(Little) Things that annoy you in Pokémon

Well all Hidden Power cares about is if certain stats are even or odd. A flawless stat (31) is odd, and you can check HP anytime in Anistar/Fortree. Still, I can't really be bothered to breed for Hidden Power and mostly just use the HP checker to help determine if the less than 30 IV stats are even or odd when shoving the result into an IV calculator...

Oh, if only there were a way to check the individual IVs, or at least know if they are even or odd...

Then, maybe I'd be arsed to actually try to do it! And the best part is that the Pokemon that I transferred that did have the right HP, now no longer have the same HP! Thanks a lot Game Freak! You messed that up too!!
 
Oh, if only there were a way to check the individual IVs, or at least know if they are even or odd...

Then, maybe I'd be arsed to actually try to do it! And the best part is that the Pokemon that I transferred that did have the right HP, now no longer have the same HP! Thanks a lot Game Freak! You messed that up too!!
That can't be. The game uses the same mechanics to determine type as it has since Ruby and Sapphire. The only thing they changed was fixing the power at 60.
 
What's the point of defeating Groudon in Omega Ruby? To rematch it after beating the E4 so you can SR for nature and IVs like every other legendary. In that case, why the hell did they decide to give Groudon a massive pre-battle cutscene on the rematch? The first time, it makes sense, showing off the Primal Form that's new to this game, and it looks beautiful. But now all I want to do is SR for a good one, and that cutscene that I've already seen once (read: more than once but the game doesn't know that) plays before every battle. WHY? It would have been easy to just have Primal Groudon standing before you, approach you and then battle!
 
That can't be. The game uses the same mechanics to determine type as it has since Ruby and Sapphire. The only thing they changed was fixing the power at 60.

Actually, it looks like you're correct. The Hidden Powers on my Pokemon either didn't change in Y, or they were changed back in AS. Either way, I need to try to get a better understanding of how to breed in HP types. I don't know why I couldn't get my Budew's HP to be Fire or Ice however, even though what I was doing should have theoretically given me those results.

I was trying to hatch this Budew with an HP Fire, and managed to get one with 31 IVs in HP, Defense, and Special Defense, and was tearing out my hair, trying to figure out why I was getting HP Dragon!

Could it be that I'm just unable to get the other IVs to come out even, and that one odd IV is throwing me off?
 
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Critical hits. They may be fun and effective for specific setups like Super Luck Absol, and good against stragglers in competitive stall, but in-game I just don't want to see them at all - neither on my side, nor the opposition's.

I don't want any quick victories I didn't deserve because a crit kicks in, and receiving too much damage as a result of crit (esp. after an Intimidate switch-in or repeated use of moves like Bulk Up, Calm Mind or Quiver Dance) is too annoying. It also makes it annoying when you want to have a perfect idea of just how much damage a move does to a specific foe / if it's OHKOing (though you never know where you are in the 85-100% range) or not.
 
I feel like Game Freak could have used Gen VI as a chance to rebalance the type chart more than they did (especially if you exclude changes related to Fairies). At the very least, they could have removed one of Ice's weaknesses and maybe given it a resistance or two so it's not comically awful defensively, especially since they're still bound and determined to make "defensive Ice-type" a thing.
 
I really wish they would tweak the design of the Master Ball. That stupid fucking M in the middle of it really makes it look ridiculous. Ideally, I'd like those circles to disappear too, but the M is the really bad part.
Ice types seem to be one of those types that gets the short end of the stick. Same for Rock types.
That's just how it is in the Pokemon universe. Those types happen to have those weaknesses. Balance wouldn't be believable.
 
I don't believe in heresy, only opinion, but the Master Ball has been with us since day 1! It would be considered an atrocity by some to change such a classic design! I guess I just don't care either way, but when I see those purple circles, I know that I'm getting something significant.
 
I don't believe in heresy, only opinion, but the Master Ball has been with us since day 1! It would be considered an atrocity by some to change such a classic design! I guess I just don't care either way, but when I see those purple circles, I know that I'm getting something significant.
Yeah, I can understand that. The M though? I think that part looks really cartoonish and stupid. Personally, it makes me hesitant to use them, but maybe it's just me.
 
Yeah, I can understand that. The M though? I think that part looks really cartoonish and stupid. Personally, it makes me hesitant to use them, but maybe it's just me.

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This is the greatest reason for why the Masterball needs to be redesigned :P
 
I feel like Game Freak could have used Gen VI as a chance to rebalance the type chart more than they did (especially if you exclude changes related to Fairies). At the very least, they could have removed one of Ice's weaknesses and maybe given it a resistance or two so it's not comically awful defensively, especially since they're still bound and determined to make "defensive Ice-type" a thing.

The weaknesses for Ice-types make sense to me, but one thing I never understood Ice-types is its relationship with Water. In my mind Ice freezes Water, however as it turns out Water is resistant to Ice! I would think that Water-types would be weak to Ice (as I said, Ice freezes Water and being a Water-type is made of more water then any other Pokemon I can't imagine that being pleasant) and Ice-types resist Water-types. It may not get rid of a weakness but at least buffs them up a bit against a popular type in battle.

