Unpopular opinions

Indeed. Someone on facebook posted about the Pokemon SwSh beta leak and I commented that the game looked very unfinished for that state which is why explains Dexit, and people got mad at me lol, their counterargument "Game Freak has the money". Those guys were totally convinced that GF intentionally cut content so they can sell it back with DLC, of course, most of them forgetting (or choosing to ignore...) that the returning mons are updated free. The proof for the rushed and troubled development was right there, and they call me the blind sheep. :mehowth:

They look at the fact there are some currently-unavailable Pokémon in the beta and immediately jump into that conclusion.

I mean, yes, it's strange that they've decided not to keep the Pokémon that already had some model porting done, but...
 
I mean, yes, it's strange thay they've decided not to keep the Pokémon that already had some model porting done, but...
It isn't really. If the Pokemon already present were just mere model porting without animations, you'd still have needed to make the new animations either ways.

It's more likely that when they started the developing of animations and realized they wouldn't have made it, they decided to only include the regional dex.
My theory is that the "35" were already developed and ready when they decided to not include everything, so just went with them.
(Notably, all of them except Meltan, Melmetal, the gen 5/7 mythicals and the Justicars were in some way used in events before the first DLC release)
 
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I'm not denying that Pokémon Company have greedy practices (I mean, just look at Pokémon Unite), but attributing flaws due to laziness is a disservice to the developers imo. I've seen detractors throwing around "duh, they lazy" when there's something bad, never considering that it might be stuff out of the control of the working team (and that could apply to other cases, not just Pokémon), or just flat out something they don't like, like a Pokemon design, so it must be "lazy". That word has lost so much meaning to me these last years...
 
Gonna sound like a huge hypocrite here after my GSC-being-better-than-HGSS post, but after proceeding in my playthrough of Soul Silver and reaching Blackthorn with 4 level 42 Pokémon, I gotta say that the level curve isn't a big deal in HGSS either. Guess that's what I get for not playing them for 2 years :Smogjynx:.

Of course, I am only using 4 Pokémon, but even if I was using a full team of 6, I think I would still be at least around level 37. I did no grinding and tried to avoid burning through trainer battles to level up new Pokémon I caught (which I usually do and I think it's valid strategy in any Pokémon game).

I'm going to assume most people who have played HGSS and complain about it haven't played through it to the extremes I have and thus, don't employ any of the strategies I use. For a long time, it was the only Pokémon game I could play and I played it constantly. So as a result, I've probably cracked the code and am able to always get to the Elite 4 and have levels on-par with them (happened in my last playthrough 2 years ago as well).

Of course, the level spike from Mahogany to Clair isn't near as egregious as the level spike from Blue to the Elite 4 rematch / Red. But most people who do complain about the level curve (at least in my experience) only complain about the level curve around Clair and the first Elite 4 battle. However, I can't in good faith actually measure how bad the level curve before Red is, becaue the last playthrough I did, I burned through all of the Kanto trainers training an Aerodactyl and Raichu and my team gained almost no levels as a result.

In fact, I usually have more probem with the extreme level curve around the Elite 4 in DPPt. Even when employing the same strategies (only using 4 mons, no grinding etc.) I still end up a good 10 levels lower than Aaron. I think the reason that DPPt never get called out for their level curve is that they have more steady level jumps up to that point, whereas the levels in Johto remain at a stagnant ~20 until Mahogany.

The low levels are also a pretty big sticking point, I don't think the low levels are the problem at all, as they don't directly contribute to the level curve. The large jumps between Mahogany and Blackthorn and Blue and Red could easily be solved by just... lowering their levels to match.

That being said, HGSS did have shit handling of the could-be-amazing Safari Zone and completely ignoring the wild encounter changes from Crystal. The "level curve" is just an easily observable pattern gathered from looking at the levels throughout Johto, but it's basically a non-problem that doesn't affect gameplay nearly as much as the other shortcomings of HGSS that everyone ignores.

For the record, this doesn't apply to just HGSS; I was able to reach Giovanni with level 55 Pokémon in FRLG by only using 4.

I've gone from intellectually defending RBY to fanboying over HGSS like a casual. Someone please stop me.
 
Someone brought up HG/SS again? I feel that I need to say something. Why can't I just keep quiet for once?
Of course, I am only using 4 Pokémon, but even if I was using a full team of 6, I think I would still be at least around level 37. I did no grinding and tried to avoid burning through trainer battles to level up new Pokémon I caught (which I usually do and I think it's valid strategy in any Pokémon game).

