Unpopular opinions

Bastiodon's his ace, he's not allowed to send it out til the other two are dead.

False, the AI is programmed to save the highest-levelled Pokemon for last unless it detects an advantageous matchup.

Source: me - when I knocked out his Bronzor, he then did switch to Bastiodon. But he didn't switch to it initially.

There is no handheld Pokémon game where the AI is programmed to get around Wonder Guard laterally like that.

Again, not true: the AI in several games is capable of countering Wonder Guard via the use of Toxic or similar moves.

I have a theory for why this happened, but I'm not 100% confident. So, if the switch logic for the AI tells them that they have no effective damaging moves, because of type and/or ability, then they switch out, even if they have ways around it (e.g. a Ghost mon out against an AI mon with only Normal/Fighting attacks but which also knows Foresight). However, I've heard speedrunners say that when the AI is selecting the mon to switch in they don't factor in your ability. The AI knows Shedinja has 1 HP, so it believes that any attacking move will take it out. Therefore, it switches in the next Pokemon in the list that it thinks can OHKO, which is always either Bronzor or Steelix because the default order for Byron's mons is Bronzor/Steelix/Bastiodon (where Steelix is the first reserve) and the order after the initial switch is Steelix/Bronzor/Bastiodon (now Bronzor is the first reserve).

I don't know how much this has changed in later gens, but I'm curious to test it out.

This is basically it. The AI is programmed to try and achieve the maximum possible yield from the current turn, which generally means inflicting the maximum possible damage on the opponent (but some factors override this to take priority, like setting a weather condition, boosting stats, or inflicting status).

If the AI's Pokemon only has one damaging move and the Pokemon it's facing is immune, one of two things will happen: it will use a non-attacking move or it will switch. In Emerald, for instance, Anabel's Raikou only has Thunderbolt as a damaging move; if you bring a Ground-type, she might switch but she's more likely to simply use Calm Mind and Reflect until she's maxed out, then Rest every time she loses HP. Fighting Noland's Gold team in Emerald with a Shedinja demonstrates this even more plainly - none of his Pokemon can damage Shedinja, so his Metagross will use Protect repeatedly, his Latias will boost to the max with Calm Mind and then use Rest over and over, and his Swampert will simply attack at random.

In this instance, Byron's Bronzor and Steelix can't damage Shedinja directly so all he does is switch. Bronzor knows Confuse Ray and Hypnosis, which would both have been valid options to use as Shedinja might then self-KO from confusion damage. Using Sandstorm, too, would have been an effective move because once the storm is set up, I'm dead.

But the AI cannot "see" past the current turn - it's not able to anticipate the Sandstorm damage or factor that in to damage calculations. Thus, switching is seen as a better option than using a move the AI considers inefficient. But a better level of AI would simply switch to Bastiodon straight away rather than just cycling between his other two team members.
 
Again, not true: the AI in several games is capable of countering Wonder Guard via the use of Toxic or similar moves.
In battles outside of the post-game battle facilities? Also note that I said handheld games, the Orre games and Battle Revolution don't count.

The battle facilities have their own AI and most of your later examples are from them, calling the in-game AI not being the deliberately busted frontier version is not a flaw.
 
In battles outside of the post-game battle facilities? Also note that I said handheld games, the Orre games and Battle Revolution don't count.

The battle facilities have their own AI and most of your later examples are from them, calling the in-game AI not being the deliberately busted frontier version is not a flaw.

Your post said "handheld games", not "specific examples within the handheld games". And where did I mention the console games exactly?

The whole segue into this post was literally about DP's AI being worse than other games in the series, which it demonstrably is. I haven't tested literally every battle in the series but I can say for certain that, in games where the general AI is better-programmed than DP's, opponents are capable of working around Wonder Guard - even leaving aside facility AI, I've used Shedinja in RSE a couple of times and as an example when I fought Norman I don't recall him switching out: I believe his Spinda used Teeter Dance instead.
 
Your post said "handheld games", not "specific examples within the handheld games". And where did I mention the console games exactly?

The whole segue into this post was literally about DP's AI being worse than other games in the series, which it demonstrably is. I haven't tested literally every battle in the series but I can say for certain that, in games where the general AI is better-programmed than DP's, opponents are capable of working around Wonder Guard - even leaving aside facility AI, I've used Shedinja in RSE a couple of times and as an example when I fought Norman I don't recall him switching out: I believe his Spinda used Teeter Dance instead.
As someone who's used Shedinja in Emerald too, I remember Norman immediately switching to Vigoroth. Here are three different examples from YouTube of that happening. I don't think these baseline elements of the AI are any worse in DP than the other games, although you're right that facilities seem to operate a little differently.
 
