Unpopular opinions

I do think 2 abilities is needed, not so much for balance, although definitely there’s some space to look at that, but also because of Levitate. There’s other abilities like that, but Levitate is the big one. So many mons need it, and either they get it and it is the only ability they have, eliminating any variety, or they don’t and you get to see Beedrill or Dustox getting hit by Earthquake. Could you imagine if Flygon got Levitate+Tough Claws? Or Beedrill, with Levitate and the choice between Sniper and Swarm?

I’m picturing a “primary” ability slot, for the stuff that is fundamental to the species, and then a secondary one that has options. Castform’s Forecast, Darkrai’s Bad Dreams, Archeop’s Defeatist, the poke will never get another ability under the current system because the species relies on its one ability for flavor or mechanical reasons. So give it a second ability slot for the more Rain Dish/Cursed Body style options. It would take balancing, but one ability is really too limited for the flavor of game Pokémon is.
 
Pokemon, Too Big For Failure Or Success?:
I've also been of the same opinion as Codraroll about the recent practices of GameFreak.
It started with Gen VI/XY, we just got off what I considered one of the best generations (or at least one of my personal favorites), Gen V; a generation that not only delved into telling a more complex story (yes, it dropped the ball in some places like not really going into the philosophical question it brought up, but at least they did and was a step in a right direction) but also bunked the trend of a third version by having a second pair direct sequels, continuing the story and introducing new location and having all the content you would expect from a third version!

And then came XY. The story was already a backstep from XY, having a confused tone of wacky grunts and a leader who wanted to commit genocide. It felt like the story team was split between those who wanted to have a lighter tone after the more serious BW&2 while the other half wanted continue having stories that made you think so instead of deciding on one they did both... and it didn't go well. There was also the issue of lack of content and seemingly dropped stories but that's alright as the third version/second pair games will probably fill in those blanks plus more, right? Well, we got ORAS which I felt was better (though itself having problems like removing the Emerald improvements, lack of Battle Frontier, and no Gym Leader rematches) but when it time for the announcement of the theoretical Z version... Gen VII was announced to celebrate the 20th anniversary. Thus, XY became one of the more disappointing generations.

So, we come to Sun & Moon... and I like it! Yes, Sun & Moon has MANY problems, but we went back to having a more complex story, giving us four islands to explore with varied environments (which the story had us explore most every of them), and did attempt to mix up the formula. I was totally hyped for Ultra Sun & Moon... until they announced it was essentially a third version split into two. *Sigh* Well, alright, since they're really pushing the alternate timeline thing maybe things will be really different, a completely re-imagined Sun & Moon WITH all the fillings of a third version! And then the games were released, and not only was the story 80% the same they changed the ending which made it worse, introduced characters they did nothing with which also meant took away development for other characters we were invested in, did not introduce many new major areas to Alola while the Ultra Space worlds were all small, and post game content was pretty much the same except they replaced the Ultra Beast Hunt with Episode Rainbow Rocket (they didn't even add that many characters to the Battle Tree even though it was the ideal place to have a ton of previous generation characters). I'd rather not have gotten the second pair games again then then taking what made B2W2 so great and doing the exact opposite.

AND then they made the stupid decision to announce Let's Go as the next "main" series games only to semi-backtrack saying it was a parallel series and that the true Gen VIII is being made for 2019. And as they kept talking about Let's Go it sounded less and less exciting as they removed so many features and integrated the GO mechanics without really thinking about why the GO mechanics were successful. And they were selling it for full price, which was essentially the final nail in the coffin for many as it was seen as a cash grab.
But, let's not forget something: despite all these complaints they are good/okay games. We're coming into this as long time Pokemon fans who have expectations but if you were to take them by themselves they are fine games filled with content and no microtransactions or loot boxes like so many other triple A games are now. Heck, there is a core group of players who don't really care about the main game and only in it for the competitive side, whenever a new generation comes excited to see the new Pokemon, moves, Abilities, items, and other battling mechanics (as well as the Battle Tower-like facility).

To finish all these thoughts up, I don't see Pokemon going the way of the Star Wars Stories (though if they make another Let's Go game they'd have to REALLY improve upon it (like not remove core features like Abilities...)) but I can see it going the way of the Sonic franchise. A franchise when a new game is released you don't know whether would be good (Colors, Generations, Mania), bad (Lost World, Forces), or half-and-half (Unleashed). A franchise not going because they constantly make good games but because it occasionally make good games and have a loyal fanbase. And even then that doesn't keep a company afloat, decades ago SEGA was Nintendo's biggest competitor but bad decisions and poor sales led them leaving the console making market to strictly be a 3rd party developer & publisher. Now GF has wiggle room as they're a 2nd party developer supported by Nintendo, but that doesn't mean bad decisions could lead them down the same road as SEGA making them a less prestigious developer they're currently seen as.

I´m not sure how unpopular this opinion is, but I sure don´t hear a lot of discussion about it: I think that it is time for a fifth moveslot.

Hmm, while I don't think we should move away from battles limiting a Pokemon to four moves, I think they can do other things with Moves to make them feel more flexible:

1. A Pokemon has access to all its Moves that it got through Level Up at all times and we just select the ones we want in its four slots. No needing the Move Reminder, no needing the Move Deleter.

2. While I don't think we should have more then Four moves, I don't think it would be a bad idea if a move slot has a "hierarchy" to it. There's no question that many moves are either weaker or stronger versions or others, for example Ember > Flamethrower > Fire Blast. Now in other RPGs games like Final Fantasy, you can still use your weaker spells even though you have a stronger one, for situations where you know you can finish a battle with the weak spell to preserve your PP. Why not do this for Pokemon? All you would need to do is make sure the move takes the right amount of PP away from the PP pool.

Also, I think instead of adding a fifth moveslot, why not let us carry around maybe 3 more Pokemon. Once again, we can only bring six into battle, but when we're out of battle I don't see why we can't have extra Pokemon on us that we can quickly swap to them without needing a PC. They would need to change the Gyms/Pokemon League a bit to adjust to this, like when you the Gym/Pokemon League's battle area your party is locked to the six you have as the active members.

And before you say it, I think Let's Go's carry-able PC is a bit too much, I just feel that may be a slight overwhelming for the core series where you're not suppose to catch thousands of Pokemon and trade most in for candy.

