What fucking nuzlockers are you watching? Whoever it is they deserve a smack upside the head. Most I've seen don't use items at all.
What fucking nuzlockers are you watching? Whoever it is they deserve a smack upside the head. Most I've seen don't use items at all.
I've beaten Thousand Year Door + Origami King, and am playing through Color Splash right now - and I think there is a bit more to discuss here than this.So let me tell you about a little game called Paper Mario. The first two games are very beloved turn-based RPGs by Nintendo, major points of praise being its highly customizable progression system by way of 3 stats for level up and Badges as equippable abilities or stat tweaks similar to Materia in Final Fantasy VII, another very famous JRPG of the era. Alongside this were story based upgrades to your equipment, meeting new partner characters, and special moves akin to Limit Breaks unlocked every chapter milestone.
Now we fast forward to Paper Mario: Sticker Star on the 3DS. This game did away with a traditional level up system in favor of gaining health from collectables and scaling power by the use of stickers that served as your expendable resources to use their corresponding actions, with later areas increasing strength by giving stronger stickers in greater quantity. Motivations included encouraging resource management and averting issues with grinding being needed to catch up or outleveling the challenges.
The result: Sticker Star is THE worst received entry in that 6 game sub-series, with common criticisms including (as pertains to this level topic at least)
And consider this is for an RPG with a single entity the devs can design the game progression around, rather than permutations of hundreds of creatures that could be swapped in and out of rotation on a whim.
- Battles feel unsatisfying and bordering on a net negative (since you gain nothing permanent, only stickers/money to replace what you may expend fighting them).
- No sense of progression or build variety since the power curve is limited to the Stickers given in each area rather than being able to mix and match techniques
- Bosses becoming puzzles with solutions since without build differences in moves or statline, they either literally or figuratively require one approach to differentiate them from another fight's one approach. In Pokemon terms, imagine fighting something like Lt. Surge with a Mono Electric moveset and 3x your stats: if you use Ground, you can't lose, but anything else is hitting a steel wall with a twig.
And even putting that aside, Levels and stats have a clear point to game design because they make a simple short hand for how strong a character is: a character who joins at level 15 when your crew is level 6-8 conveys this person is much stronger in the story through the gameplay. A higher level indicates someone has played more with a character or build and is expected to understand it to a greater degree.
On the topic of levels not being tied to stats, how then do you meaningfully depict stat gain as a means of progressing a character that is immediately comprehensible to a player, if not through levels going, that does not introduce busy work that essentially becomes grinding by another name or homogenizes the experience?
The thing is, battles are fun. Battling should be the point of the franchise, I shouldn't be skipping fights.Once again I think any issues I have with the leveling system is mostly at the hands of "just let me turn exp share off". That's it. That's all I need. All the scaffolding associated with leveling functions fine, just lemme turn it off again. you can even keep it on by default, it's not like I want to get rid of it.
Though I will say SV probably did it best just because all battles were "opt-in" on an open world. There came a point where I just felt naturally inclined to not do as many battles since I just wanted to move on; meanwhile in my excursions in the post game I stumbled upon big chunks I never went to before full of trainers. I hope if WIWa insists on not letting me turn it off it keeps that up (Z-A was compromised because I picked up the canari dolls but it was fine for most of it).
I mean true, but RPGs aren't (and shouldn't be) entirely about battles and sometimes you want to just explore an area. Being able to disengage from combat easily to poke around is a good thing, even if I hate some aspects of how SV handles encounters.The thing is, battles are fun. Battling should be the point of the franchise, I shouldn't be skipping fights.
The thing is, battles are fun. Battling should be the point of the franchise, I shouldn't be skipping fights.
ZA I figured out, just run a team of like 10-12 mons and you're probably fine, which makes the ZA Royale a bit more interesting as well as you adjust your team on the fly to meet specific goals. But that's a patch on a series which traditionally across all media focuses on a team of 6 with occasional substitutions.
I mean true, but RPGs aren't (and shouldn't be) entirely about battles and sometimes you want to just explore an area. Being able to disengage from combat easily to poke around is a good thing, even if I hate some aspects of how SV handles encounters.
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Every time I see this card it looks so tasty and makes me want a big soft serve ice cream but I don't have a big soft serve ice cream and then I am sad.
