Pinnacle Raid Thoughts
Now that I have finished res res I have feedback!
Res Res
In general I liked the changes.
Phase 1 (palkia) was the most interactive that raid has ever felt on any patch. The boss had sufficient options that you could not screen them all, and not too many of them immediately lost you the raid if they were not addressed. I enjoyed this phase a lot.
Phase 2 (dialga) was the least interesting phase. The boss did not really do anything (one action was a generic attack, the other was easy to block out with quick guard) and the boss mechanics heavily incentivized pushing damage so you could skip them. Both players who fought res res evaluated that it was stronger and more reliable to deal 550 damage than it was to play the phase "properly".
Phase 3 was cool. The bosses managed to overload my disruption and resolve trick room, which created an interesting dynamic for phase 4.
Phase 4 was in the middle of phase 1 and 2. The boss had interesting actions and you could not stop everything, but they also went splat in 2 rounds so they didn't have much time to use them. Notably trick room was very influential, basically doubling how many actions the boss got to take.
General Raid Dynamics
It is generally more efficient to ignore as much of the bosses actions as possible and use your su and pr to push more damage on the boss.
Many raids have multiple bosses that take 3-4 rounds to defeat if you are not rushing and 2-3 rounds if you are. Defeating them a round sooner with a faster ag removes 33-50% of boss actions, which is normally more efficient than taking defensive measures.
Unfainting has been brought up before as a possibility. Others could be giving bosses priority actions or endure to make it easier for them to get some extra actions out.
Protect is probably too influential and limits the importance of your pr pokemon choice. Bosses have to spend large numbers of their actions targeting your pr, and often the set of actions can't do anything if the pr (or any mon really with side targeting) uses protect. In theory purge could remove protection when it was +1 prio, but that no longer works and if the opponent aims their utility actions at your pr they end up unable to influence the rest of your team at all. One of the big reasons protect is so strong is due to role swapping and switching out letting you type protect on your pr every single turn if you desire.
En feels fine (or will). Now that you get 20 en in a single action, even things like 1500 hp of pressure pokemon are managable if you accept most of your mon will have to sacrifice 1 action at some point in the raid.
Overall
I had fun this raid, especially in p1!
More raid phases like palkia please, where the boss gets a good number of indicator and indicators are too flexible to be blanked without subs.
I like the new vocations and the dynamic role swapping, it felt like I had a lot of tools to play around with each round.
I would personally prefer it if bosses were more resilient to being rushed so that it was more interesting to type utility moves compared to burning them down.
I don't have a solution for this but I have to look up shear and expose every time. I have no intuitive idea exactly what aspect of the game they are meant to be dealing with.