Personally, I would even go a step furhter and give all pokemon a second ability as well. Not like a second hidden ability, but like, every pokemon can use two abilities at the same time. If done well, it could be a perfect opportunity for weaker pokemon to become more usable with cool ability combinations.

FUN FACT: Pokemon Mystery Dungeon does this! Pokemon who have two Abilities have both their Abilities active and while some don't cause conflict there are some which do (like Lucario, who has Steadfast that increases Speed when it Flinches... but also has Inner Focus that prevents Flinching; so it essentially only has Inner Focus, lol).

I'm not so sure how I feel about double Abilities, that may make some Pokemon too powerful.

However what I would like to see is them getting rid of the Ability "limit": 2 normal, 1 hidden. Like, maybe as a default 2 Abilities is good, however I do think they should allow Pokemon to get certain Abilities which fits them. Like maybe introduce Ability TMs, or can use the Ability Capsules (also making them more easily accessible) to access Hidden Abilities (which they can have more of), or even make some Abilities breedable.

Or, at the very least, if they do Dual Abilities they would have to weaken some Abilities to make up you're now using two.

BUT you know what Dual thing I think they should do? Dual Natures. This is VERY wishlist-y so I'm going to put it in a spoiler box:
1. One stat increase/decrease must be shared or not linked (you can have Adamant/Brave, Timid/Modest, or Lonely/Rash; CANNOT have Adamant/Timid because that's just Jolly).
2. The neutral Natures are now associated with a stat (Hardy for Atk, Docile Def, Serious Spd, Bashful SpA, Quirky SpD). When paired with a non-neutral Nature also affecting the associated stat will either remove the stat decrease if its the associated stat (Timid/Hardy will just increase Spd by +10% and not affect Atk) or double the increase & decrease if the increased stat is the associated stat (Adamant/Hardy will increase Atk by +20% but decrease SpA by -20%). Cannot be paired with a non-Neutral stat with no effect on the associated stat (Relaxed/Hardy can't be done as there would be no effect thus no point)
3. Pairing two neutral Natures will result both associated stats increasing by +15% but the other's decreasing by -10% (Hardy/Serious is +15% to Atk & Spd but -10% to Def, SpA, & SpD).
 
Pokemon has always suffered from iffy business practices from the "too successful for their own good" part. It's not really just something that's happened recently, it's been happening for a while. We've just been more aware of it now with Let's Go Pikachu and Eevee, a version of RBY that's even more lacking in content than a version from 15 years ago, releasing right after Ultra Sun and Ultra Moon, a dual re-release of the exact same game but with slightly more content at the cost of an entirely new game and a worse story. The fact that we have 2 versions is quite an outdated concept. Like imagine if another system did the same thing for a massive console release. Like instead of Spider-Man just being released as one game on PS4 for 60 or 80 or whatever US Dollars, they released "Spider-Man Left" and "Spider-Man Right", each of them for the price we got the real Spider-Man game. Both versions would just have 80% of the real content, 60% of it being identical, but left and right having an unique 20%. And then, 2 years later, they'd make the Spider-Man we have now but with 10% extra content, yet still miss 5% of it from left and right respectively. So to get all the content the game had to offer, you'd have to buy the same game 3 times for a total of 180+ US dollars.

Sure, you could just buy one version and then play that, but in the best case scenario, it ends up taking advantage of the trust from the most loyal fans of the product who would be willing to buy both versions by tempting them to essentially buying a second and third version of the same game, and in the worst case scenario, it's tricking people into buying the same game twice but with different names. This sounds like something any other developer would get a lot of shit for pulling, but it's pretty much what Pokemon does with pretty laughable excuses. Like OK, I guess the feature of having Pokemon moon take place with a 12-hour offset from the other version is kind of cool, but not really worth selling the game a second time for, since the 12-hour offset is also present in the sun version as an unlockable. Another reason they'd want people to buy one of two versions is because it encourages trading, like people can't get both a Vulpix and a Growlithe, so people are encouraged to trade eachother to 100% complete the game. But that isn't the only way to encourage trading, Pokemon even has multiple ways of doing that from the start. Like in Red and Blue, you only got one Eevee, one starter and one fossil, so you had to evolve the Eevee into Vaporeon, Jolteon or Flareon and then trade whatever you evolved your Eevee into for another Eeveelution another player evolved it into. And there's also trade evolutions. This encourages trading, even if everyone played the exact same version of the same game. Sun and Moon even handled the Legendary so that it could theoretically encourage trading with one single version, like theoretically they could make it so you only got one Cosmog, but you could choose to evolve it while you were playing at night for Lunala, or you could choose to evolve it while playing during the day for Solgaleo.

I love some games in the franchise, but yes, I do fear we let the developers get away with a lot more than they deserve. It's like they make one good game and then see how little effort they can put in to re-release that same game as many times as possible. And if that fails, they can always just take the map and character designs from a previous title and remake it with the most recent engine and then not even add in all the extra content from the best version of that title.

Honestly, I'm surprised Let's Go has sold as much as it's done already. They made it very clear in the trailers that it wouldn't have any interesting new content. Everything they showed off in the trailers were just stuff that was in Yellow or that they removed wild Pokemon battles in favor of Go-style catching, or that they made Blue less of a prominent character in favor of their bland rival that they couldn't describe any other way than "Friendly". I get that they didn't care to cater for us veterans that have grown accustomed to the EV training system and abilities and items and such, but I honestly don't see how any of the marketing for Let's Go made people interested. Like I know it's obvious that they wanted to cash in on the people who liked Pokemon Go, but a huge part of why Pokemon Go was popular was that it was a free Pokemon game on a system almost everyone in an above average wealth country own, not that you catch Pokemon by swiping balls at them and that there are pretty much nothing you could actually do with the Pokemon but rather in spite of that. It's a classic recipe for disaster to take what was bad from a popular thing without realizing what made the thing popular in the first place, and then put it on your own less popular thing.

In any case, I hope that rant wasn't too negative, I don't like to ruin other people's fun when it doesn't affect me much, as I've already mostly moved on from Pokemon. But if anyone who owns Let's Go here could tell me why you wanted it and decided to get it could tell me why, I'd greatly appreciate an answer.
 
