(Little) Things that annoy you in Pokémon

I don't think many will share this opinion, but it annoys me how underwhelming physically offensive orientated Electric Types are. This sounds weird when you think that something like Tapu Koko is a powerful legendary, but you rarely see it used physically and the only actually good one is Zekrom due to high base power Bolt Strike complimented by no recoil and I guess Togedemaru thanks to Zing Zap in doubles.

Though that is more competitively, since at least in-game Luxray was pretty nice in Gen 4 if I recall correctly.

Perhaps Zeraora will break the mold thanks to its Signature Move and high base power coverage.
 
To be honest the underwhelmingly of phisical based Electric mons has a lot to do with same reasoning that makes a lot of offensive Ice types mediocre: very low BP stabs. Highest BP electric phisical stab that isnt a signature move is Wild Charge (90 BP), similarly to how Ice has Ice Punch (75) and Icicle Crash (80, and inaccurate for whatever reason) as phisical stabs.

Compared to other phisical types which usually have a 120 BP stab or at least a 100+ inaccurate one...
 
To be honest the underwhelmingly of phisical based Electric mons has a lot to do with same reasoning that makes a lot of offensive Ice types mediocre: very low BP stabs. Highest BP electric phisical stab that isnt a signature move is Wild Charge (90 BP), similarly to how Ice has Ice Punch (75) and Icicle Crash (80, and inaccurate for whatever reason) as phisical stabs.

Compared to other phisical types which usually have a 120 BP stab or at least a 100+ inaccurate one...


The low accuracy of Rock type moves always annoys me. Even some of the weaker ones like Rock Tomb miss often, as I found out the hard way during my solo Sableye playthrough of Sapphire.
 
Low accuracy of phisical rock and psychic stabs and of flying special stabs is something us facility runners complain often about as well :(
 
A little subject of discussion that popped up on Discord the other day: The Normal type has really lost its identity in recent generations.

In Gen I, Normal-types were the jack-of-all-trades typing bar none. Back when movepools for most Pokémon could be summed up by counting on your fingers, Normal-types stood out with extremely wide learnsets and good TM compatibility. Okay, they couldn't get super-effective STAB, but you could always count on Normal-types to have coverage options, and back in the days this wasn't always a given. Most Pokémon had STAB moves and learned a few Normal-type moves, but it'd be lucky to have damaging moves from two other typings apart from that. But Normal-types were compatible with a huge number of TMs, and could fire off un-STAB-ed moves of almost any type. And so there were comparatively many Normal-type Pokémon to be found in the mid-late-game: Kangaskhan, Chansey, Tauros, Snorlax were big sluggers, while Farfetch'd, Lickitung, Porygon and Ditto served more as rare curiosities for the eager completionist to find.

Then, gradually, Pokémon from more types started to get coverage moves as well, and Normal-types went from being jack-of-all-trades to just the worst option available for any given job. Sure, some clung to their niches by virtue of sheer stats (Blissey, Snorlax, and Porygon2 for instance). But Normal-types weren't really good enough to feature in the late-game anymore.

Instead, the Normal type appears to have embraced the niche previously only represented by Ditto and Porygon: the "blank" typing that doesn't really do anything, and whose main gimmick is to change into other typings. Castform, Kecleon, Arceus, Meloetta, Silvally... all of them change in some way or another. Normal has also seen some use as a secondary typing, but it rarely impacts the properties of the Pokémon to a meaningful degree. Neither Pyroar, Heliolisk, Drampa nor Oranguru feels much like Normal-types, it's just a typing they've seemingly got for no other reason than to use Normal for something outside the first quarter of the regional dex. It is as if the Normal type is just there to be used on the mandatory early birds and rodents (plus maybe a two-stage line you find between the first and second Gyms then ditch before you reach the fifth), and then stuck randomly to other Pokémon so it isn't criminally underrepresented. Late-game pure Normal-types are a rarity these days. I think Bouffalant was the last late-game Normal-type to be presented as something powerful, and whose niche wasn't that it could change type.

And that's not counting all the physical electric types that, because their physical movepool sucks, you have to use their special side anyways

There's also a strange lack of available boosting moves for Electric-types. Sure, there's the defensive Charge, but it's rare for Electric-types to get two-stage-boosting moves that can be used offensively. So those weak STAB moves can't even be helped by, say, Swords Dance or Dragon Dance.
 