Same for Rock types.

Main problem with Rock-types is that they took the erosion route with some of its weaknesses. If I were to remove a weakness it would be to Grass-types (I imagine erosion caused by plant growth being very slow, especially since the plants still need the rock to provide a sturdy base, and I think most plants' roots can't di through a rock).

I really wish they would tweak the design of the Master Ball. That stupid fucking M in the middle of it really makes it look ridiculous. Ideally, I'd like those circles to disappear too, but the M is the really bad part.

That's just how it is in the Pokemon universe. Those types happen to have those weaknesses. Balance wouldn't be believable.

Even with that Wario joke, I think there are other Poke Balls that need a redesign more than the Master Ball. Like the design or not, the Master Ball having a "M" on it shows that it's something special and just not any ordinary Poke Ball. The main two I think need a redesign are the Heal Ball and Dusk Ball:

Dream_Heal_Ball_Sprite.png
Dream_Dusk_Ball_Sprite.png


For the Heal Ball I sort of see what they were going for, I think it's suppose to be a stylized heart, but I have no idea what the Dusk Ball is suppose to represent. A cave entrance/exit? But if so why is it green?
 
The weaknesses for Ice-types make sense to me, but one thing I never understood Ice-types is its relationship with Water. In my mind Ice freezes Water, however as it turns out Water is resistant to Ice! I would think that Water-types would be weak to Ice (as I said, Ice freezes Water and being a Water-type is made of more water then any other Pokemon I can't imagine that being pleasant) and Ice-types resist Water-types. It may not get rid of a weakness but at least buffs them up a bit against a popular type in battle.
To add onto this, something that always bothers me is Scald not being super effective against Ice-types. I mean, it's the only non-Fire-type move that can defrost the user, and they even created Freeze-Dry, which could be some sort of a counterpart for it.
 
I just discovered something else: you can't relearn tutor moves from the Move Relearner.

I get it: this is so you can't sort of cheat, and relearn the moves through Heart Scales, if you decide to substitute the tutor move for something else temporarily.
But what happens when you don't have access the the move tutors any more, like in the next Gen. That gives you two alternatives: either hang onto that move, or forget it permanently.

There is a similar problem with learning moves from earlier stages, forgetting them, and then being unable to relearn them, even though the Pokemon knew them at one time.
 
I just discovered something else: you can't relearn tutor moves from the Move Relearner.

I get it: this is so you can't sort of cheat, and relearn the moves through Heart Scales, if you decide to substitute the tutor move for something else temporarily.
But what happens when you don't have access the the move tutors any more, like in the next Gen. That gives you two alternatives: either hang onto that move, or forget it permanently.

There is a similar problem with learning moves from earlier stages, forgetting them, and then being unable to relearn them, even though the Pokemon knew them at one time.
Thankfully GF is improving on this; Gen 6 lets you remember Egg moves and Event moves. So perhaps we'll see something like this next game.
 
Thankfully GF is improving on this; Gen 6 lets you remember Egg moves and Event moves. So perhaps we'll see something like this next game.
Yeah, being able to relearn Egg Moves is such a useful feature! I wish they did that from the start!
 
Thankfully GF is improving on this; Gen 6 lets you remember Egg moves and Event moves. So perhaps we'll see something like this next game.

Which further makes it strange the won't let you remember tutored moves. If now Pokemon can remember Egg and Event moves that means what moves the Pokemon can remember is individual specific and not species specific.
 
I renew my objection to Individual Values, informally for now and by affidavit later!

I got a shiny Marill, 31/31/ZERO/31/31/31. Worse than my shiny Gardevoir, with 10/who cares/31/31/31/31. So close to being perfect, and yet so far. I wasn't expecting 6 IVs, but zero?


And no, I'm not actually upset over it - I just wanted to use that quote. I've got 6 ideal IV'ed ones, more than enough for both Belly Drum and Assault Vest variants, and now I'm gonna dive into a shiny Lopunny project.
 
A minor gripe of mine that comes into the light after having played almost all the way through OR's story (I like taking things slowly, okay?): I feel that at this point, GameFreak could really up the difficulty of the game a few notches.

"But CRoll," you say, frustrated with this point being brought up for the umpteenth time, "haven't you seen the '3+' mark on the box? This game is made for kids, and should be simple enough for them to manage it!"
Of that, I'm perfectly aware. But thing is, as it currently stands, nearly any Pokémon is good enough for an in-game run. Unless you do some sort of challenge, or purposely build your team with only Jokémons in it, you won't face any problems strolling through the game at a natural pace. No matter what you do, few if any trainers will stand against you, and with only a minimal understanding of the type chart you will blast your way through even the so-called major battles - which usually end up being 4-on-6 or something, in your favour. Easy-peasy, almost no matter how you choose to do things. You'll either be overlevelled, outnumbering the opponents - or purposely restricting yourself.

"So what? Kids might not feel it that way!"