On-topic, I’m going through OR atm, and wow is the leveling curve a pain mid game. I try to avoid outleveling the next gym leader’s ace, but even with 5 mons and dumping XP into my HM slave, I’m still running high by the time I reach the gyms. There needs to be an easier way to do challenge runs without level advantage turning supposedly difficult fights into a cakewalk.
Unfortunately, you can't "dump" experience into the HM slave, because starting in Gen VI everything that participates in battle gets 100 percent of the available experience.
 
I´m not sure how unpopular this opinion is, but I sure don´t hear a lot of discussion about it: I think that it is time for a fifth moveslot.
I feel like this issue is endemic of another problem Pokémon has: There is too much available content compared to the available slots. By that I don't just mean that you'll never get to use all the nifty tools of one Pokémon at the same time, you'll have to skip out on most nifty tools and most Pokémon the game has to offer at all, unless you play through them way more times than what is healthy. By "available slots", I mean "the amount of stuff you're realistically going to use during a playthrough of the game".

Consider FRLG, where Pokémon really had come into form the way we know them today, at least more-or-less so. There are 151 Pokémon available, of which you pick 6 for your adventure. The games feature 77 different Abilities, each Pokémon usually has one but may have two available. A Pokémon may hold one Item, of which the 50-odd Berries and about 50 other Items have any purpose in battle. Your Pokémon have four moveslots each, letting you pick between 350 moves or so (say 300 if we liberally remove signature moves). The content is reasonably easy to get an overview of, and given that a lot of what you use is likely to change during the course of a playthrough, there's not a lot of it you'll never see.

If each FRLG playthrough sees use of 30 different Pokémon (allowing for evolutions and team rotation), each going through 10 different moves over the course of the game, and holding 5 different items, you're statistically likely to be able to use everything the game has to offer within six playthroughs. All Pokémon, all moves, all useful hold items, and - with some planning - all Abilities, you can try both available Abilities for most Pokémon too.

Then the situation as of Gen VII: 807 different Pokémon, of which you still pick six at any time. The move list has ballooned to 742, around 600 if we exclude signature moves. There are 233 abilities, but most Pokémon now have three full Ability slots (except the ones with "gimmick" abilities, they are still restricted to only one). Eyeballing the Items list, there now appears to be some 300 useful hold items too, between Berries, battle items, Mega Stones and Z-Crystals. Each Pokémon may still hold only one at any time.

So with your usual playthrough of 30 different Pokémon, each using 10 different moves, and holding 5 different Items, it may take some 30 playthroughs to go through each Pokémon once. Somewhere north of 70 if you want to see each Ability for each Pokémon too. At least by then, you'll have seen all the different moves and items.

This gives amazing variety, but it's kind of hard to get an overview of what is available, and seeing it all during the story is completely unfeasible. Pokémon is notoriously punishing on replays, replaying the game means giving up your save. And the more you explore, the more Pokémon and items and abilities you obtain in any given playthrough, the more you give up by starting over. There's no way to use everything in one save without excessive grinding in the postgame, and in modern Pokémon games there is next to nothing to do in the postgame. Sure, you can get to see that awesome Triple Kick animation if you grind a Hitmontop against wild Pokémon for long enough (the Elite Four is way too strong to battle with Hitmontop until you've already trained it to the point where you've already seen all it has to offer), but it'll feel mightily meaningless long before then.


I guess the gist of this problem is that the games feature way more content than they will let you experience meaningfully. And every generation keeps piling on more. So much content is one-time-only per save, that even if you were perfectly à jour with Gen VI, you'd have to play through Gen VII many, many times before you've seen all the new stuff there. This problem is exacerbated by the two hours of unskippable cutscenes and dialogue Gen VII was plagued with. These games really aren't built for replayability, despite the fact that you'd have to replay them a lot to experience more than a fraction of their content. Trying to do it all in one save is a futile task, as there is nothing interesting to do with Pokémon obtained after the story is over, save for an endless Battle Whatever with a difficulty treshold several dozen times above anything you face during the main story, in which most Pokémon are kind of useless anyway.
 
Honestly, I'm surprised Let's Go has sold as much as it's done already. They made it very clear in the trailers that it wouldn't have any interesting new content.
Let's Go benefitted from the "first Pokemon game on Switch" benefit.

Following titles won't have this sales booster.
 
I´m not sure how unpopular this opinion is, but I sure don´t hear a lot of discussion about it: I think that it is time for a fifth moveslot.

We're zeven generations into pokemon and there are still just four move slots on every pokemon. With how many different moves there are right now, four move slots feels very restrictive. Even in some of the older games when there weren't as many moves as now, like gen 4 games, four moveslots felt restrictive because of the stupid amount of HM's that were needed then. And knowing GF, I woudn't be surprised if HM's returned in gen 8.

Personally, I would even go a step furhter and give all pokemon a second ability as well. Not like a second hidden ability, but like, every pokemon can use two abilities at the same time. If done well, it could be a perfect opportunity for weaker pokemon to become more usable with cool ability combinations.

Let's take beedrill as example. It has swarm and sniper. Fair enough, these abilities make perfect sense for beedril. However, there are many other abilities that were released later on that also make perfect sense for beedrill to have. Abilities such as levitate, merciless, poison touch, intimidate and anger point come to mind. I think it's a shame that there are so many interesting abilities in the game that rarely see use because they just aren't distributed to older pokemon.

The way I envision this mechanic is that every pokemon gets two 'pools' of two abilities. Each pokemon can have one abilitiy from each pool. Beedrill could have poison touch/sniper and merciless/ anger point. With these two pools, there are actually four possible combinations of abilities for beedrill to use. Poison touch + merciless, sniper + merciless and sniper + anger point would all be really cool, albeit gimmicky, combinations. Because beedrill is a bad pokemon, it is 'allowed' to have some really strong combinations of skills to close the gap between it and all the broken shit that came out since gen 5. There are lots of interesting combinations that could make underused pokemon more interesting to use both in-game and in competitive. Think of drizzle + swift swim for seaking, fluffy + thick fat for purugly, technician + skill link for ambipom, reckless + rock head for rampardos or analytic + stall for beheeyem. So many possibilities.

I think if it happened at all, second abilities should be reserved for Pokemon that are flavour-wise or mechanically dependent on the ability. So signature abilities like Bad Dreams, Primordial Sea, Imposter, Wonder Guard etc. Levitate could also fall into this category as "just a thing that the Pokemon can do", rather than needing a dedicated ability slot.