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As someone who's used Shedinja in Emerald too, I remember Norman immediately switching to Vigoroth. Here are three different examples from YouTube of that happening. I don't think these baseline elements of the AI are any worse in DP than the other games, although you're right that facilities seem to operate a little differently.

Huh. Fair dos, guess I'm just misremembering then.
 
This may be the Gen 4/Sinnoh kid in me speaking but Diamond and Pearl are honestly not bad as a foundation.
You see, what really makes DP straight up unplayable nowadays is the AI. You could make a strong case for the level curve and trainer rosters too, but the AI is a major issue. Battles that would otherwise be thrilling like Jupiter turn into crapshoots.

Besides that, a lot of things that make Sinnoh great are there, but in a much rougher state. The map design, for example, is pretty much intact.

In battles outside of the post-game battle facilities? Also note that I said handheld games, the Orre games and Battle Revolution don't count.

The battle facilities have their own AI and most of your later examples are from them, calling the in-game AI not being the deliberately busted frontier version is not a flaw.
Wait a minute... How did I overlook this for so long?

I wonder if it's possible to give Frontier/Tower AI to Gym Leaders through Decomp Modding...
 
my first time positing on here so not sure where to post but i really need to see/battle a kyogre or have someone to trade with on gen 4. i havent been able to see kyogre for my pokedex so i cant search for him on the GTS if anyone could help or point me in the direction of where to best post that would be appreciated massively

thank you all!
 
my first time positing on here so not sure where to post but i really need to see/battle a kyogre or have someone to trade with on gen 4. i havent been able to see kyogre for my pokedex so i cant search for him on the GTS if anyone could help or point me in the direction of where to best post that would be appreciated massively

thank you all!

The section of the forums titled "Wi-Fi Centre" might be a good bet

That said, not many people do trades on Gen IV any more as it's impossible for most. Check out Classic GTS if you haven't already.
 
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My unpopular opinions:

1. X and Y are actually really fun, definitely among the most replayable games in the series. Huge region with an even bigger Pokedex, pretty visuals, and not too many cutscenes to mash through. Yes, the story is bad, but I think Pokemon fans put too much emphasis on story in a series where the story is, more often than not, a formality, a bonus at best. I'd like a better story, but especially on a repeat playthrough I don't think the story adds much. Also, the limited number of new Pokemon in gen 6 wasn't a problem because they went for quality over quantity. Most of the gen 6 mons are, at least, acceptable in design, but a lot of them, like Tyrantrum, Pyroar, and Trevenant, are absolutely knocking it out of the park. Look at gen 5: It has the most new Pokemon of any gen, including several excellent designs, but the stereotypical Pokemon fan dislikes gen 5 mons because there are a lot of duds too. I'd rather have fewer Pokemon that are better designed than more Pokemon that I don't care about.

2. The hate towards Charizard and gen 1 pandering in general is a little overblown. Yes, Charizard is consistently used, but so are a lot of other Pokemon. I don't see this much vitriol aimed at Eevee, which has even less reason to be as oversaturated as it is. I understand and agree with a lot of the criticisms towards Zard and Kanto itself, but I think at this point it's gotten a bit old. I first saw "Charizard is overrated" memes when I was like, 12, I think we get the point by now. Also, I'm not sure if "genwunners" are actually that common as real people. I see them mentioned a lot as a strawman, but I've never personally met any.

3. On the note about Charizard, I think it getting two Mega Evolutions was actually sick as fuck. They shouldn't have cut one of the Megas, they should've given Venusaur and Blastoise two Megas too. The flexibility and strategizing afforded by two Mega options is really cool for both in-game and competitive use, and I wish they did more with the concept. Imagine a Mega Blastoise X that's Water/Steel and is built to be a physical tank with Regenerator, or a Mega Venusaur X that relives the glory days of being a sun sweeper with Ninetales. Heck, go beyond starters, why not have two different Mega Medichams, one based on physical moves, one based on special moves? So much potential in this idea.