Here's the crux, though: The game is practically throwing Easy Modes after you, a myriad of ways to make the game easier:
  • The most obvious of which is the Exp. Share, which when turned on will feed your entire team with experience and EVs, even if you're too young to understand the concept of switching and thus let one Pokémon do all the battling.
  • Then there's the Lucky Egg, which is a tad more advanced, in that you need to actively use it for the game to be easier, but it does have a big impact. Your Egg holder will rake in the Experience, and gain levels far faster than it naturally would. At least in ORAS you have to seek it out to obtain it, but once you know how you'll get it in ten minutes.
  • TMs could also deserve a mention. Earlier, players tended to save TMs for that one hypothetical Pokémon that could utilize them in the best possible way, but now they're reusable and no less powerful than the one-off tools they used to be. Once you've got TM26, you can slap Earthquake on anything that can learn it, and still have plenty left over for future teambuilding projects. No need to conserve any more (frankly, I think nobody liked that as in most cases you either saved it indefinitely or felt that you wasted it if you used one of the unique ones), just go to town with every TM and give your team all the coverage it could possibly wish for.
  • But there's more: Pokémon Amie, which gives boosts to Experience, a chance to dodge moves, heal status, extra Crits, and freely give you the equivalent of a Focus Band. A fully Amie'd Pokémon has a monstrous advantage in the game.
  • And there's even more: Mega Evolution. I'd go out on a limb here and say that any Mega Evolution makes most battles a pushover. Blindingly fast and terribly strong, they'll OHKO their way through regular trainers, and deal tremendous damage to even the so-called "ace up the sleeve" of foes in major battles. Even if none of the above applies, you've still got a Pokémon capable of going toe-to-toe with most enemies in the game and win nearly every single time. And the games even go out of their way to shove on you a Mega or two along the way too, so you're sure not to miss them.
At this point, I shouldn't even have to point out that the games have gotten a tendency as of late to practically give you a Legendary Pokémon at some point in the story. The most egregious example being Lati@s in ORAS, but the mandatory capture of Xernes/Yveltal in XY, or Reshiram/Zekrom in BW shows traces of this too. Free or incredibly-easy-to-acquire bulldozers that don't give two flips about foes resisting their moves, or hitting them super-effectively, they've got the stats to take all the hits in the world and KO immediately upon retaliation.

All in all, we're left with incredibly easy games that gives you handfuls of tools to make them even easier if you want to. With so many opportunities to make your Pokémon overpowered, I feel like GameFreak could safely up the base difficulty a little. I doubt very many people would notice, especially late-game when you've got the entire catalogue handed to you multiple times. Just give the major opponents a full team with somewhat tailored movepools and decent levels all over, or a strategy to play by, or something like that. Do anybody remember the Admins in Pokémon XD? Something like that, please...
 
At this point, I shouldn't even have to point out that the games have gotten a tendency as of late to practically give you a Legendary Pokémon at some point in the story. The most egregious example being Lati@s in ORAS, but the mandatory capture of Xernes/Yveltal in XY, or Reshiram/Zekrom in BW shows traces of this too.
At least with Reshiram and Zekrom, it wasn't until the very end of the game with only two fights to go. Also, one of the opponents has the other one, so it does even that fight out, plus the final fight has a Hydreigon who is about 10 levels higher than the legendary dragon.

Also, can we find a different thing to annoy us? It seems like this topic has devolved a bit into either "IVs are a pain" or "the games are too easy".
Alternate complaint:
A problem with Pokémon-Amie is that those free critical hits. They always seem to happen against wild Pokémon you are trying to catch. It's frustrating.
 
Might have already been mentioned but getting a destiny knot in ORAS is unnecessarily annoying and totally vague. Lol for the 'easiest' method being soft-resetting in front of those two trainers in Sea Mauville.

Also, although Game Freak decided to largely alleviate the problem of acquiring mega stones in ORAS as opposed to X & Y, they still decided that Lucarionite and especially Garchompite should be way, way harder for the kids to obtain than the others.
 
Also, although Game Freak decided to largely alleviate the problem of acquiring mega stones in ORAS as opposed to X & Y, they still decided that Lucarionite and especially Garchompite should be way, way harder for the kids to obtain than the others.

Which is odd since in XY those Mega Stones aren't hard to get. For the Pokemon Contest they could have had the Mega Stone being Altarianite (being Altaria is Lisia's main Pokemon) and for the Hidden Base they maybe could have had Audinite (since Aarune is from Unova).
 
I am almost certain Garchompite was the reward solely for trolling Flygon fans. No idea why it is Lucarionite that is a contest reward.

In general, why do mons with hidden abilities have pre-evos without them, and only the latter can be directly obtained? Want to breed HA Beedrill but all Kakuna have Shed Skin, and there was Starly last gen.
 
I am almost certain Garchompite was the reward solely for trolling Flygon fans.

The ultimate troll from GF, want to mega evolve the classic ground dragon from this region with also happens to be my main pokemon?

Too bad!! Here have the mega stone of the Pokemon that almost completely Outclassed in the next gen XD.
 
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