Definitely agree with the fifth moveslot. I can see it making some Pokemon too strong, but the effect of limiting it is that a lot of matches are effectively decided at team creation because a team can't reasonably carry the means to prepare for every threat. I'm not convinced that this is solely a power creep thing (though it's definitely a contributing factor), because more centralised metas with a high power level don't have that problem to the same extent -- it's a function of the increased number of viable Pokemon that can end a game if not prepared for. And on the flip side, too many defensive Pokemon lack a necessary fifth moveslot that they could be much more viable with.

It would also do a good job of keeping signature abilities as exactly that, because they wouldn't be targetable with Skill Swap and the like.

My unpopular opinion is that steel should be weak to psychic. Literally the archetypal depiction of psychic powers is bending metal, steel is ridiculous as a defensive type, and psychic has been basically irrelevant except against defensive poison types for a long time.
 
My unpopular opinion is that steel should be weak to psychic. Literally the archetypal depiction of psychic powers is bending metal, steel is ridiculous as a defensive type, and psychic has been basically irrelevant except against defensive poison types for a long time.

I agree with this. Honestly I'm baffled they made DARK and not Psychic the neutral one against Steel back when Gen VI changed things.

But if you ask me, GameFreak has the mentality if they give Psychic anything good they'll become their Gen I broken selves instantly and thus keep nerfing the type into the ground.
 
Yeah Psychic needs a boost, like Ice defensively ! And bending metal is clearly Psychic strengths (see Alakazam), but have you seen Acid on Steel ? So ... I hope Gen VIII introduces new Eeveelution (and maybe a new type) and I hope they will take the opportunity to correct the shooting ... Like Ice resisting Water, Poison being effective on Water or Steel (or a Freeze-Dry-like Acid on Steel) and buffing Bug/Grass offensively

PS : That's not a wishlist :D
 
Can you imagine Sand Rush + Sand Force Excadrill with 5 moveslots?
...or Adaptability + Download Z-Conversion Porygon-Z with 5 moveslots?
...or Moody + Simple Bibarel with 5 moveslots?

How would Skill Swap work? Or Trace?

Even if Game Freak managed to avoid making the obviously broken combinations legal, I have a feeling that 5 moveslots alone would be enough to put power creep and role compression on full tilt, making even more Pokémon outclassed.


Guts + Quick Feet Facade Ursaring is crying in the corner, mumbling "55 base Speed..."
That´s why you don´t give a pokemon like excadrill both sand rush and sand force. You put sand rush and sand force in the same pool so you can´t use both at the same time. That´s what the pools are for in the first place, preventing some truly broken combinations on already powerful pokemon. Now sandslash or onix are some pokemon that could get that combination without it being too broken.

Trace can just copy either ability like it does in double battles. For skill swap, there could be a promt that allows you to select either the first or second pool. If you select the first pool, the user will swap its ability of the first pool with the ability of the first pool of the enemy. Same for the second pool. It´s not perfect, but it would work well enough I think.

I do think 2 abilities is needed, not so much for balance, although definitely there’s some space to look at that, but also because of Levitate. There’s other abilities like that, but Levitate is the big one. So many mons need it, and either they get it and it is the only ability they have, eliminating any variety, or they don’t and you get to see Beedrill or Dustox getting hit by Earthquake. Could you imagine if Flygon got Levitate+Tough Claws? Or Beedrill, with Levitate and the choice between Sniper and Swarm?

I’m picturing a “primary” ability slot, for the stuff that is fundamental to the species, and then a secondary one that has options. Castform’s Forecast, Darkrai’s Bad Dreams, Archeop’s Defeatist, the poke will never get another ability under the current system because the species relies on its one ability for flavor or mechanical reasons. So give it a second ability slot for the more Rain Dish/Cursed Body style options. It would take balancing, but one ability is really too limited for the flavor of game Pokémon is.
I agree. Not all pokemon have to have two pools of two abilities. Some really fundamental abilities like forecast, levitate or color change should be the only available ability in a pool. Having a second pool still gives them some variety and unpredictability though, which is nice.

Hmm, while I don't think we should move away from battles limiting a Pokemon to four moves, I think they can do other things with Moves to make them feel more flexible:

2. While I don't think we should have more then Four moves, I don't think it would be a bad idea if a move slot has a "hierarchy" to it. There's no question that many moves are either weaker or stronger versions or others, for example Ember > Flamethrower > Fire Blast. Now in other RPGs games like Final Fantasy, you can still use your weaker spells even though you have a stronger one, for situations where you know you can finish a battle with the weak spell to preserve your PP. Why not do this for Pokemon? All you would need to do is make sure the move takes the right amount of PP away from the PP pool.

Also, I think instead of adding a fifth moveslot, why not let us carry around maybe 3 more Pokemon. Once again, we can only bring six into battle, but when we're out of battle I don't see why we can't have extra Pokemon on us that we can quickly swap to them without needing a PC. They would need to change the Gyms/Pokemon League a bit to adjust to this, like when you the Gym/Pokemon League's battle area your party is locked to the six you have as the active members.

And before you say it, I think Let's Go's carry-able PC is a bit too much, I just feel that may be a slight overwhelming for the core series where you're not suppose to catch thousands of Pokemon and trade most in for candy.


I really like this suggestion of slot hierarchy. I also strongly agree with having two or three extra pokemon around that you can swap outside of battle. I actually made a post about this before in the little things you like about pokemon thread. Extra pokemon slots encourage the player to catch more pokemon, and therefore filling in the pokedex. It also means you can carry pokemon with useful field abilities around that don't necessarily have to be good battlers, like pokemon with pickup or stench, or HM slaves.


So about the type chart making no sense sometimes, I really think ice should resist water. ice being weak to water, but water not being weak to ice makes no damn sense because it's literally the same thing. There are many other things in the type chart that don't make sense either, but this is the most important one because ice really needs help.
 
So about the type chart making no sense sometimes, I really think ice should resist water. ice being weak to water, but water not being weak to ice makes no damn sense because it's literally the same thing. There are many other things in the type chart that don't make sense either, but this is the most important one because ice really needs help.
This discrepancy is due to entalphy, if I'm not mistaken. It takes a whole lot of energy to change the temperature of water, since it has such a high thermal capacity. And it takes a lot more energy to freeze water. But it doesn't take that much to change the temperature of ice, its heat capacity is approximately half that of water per kilogram. So if you mix 1 kg water at 10 *C and 1 kg ice at -10 *C, the ice will be heated to zero degrees and some of it will melt, instead of the water cooled to freeze. You need twice as much ice as water for the ice temperature to matter more than the water temperature.

