WhiteRabbitEXE
Member
I can't be sure whether Pokemon are really harder to catch or if it's just bias after reading many others say so online. At level 21 stuff is getting harder to catch in general, but that was the case before this update anyway.
I will say Pokemon do their attacks (or whatever you want to call what makes then invulnerable to Pokeballs for a couple seconds) much more frequently.
Although as others have said, it's stupid that they get harder to catch as you level up. That shouldn't be the case at all, it should become easier.
I'm still not positive it actually gets harder at a higher levels, but I really don't know.
Whatever the algorithm is though, it's not ideal. The catch rate should be relative to the ratio between the player's level an a Pokémon's level, with a very steep increase in rate the higher the ratio tips towards the player. While there may in fact be a relationship, I feel like the difference between high and low level Pokémon isn't that much - I've caught many high-level Pokémon in a toss or two, and have had low level Pokémon escape 10 plus balls, and neither seems like isolated enough occurrences to be coincidence. I also thing run rates need to be adjusted, so that the likelihood of running is inverse to the level. So a high level Pokémon will almost never run, but like, a 10 CP Pidgey may run after a couple balls.
We should get more than 1 candy when trading high CP Pokémon. 500cp and above should be worth 2 candies.
At the very least, evolutions should give more, that's for sure. Maybe 1 extra candy for each evolution. Or maybe even 1 for base, 2 for second of a three Pokémon family, 3 for second of a two Pokémon family, and 4 for third of a three Pokémon family.