvP system is a little simplistic, but with more diversity and player imposed rules I think it could be a lot of fun and as strategic as you want it to be.

I don't have the ability I'm sorry to give you examples, but let's say a species speed determined the length of its dodge animation. Faster species have a wide dodge, slower species a narrow one. Depending on the length of your opponent's attack animation, could faster pokemon avoid larger chunks of damage?

If so, surely many completely obsolete pokemon become relevant. Does this make slow pokemon redundant? Not really: sometimes your aim is to avoid damage (Gengar), but in the EPS world, a lot of the time it would be advantageous to ABSORB damage in order to fire off more charge moves, right? (Body Slam Snorlax...) So maybe there could be strategy in recruiting slow tanks into your team.

One criticism I've seen with bringing in speed this late in the game is breaking everyone's 100% iv collections, but it could be avoided by just applying base stats ONLY, with no IV for speed, or creating a different scale for IV like FAST, MEDIUM, SLOW and linking it to a pokemons weight XS, NORMAL, XL (no affect to CP) seeing as the size of a 'mon in Go is currently irrelevant.

I know some think PvP in Go would be boring, but personally between type advantages, weather, luring and getting familiar with dodge/attack speeds, I would have enough fun and complexity in this game to make up for the absence of status, items, abilities etc. Of course, all of this is assuming that the dodge glitch is fixable...

Asked by militantpoetry6 years 9 months ago
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This is a major change code-wise. They have to code a specific feature (dodging) to be affected by variables (pokemon speed, length of enemy attack animation) and provide different results. I'm not saying it's impossible, but think about it; we have a very simple dodging system and there is a bug that hasn't been fixed since day one. What are the chances of more compexity coded into dodge mechanics?

PvP needs a complete rework of the battle system to be meaningful. Probably a different battle system that's used in pvp only. Apart from button mashing, a problem that nullifies strategies is type effectiveness. They made weaknesses and resistances less important in GO because you can always choose your attackers vs a certain defender in battles. In pvp that's not the case, so weaknesses/resistances need to be significantly buffed.

Generally PvP can only be a mess with the way everything is handled right now. We can only hope there will be different rules for PvP. I'm glad it's not out yet, that means they are still working on it

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A turn based combat with abilities would be the only way to make PvP interesting. They could keep gym combat and raid system as they are and then implement a separate feature for PvP with turns. How to integrate that with the AR side of it, I don't know.

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