In other words: Pour ice into water, and it won't freeze unless you have a lot of ice or it's really cold. Pour water onto ice, and the ice will melt. Hence why Ice is NVE against Water, but Water is normally effective against Ice.

Also, I agree that Ice needs help, but I don't consider the type chart the most pressing issue. The in-game availability of Ice-types is significantly worse than that of all other types, Ice-types tend to evolve really late, there are almost no Ice-types with the stats to use the excellent Special moves such as Ice Beam or Blizzard effectively (hence they are more used as coverage moves by other Pokémon types), there are Ice-types with good physical stats, but no good physical Ice-type moves to use with them, and the stat build of Ice-type Pokémon still veers towards "slow and bulky" when the type chart performance of the type screams "glass cannon". Ice is also the rarest type overall, one of the five types that have not been used on starter Pokémon or their available evolutions (you can start with Eevee in two games, XD and LGE, but neither of them feature Glaceon), the only type with fewer than five three-stage evolution families (it has three), and the type that has been combined with the fewest other types, after Normal. Changing its type chart performance would only make it moderately less sucky, it needs some serious attention to be up to par with literally any other type.
 
I agree with this. Honestly I'm baffled they made DARK and not Psychic the neutral one against Steel back when Gen VI changed things.

But if you ask me, GameFreak has the mentality if they give Psychic anything good they'll become their Gen I broken selves instantly and thus keep nerfing the type into the ground.
Yeah Psychic needs a boost, like Ice defensively ! And bending metal is clearly Psychic strengths (see Alakazam), but have you seen Acid on Steel ? So ... I hope Gen VIII introduces new Eeveelution (and maybe a new type) and I hope they will take the opportunity to correct the shooting ... Like Ice resisting Water, Poison being effective on Water or Steel (or a Freeze-Dry-like Acid on Steel) and buffing Bug/Grass offensively

PS : That's not a wishlist :D
Is Psychic Terrain not a good enough buff for you for whatever reason?
 
This discrepancy is due to entalphy, if I'm not mistaken. It takes a whole lot of energy to change the temperature of water, since it has such a high thermal capacity. And it takes a lot more energy to freeze water. But it doesn't take that much to change the temperature of ice, its heat capacity is approximately half that of water per kilogram. So if you mix 1 kg water at 10 *C and 1 kg ice at -10 *C, the ice will be heated to zero degrees and some of it will melt, instead of the water cooled to freeze. You need twice as much ice as water for the ice temperature to matter more than the water temperature.

In other words: Pour ice into water, and it won't freeze unless you have a lot of ice or it's really cold. Pour water onto ice, and the ice will melt. Hence why Ice is NVE against Water, but Water is normally effective against Ice.

Also, I agree that Ice needs help, but I don't consider the type chart the most pressing issue. The in-game availability of Ice-types is significantly worse than that of all other types, Ice-types tend to evolve really late, there are almost no Ice-types with the stats to use the excellent Special moves such as Ice Beam or Blizzard effectively (hence they are more used as coverage moves by other Pokémon types), there are Ice-types with good physical stats, but no good physical Ice-type moves to use with them, and the stat build of Ice-type Pokémon still veers towards "slow and bulky" when the type chart performance of the type screams "glass cannon". Ice is also the rarest type overall, one of the five types that have not been used on starter Pokémon or their available evolutions (you can start with Eevee in two games, XD and LGE, but neither of them feature Glaceon), the only type with fewer than five three-stage evolution families (it has three), and the type that has been combined with the fewest other types, after Normal. Changing its type chart performance would only make it moderately less sucky, it needs some serious attention to be up to par with literally any other type.
This. The problem with Ice has nothing to do with the chart and everything to do with GF consistently refusing to make good Ice-types. Take G7 for example: A-Ninetales is only good to set up Aurora Veil, A-Sandslash is only mediocre to set up Aurora Veil in the lowest of tiers, Crabominable is awful period; and in-game they show up right before the League, in case you though you'd get to accomplish anything with them in the story.

Is Psychic Terrain not a good enough buff for you for whatever reason?
It isn't really a buff to the Psychic type as a whole, but rather a thing Lele does to protect its non-Psychic-typed teammates from priority attacks. Without it, Lele would probably just spam Moonblast and keep Psyshock in reserve, with it, at least you have a hard-hitting alternative to the better-typed Moonblast.
 
About a fifth moveslot:
I dont think this is a good idea at all. Most pokemon dont have a 4 move slot syndrom. Most pokemon have 2 moves that they click almost every time and then 2 support / coverage moves. So you have to ask yourself who would even benefit from this change. I think setup sweepers and offense in general would become much much more restricting as they have a whole moveslot more for coverage or lure options like toxic. Defensive counterplay would likely be much worse because of this. I strongly belive this would make the list of viable pokemon even smaller and only worsen the problem of too much coverage on mons.

About steel being week to psychic:
Yeah, lets not. Psychic would very much become like the ghost type. Only 2 resist, one even being itself is and a far wider distribution of psychic types then ghost types. Again, I think this would become too good offensively. I dont even know why you think psychic needs a buff when it has been a good type for a long time.
 
I personally think that cutscenes in USUM could have been pulled off better. My unpopular opinion on this is that I'd actually enjoy them if it was like this:

1. Make the cutscenes from the player's POV. It'd be interesting for us to see how the acitons happen before our own eyes. Me watching the protagonist from 3rd person has never seemed right, considering this is RPG and it would be in the game's spirit for me to assume the role of the protagonist as much as possible.

2. V o i c e a c t i n g. It'd be pretty great if we could see some cute voicing on Lille, for example, some darker and maturer voice on Gladion and a casual version on Hau.

3. Make them in anime style, like in Inazuma Eleven. I think this would make cutscenes much more unique than the actual gameplay.
 
1 would be really cool and is something I've never thought of before. 2 would be a nightmare for 9+ different languages (unless they go subtitles) and consider that the number one reason against that happening. Mostly ambivalent on 3.
 