Maybe Codraroll would like Inverse Battles, because nothing resists Normal in that format! It's a shame it wasn't a Wifi multiplayer feature or a Battle Maison format, because I had fun with it during the 6th generation on Pokemon Showdown. GameFreak sometimes creates interesting alternate modes, and then doesn't do much with them.

EDIT: I did a mono-Normal playthrough of Pokemon X some time ago, and Pokemon like Heliolisk and Pyroar felt more like a loophole to get around the type restriction than classic Normal types like Chansey. Codraroll is right about Normal "losing its identity".
 
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I know I normally do singular walls of text and not serials, but writing my post above (and after some discussion on Discord), I think I've found yet another way this beloved series manages to annoy me. Not sure whether I'd put this here or in Unpopular Opinions, since there is nothing objectively wrong here, but as it follows up the post above I figured I could keep them both in here. So here's the sequel to that post.

Above, I briefly mentioned "late-game Normal-types" and how they are really rare nowadays. I mean, sure, there are ones like Oranguru or Drampa, but the Normal typing feels more tacked on to those than an integral part of their design. They look and feel much more like Psychic- or Dragon-type, respectively.

And that got me thinking. Please keep with me here, because the train of thought is a little long-winded. Psychic and Dragon always felt like "special" types. Not in the sense of the attack spectrum, but in the sense of there being something magical or otherworldly about them. For instance, sure Tentacruel has higher BST than Slowbro, but the latter feels more mystical and innately powerful because it's part Psychic. Those two types are very common among legendaries, both on and off the game covers. On the contrary, they are rarely encountered in the early-game of any of the games, if they do it's usually through a rare encounter. The ways they interact with the type chart is less intuitive than those of the starter types, for instance. And their designs tend to lean more towards the badass side than the cutesy and basic (with plenty of exceptions existing, of course).

Psychic and Dragon are not alone in this club of badassness. If you were to sort the Pokémon types according to intuitiveness and suitability for the early-game, both in terms of type chart interaction and creature designs, it would look something like this:

"Basic" types: Normal, Bug, Ground, Poison (plus Flying, which is more of an "additional" type added to other typings to signal an element of flight)
"Elemental" types: Water, Fire, Grass, Electric, Ice, Rock
"Special" types: Psychic, Dark, Fighting, Fairy, Steel, Ghost, Dragon

The latter types signal that the creature in question has more powers than meets the eye. That it possesses supernatural powers, fights dirty, is powerful enough to blow foes across the room, or shrugs off hits that would have knocked down anything else. These are late-game types rarely encountered early in your adventure (again, plenty of exceptions to choose from, but there is clearly a trend), and as such they tend to be found quite late in the regional Pokédex.

And that brings us to the core of this post: this tendency is getting a little out of hand. Starting in Gen V or so, these seven (at the time, six) types didn't only begin to be common in the latter half/third of the Pokédex, they absolutely dominate it.

  • Starting at #103 (dex no. 597, the last third) in the Unova Pokedex, there are 53 Pokémon. Only 18 of them do not have any of the seven "special" types (that is, a third of the Pokémon not representing a third of the types).
  • From dex number 699-722 in the National Pokédex, there are 24 of Kalos' 72 Pokémon (25 if you count the Hoopa forms separately, as they don't have the same typing). Four of them do not have a "special" type (Aurorus, Bergmite, Avalugg, and Volcanion).
  • Alola added 85 Pokémon, dex numbers 722-807. From 779 out, there are 28 Pokémon. Again, only four are not "special": Nihilego, Xurkitree, Poipole, and Zeraora. If you don't count the USUM additions, you may start at 776 instead. No new "unspecials" are added (one more and you could have included Komala), so the 26 Pokémon in the last third of the Sun/Moon Alola dex only contains TWO Pokémon without those typings.
So, what are the practical implications of this? Dual typings are quite prevalent after all, so it's not like the other types are completely excluded. And since the listed types are so uncommon in the early-game, their presence in the late-game only balances things out, or what? Not quite.