I'm going to assume most people who have played HGSS and complain about it haven't played through it to the extremes I have and thus, don't employ any of the strategies I use. For a long time, it was the only Pokémon game I could play and I played it constantly. So as a result, I've probably cracked the code and am able to always get to the Elite 4 and have levels on-par with them (happened in my last playthrough 2 years ago as well).
I have only played through HG/SS three times in total, the last time was 8 years ago in which I sort of did a "speedrun" through the story part of the game. But it was still very slow as I am terrible at going through games quickly even when I try. On that playthrough, I just used my starter and two others I had traded over from another game, which meant they got boosted Exp. From what I can remember, I did not have to grind at any point during that playthrough of the game, my "team" of three was at level 50 once I got to the E4 (I explored every area in the game and battled every possible trainer). Oddly, it made the level curve in HG/SS pretty much perfect. In any other game, I would probably have become overleveled instead.

For my regular playthroughs of HG/SS in 2010, I used full teams of 6 Pokémon. I had to grind quite a lot during the games, but maybe it wasn't that much more than in any other game prior to Gen 6? Or before Gen 5, for that matter? I don't really remember, it was so long ago. But at the same time, I am a person who doesn't really have much of a problem with grinding as long as there are good spots to grind... which HG/SS actually lacks. Yet I still trained 12 Pokémon to leve 50 against wild Pokémon at ranges of level 30-35. Would I have the patience for something like that today? Probably not.

Also, I haven't played HG/SS to any extremes at all. In fact, out of the games from Gen 4-8 that I have played, they are the ones I have played the least, along with Sword. I don't think I have even reached 200 hours on any of my main HG/SS files. It was also several years ago at this point and my memory is getting unclear at points, so I think you make a good point here.

Of course, the level spike from Mahogany to Clair isn't near as egregious as the level spike from Blue to the Elite 4 rematch / Red. But most people who do complain about the level curve (at least in my experience) only complain about the level curve around Clair and the first Elite 4 battle. However, I can't in good faith actually measure how bad the level curve before Red is, becaue the last playthrough I did, I burned through all of the Kanto trainers training an Aerodactyl and Raichu and my team gained almost no levels as a result.
I think the level curve in the games is pretty awful from Whitney and beyond, though that's just me. But if I were to pick one area where the level curve is at its absoulute worst, it is the post-game. Wild Pokémon generally ranging from level 5-25, regular trainers at level 40-50, Gym Leaders at level 50-60, E4 Rematches at around level 70, Red at level 80+. That's just bad game design IMO. When I played through teh Kanto part of HG/SS, I just nuked pretty much everything with my teams but I could never grind against wild Pokémon since they were too weak, and as a result, my teams barely grew by 10 levels throughout all of Kanto.

In fact, I usually have more probem with the extreme level curve around the Elite 4 in DPPt. Even when employing the same strategies (only using 4 mons, no grinding etc.) I still end up a good 10 levels lower than Aaron. I think the reason that DPPt never get called out for their level curve is that they have more steady level jumps up to that point, whereas the levels in Johto remain at a stagnant ~20 until Mahogany.
Personally, I have less of a problem with the level curve in D/P/P because of two reasons. The first one is that the Sinnoh games give much better training spots thanks to the VS. Seeker (which is amazing compared to the awful phone system in HG/SS). The Sinnoh games also have wild Pokémon at higher levels, they are at level 40-46 in Victory Road compared to level 32-36 in HG/SS. The second reason is that Platinum actually did some attempts to make the level curve at the end of the game less harsh. In D/P, Volkner's Luxray is at level 49, compared to Cynthia's Garchomp which is at level 66! A difference of 17 levels. But in Platinum, Volkner's Electivire is at level 50 and Cynthia's Garchomp at level 62, which is only a difference of 12 levels. In comparison, HG/SS did little to nothing to improve upon the difference from G/S/C. I'd even say they made things worse in the post-game by making trainer levels higher, but keeping wild Pokémon levels low. This is very notable since Red which got upgraded a fair bit and the E4 got stronger in rematches, but the wild Pokémon are still as low as in the originals. Finding wild non-legendary Pokémon at level 50 or above is pretty much impossible in HG/SS, which is pretty much unacceptable. And as you say, D/P/P also have more balanced level jumps before the E4.

The low levels are also a pretty big sticking point, I don't think the low levels are the problem at all, as they don't directly contribute to the level curve. The large jumps between Mahogany and Blackthorn and Blue and Red could easily be solved by just... lowering their levels to match.
They are a problem in that they don't really allow you to grind against wild Pokémon after a certain point. Maybe not that much during the main game, but it becomes a big problem during the post-game as I talked about above. Lowering the levels of trainers could have fixed the problem, but I think there's an even better solution: raise the levels of the wild Pokémon. That would make things much better IMO.

That being said, HGSS did have shit handling of the could-be-amazing Safari Zone and completely ignoring the wild encounter changes from Crystal. The "level curve" is just an easily observable pattern gathered from looking at the levels throughout Johto, but it's basically a non-problem that doesn't affect gameplay nearly as much as the other shortcomings of HGSS that everyone ignores.
I agree. Think the level curve is not the only problem with HG/SS, and it is far from the biggest one. Personally, I think the trainer rematch system is the biggest problem with HG/SS, but others will probably disagree with me. These games have a ton of problems in total, and as I have said before, they are my least favorites for a good reason.