4. The universal Exp Share was a good addition to the game. The biggest problem with older Pokemon games is often the grind, Johto being especially problematic. Having your entire party get experience does wonders to fix it, while also making the possibility of using more than 6 Pokemon and swapping members around an actually realistic option compared to how it was before. The problem with this idea was removing the ability to disable it. People want hard modes for Pokemon games, so having such an easy way to implement a "hard" mode, and then removing it, is strange to me. This part isn't an unpopular opinion, I just thought it'd be best to include it for the sake of nuance and clarity.

5. Digimon actually does a lot of things better than Pokemon, and I think Pokemon fans are too quick to bash it without giving it an earnest, good faith try. And yes, that means actually learning the mechanics and trying to play it like it was made to be played, not trying to force it to play like Pokemon. Digimon Story: Cyber Sleuth in particular is better than the vast majority of Pokemon games, imo. In particular I think the nonlinear evolution system where Digimon can degenerate to a lower form to become stronger upon Digivolving again, and how a single Digimon has multiple options for what they Digivolve to, and from, is awesome. Imagine having a Charizard that knows Extreme Speed because it started as a Dratini, or being unsatisfied with your starter options and eventually turning your starter into a Pokemon you DO like. That rules.

6. "Advanced" Pokemon mechanics like EVs and IVs are actually very simple. The reason more casual players think they're "too complicated" for them is because the games don't do a good job of explaining them at all. The most you get is stuff like "if you level up your Pokemon with just Rare Candies they'll be weaker than if they leveled up by battling", which is true, but they don't explain WHY, or that once you max out EVs you can use Rare Candies all you like. I think the community has done enough work documenting this stuff that it's easy to learn it all by doing basic research, but as frustrated as I get with people dismissing something as "too hard" or "too complicated" without even trying, when "I don't actually care" is a likely more honest response, it's more on the fault of the games for not explaining core mechanics like that.

7. Most of the PokeTubers I've watched are carbon copies of each other with different voices and aesthetics but otherwise the exact same style of content. It's gotten more varied over the years, now challenge runs are in vogue (or were) but even the challenge runners are generally interchangeable. If you're going to dedicate your channel to Pokemon games specifically, which isn't necessarily a good idea with how samey Pokemon games tend to be (I guess that's another unpopular opinion), you have to inject your own personal style beyond aesthetics to really stand out from the hoard. Craft a sense of humor and a presentation style that's unique to you, an aesthetic that's more deep than "Pokemon Trainer oc with my favorite Pokemon as the mascot", and find something interesting to talk about, and you have a winning formula on your hands. In fact, if you're going to specialize in Pokemon, you still need to play other games like Digimon or other turn-based RPGs to have a more fleshed out and nuanced perspective. As of now? I could take or leave most content creators who specialize in Pokemon. I much prefer people like Big Yellow and Pikasprey who play a variety of games, since their Pokemon videos tend to be more distinct as a result, rather than copying a formula that's been long established.
 
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4. The universal Exp Share was a good addition to the game.
I'd point that people don't dislike the Exp Share per se (though, allowing to disable it would have been nice).

It's more a problem with the fact that gen 8 specifically didn't have a powercurve balanced around it, and you'd easily overlevel without even trying if you opted to do some pokedex catching between each gym. (and iirc even without that in USUM).
The issue is much less egregious in gen 9 due to literally everything other than the gyms and "boss fights" being optional and people don't usually complain about it.

(There's also the minor annoyance that the forced exp share makes manual EV grinding a bit more obnoxious, as entire party is getting EVs meaning you can accidentally give mons EVs they're not meant to have, and EV reducing berries for whatever reason are still quite obnoxious to get)
 
Mandatory Exp. All in BDSP where they didn’t change any of the levels from DP is still possibly the most insane design choice ever made. Well, second only to mandatory affection passed through that Exp. All, but I still like to think that that was a bug as opposed to a game design decision.

But I agree with Worldie that that issue isn’t Exp. All specifically, it’s the level curve… but I do have my own issue with Exp. All. As someone who likes to keep my party about as evenly levelled as possible, I really enjoyed that in the older games that meant I switched around my lead frequently. It meant that I was always using my whole team more often, because once one of them levelled up they’re going into the reserves. They may still get switched in of course, but for the most part they get some time out of the limelight to rest. And this added a bit of flavour, because if one of them managed to solo a gym leader or something, they get a long reward rest because they probably gain like 2 levels.