Again, we're back to the concept of the late-game Pokémon. Pokémon you encounter late in the game, and that are found in the wild at a power level that matches that of your team of trained early-game creatures. They live in more exotic biomes, possess special moves and higher stats, evolve later, and are generally more powerful than the Pokémon you encounter early in the adventure. They tend to be the kind of crew you bring to defeat the Elite Four. All in all, they are more exciting Pokémon. And now, in recent generations, these Pokémon tend to possess increasingly similar properties. A Fire/Psychic Pokémon will have that extra bit of unique mystical powers that a pure Fire-type wouldn't. Grass/Ghost is more, well, ghost-y than pure Grass. Add a Steel-type to any other type, and it will end up affecting its type chart interactions to a significant degree. And pair, say, Electric and Fighting on a physically-oriented 'mon, and its moveset/battling style will be dominated by that one of their two typings that has an arsenal of powerful physical moves at its disposal. In short, these seven typings have a disproportionately large influence on the kind of Pokémon you bring to the end-game.

Anyway, everything up to this point has just been background information and data gathering. This is what annoys me: We're seeing annoyingly few late-game Pokémon based on the early-game types nowadays.

Let's for a second go back to the roots of Pokémon. Remember RBY? Back then, there were no Dark-, Steel-, or Fairy-types. Ghost and Dragon had only one evolution family each. Fighting had two multi-stage families, two Hitmons, and Poliwrath. Psychic was admittedly common, but not totally dominating. This meant that late-game Pokémon had to belong to the same types as early-game ones. The fearsome Scyther shared its type combination with Butterfree. Pinsir and Caterpie were both pure Bug, but as different as night and day (at least in design; neither had much in the way of a movepool). There were Magmar and Electabuzz, not totally different from Charmander and Pikachu. Snorlax, Tauros, Porygon, and Rattata shared a pure Normal typing. Tangela was the only pure Grass in the game. And when Gen IV gave many of those new evolutions, they didn't go overboard with the "special" types either. Magmortar, Electivire, Tangrowth and others remained pure of typing. Togekiss and Yanmega had typings like Pidgeotto and Butterfree, but were way more badass. Mamoswine continued its precursors' trend of combining early- and mid-game typings on a late-game Pokémon.

Those typings are so rare now. It's as if every late-game Pokémon - heck, even the final starter evolutions - have to have a late-game typing. What happened to badass Pokémon without badass typings? Or using combinations of basic typings? Sure, some still exist (usually when a secondary Flying-type is needed, as is the case with Gen V's legendary genies), but they've gone from being the norm to being the exception. In the past two generations, we've seen exactly two Pokémon combining basic types in the bottom third of their respective Pokédexes: Volcanion and Nihilego. This is out of a pool of eleven available types and fifty-two Pokémon. 2 out of 52. That's what I call stifled creativity. I really hope Gen 8 will bring us more Pokémon that show the full potential in early-game types, without resorting to late-game secondary typings.
 
The one thing I really feel is lacking and should be in game *somewhere* is learnsets, expecially Egg moves.

Egg and tutor learnsets really are a lot on the lines of "you better datamine this cause good luck else" right now.

Eh, I consider that sort of thing "strategy guide sellers", at least in the old days (and I think we've established GF is kind of slow when it comes to modernizing certain things).

At most, maybe have a character in the Day Care who will tell you what moves will be passed down if you show them two compatible Pokemon.

You meant to say "In USUM you bump into Olivia which feels the urgency to remind you that she's single and never had a boyfriend every 3 sentences"

You know, I think we've quickly talked about it but I feel we never really went into it.

We have this sexy, muscular female character who's a skilled Pokemon trainer, chosen by the island's deity to be in charge of the entire island, becomes a member of the Elite Four. The entire island (Team Skull not withstanding) look up to her (especially the Captains she chose, Mallow notably) and is shown to be smart, strong willed, responsible, and kind & caring to those she look after. Yet, despite all this positive traits, she would probably have trouble passing the Bechdel Test because her one flaw is HEAVILY focused on: she can't seem to get a man.

But this has additional underlying issues too. Focusing on her love life problems sometimes overshadows her accomplishments; if I was to be cynical and looking for a deeper in that, it's like the writer saying it doesn't matter how accomplished a woman is if she doesn't have a man, furthermore meaning a man's accomplishments is more important. Now this is NOT what I think was meant by this, Olivia's love life problems is supposed to be taken as a joke: how can a woman like Olivia not have men lining up at her door.