First, I disagree with Gen VII being "the worst games to date"

As for the whole "Pokemon is Too Big to Fail" thing we have to focus on what Gamefreak actually cares about, which they themselves have claimed is their child audience
unfortunately that does not mean just any child audience

Let's be honest, Gamefreak cares about Japan first and foremost and any and all of their efforts are focused on Japan first, we "overseas" audience are peripheral, nice to have sure, but when thinking about how their games are received they're not looking at what IGN said but at what Famitsu did

with that in mind let's see how Pokemon is doing in Japan among children and see if it is "Too Big to Fail"

rankinggraph1-e1529675982428.jpg

this here is a chart of what franchises are most popular among children under 12 according to Bandai, japan's biggest expert in (and owner of most) children's entertainment all over Japan
legend-e1529670935565.jpg

as we see for the last 5 years Pokemon has been on the decline among children, not only did Yokai Watch scare the pants out of them (and we know it did just by looking at the ratings of the anime and subsequent changes to it) but even after Yokai Watch's popularity waned it still hasn't recovered, in fact Pokemon is even less popular now

not only is Pokemon not "Too Big to Fail", it is failing (well, starting to decline) in japan

this whole trend to "appeal to children more than to old time fans" is a reaction to the franchise faltering in Japan, after all the otaku will buy anything but children are fickle customers (you're not an otaku you say? well you're consuming something meant for children under 12 so to Gamefreak and TPC you're an otaku and a hikkokimori and a bunch of other things that may or may not apply to your demographic in you country; what's a millennial? otaku are herbivores!)
what are (japanese) children into these days? cute things! friendly and harmless things! easy things!
Mainukurafto? what's that?

the recent trend to makes the games simpler and easier to play, the stripping the games of their complexity, the hand-holding, heck even the appeal to nostalgia is they going back to something they know works
those are made not from overconfidence but from desperation, Gamefreak knows is failing and is playing catch-up, just like Sega was playing catch-up to the PC Engine
imitating tendencies that are popular in Japan at the moment regardless of what any other country thinks about those tendencies

so, will Gamefreak run into "Pokemon fatigue" as each new instalment tries to appeal to children by making things "softer and easier" in a world where (western) children are into PUBG and sandbox games?

maybe, but it won't be because they think they can "sell anything and people will buy it anyways"
 
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Gen 7 isn't nearly as "bad" as people think it is, in my opinion.

Sure, I get that it has some pretty big flaws that can be pretty annoying, but if you're telling me that it's worse than the unfinished blandness that was Gen 6, I just can't believe the words coming out of your mouth/keyboard.

Although I will say, if they had just implemented a cutscene skip option into USUM it would've been loved like, 75% more.
 
Let's be honest, Gamefreak cares about Japan first and foremost and any and all of their efforts are focused on Japan first, we "overseas" audience are peripheral, nice to have sure, but when thinking about how their games are received they're not looking at what IGN said but at what Famitsu did

Gamefreak, like any company, cares about what makes them the most money. Western audiences are larger, why wouldn't they care more about what they think?
 
Gen 7 isn't nearly as "bad" as people think it is, in my opinion.

Sure, I get that it has some pretty big flaws that can be pretty annoying, but if you're telling me that it's worse than the unfinished blandness that was Gen 6, I just can't believe the words coming out of your mouth/keyboard.

Although I will say, if they had just implemented a cutscene skip option into USUM it would've been loved like, 75% more.
I second that. Well Gen 7 isn't my favorite by a long shot, I agree that its certainly better than XY, which are obviously incomplete. I think the problem lies with GF trying to make each region feel unique. This means getting rid of features whether they were popular or not. Like the DexNav or the PSS system? Too bad!!! There Hoenn and Kalos only, so don't expect them to be present in Alola. This also includes bad features; if there not in the game, its not because of fan request its because there trying to make the region different from the other regions.
 
Gamefreak, like any company, cares about what makes them the most money. Western audiences are larger, why wouldn't they care more about what they think?
You'd think that´d be the case, but Creator Provincialism is a very real thing

emotionally people have the tendency to give a bigger priority to what's right in front of them instead to distant things, even if the latter have a bigger influence on their lives; think about how people know that climate change may very well end their lives and is an urgent matter but don't live in existential dread about it, they recycle, maybe use more public transportation but they don't start renouncing meat, and the few that do don't start giving up on their iPhones and other electronics that are in a very real sense far less sustainable than taking your car out every time you go down the block or further

instead people give a bigger priority to things that affect them in a direct manner even if their minor, someone scratched their car, they won't have internet for a week, heck even something like your parents dying is far less important than potential extinction
you even see it in politics, republicans refuse to cut down on carbons emissions? there's some grumbling from the democrats, maybe some speeches
little cake store refuses to serve gay couple? all hands on deck people we will take this to the supreme court if we have to

to give an industry example, when the X-box One launched Microsoft knew that they'd have to not only maintain their dominance in the US but also continue to outsell Sony in Europe, maybe even get a decent foothold in Japan too, how did they try to accomplish this?
by enticing people with an NLF pass, you know that league about a sport which no one outside the USA cares about

people aren't always logical, and contrary to what you might have heard of companies are made out of people
 
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Gamefreak, like any company, cares about what makes them the most money. Western audiences are larger, why wouldn't they care more about what they think?
It's actually even more extreme in Japanese companies unfortunately. Rest of the world is generally seen as "nice extra on the sales", but Japan sales is what they aim the most at.
This is reflected in other JRPG companies too who also have huge foreign buyer/fanbase but the merchandise and game extra often remain JP exclusive for example
 
rankinggraph1-e1529675982428.jpg

this here is a chart of what franchises are most popular among children under 12 according to Bandai, japan's biggest expert in (and owner of most) children's entertainment all over Japan
legend-e1529670935565.jpg
i guess kids just didn't like ghost or build


I'll chip in that I really, really enjoyed a lot of what Gen 7 had to offer, and I certainly think that at the least it's a huge improvement over Gen 6 in terms of visual presentation, fresh new ideas and having a lot more focus. Still not brilliant, but I found XY to have a lot more flaws than SM.