Sorry if this wasn't a good reply to what you said, but I felt that I had to reply here and this is the result.

And I am still not ready to post my other new unpopular opinion about HG/SS, it would otherwise have been a perfect opportunity to include it here. I'll get it done another time.
 
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I think the level curve in the games is pretty awful from Whitney and beyond, though that's just me.

No, it's not. I think so too.

The problem with GSC/HGSS is that once you get to Ecruteak, you can go for Morty, go to Olivine (and not do a lot because no Surf) or Mahogany/Lake of Rage (again, only really opens up with Surf).

Because of that split, the game has to take into consideration that the player will be able to access these areas with lower leveled mons.

This made them lower the wild mon levels and a lot of the trainers too.

That is why things get wonky, because the only real exp. you'll be getting will be in the Gyms and some unrematchable trainers. It's similar to what happens in Kanto but less drastic.

For example. You need to grind against Pryce. This means you're probably grinding on the Lake of Rage since it's the closest place to Mahogany.

Enjoy beating up lv. 15-17 wilds trying to get your mons to 31-33.
 
Idk if this is unpopular, ive heard so many things about it, but it has been on my mind for a while.

I feel like making an open world pokemon game would be a lot more of a hassle than other jrpgs. I dont know if difficult/impossible is the right word, im not an expert on these kinds of things, but the variables between wild pokemon vs trainers vs bosses (gym leaders) is bigger than your usual jrpg random encounters vs boss. You'd also have to tweak a lot of things to make it work, and forgetting one or two may just end up shooting yourself in the foot. Its a lot of things to consider, to the point of questioning if its even worth trying to do it vs just trying to improve on the current system
 
No, it's not. I think so too.

The problem with GSC/HGSS is that once you get to Ecruteak, you can go for Morty, go to Olivine (and not do a lot because no Surf) or Mahogany/Lake of Rage (again, only really opens up with Surf).

Because of that split, the game has to take into consideration that the player will be able to access these areas with lower leveled mons.

This made them lower the wild mon levels and a lot of the trainers too.

That is why things get wonky, because the only real exp. you'll be getting will be in the Gyms and some unrematchable trainers. It's similar to what happens in Kanto but less drastic.

For example. You need to grind against Pryce. This means you're probably grinding on the Lake of Rage since it's the closest place to Mahogany.

Enjoy beating up lv. 15-17 wilds trying to get your mons to 31-33.

Just, honestly... why the remakes couldn't have made it so that you couldn't face Pryce before beating Jasmine is beyond me. It would have solved half the game's issues in a masterstroke.

(I actually have a whole scenario devised for how I'd make that work but it'd probably count as wishlisting to post it, so)
 
Has anyone ever actually explored the options after ecruteak? From what i've seen, people just go to chuck and then jasmine, very few actually fight pryce first, mainly because of the amount of backtracking you'd need to do. Its just a hassle and kinds undermines the "openness" of it. I hate kanto games but at least theres good reason to go different routes (though skipping lt surge is a pointless feature if you arent doing some wingull only challenge. Hes right there bro just get over with it.)

Removing it and giving the gyms an actual exp curve would have been so much better
 
Has anyone ever actually explored the options after ecruteak? From what i've seen, people just go to chuck and then jasmine, very few actually fight pryce first, mainly because of the amount of backtracking you'd need to do. Its just a hassle and kinds undermines the "openness" of it. I hate kanto games but at least theres good reason to go different routes (though skipping lt surge is a pointless feature if you arent doing some wingull only challenge. Hes right there bro just get over with it.)

Removing it and giving the gyms an actual exp curve would have been so much better

I've played the games multiple times and done Chuck-Jasmine-Pryce in every possible order. Frankly, doing Chuck and Pryce before Jasmine is most satisfying because she's so much higher in level. Mahogany Gym is blocked until you clear the Rocket HQ so they could easily have kept it that way. It's weird. And given that the remakes added roadblocks to the Violet and Goldenrod Gyms, it's even weirder.

Another quirk is that Crystal allows you to access Blackthorn before you clear the Radio Tower, but Gold, Silver, HeartGold, and SoulSilver don't.
 
Has anyone ever actually explored the options after ecruteak? From what i've seen, people just go to chuck and then jasmine, very few actually fight pryce first, mainly because of the amount of backtracking you'd need to do. Its just a hassle and kinds undermines the "openness" of it. I hate kanto games but at least theres good reason to go different routes (though skipping lt surge is a pointless feature if you arent doing some wingull only challenge. Hes right there bro just get over with it.)