Now, not saying this couldn't be a flaw of hers, it's just the way its presented gives off mixed signals. If I were to rewrite it, instead of having Olivia moping about it I would have instead SHOW the exact problem. Like you'll arrive to Konikoni City and you'll find Olivia in front of Mallow's family restaurant with a date. Olivia will say she had a great time but the day would be all nervous, maybe have them make a comment how they were impressed she did an incredible feat ("Uh, yeah, I-I had a great time too. You lifting the table up with one hand to pick up that dropped fork was really impressive...") and maybe then run away, apologizing to her. Olivia would then sigh, shake her head and shrug saying "And there goes another one". There, we've established not only her dating problems but also why she has dating problems (at least in some cases), then having all those Stuffel dolls in he room that "single woman" like would be enough. We don't need her saying lines like:

"As a kahuna, I look after all the trial-goers who come to my island. They're like my own children. Not that I've got any—I've never even gotten married."
"Ah... That was delicious. Maybe it's about time I find someone to cook for myself, huh?"

These lines feel more demeaning to her character than suppose to be taken as jokes about her love life. Like in the first quote that last part was completely unnecessary, making it sound like she's bitter not being married and having kids of her own. The second one really takes the cake as it sounds like she just decided that what she needs is a man and phrasing it in the most stereotypical way possible which in modern times feels regressive (with how that line was written she might as well have said she wanted to be bare foot and pregnant in the kitchen).

If there's one thing I can give credit to the Sun & Moon anime is side stepping this issue and making her flaw is that she's clumsy.

I don't think many will share this opinion, but it annoys me how underwhelming physically offensive orientated Electric Types are.

No, many would agree with this, especially Gen IV onwards once they did the Physical-Special split. The problem here is that, despite the split, GF still seems to think of certain Types being mainly either something Physical or something Special and not wanting to make moves which goes against that mind set. For Physical Pokemon this problem happens if they're an Electric, Psychic, Ice, & Fairy-type; for Special Pokemon if they're Fighting, Ground, & Rock-types.

And we're not asking for an entire selection either, just one generic, decently Power (like 80) with no drawback. That would be fine. If I could think of some, surely the entirety of GF can think of a batch. Heck, even if you just made them copies of Shadow Ball and Poison Jab I don't think that many could complain.

The low accuracy of Rock type moves always annoys me. Even some of the weaker ones like Rock Tomb miss often, as I found out the hard way during my solo Sableye playthrough of Sapphire.

Another GF idea to make a Type feel special... accept it's a bad one. Like, fine, the high powered ones can be less accurate but Rock Throw? Rock Tomb? I'd even include Rock Slide on that list. Also Head Smash is already a pretty punishing move to the user, it doesn't also need a chance to miss on top of that.

A little subject of discussion that popped up on Discord the other day: The Normal type has really lost its identity in recent generations.

Hmm, would Fighting-types miss being Super Effective against Normal-types? While mostly gone are the days of Normal-types being the only Type to learn a variety of elemental moves, maybe they can regain some specialness by just having no Weaknesses. They can still be resisted by Steel & Rock (and maybe also Fighting to make up them losing being SE against them) and being immune buddies with Ghost, but otherwise having no Weaknesses would not only make them stand out on their own but also be seen as a Type which has no drawbacks being paired with another Type.

Not to sure if they can give them a Type mechanic (you know, like Fire-types can't be Burned, Ghost can't be trapped, Dark isn't affected by Prankster, etc.), what special trait would a Normal-type have that other Types don't?

"Basic" types: Normal, Bug, Ground, Poison (plus Flying, which is more of an "additional" type added to other typings to signal an element of flight)
"Elemental" types: Water, Fire, Grass, Electric, Ice, Rock
"Special" types: Psychic, Dark, Fighting, Fairy, Steel, Ghost, Dragon

The latter types signal that the creature in question has more powers than meets the eye. That it possesses supernatural powers, fights dirty, is powerful enough to blow foes across the room, or shrugs off hits that would have knocked down anything else. These are late-game types rarely encountered early in your adventure (again, plenty of exceptions to choose from, but there is clearly a trend), and as such they tend to be found quite late in the regional Pokédex.

And that brings us to the core of this post: this tendency is getting a little out of hand. Starting in Gen V or so, these seven (at the time, six) types didn't only begin to be common in the latter half/third of the Pokédex, they absolutely dominate it.

(...)

Anyway, everything up to this point has just been background information and data gathering. This is what annoys me: We're seeing annoyingly few late-game Pokémon based on the early-game types nowadays.

