Feedback post for various things I have been thinking. None of them are particularly time sensitive so consider or not at your leisure.
Tech Pokemon spending tech on send in not send out:
It is sad that bringing a tech pokemon limits your team comp in a way that mega stones and z crystals do not. You are pretty much obliged to bring any tech mon you send in and it means you can't use dynamax or have opportunistic z crystals in your bag.
Especially with the backpack size increases it isn't clear why megastones only consume tech on send out in comparison. 3 people this league had access to both tech pokemon and mega stones, and all 3 of them sent mega stones instead of tech pokemon.
To be clear I think the way mega stones work is actively preferable, rather than just complaining that it is stronger, I think making mega stones work like tech pokemon would make the game less fun by making team comps less flexible.
Life Orb seems slightly too generalist
Life orb seems like it often edges out other more specialised items for pokemon. You could bring things like berserk gene, throat spray, expert belt, or you could just bring life orb and it will be as good or better as these other options on every pokemon and be a more flexible bag slot.
I wonder if it would be more interesting if it was funneled into being even more of a damage for life loss trade, and be +4 power in return for 3 damage taken per step. This would make it 1 life worse per turn on standard users, but still useful if you really just want reliable extra damage, for example finishing off low hp enemies, or to use on specialist mons like braviary-h with sheer force.
League sub reffing
League games going to time sucks and is quite anti climactic. Maybe instead of trying to get better tie breaker rules the solution is having it happen less often. what if anyone could just declare they are sub reffing any league round that is at least 24h since the last player has ordered. This is less jc for the judge, but 1. there are other equally good sources of jc per round since the changes to the jc economy and 2. having games actually finish seems like it is worth someone who is being slow losing a few jc in return for having to ref less rounds.
Byes in league
Honestly 11th hour 11th player to this league circuit was really funny, but it also sucks to think you are doing league and then get kicked for odd players at the last minute. Quite a few players are willing to play or not to even out the numbers, so I feel like we should be heavily encouraging players to sign up with a decent amount of time left on the clock, so other people can choose to adjust and even the numbers.
I suggest that if there are an odd number of players the last person who signed up is the player who gets a bye, and I expect it would rarely actually come to this since if there were a few days to adjust, someone likely would creating an even number of players.
Brock
Brock feels like a bit of a trap for new players right now. They are just as hard per pokemon as 12xp sims, but they only give 8xp. It is also very unclear what players are meant to do with 8xp at level 1. Level 2 or 3 8xp fights make a lot of sense since often you gain 12 xp from other fights, but what are you meant to do with level 1 8xp?
I would consider raising brock to 12xp and costing him appropriately for being 2/3'rds of a standard level1 realgam, so his role is for people who only want 2 pokemon leveled and a faster battle.
JC economy flash and raids
flashes are insanely jc efficient since they give them same rewards no matter how many pokemon people bring (so people bring 1). JC is meant to be a way of making sure that people do an appropriate amount of reffing such that people can find refs when they want to play and the game functions without relying on charity from people reffing things for rewards they do not need.
When people ref a lot of flashes it inflates the jc economy. everyone has a lot of jc to start raids or realgams or more standard casuals without anyone actually reffing these raids or realgams or casuals to get this jc.
Raids and battle tower are the big losers of this, where their jc rewards are not enticing in comparison to flashes so they simply don't get reffed unless someone is feeling like taking one for the team.
Suggestions, casuals including flashes give 2jc to the ref per pokemon involved up to a max of 6, since 6 seems to be the intended balance point for the work of reffing a 3 vs 3 battle. Note last time this was brought mulitple people said they were absolutely willing to ref a flash for 2 jc, since it is still easy jc for often 1 round of work.
Raids could cost more jc and give more jc. If the number of people who want to raid is consistently higher than the amount who want to ref it, then same as any other economics the cost can be adjusted to reach closer to equilibrium.
