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"Now more than ever, the TM drop rate needs to be fixed."


#PokemonGO: With Pokémon getting new Fast and Charged moves, and raids being made more difficult, now is a good time to adjust the drop rate of TMs. They have always been low to begin with -- especially with Charged TMs, which makes no sense since they get used up more quickly. But these moveset changes make it even worse than before.Before the moveset additions, my worst case scenario was burning 7 Charged TMs for a DymanicPunch Machamp, which took me weeks to get. The odds of that (assuming all moves have equal probability of being selected) are 1/128. I've heard of cases where people have used even more (where the odds of that only grow exponentially), which is proof that this game is rigged to waste hard-earned Charged TMs.It's unacceptable to take weeks getting TMs only to waste them on one Pokémon because the moves switch back and forth. Either make it so the moves don't switch back and forth, or raise the drop rate. Now for some Pokémon, it takes an average of 3 Charged TMs instead of 2 to get the move you want, making the situation that much worse. And for some Pokémon, now even fast moves are capable of switching back and forth, when before you only ever needed one Fast TM.When second charged moves were introduced, at least it was possible to mitigate the issue of wasting Charged TMs by adding a second charged move -- if you are willing to burn tons of stardust and candy. But now that some Pokémon have 4 charged moves, adding a second charged move simply lowers the number of possible moves from 3 to 2, which is the same as it was before second charged moves were introduced! So now you need to spend large amounts of candy and dust to have the same odds of having the move you want before there were 4+ charged moves.Not to mention, since raid bosses have been buffed (or they're going to be?), it takes more people (and effort) to get these rewards in the first place. So if it takes more effort, people deserve to get more out of raids.Alternately, make TMs a possible reward from quests (I believe this has been the case in the past -- for a short period of time), make stops drop them at the same rate as Gen 2 evolution items, make them a reward for Adventure Sync, or make them available from the shop. I don't know why they've always been locked in raids.I've heard people argue that "TMs make Niantic money", but I have to disagree. Personally for me, often when I raid, I get nothing but Potions, Revives, and a few Golden Razz Berries, and I often throw out the former two to free up bag space, so it ends up being a complete waste of time for me to raid. Since I get turned off, I hardly ever use Premium Raid Passes, and sometimes I don't even use free ones because I don't feel like wasting my time getting items that I just throw away. And even in the rare occasions when I use Premium Raid Passes, I only get them from gym coins, because if I don't enjoy Pokémon Go that much, why would I ever want to spend money on this game that's heavily reliant on the RNG?I doubt I'm the only one who feels this way either. Back in fall 2017, when the raid rewards were even worse than they are now, the game felt like a ghost town because nobody wanted to raid where I live, and this was after a summer when everybody was raiding. So if raid rewards are trash, it actually discourages raiding, the opposite of what Niantic seemingly wants.So bottom line: The TM drop rate really needs to be raised now more than ever. via /r/pokemongo http://bit.ly/2UA3TfS
"Now more than ever, the TM drop rate needs to be fixed." "Now more than ever, the TM drop rate needs to be fixed." Reviewed by The Pokémonger on 05:00 Rating: 5

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