While I'm here talking about what I liked about Gen 7, actually - and this is going on a tangent - I don't have a favourite or least favourite gen when talking purely about Pokémon introduced. Each gen's had their own unique style contributing to making a really cool pool of Pokémon and I just end up having an equal amount of likes and dislikes each gen. They're all good yo
 
i guess kids just didn't like ghost or build


I'll chip in that I really, really enjoyed a lot of what Gen 7 had to offer, and I certainly think that at the least it's a huge improvement over Gen 6 in terms of visual presentation, fresh new ideas and having a lot more focus. Still not brilliant, but I found XY to have a lot more flaws than SM.

While I'm here talking about what I liked about Gen 7, actually - and this is going on a tangent - I don't have a favourite or least favourite gen when talking purely about Pokémon introduced. Each gen's had their own unique style contributing to making a really cool pool of Pokémon and I just end up having an equal amount of likes and dislikes each gen. They're all good yo
Eh, I figure Build probably didn't work as well because there were just so many of those full bottles that don't do much at all. Even the best matches tend to sound rather same-y.

I don't mind the cut-scenes or Rotom Dex that much. That said, I wouldn't mind if the next gen games for the Switch let one press, say, + to skip the cut-scenes.
 
Here's an unpopular opinion: Unova's circular, railroading region design isn't that bad to me, especially compared to other games. This is going to be a long post, and it will cover all the times you can go off the beaten path in all the main games save for the postgame (in every game save briefly Johto) which in almost all games are pretty plotless save ORAS and USUM, and by definition optional if you just want to beat the games and be done with them.

Let's step back and look at Kanto. You don't start getting branching paths until about Cerulean City, and since both paths (Gym, Route 24/25) are required (though you can come back to Misty later after S.S. Anne) the optional areas don't start coming into play until Diglett's Cave and Route 11 to the west of Vermillion. From when you receive Cut on S.S. Anne, you can sequence break, theoretically tackling the next five gyms in any order save for Koga to get to Blaine. But how many players actually go out of their way to do this when their Pokemon would likely be underleveled? You also have the branching paths to Fuschia via Cycling Road and Routes 12-15 (the latter of which are quite an insanely long trek) as well as some of the water Routes around Fuschia/Cinnabar, Seafoam Islands, and the Power Plant. Overall, this game has a lot of areas that let you go off the beaten path, which is impressive for the first games in a franchise. However, this design would come at a cost soon...

...which is the cost of Johto having a pretty atrocious level curve post-Morty. Prior to Morty, the area design was mostly a straight path (you can't do much in Dark Cave until you get Surf and you need Surf and to a lesser extent Strength to navigate most of the Ruins of Alph save the "Upper-right entrance 1" which requires no HMs). Once you get Surf, the region lets you challenge the next three gyms in any order as well as explore some earlier areas with it to find secrets (Dark Cave, Ruins of Alph, Union Cave, Slowpoke Well, Soft Sand on Route 34 from Cooltrainer group, Mystic Water near Cherrygrove). Remember that you don't have Fly yet until beating Chuck, though, so you do have to do a fair amount of walking even though you've dealt with Sudowoodo. This broad region design kills the mook level curve (while the routes to Olivine and Cianwood are okay with decently powered mooks, anything around Mahogany is pretty laughable, with most trainers sporting stuff roughly 10 levels below Pryce and giving pitiful experience as most are unevolved). You can also explore some areas with Waterfall much the same way after Clair (Mt. Mortar and Route 47 come to mind). While it may not seem that bad on paper, you will be underleveled for the Champion even if you do these (I tackled some of the off-the-beaten-path stuff once and I was still underleveled come the League). Fun fact: did you know there are trainers at the Lake of Rage post-Team Rocket HQ? They help with grinding but there isn't much reason to go back that way unless you know TM36 Sludge Bomb is on the route prior. Post-game, Kanto is much the same. Even if you tackle all of Kanto's trainers you will barely be on par with Blue's levels and Red is Red: have fun grinding for him. Overall, it was a nice risk, but one I'm glad they dropped to make the general difficulty smooth instead of arduous. Thankfully, later gens actually had much better level curves and will be more concise design-wise.

Next up is Hoenn. Upon getting to Dewford Town, in the originals, you can sequence break to Slateport City and leave Brawly for later upon delivering the Letter to Steven. You can also do the same for Winona at Fortree City, but this and the Brawly skip were blocked off by NPCs in the remakes (and you have to beat Brawly pre-Norman anyway). Back on topic, Slateport and Mauville have branching paths around them (Route 103, Trick House for the former, Route 117 and 118 for the latter, with Cycling Road being in-between both once you get the Bike in Mauville, which you can also use to fully explore Granite Cave. From there, the game more or less is linear (save backtracking to Mt. Chimney) until post-Flannery (Route 111 aka the desert) and especially post-Norman when you get Surf. With Surf, you have many optional areas: New Mauville (original, you can only really explore there post 8 badges in ORAS), the various water Routes between Petalburg and Slateport (105-109), Route 115 near Rustboro and Abandoned Ship/Sea Mauville (fully explorable once you get Dive). The game then mostly settles onto a straight path until post-Winona, with the indoor part of Mt. Pyre being optional and Route 123 below it being completely unnecessary), Once you get to Lilycove and beat the evil team Hideout, Shoal Cave as well as so many routes with Surf open up I'm not even going to try to list them. After you get Dive, you can also go after the Regis (but good luck finding them the first time through or having a Wailord/Relicanth) as well as explore Abandoned Ship/Sea Mauville fully. Once you get Waterfall from Juan/Wallace, the only real optional path to explore with it to my knowledge is part of Meteor Falls, and then comes endgame afterward. Overall, many optional areas that don't kill the overall level curve, but I think most first-time players would get fatigued by the infamous amount of water (insert meme here).