Exp. All makes this way less possible. With the reserves getting a flat chunk of experience all the time, they don’t get switched into the lead slot as often, because they don’t get the chance to get underlevelled. And of course any team members who are unfortunate enough to be in a fast experience group almost never see use, because they’re keeping up with the slower levellers in the lead slot anyway. It was particularly a problem during SwSh with my Flapple and its erratic level curve, where it was consistently overlevelled all game and it made me not want to switch it in even in advantageous matchups. It irks me massively to the point where I’d still prefer a non-Exp. All based game and level curve compared to a really refined one with Exp. All.

Plus it means that if a mon faints you can’t really leave it fainted in the back of the party, because if you do it will be massively underlevelled for ages.
 
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The Level curve wouldn't "need" to be balanced around the EXP All if it was optional, which is one reason why making it mandatory without compensating in the design is such a letdown in how the games are played. The revamped EXP Share is the closest thing Pokemon has had to even a basic difficulty option outside the B2W2 key system (which is okay itself but asinine in how it's unlocked and made usable) in that it actively generates more resources for your Pokemon with than without, compared to the old EXP Share changing the distribution of the same amount of Experience.

Tangential but I wish Pokemon would do different forms of difficulty than just ramping up stats/levels, or at least vary up the battles in this manner more often. What comes to mind is stuff like how the Gen 3 overworld has Weather effects inherently for certain routes or during the Weather Mascot's rampage. Imagine something like the Distortion World having innate Trick Room, or something like the Zero Lab battle in SV having an innate Sun/Electric Terrain environment without the AI Professor running a Weather setter.

You could change these effects, but they serve as the default, so they're more present to strategize around than "KO the setter and wait for it to end" with items on your side for healing. Maybe you bring a Pelipper to give you downtime against Flutter Mane, or exploit the field yourself by catching the Quaking Earth Titan. It also adds a tad more depth to the match-ups than bringing a type advantage or needing to cheese the AI because of a numbers game (see Ultra Necrozma with Zoroark or Toxic + Item spam).
 
The thing about the Exp Share post Gen 6 that annoys me is regardless of optional vs mandatory, to me, it ruined what was an otherwise very useful item. The Exp Share from Gens 3-5 was incredibly useful in leveling up mons you caught later in the game to catch up with your other party members, without distorting the game's level curve.

But post Gen 6 - even if optional, in order to use the item you now had to accept the fact that it would unnaturally distort the game's difficulty. By forcing other party members to gain too much experience while you may only be focusing on leveling up/catching up one of your Pokemon.

It's just not a design choice I like at all and is probably my biggest gripe with post Gen 6 games. Regardless of optional vs mandatory, though only further exacerbated in becoming mandatory.
 
The Exp Share from Gens 3-5 was incredibly useful in leveling up mons you caught later in the game to catch up with your other party members,
And that's my biggest gripe with the new Exp. Share.

It just sucks at the purpose of actually getting fresh mons to catch up. Say, you captured Gible in BDSP after Strength? It won't EVER catch up with the rest of your team because they keep getting experience passively too and likely have better Exp. Groups than Slow.

No grinding my foot, this Exp. All is GARBAGE.
 
This is a more subjective opinion than what I usually post in this thread, but...

Massive Regional Dexes suck.


I agree actually with a smaller regional dex over a big regional dex - however I also have to say replaying Gen 1 with its small regional dex was a little bit...repetitive. I honestly don't know what a "balanced" dex size would be but let me just emphasize again: 150 Mons definitely too little, especially since a lot of them are also unique (legendaries for example)
 
I say 220-250 is enough for region dex, assuming at min a 100-120 new mon dex. Not a fan how poorly repped new mons are

The thing about the Exp Share post Gen 6 that annoys me is regardless of optional vs mandatory, to me, it ruined what was an otherwise very useful item. The Exp Share from Gens 3-5 was incredibly useful in leveling up mons you caught later in the game to catch up with your other party members, without distorting the game's level curve.

But post Gen 6 - even if optional, in order to use the item you now had to accept the fact that it would unnaturally distort the game's difficulty. By forcing other party members to gain too much experience while you may only be focusing on leveling up/catching up one of your Pokemon.

It's just not a design choice I like at all and is probably my biggest gripe with post Gen 6 games. Regardless of optional vs mandatory, though only further exacerbated in becoming mandatory.

Or we can make an Exp Share separate from All be Exp+/Helper, where it doubles EXP gained. So that 1 member can get more exp than its contemporaries, but only works if you're lower in level to the teammate with the highest level

GF unfortunately doesn't care much for game balance, so...

:blobshrug:
 
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