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Critical is not very critical
X and Y are bringing many changes. One newly discovered change is the weakening of Critical Damage.
Where it used to be 200% damage total on Critical and 300% with Sniper, Critical Hits now deal 150% damage and 225% with Sniper. Lowering damage by 50% for a regular hit and 75% for Sniper. What do you think about this? |
Thanks for pointing that out Xander, I had no idea critical hits were nerfed a bit until now.
But still, the nerf doesn't seem too drastic compared to past generations. We have had loads of moves getting nerfed, and even the weather abilities so I don't mind this nerf if they were balancing things out. At least I'm glad they won't be OHKO'ing as often as previous games so it was a welcome change. |
I am okay with it. To be honest, old critical hits were a pain, especially on the receiving end. A move like Blast Burn could be 'Not Very Effective' and still One-hit-KO pokémon if your opponent was able to hit a critical with it. That was always a major annoyance to me. I can't see this making a massive impact on how battles go, but I can defiantly see super-effectivity and STAB becoming a bit more useful.
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I actually love it. Critical Hits are scary, it neglects Light Screen and Reflection. I'm really glad that it got nerf tbh. {:3} Needed this since Gen III. :)
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I always thought critical hits were 1.5x for some reason so this makes little difference to me.
It does seem fairer than 2x in my opinion. |
I'm All in Favor of this Change. Crits aren't as fun as Strategy.... Unless the Ability Super Luck IS your strategy.
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Oh, really? That's great. Criticals are entirely random so they shouldn't be too good.
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Criticial Hits are very common now, because of Pokémon-Amie. So lowering the rate balances that out a little.
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I wasn't surprised though, seeing how playing in Aime increases the chances of getting a critical... |
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I knew about this. I think its an improvement in some way since 200% crits where too "overpowered" if you might say in a game that often relies on luck.
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Whether it be as the benefactor or on the receiving end of one, the mild nerf for critical hits is okay with me. Amie helps landing critical hits more often while it'll be nice not having some of your Pokémon instantly KO'd by someone else on the off chance they get lucky.
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honestly i haven't even noticed a change.
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Pokemon Amie benefits get removed in online play. So, it wasn't nerfed because of that.
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I normally land a lot of critical hits... no wonder they weren't OHKO'ing lol. But it's definitely a good thing. Pokemon Amie makes up for it in-game so it's a wonderful change in online battles imo.
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I honestly think it should be removed completely. They weakened it which is alright, but critical hits change battles for the worse most of the time.
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When I first read the title of this thread, I was expecting you guys complaining about critical hits not being as powerful as before. But after reading these posts, I was reminded of how much you guys hate critical hits due to those hax on battle facilities. Well at now this region's battle facility won't be as frustrating as the previous ones.
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I think its good that criticals got powered down, but one thing i did noticed and id like confirmation, postive or negative, about this is whenever i land a critical hit on a pokemon who has used def/sp def increasing moves the extra def/sp def is over looked and the damage becomes exponential.
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Wouldn't the chance be for competitive battling, well all battling because of Pokemon Aime (Or are Pokemon amie benifits removed when you do battles online?) because that might be why.
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Another reason, koffi~
Mega-Evolutions. If they didn't tone it down a notch, the Mega-Evolutions that can learn Focus Energy would do a clean sweep of all our teams. Acrobatics is a pain in my side, however. . . so I think it was meant to work better with the newer game mechanics, koff~ |
I'm all right with it; I don't mind. Critical hits are meant to be powerful, but not that powerful. They're supposed to cause major damage to the opponent, and not have them knocked out with a single blow. So, yeah. (: If this change had taken place back at generation four or something, then it would've been a lot better. In the competitive scene, people take critical hits very seriously. Every one of them counts. Even when you're winning a match, if the opponent manages to land one critical attack on you, then the table could turned around instantly; you might lose the match instead. Thanks to this change, though, we probably won't have to worry about them as much as we currently do.
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In my opinion, it brings a lot of balance. Those random critical strikes, even when you're strong against that spec, it used to one shot. Now it gives you a standing chance to actually still fight back. Sorry for my analogy, but I see it like this; In Halo (Nerfed Critical Damage), just spray and praying hoping to kill someone isn't going to pay off, you need skill to actually head shot and the person with the most skill, is obviously going to win. In Call of Duty (Pre-Nerf Critical Damage, you can just spray and come out on top without showing any real skill.
Sorry if that's confusing, I don't really know how to word it xD! |
i think its a good move by GF... bring balance to meta a little :)
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