I dunno about that. Iirc, some editors can be used to force doubles for any trainer. Maybe I'll do that in SwSh when I'm done with Stadium 2/Crystal.
In that case, I'd take a closer look at the Orre games' rematches, Mt. Battle, Emerald, and Platinum, to a lesser extent.This is far from a matter of whether or not you can do something. I'm well acquainted with what's possible in this regard - did you know doing so in specifically Black and White is actually a gigantic pain in the ass?
I'm more considering the details of executing that idea. There are a fair few ways to play these very basic switch-flip type hypotheticals, but I'm not super interested in the result of doing so alone.
I feel like you contradicted yourself as you did rationalize Mega Rayquaza specifically, since you could say the same thing to the Primal Forms and the Mega Mewtwo forms, and Mega Rayquaza managed to be beyond broken even in VGC.I don’t see the point in nitpicking or trying to rationalize every single decision Pokemon makes… like you wanna know why Mega Rayquaza doesn’t need any item? Because they wanted it to be more powerful and broken in competitive, and it’s cool.
You wanna know why regional forms exist some places but not others? They wanna capitalize on nostalgia without replacing the original.
Also in Emerald, Platinum, and B2W2 they were clearly building towards something as those games had a ton of double battles, and even triple battles in the B2W2. But then there was that direction change post-gen 5
I mean like an in-game/canon rationalization, I should have clarified. I meant it in the context that I’d be fine with new Mega and Regional forms in Z:A even if it didn’t make “canon” sense. There’s other contexts, that’s just the currently relevant one.I feel like you contradicted yourself as you did rationalize Mega Rayquaza specifically, since you could say the same thing to the Primal Forms and the Mega Mewtwo forms, and Mega Rayquaza managed to be beyond broken even in VGC.
People nitpick or rationalize the big things, like how viable a Pokémon is in-game or competitive, for a reason. When it goes as far as people constantly nitpick the smallest things that don’t really harm the fun, or rationalize the big negatives that is either detrimental or contrived, then that’s where the issue arises.
agreed, i think hms are fundamentally a cool concept that just wasn't given enough thought over the generations. its cool to have your mons help you on your adventure, and in gen 1, aside from flash, they were fine moves and most mons didnt learn 4 useful moves anyways. but then, despite movepools getting better and better, more hms kept getting added and they were pretty much all abysmal moves. i love hoenn but having surf waterfall and dive all be mandatory is just completely idiotic loli think the popular opinion is that hms are bad and annoying but i have a specific opinion that is hms were completely fine in gen 1. as a matter of fact, that was the only game they fundamentally worked
agreed, i think hms are fundamentally a cool concept that just wasn't given enough thought over the generations. its cool to have your mons help you on your adventure, and in gen 1, aside from flash, they were fine moves and most mons didnt learn 4 useful moves anyways. but then, despite movepools getting better and better, more hms kept getting added and they were pretty much all abysmal moves. i love hoenn but having surf waterfall and dive all be mandatory is just completely idiotic lol
HMs get substantially better if you don’t have to reuse them to access things later in the game. It’s one thing when your level 3 Rattata has to learn Cut, and it’s another when you need to backtrack through a route to catch a Postgame legendary and you’ve already used a Super Repel, only to realize you have to choose between giving a good Pokemon a useless move, and going back to the Pokemart to add your hm slave to your party.
Oh no, I love Johto’s hm use for the most part, I like how you use each about perfectly in proportion to its strength as a move and how it provides opportunities to go back and unlock new portions of already visited routes and caves. The Fighting Dojo guy, Ruins of Alph, those three lady trainers, are among my favorite instances in the series.That's true of the moves themselves, but personally I love backtracking through old areas and finding new stuff.
Johto is a great region for this - there's Cuttable trees on almost every route and practically every area before Ecruteak has a pond or river or beach in it. Union Cave in particular is a delightful trove of secrets. Even Whirlpool gives you access to a few trainers and items otherwise hidden away. Annoying as it was that they locked evolution items behind it, the addition of Rock Climb areas in HGSS felt 100% in keeping with the originals.
It was kind of the challenge for me, and still is when I replay those games - I could take my whole team (but potentially overwrite their more useful moves with HMs) or leave a couple of them behind in exchange for a weak HM slave and/or a "catching specialist" like something fast with Sleep Powder or Hypnosis if I was trying to catch Lapras or something.
As for friction: I think it's not only fine but good that HMs take up moveslots, because it introduces opportunity cost. I need to use this move to progress - do I give it to a team member in place of a stronger 4th move, or do I hand it off to a weaker 'mon I've caught and have them take up a team slot? Friction isn't necessarily a bad thing - I think these kinds of restrictions can be interesting and lead to some neat player expression if handled properly. There is no such decision making to be had with Ride 'mons. The best form of it are the Raidons in SV, just because they're seamlessly implemented into the flow of the game and because the Raidons are distinctly your 'mon, but I just don't think it's as interesting.
whereOn this note tho from what little I’ve gleaned from skimming Wolfey videos, evasion spam and OHKO moves are becoming popular in VGC which seems like a really bad thing, and I got mad about it last night in some sort of connection with how GameFreak doesn’t let old gen Pokemon keep their moves when transferred up.
Sheer cold/snow cloak articuno won a tournament, and fissure ting-lu was a thing at one point I think. I may have overestimated the popularity of Articuno because I saw a lot of ppl made videos on the concept.where
like if you look at the top teams of tournaments you don't see this at all