+3 jc cost to all raids, +3 jc rewards to all raids.
Tech Pokemon spending tech on send in not send out:
It is sad that bringing a tech pokemon limits your team comp in a way that mega stones and z crystals do not. You are pretty much obliged to bring any tech mon you send in and it means you can't use dynamax or have opportunistic z crystals in your bag.
Especially with the backpack size increases it isn't clear why megastones only consume tech on send out in comparison. 3 people this league had access to both tech pokemon and mega stones, and all 3 of them sent mega stones instead of tech pokemon.
To be clear I think the way mega stones work is actively preferable, rather than just complaining that it is stronger, I think making mega stones work like tech pokemon would make the game less fun by making team comps less flexible.
Life Orb seems slightly too generalist
Life orb seems like it often edges out other more specialised items for pokemon. You could bring things like berserk gene, throat spray, expert belt, or you could just bring life orb and it will be as good or better as these other options on every pokemon and be a more flexible bag slot.
I wonder if it would be more interesting if it was funneled into being even more of a damage for life loss trade, and be +4 power in return for 3 damage taken per step. This would make it 1 life worse per turn on standard users, but still useful if you really just want reliable extra damage, for example finishing off low hp enemies, or to use on specialist mons like braviary-h with sheer force.
League sub reffing
League games going to time sucks and is quite anti climactic. Maybe instead of trying to get better tie breaker rules the solution is having it happen less often. what if anyone could just declare they are sub reffing any league round that is at least 24h since the last player has ordered. This is less jc for the judge, but 1. there are other equally good sources of jc per round since the changes to the jc economy and 2. having games actually finish seems like it is worth someone who is being slow losing a few jc in return for having to ref less rounds.
Byes in league
Honestly 11th hour 11th player to this league circuit was really funny, but it also sucks to think you are doing league and then get kicked for odd players at the last minute. Quite a few players are willing to play or not to even out the numbers, so I feel like we should be heavily encouraging players to sign up with a decent amount of time left on the clock, so other people can choose to adjust and even the numbers.
I suggest that if there are an odd number of players the last person who signed up is the player who gets a bye, and I expect it would rarely actually come to this since if there were a few days to adjust, someone likely would creating an even number of players.
Brock
Brock feels like a bit of a trap for new players right now. They are just as hard per pokemon as 12xp sims, but they only give 8xp. It is also very unclear what players are meant to do with 8xp at level 1. Level 2 or 3 8xp fights make a lot of sense since often you gain 12 xp from other fights, but what are you meant to do with level 1 8xp?
I would consider raising brock to 12xp and costing him appropriately for being 2/3'rds of a standard level1 realgam, so his role is for people who only want 2 pokemon leveled and a faster battle.
JC economy flash and raids
flashes are insanely jc efficient since they give them same rewards no matter how many pokemon people bring (so people bring 1). JC is meant to be a way of making sure that people do an appropriate amount of reffing such that people can find refs when they want to play and the game functions without relying on charity from people reffing things for rewards they do not need.
When people ref a lot of flashes it inflates the jc economy. everyone has a lot of jc to start raids or realgams or more standard casuals without anyone actually reffing these raids or realgams or casuals to get this jc.
Raids and battle tower are the big losers of this, where their jc rewards are not enticing in comparison to flashes so they simply don't get reffed unless someone is feeling like taking one for the team.
Suggestions, casuals including flashes give 2jc to the ref per pokemon involved up to a max of 6, since 6 seems to be the intended balance point for the work of reffing a 3 vs 3 battle. Note last time this was brought mulitple people said they were absolutely willing to ref a flash for 2 jc, since it is still easy jc for often 1 round of work.
Raids could cost more jc and give more jc. If the number of people who want to raid is consistently higher than the amount who want to ref it, then same as any other economics the cost can be adjusted to reach closer to equilibrium.
+3 jc cost to all raids, +3 jc rewards to all raids.
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