It seems like a slam dunk since Grass synergizes well with Sand by dealing with Water and the Rock/Ground focus discouraging Fire (especially SpA Fire) and to a lesser extent Flying and Bug. Not even a matter of if it works in practice, we have multiple Sand-themed Grass types between the tumbleweed and the CactiWind Rider does not interact with Sandstorm or the Sand weather effect in any way.
This is despite the fact that 1.) the game already classifies Sandstorm as a wind move and 2.) the Pokémon line that first got the ability is based on the tumbleweed. An object heavily associated with deserts and, by extension, sandstorms.
It's not like Wind Rider giving Sand damage immunity like Sand Veil and/or having the same interaction as Tailwind would be super broken. I'd argue it would be quite cool and give Sand teams more of a reason to use one of the two Grass-types that get Wind Rider.
Also fwiw I have actually seen tumbleweeds flying around during sandstorms in Palm Springs lol. So it's not even unrealistic.
In addition, Sandstorm is apparently counted as a Wind move (according to Sandstorms entry on Bulbapedia). But it’s specifically not able to interact with Wind Rider or Wind Power. I have to wonder if it’s because of a programming quark where Sandstorm reactivating the effect every turn caused the Wind abilities to reactivateWind Rider does not interact with Sandstorm or the Sand weather effect in any way.
This is despite the fact that 1.) the game already classifies Sandstorm as a wind move and 2.) the Pokémon line that first got the ability is based on the tumbleweed. An object heavily associated with deserts and, by extension, sandstorms.
It's not like Wind Rider giving Sand damage immunity like Sand Veil and/or having the same interaction as Tailwind would be super broken. I'd argue it would be quite cool and give Sand teams more of a reason to use one of the two Grass-types that get Wind Rider.
Also fwiw I have actually seen tumbleweeds flying around during sandstorms in Palm Springs lol. So it's not even unrealistic.
Bulbapedia supposes that its because it doesn't target a Pokemon and is instead a field effectIn addition, Sandstorm is apparently counted as a Wind move (according to Sandstorms entry on Bulbapedia). But it’s specifically not able to interact with Wind Rider or Wind Power. I have to wonder if it’s because of a programming quark where Sandstorm reactivating the effect every turn caused the Wind abilities to reactivate
Tailwind targets the user's side, Sandstorm targets the field.Bulbapedia supposes that its because it doesn't target a Pokemon and is instead a field effect
But at that point you'd think they would make a special exception like with Tailwind, yeah?
That is literally the first point I brought up.In addition, Sandstorm is apparently counted as a Wind move (according to Sandstorms entry on Bulbapedia).
This is despite the fact that 1.) the game already classifies Sandstorm as a wind move
I feel like an easy fix would be to have Sand give the Attack boost only once while the Wind Rider user is on the field so weather wars don't lead to a bunch of boosts.Tailwind targets the user's side, Sandstorm targets the field.
Honestly I'm pretty sure it's more that Sandstorm can be triggered by other things like Sand Stream, Sand Spit, and technically Max Rockfall that's why they didn't have the Sandstorm being active boost like an active Tailwind does.
Tbh considering the Wind Rider pokemon aren't that good... honestly wouldn't it be a good thing if it'd get +1 attack every time Sandstorm is reapplied? Would actually be a interesting deterrent from changing weather.I feel like an easy fix would be to have Sand give the Attack boost only once while the Wind Rider user is on the field so weather wars don't lead to a bunch of boosts.
My understanding is that Conkeldurr generally prefers tanky Drain Punch sets to aggressive Close Combat ones, even when running Flame Orb. I'd consider Scarf Heracross to still be relevant as well. Machamp could probably use a new trick, though.While I did think Flame Orb sets on various guts Pokémon like Heracross, Conkeldurr, & Machamp were pretty cool, I kinda don't like how it basically made this group of Fighters the same, where they run the same set of Facade, Knock Off, and CC + one filler move. Prior to the burn change, I felt this group of Pokémon were more varied. Conkeldurr had a very amazing AoA set it could leverage in gen 5 using its coverage with Ice Punch and Thunder Punch, which got super boosted by Sheer Force LO or Iron Fist. Machamp was basically a cheeser, but no guard dynamic punch at least made it unique. Heracross was once an interesting wallbreaker that could leverage skill link as mega for unique coverage, clean with scarf, or run a bulkier SD set. In gen 9, loaded dice could let it larp as it's mega at least.
That said with Guts being op, it's reasonable to pass up on these interesting options now, which is a shame.