Pokemon Go’s Quick Catch Glitch Needs To Be Officially Implemented

I had a great time with Pokemon Go Tour: Johto. My colleagues enjoyed it less, but I wasn’t bothered by the UI and I don’t mind leaving my house to play a game about exploring. However, I realised that one technique made my experience so much better: quick catching.

Most people know this technique already, but if you don’t it’s not too complicated. You simply have to tap on the berry button – but crucially, hold your finger down so it doesn’t pop up – then you can spin and throw your ball. When the ball hits the Pokemon, swipe the berry menu and you can run from the battle, skipping all the animations, menus, and appraisals. Here’s a YouTube tutorial that explains it better.

If you’re able to play with two hands, the quick catch glitch is practically a necessity for big events. It allows you to quickly shiny check Pokemon while catching everything you tap on, it allows you to speed through your countless researches, and it allows you to rack up XP and Stardust at a rapid rate.

I only recently realised that I was able to complete so much of Go Tour: Johto because of my reliance on quick catches. I would have caught half as many Pokemon, maybe even a third as many, if each catch had taken as long to register as intended. I caught around 400 Pokemon over the course of the day (I spent some time in raids and did a few Team Go Rocket battles for the Special Research), and that number would have looked more like 150 if I wasn’t quick catching.

However, I had an added benefit at Go Tour: I hit Level 43 right at the start of the day, adding yet more tasks to my list. One such task was to catch 430 Pokemon. It felt like a lot, but it was actually really handy. Because the research task triggers before the catch animation has finished, I combined this with the quick catch glitch to ensure I caught nearly every Pokemon I encountered. And it’s this combination that made me think that this needs to be implemented in Pokemon Go as a feature, not a bug.

Niantic is well aware of the quick catch glitch, and I’m very glad it hasn’t patched it out. However, the experience of running through hundreds of Pokemon so quickly is so much better than the comparatively eternal wait for every ball to shake once, shake twice, shake three times, sparkle, a menu to pop up, and then the Pokemon’s stats to come up. We need a more efficient way of catching, especially at big events.

Just as Pokemon Legends: Arceus redefined catching for main series Pokemon games, I want to be able to yeet my balls around willy nilly in Go, too. I want to tap a Pokemon, hit an excellent curveball throw, and move onto the next one. And again. And again.

Pokemon Go is a game about the grind, but it’s also about exploration. But what’s the point of exploring if I have to stop for a solid thirty seconds for every encounter? It’s detrimental to both of the game’s core tenets: exploring the world and catching ‘em all. I’m a pro quick catcher at this point, using it to maximise the number of Litten and Popplio I encounter in the Season of Alola (I would for Rowlett if I ever encountered it – I swear I’ve only seen like three since the event started), but it should be the standard catching method for everyone instead of locked behind a weird glitch.

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