All this also relates back to an even older problem we discussed: linearity. A Pokemon's type a lot of the times is also dependent on the environment, and in Pokemon this means all the difference of getting certain types earlier or later. Likewise, because they'll know when that Pokemon would be encountered in the game, this does affect their stats. They aren't going to give that great of stats to the early bird, bug, and rodent because they're just suppose to help you get through the early parts of the game until you can catch the "cooler" Pokemon later on (though with them now offering old gen Pokemon at early points, totally ignoring their stats, this sometimes makes an older gen Pokemon feel more useful until later game gives you the "good" Pokemon of the newer gen).

This is probably why the "Special Types" are seen later game, they're an easy add-on to give later game Pokemon that extra coolness.
 
This is probably why the "Special Types" are seen later game, they're an easy add-on to give later game Pokemon that extra coolness.

Yeah, and that's the problem. Not that "special types" are used to improve the coolness of later-game Pokémon (that has always been a thing; consider Starmie and Exeggutor that are Psychic for no apparent reason), but that this tool is used in almost every single instance. Electivire, Magmortar, and Tangrowth are all late-game Pokémon while having single, basic typings, and they are still cool as heck. Kyogre is a badass cover legendary while retaining the basic Water typing. Porygon-Z is pure Normal (albeit with a type-changing gimmick), and kicks ass with tremendous stats. Togekiss was also designed to combine a Pidgey-style typing with powerful stats and moves, even though it was changed to Fairy-type later. Gen V also gave us Volcarona and Braviary, which used common typings to create late-game Pokémon. But Gen VI and VII have been extremely bad at utilizing the potential in basic typings to make cool designs, it feels almost mandatory to tack a "special type" onto late-game Pokémon nowadays. Not only does that reduce the variation in late-game Pokémon, it also stifles possibilities to create "cooler" Pokémon of the other types that are found late-game.

For instance, I'm sure you could easily imagine a pure Grass-type Pseudo-legendary, or Pokémon of basic types in a late-game three-stage role à la Klinklang, Chandelure, or Walrein. The fact that basic typings or type combinations are used in the early-game is no excuse not to use them later on as well. A late-game Pokémon does not need to include the "special" types every single time.
 
Yeah, and that's the problem. Not that "special types" are used to improve the coolness of later-game Pokémon (that has always been a thing; consider Starmie and Exeggutor that are Psychic for no apparent reason), but that this tool is used in almost every single instance. Electivire, Magmortar, and Tangrowth are all late-game Pokémon while having single, basic typings, and they are still cool as heck. Kyogre is a badass cover legendary while retaining the basic Water typing. Porygon-Z is pure Normal (albeit with a type-changing gimmick), and kicks ass with tremendous stats. Togekiss was also designed to combine a Pidgey-style typing with powerful stats and moves, even though it was changed to Fairy-type later. Gen V also gave us Volcarona and Braviary, which used common typings to create late-game Pokémon. But Gen VI and VII have been extremely bad at utilizing the potential in basic typings to make cool designs, it feels almost mandatory to tack a "special type" onto late-game Pokémon nowadays. Not only does that reduce the variation in late-game Pokémon, it also stifles possibilities to create "cooler" Pokémon of the other types that are found late-game.

For instance, I'm sure you could easily imagine a pure Grass-type Pseudo-legendary, or Pokémon of basic types in a late-game three-stage role à la Klinklang, Chandelure, or Walrein. The fact that basic typings or type combinations are used in the early-game is no excuse not to use them later on as well. A late-game Pokémon does not need to include the "special" types every single time.

Or Poison-types. How many times have we seen a Poison-type pokemon that is meant to be powerful? And I mean powerful in Game Freak's official metas, so Toxapex does not count.

I mean, Mega Venusaur... and what else?
 
Or Poison-types. How many times have we seen a Poison-type pokemon that is meant to be powerful? And I mean powerful in Game Freak's official metas, so Toxapex does not count.

I mean, Mega Venusaur... and what else?
Amoonguss has been one of the best VGC Pokemon for quite a while now and Mega Gengar is also pretty common. Naganadel is also a powerhouse offensively which is fairly common in BSS. Even Crobat has historically been a good Pokemon.

