What's new
Pokémon Blaze Online

Welcome to the official forum for Pokemon Blaze Online. By joining, you gain the ability to post topics, engage in discussions, and access exclusive content. Ready to start your adventure? Download the game and embark on your journey. Register today and connect with a global community of players.

PVP / CWs Improvements

ShadowIX

New member
Short List of what can improve the current scene:

a) Pokemon level should scale vs CW Boss as well, and not just for pvp matches.
b) Lower shop prices - It is literally impossible to get a full set of items + moves. In few months time, there will never be fresh faces in the scene because they will not manage to buy anything due to their horrible placement in the crew wars.
c) CW Prizes - The gap between the 1st and 5th is huge, and anything below 10th place barely get anything. 2nd place getting more than double the tokens of 6th place, is unreasonable imo. Since this mode literally rewards the crews with most available players + end up time stalling the full 20 seconds.
d) Dynamax Ores - Same as CW, will take months to finish 6 mons.
e) Lycanroc - this was added, assuming it's a counter for volcarona, however, once again, we need to deal with using a neutral nature - should be catchable sometime soon.
f) Add battle frontier to farm pvp items- PVP items should never be locked behind PVP , otherwise this will deny PVErs from getting useful items such as leftovers and any new player will really struggle, if not give up right away, to farm cw tokens.
g) Bottle caps - Honestly, no one in their right mind will spend tokens to buy TM/TRs for an average IVd mon, especially at this price. There is no way to get good IVs at the moment, unless one gets ridiculously lucky.
h) Encounter Rates - within 3 hours, I only found 2 staryu's. (There were 3 lures first hour, 2 lures second hour stacked.) Imo, these rates are ridiculous. How are we supposed to get any good mon if we cannot even find them. (Without any kind of iv reset)
i) Vs Seeker - XP Required to be lowered - Every level, we are unlocking about 1-2 trainers at the later levels, however the xp scales up drastically between each level.
j) Vs Seeker Drops - If every late game item is in the later levels, then it is impossible for most players to ever reach these.
k) Provide a way how to re-order moves. Having to spend 3 heartscales just to move our moves around per mon isn't always possible, and certain moves (majority of them) cannot be taught back.


I didn't do the calculations, but there is no way, an average player can ever reach level 7 if they can only do vs seeker twice a day at best.
The average player will play 2-3 hours, there is no way, an average player who works 5 days a week can manage to progress in this game. Not to mention, he will be missing on at least half the events due to the timezone differences.

If the game isn't player friendly for the average player, and only caters for the no-life hardcore players, then I don't see any kind of future to get new players into the game as they are going to be stomped hard with no real progression visible.

If the default reply to good mons is "it's RNG brooo", then the wrong approach is being taken. Players want to feel some kind of progress, and currently, the "RNG" of this game is the reason why I would rather play other games where the progression can be visible instead of this. Players have limited time, and right now, the grind just feels like a waste of time. Especially since the RNG is against the player due to the lower than normal synch rates.

I do not expect to have everything within a week, or everything that a guy has, with x10 less playtime, but there should be progression in this game. It is not about getting 6 mons and stick to them until the end of time. The fun of pvp is to get new mons, try new mons, change the team depending on the meta etc.

Right now, I don't even have 6 mons, there is no way for players like me, to adapt to a new pvp meta if just to catch a decent mon takes potentially multiple weeks.
 
I totally agree with this post. To offer some calculations, i´ll add the following numbers:

Vs. Seeker

To level up from lvl 6 to lvl 7 Vs. Seeker you need to run the full round 51 times. Doing an average of 3 times per day, you would need 17 days to level up. Then you face the level 7, which already takes longer and you need to run it 72 times to reach lvl 8. Which makes it 24 days if u still can do it 3 times per day.
Same calcs can be made for lvl 8 and onwards but everyone gets the idea. The time it takes to complete the run scales, the exp. needed scales but you still are very likely to get a great ball as a prize to beat the NPCs.

Similar calculations can be made to get an average of UR encounters, to calculate how much time do you need to get an item from CW Shop/Dyanamax Shop and so on. The problem is that those things are not skill-related, but instead relies on you having a huge amount of free time to even be able to decently try to compete in the avaiable events.

That being said, the game offers very interesting and cool concepts/ideas, events, future content. So it would be really good to make the previous things also enjoyable so that they dont overshadow the unique stuff this game offers.
 
I think basic point you are right but still i disagree with making game that easy. I mean 2 staryu-s in 3 hours is not even that bad if im honest. I do agree that items should be easier accusable .
 
Finding 2 staryu's in 3 hours is far from fair, considering there were 5 lures up within those 3 hours. Without the 3 stacked lures, I didn't find a single one.
 
Well problem in finding 2 Staryus in 3 hours is more of the fact that getting one doesn't mean its good, there are no ways to make it that way neither does blaze radar exist for VR in which you would not need to stare at your screen doing the same encounter again and again and again.
However, given this game's genre, it is quite obvious that 'rare' items or pokemons should not be that easily accessible, even if they added bottle caps. Everyone is complaining about PVP without items is uteer stupidity however, if you made items easy to get, what else is there to offer for the shops? I for one would lose the motivation to wake up very early to attend that one CW as items are already easy to obtain and probably what's left in shop is vanity :/
What I just kinda need is atleast something to assure me that I'll end up getting something good even if it takes me 100hours to do so(something like pity system in gacha)
 
Yupa said:
I think basic point you are right but still i disagree with making game that easy. I mean 2 staryu-s in 3 hours is not even that bad if im honest. I do agree that items should be easier accusable .

What does making the game that "easy" even mean though? In what way is grinding difficult, it is just time consuming. You need to divorce the idea that something taking 12 hours increases difficulty it just creates barriers for players to actually experience the game and be competitive. The difficult parts of games should be in PvP and in end game PvE content, not getting to that point. That does not mean things need to be handed to players but the idea that you can play a game for 3 hours and make 0 progress towards any goal is absurd and just not fun.

One thing many of you guys need to realize is that a game needs players and most players do not have the will or the convivence to be able to grind absurd amounts of time everyday. Some things in games can be a grind, but currently everything is a ridic grind. Want a good dmax team? a good PvP team? PvP Items? Vs Seeker? Fishing? Everything takes hundreds of hours to make minimal to no progress. With no consistency or safety nets it is all rng pretty much.

You need to be realistic with your expectation's for players and understand the importance of having a diverse player base as well as diverse content. Grinding is not a metric of difficulty it is a metric of time availability.
 
Back
Top