Fourth is Sinnoh. Hoo boy. Save for Oreburgh Gate with Rock Smash, the optional areas don't start happening until about Eterna City, with part of Mt. Coronet and one route near Eterna being available (as well as the Undergound if you count that). Following Hearthome, you have the Lost Tower (which isn't optional in DP due to HM04 Strength being on the top floor instead of at the start of Iron Island) and the Solaceon Ruins. You have two ways to get to Pastoria (being very similar to the midgame trek to Fuschia in Kanto) with the Ruin Maniac Cave and the (Sinnoh) Pokemon Mansion being small distractions. Once you get Surf at Celestic Town, the non-linear region opens up a lot: you can explore Ravaged Path for TM03 Water Pulse, Oreburgh Gate for slight experience/items, Fuego Ironworks for TM35 Flamethrower and a few new mons like Magnemite/Magmar, part of Floroma Meadow for some good items, behind Valley Windworks for TM24 Thunderbolt, part of Mt. Coronet's first floor, the water sections of Valor Lakefront AND the water sections below Sandgem Town. You can also get minor items like TM19 Giga Drain from Route 209 and Mystic Water in Pastoria City as well as other areas. Seriously, those are a lot of areas; chuggaaconroy spent roughly 45 minutes exploring them over two separate videos. After you finally Surf to Canalave, Iron Island is completely optional save for getting HM04 Strength from Riley at the entrance in Platinum, but there is a not-insignificant amount of mooks there providing helpful EXP. After you deal with Team Galactic (getting TM38 Fire Blast at Lake Verity after doing so), you trek to Snowpoint and beat Candice. Now that you have Rock Climb, you can trigger the Galactic gauntlet by heading to Lake Acuity stopping to get TM13 Blizzard in the process, and you can also fight a few mooks on Route 216's Rock Climb portion to get TM13 Ice Beam and TM29 Psychic near Celestic Town, which ends pretty much all of the optional areas. Honestly, this is a great dearth of areas and a great way to handle backtracking despite this generation's infamous amount of HMs. It also doesn't ruin the level curve, though it's still a problem endgame (hello level jump from Volkner to Cynthia)

And we are now at Unova. In BW1, you have the craziness of Castelia City which is anything but linear if you want good items and EXP from the Battle Company. You can argue Desert Resort and Relic Castle aren't optional because you need to pass through them once for plot later on, but they still mostly are because mook levels there are scaled to Elesa rather than post-Brycen (save the Plasma Grunts in Relic Castle). Route 16 and Lostlorn Forest are optional but have good EXP. As for Surf exploration, you can tackle Routes 17 and 18 (where TM24 Thunderbolt is located), Mistralton Cave (one of the best in-game mons in Axew, Rock Slide and Coballion are there so it is well worth your time, and Coballion also unlocks the deeper part of Pinwheel Forest including Rumination Field where you can catch Verizion), some minor items near Driftveil City, Striaton City and Unova Route 3, as well the rest of Wellspring Cave (has a few high-leveled mooks and TM47 Low Sweep). Aside from this, the only other optional areas are Moor of Icirrus (lol) and Shopping Mall Nine. So, not as many as previous generations, but it doesn't hinder the level curve. Sure, it's a circle and some like exploring, but bear in-mind this still accounts for about an hour and a half of exploring (from chuggaaconroy's BW series this took up four lengthy videos). After the huge amount of optional areas in previous games, it may be nice to some to have a game they can mostly speed through, with rewards for those who go out of their way.

Why do I defend Unova's circular design? Because of BW2, goodness gracious. Once you get to Castelia City, wow. Battle Company, Castelia Sewers (some parts of which can only be explored in certain seasons), part of Relic Passage, Castelia Gardens (though small) and the city itself. Post-Castelia, you get Desert Resort (truly optional now albeit helpful), part of Relic Castle as well as Route 16 and Lostlorn Forest again. Then comes post Mine-Badge, with the other big part of Relic Passage and by extension part of Relic Castle (with a level 35 Volcarona you can make usable by tutoring Signal Beam in Driftveil) open up. Next, you get Surf, letting you explore Castelia Sewers fully in Spring and Summer (I think), Mistralton Cave again (no Coballion...yet), some minor items and mooks around Flocessy Town and an item in Virbank City, as well as minor items around Driftveil again. You can argue Celestial Tower is more or less optional as you only need to grab the Lucky Egg on the first floor to progress plot, with the higher floors providing good EXP. Strange House is optional but helps if you want a Chandelure as the Dusk Stone is found there. Route 14 and Undella Bay are completely optional but again have good EXP. Even on the main path, you can skip a lot of mooks on the way to Opelucid with careful movement, though the infamous Gym drought is still a little fatiguing. Near Opelucid, you have Route 9 and Shopping Mall Nine. On Route 23 with Cut, you can access a lot of optional trainers and items (this is how I believe weaksauce HMs like Cut should be done, rewarding out-of-the-way exploration but not requiring it). Once you get Waterfall, you can use it soon, with the optional Abundant Shrine on Route 14 and quite a bit of Victory Road needing it if you want optional EXP and items. In fact, this is my favorite Victory Road due to all the optional areas: lots of EXP, tough trainers, and a long but fair gauntlet. You can also backtrack to Route 11 for some optional stuff if you choose. In short, these games have optional paths everywhere starting from Castelia, but in my opinion they are well-handled.

And now we have XY, where the circular design caught up with them. Man, they really cut down on the optional areas here, even compared to BW1. In their place, they have a lot of area diversions before you can continue trekking Kalos (Parfum Palace, Glittering Cave, Kalos Power Plant, Frost Cavern, standard Lysandre Labs/Team Flare HQ stuff, Route 20/Winding Woods). The only optional areas are Azure Bay, Lost Hotel, Terminus Cave and Route 16, save a few areas where you can get optional items with HMs like near the Badge Check Gates (though not nearly as many as previous generations). I guess you could count most of Lumiose City optional, but good luck navigating it without a taxi.

And finally we have SM and USUM. You'd think having four islands would shake it up...but sadly, you are railroaded even more than usual (though I like the plot it's boring on repeat playthroughs). There are some optional areas like the water routes and areas near Hau'oli City, Route 7, Hano Beach and Thirfty Megamart, Seaward Cave, Kala'e Bay, Haina Desert, Ten Carat Hill, Hau'oli Cemetery, that power plant near Malie City and Blush Mountain (the last two are short though) but otherwise there's not really any alternate paths, and some of them (especially the first three) are really easy to miss your first time unless you like filling out your map. Even though that list seems like a lot, most of those can be completed in five minutes (save Haina Desert and maybe Seaward Cave/Kala'e Bay). On the other hand, the main routes are densely packed and the difficulty is well-balanced, so it evens out a bit in my eyes.

Thanks for reading this massive wall of text. I know this got a bit tangent-y, but I hope you enjoyed reading all of it. The circle design in Unova was mostly fine in my eyes save for Kalos where it really felt like you could almost never go off of the beaten path save for plot areas. Personally, I think BW2 Unova did non-linearity best, though Platinum comes a close second with all that post-Surf stuff. What do you all think?
 
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