Poison types are common enough in games, being more common than half of the types but I think it comes down to the type itself not being too good offensively or defensively in a competitive environment. Other than being anti-Fairy, there are other types that do its role better.
 
Another GF idea to make a Type feel special... accept it's a bad one. Like, fine, the high powered ones can be less accurate but Rock Throw? Rock Tomb? I'd even include Rock Slide on that list. Also Head Smash is already a pretty punishing move to the user, it doesn't also need a chance to miss on top of that.

It still works if you consider when you get those moves though. Rock Throw for instance is a move Pokemon learn in the Lv 10-15 range. That's a bit later than your starters get their elemental moves, but most if not all of them are still running around with Vine Whip, Ember and Water Gun for quite some time as their natural STAB option. Or in other words, rock types have a 50 BP STAB at a time the rest of your team will mostly rely on 40 BP STAB moves.

You could say that maybe the 10 BP difference isn't enough to make up for the decreased accuracy or point to select counter-examples like Karate Chop, which not only comes at similar levels, but is 100% accurate and even has an increased crit chance, but I think that doesn't mean having an inaccurate but more powerful type is a bad concept. Rather it might indicate that e.g. Rock Throw should be 60 BP instead of 50 nowadays or something along those lines.

On a related note, isn't it almost a bit odd that we don't have a type that does the opposite? That is, one that has slightly lower power, but increased accuracy. From what I can tell there's no actual reason why a move couldn't have an accuracy above 100 without jumping straight to never missing, is there? You may argue that something like that would only be worthwhile against stuff like Sand Attack and Double Team, which everyone hates anyway and shouldn't exist at all, but that seems more of a circular argument to me. After all, if there had been more counter-play to evasion moves than the odd Swift variant and a stats reverting move here and there, maybe they would've never become such a big problem in the first place.
 
For instance, I'm sure you could easily imagine a pure Grass-type Pseudo-legendary, or Pokémon of basic types in a late-game three-stage role à la Klinklang, Chandelure, or Walrein. The fact that basic typings or type combinations are used in the early-game is no excuse not to use them later on as well. A late-game Pokémon does not need to include the "special" types every single time.

Wow, I just looked through each Type for how many pure Types they have and there's not that many pure types as I thought. I think as a fun experiment for GF is they should make a gen of only pure types and the only older Pokemon they can use are pure types (also no type changing gimmicks). Let's see how creative they can get.

FYI I think Pando would make for an awesome pure Grass-type Legendary. :P

Or Poison-types. How many times have we seen a Poison-type pokemon that is meant to be powerful? And I mean powerful in Game Freak's official metas, so Toxapex does not count.

I mean, Mega Venusaur... and what else?

Well "powerful" is all perspective. Crobat is very fast, Toxapex is a pretty good wall, Salazzle and Naganadel may be fragile but have high Spe & SpA, Mega Beedrill has been minmaxed to insane Spe & Atk, Nihilego may not be much physically but is good everywhere else. And looking at others they don't have that bad of stats, just nothing outstanding. Heck, I'd argue the biggest problems with Poison is that they're weak to Ground so even the defensive ones have a tough time taking Earthquake.

Also we still need a Poison-type Legendary (no, Ultra Beasts don't count), or maybe even pseudo-Legendary.
 
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I brought up the part with physical Electric Types mainly because there are quite a few and most rather go full special than physical or even mixed. Even Eelektross with having access to Coil and Drain Punch is better off going special.
Specially benefiting Rock-Types rarely are seeing mixed or fully physical. Even the ancient turtle who is more physically orientated is seen mixed.

Though it might be unfair for me to compare them since most physical electric types are monotypes and as far as I recall, there are no mono special rock-types. The worst offender to me is E-Vire, despite its colorful coverage.
 
Another thing that irks me is running out of repels in caves. Also, i get why people hate Zubat, but I think most haters of Zubat have never even used one... I'm currently using a Golbat named Wayne in my Pokemon Diamond Version, and i dont see the reason more people dont use one...
 
Zubat starts off really badly, for one, it's real frail and its starting moves are bad. Not as bad as they used to be, admittedly, they made it learn Bite and Wing Attack way earlier than it used to (though it still takes a long time to learn a Poison attack)
 
Some roadblocks have already been highlighted in this thread, and I just came across an incredibly stupid one. It´s not technically a roadblock, but still dumb.

