So far, Niantic’s promised “legendary” summer for Pokémon GO has been anything but. Though a gym redo and raids have arrived, and a mixed of a dual being a smoothness resource for legendaries in a future, we have no word on a attainment of Zapdos, Moltres, Articuno, Mewtwo or any of a eleven sum legendaries and mythics opposite dual generations that Niantic betrothed would start creation their approach into a diversion this summer.
The using speculation (well, my using theory) is that they will be expelled toward a finish of Jul around or during Pokémon GO Fest in Chicago. Perhaps locally there as a flog off, though now expanding worldwide. At that point, summer will be flattering many 2/3rds over, though during slightest they’ll get here.
Part of a check competence not be logistical, as we clearly have a smoothness complement in place during this indicate for raids. But rather Niantic competence still be classification by accurately what kind of shockwaves a attainment of legendaries will send by a entity of Pokémon GO once they arrive.
In my view, legendaries will move with them 5 specific problems that will need elucidate if their launch is going to be a success, and not totally craze or mangle a diversion in a process. Here they are:
1. Rare Candy
I know that common clarity has led many to save all their Rare Candies for when legendaries do arrive, given how tough they will substantially be to ascent otherwise, though given that we can get anywhere from 2-10 Rare Candy per raid, we don’t consider that Niantic indispensably wants a complement where a Mewtwo shows adult and people are means to dump 200 candy value of upgrades into him on day one with their stockpiles. Therefore, I’m not 100% assured that they’ll let Rare Candy work on Legendaries.
Does that kind of suck? Sure, though we also get a enterprise to make certain that players have to work to sight these Pokémon, rather than being means to store banking and dump it as shortly as they arrive.
The counterpoint to this is that even if candy is openly accessible for upgrades, Stardust won’t be. It’s probable that that a tough bottleneck for upgrades will simply be sky-high Stardust costs, definition that Rare Candy competence not be as many of an issue. But we still consider Niantic competence not concede it. We’ll see.
For a many part, a story of Pokémon in a handheld chronicle dictates that there is roughly always one of any mythological or mythic Pokémon in a given diversion for a actor to catch. Yes, with mixed save files and other trade tricks we can have a organisation of Mewtwos or what have you, though a suggestion of these Pokémon is that they are wholly unique, distinct a rest of a roster.
I…don’t consider it’s a good thought if Niantic starts changing that now. we don’t consider that people should be means to save 3 Mewtwos, 5 Enkei, 10 Zapdos if they raid enough. Rather, my resolution would be that duplicates would be a categorical source of ascent candy for these Legendaries. As in, if we locate one, maybe we get 10-20 candy of that type. Given that we will never induce these Pokémon or find them in a wild, and if Rare Candy is disallowed, this would be proclivity to keep raiding legendaries we already have, and a transparent trail to ascent them. And it would keep a “unique” standing of Legendaries intact.
3. Legendary Buddies
This indicate is usually contingent on what Niantic chooses to do with Rare Candy and duplicates. If they concede for one or both of those to work for candy generation, that competence be fine. But if not? we feel like Niantic competence lift a label like “you unequivocally need to work for mythological upgrades” and put a 5-10 km requirement on their candy and force we to travel forever in a Buddy System as a usually source of candy generation.
This would be bad. No one would ever have anything but a mythological in their friend container if this were a case, and while we consider we should be means to travel your buddy, we don’t consider it’s a good thought to make that a primary source of ascent candy era for these Pokémon given how many it will totally browbeat a complement indefinitely.
4. Gyms/Power Level
I’ve indeed altered my balance on this emanate since of a new gym rework. Previously, we would have been roughly certain that legendaries could/should be criminialized from holding gyms, since with their increasing energy turn over normal Pokémon, we would have all these turn 10 gyms stocked with zero but mixed copies of a many absolute legendaries in a game, like we already saw with Dragonite, Gyarados, Tyranitar and so on.
But now? we don’t consider that’s as many of an issue. The gym redo has totally altered a diversion when it comes to a pattern of gyms and a proclivity to reason them. You can't have mixed copies of one Pokémon in a gym, for a start, definition no 6 Mewtwo establishments. But past that, there’s no genuine advantage to holding gyms for prolonged durations of time with absolute Pokémon with a 50 silver limit, and also hugely absolute Pokémon (over 3,000 CP, that many legendaries will be when upgraded, I’m sure) see their strength spoil faster than most.
I consider a stream gym complement is indeed excellent for legendaries. It will be a approach for players to uncover off their rare, absolute Pokémon, though they will not be unfit to take down, and players won’t indeed want them staying in gyms indefinitely anyway since of a new system. This is a problem that has already kind of been pre-solved unless I’m blank any complications.
5. Tier 5 Raids In Rural Areas
Alright, this is a flattering large one. While vital in Chicago, we can see about 100 opposite raids come and go in a given day (there were severely 15 listed on my circuitously during once yesterday, as seen above), in farming or suburban areas with many some-more singular gyms, Tier 3-4 raids are already a problem due to a fact that it’s tough to get people in those areas in a same place during a same time. Tier 5 raids competence infer to be officious impossible.
While we know that some people can coordinate with Facebook groups and do a lot of other elaborate things to work together, skewing it so nonetheless another aspect of a game, mythological raid bosses, heavily preference city players would be a demoralizing disaster. Niantic still has many farming problems to residence with a game, though they need to passage this one in a blossom before it gets out of hand. The entrance of legendaries will be soured if a 20+ people we positively need to take down a 50,000 CP Zapdos are only not accessible in 80% of a world.
I’ve pronounced this from a impulse raids debuted, raiding needs improved scaling. Sometimes it’s too easy, like how a organisation of 10 can kick down a 18K Alakazam before we can contend a word “Alakazam,” though mostly times for farming and suburban players, Tier 3-4 raids are officious unfit since they don’t scale down at all with a array of players who participate. And now that raids are open to each from turn 5 onward, we can’t be certain even a people that do uncover adult will be means to minister in any suggestive way. There needs to be some magnitude of scaling for raids like these that creates them challenging, though practicable with smaller groups than what we see now.
Those are my potentially vital issues we can mark right now. Let me know if we consider I’ve missed any.