The girl in the flower shop of goldenrod won´t give you the squirtlebottle because, here it comes, it´s ´too dangerous´. Just think of all the damage that can be done with a watering can.

I mean, I know this is a pretty cartoony, unrealistic game anyway, but the devs could have at least TRIED to come up with a somewhat acceptable excuse here. Especially since the girl just gives you the squirtlebottle once you have the normal badge.
 
Some roadblocks have already been highlighted in this thread, and I just came across an incredibly stupid one. It´s not technically a roadblock, but still dumb.

The girl in the flower shop of goldenrod won´t give you the squirtlebottle because, here it comes, it´s ´too dangerous´. Just think of all the damage that can be done with a watering can.

I mean, I know this is a pretty cartoony, unrealistic game anyway, but the devs could have at least TRIED to come up with a somewhat acceptable excuse here. Especially since the girl just gives you the squirtlebottle once you have the normal badge.
From what I remember the woman won't let the girl borrow the Squirtbottle because she knows about the Sudowoodo attacking people who squirt it. It's out of the way to talk to the girl at Route 35, talk to her again in the flower shop, and then the woman all before beating Whitney but at least this one is explained.
 
Ugh, finally wrapping my head around the Ultra Wormhole Ride and getting all my Legendaries.

I think the main issue is the hit detection and how I'm still getting normal and one ring wormholes even when far into the Ultra Space.

Originally I was using Lunala, but I decide to switch to Solgaleo on a hunch. I think my hunch is correct: the hit box for both is based on Solgaleo. Lunala and Solgaleo's heads are match up, but this makes Lunala's hit box lower than it actually is and the wings have no hit box which can be confusing. Now it makes sense why they did this, but it makes Solgaleo much easier to use while Lunala harder.

Another hit detection problem concerns the wormholes. I have either went into a wormhole I thought I had gotten out of the way of or missed a (usually warped) wormhole I just phase through. This usually occurs when the path starts twisting and curving, a time when I also start hitting more shocks orbs and missing light orbs.

As for the normal and one ring portals still appearing deep in the Ultra Space, WHY? So often I've flown pretty far only to lose orb power and get pulled into a normal/one ring portal as I ignored a batch of three rings hoping to find a warped. Shouldn't they start being replaced by two ring and three ring when you're really deep inside? How I imagine it:

1-500 ly: Only Normal
500-1000 ly: Normal common, one ring rare
1000-1500 ly: Normal common, one ring uncommon, two ring rare
2000-2500 ly: Normal uncommon, one ring common, two ring rare, warped super rare
2500-3000 ly: Normal rare, one ring common, two ring uncommon, warped rare
3000-3500 ly: Two ring common, one ring uncommon, warped rare
3500-4000 ly: Two ring common, one ring rare, warped rare
4000-4500 ly: Two ring common, one ring rare, warped uncommon
4500+ ly: Two ring common, warped uncommon
 
https://serebii.net/ultrasunultramoon/ultrawormholes.shtml

This page has a complete breakdown of how common the different types of rings are the farther you get. Even at the maximum distance, 0- and 1-ring warp holes show up 79% of the time while flowery warp holes show up only 5% of the time.
Pikachu315111 was merely suggesting how he'd implement the wormhole rarities, considering he's going over how he (and several others) find how it actually is to be a bit annoying.
 
https://serebii.net/ultrasunultramoon/ultrawormholes.shtml

This page has a complete breakdown of how common the different types of rings are the farther you get. Even at the maximum distance, 0- and 1-ring warp holes show up 79% of the time while flowery warp holes show up only 5% of the time.

Which is Tauros mulch! I get to 4500 LYs, my shield runs out before finding a warped wormhole, and I end up being pulled into a 0- or 1-ring warp. Now there have been times I was able to notice I was running low to was able to take the nearest 2-ring that comes up (got some Legendaries and a few Shinies that way), but sometimes there's just no 2-ring wormhole or I get bombarded by electric orbs (usually trying to dodge a 0- or 1-ring wormhole) and pulled into a 0- or 1-ring wormhole that just so happens to have appeared within or just after the electric orb cluster.

I just think if you fly far enough in (which you need to keep track of yourself as there's nothing telling you how far you've flown until going into a wormhole, a feature which Shiny hunters might have liked) you should have a greater chance of getting a wormhole that takes you to a Legendary (a mostly random Legendary at that).
 
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