Removing it and giving the gyms an actual exp curve would have been so much better

It's a way to access a ton of different mons earlier, more prominently, the Red Gyarados.

Early Hidden Power too, which for a lot of mons in GSC means their best STAB option.

There's definitely incentives for it, but the biggest problem is that Johto is too cramped to be trying to pull this kind of thing off.
 
No-one's going to spend time getting the perfect hidden power for a Gen II in-game team(Since on top of type, in Gen II-V the power also varied)

Not saying that you should probably go for it, but if you catch say, Scyther, you definitely want to at least run the calcs to see if the one you got was good.

You might get lucky after all...

Scyther pls.PNG


:psywoke:
 
Has anyone ever actually explored the options after ecruteak? From what i've seen, people just go to chuck and then jasmine, very few actually fight pryce first, mainly because of the amount of backtracking you'd need to do. Its just a hassle and kinds undermines the "openness" of it. I hate kanto games but at least theres good reason to go different routes (though skipping lt surge is a pointless feature if you arent doing some wingull only challenge. Hes right there bro just get over with it.)

Removing it and giving the gyms an actual exp curve would have been so much better


Challenge playthroughs such as "no Battle Items" solos can benefit from saving Jasmine until last. Especially if you're playing as a Normal/Flying type like Noctowl that has few options for Electric and Steel types other than gaining levels.
 
I often see the special/physical split cited as being the best thing to happen to Pokémon, and while it definitely had an overall positive impact, I can't say that I fully agree.

Sure, a lot of Pokémon benefited from it; Sneasel, Absol, Kingler, Gengar, Crawdaunt, etc... were finally able to make full use of their STAB, while others, such as Hitmonchan, were finally able to make use of their coverage options. However, just as many Pokémon were hurt by it as well; Alakazam and Gardevoir lost quite a bit of their good coverage, and Banette and Dusclops (and by extension, Dusknoir) lost their valuable STAB in Shadow Ball.

It was also a big part of the power creep. Not being able to use their STABs effectively is a huge part of what kept some Pokémon in check, namely the dragons. Dragonite, Flygon and Salamence all had to run a mixed set and cut into a large chunk of their EVs to be able to do significant damage with Dragon-type STAB or Fire-type coverage. Hell, Salamence was so good that it could make use of Fire Blast even without SpAtk investment and a SpAtk-reducing nature. So you can imagine how powerful it became when it could spam Dragon Claw or Outrage from its boosted Attack stat.

It was banned to ubers

A lot of defensive Pokémon, such as Blissey and Skarmory, also lost their ability to almost fully wall against entire types, leading to (mostly Blissey's) their downfall in Gen 5.

This part is mostly subjective, but I think pre-split mechanics had far more interesting potential than our current mechanics since Gen 4. STAB wasn't something all Pokémon could make use of, which I think is a part of why it was kept so "secret" in earlier games, only ever mentioned by one or two NPCs. Had they capitalized on the dichotomy created by only some Pokémon having the advantage of STAB, while others had the advantage of higher attacking stats and more coverage, it could have trickled-down and created "classes" of different Pokémon as opposed to GameFreak's current effort to "level the playing field".

Anyways, that's my delusional hot take for the day. I'm just tired of it supposedly being an "objectively best" thing to happen to Pokémon, when it had its pros and cons just like everything else. It's such a major shift in mechanics that its bound to have both positive and negative affects and I'm surprised it isn't more common for fans to have a preference for pre-split mechanics.

I doubt most people are thinking of competitive play when they talk about the physical-special split being unequivocally good. I agree that there are elements of the transition that weren’t handled super well and certain Pokémon benefited/suffered disproportionately as a result, but the biggest reason the split is so popular is that most people think it makes a lot more intuitive sense in casual play, especially with examples like the elemental punches and Shadow Ball. You cite Alakazam as an example of a Pokémon that lost valuable coverage, but it arguably gained as much as it lost and it was always a bit ridiculous in Gen 3 to read Pokédex entries about how weak its muscles are, only to discover that 3 of its most useful attacks are punching moves.

I think this topic has come up before and my response at the time was that almost all the problems with the split are really problems with increasingly bloated movepools. The philosophy now seems to be that certain Pokémon are owed certain moves if they have some arbitrary set of characteristics.

Tbh we contribute to this kind of thinking in the Movepool Oddities and Explanations thread, where it’s common to see a ‘could?—>should!’ approach to move compatibility (e.g. “[Pokémon] should be able to learn every punching attack because it can form a fist”). Ironically, I think Pokémon would have much more diverse strategies and move selections if each species had less coverage, especially if we did away with ‘universal’ moves for Pokémon with a given type or physical attribute.

A related issue I have with movepools is that the unique traits of certain Pokémon often get erased by the standard STAB options for its type(s). It just doesn’t make sense to me when, say, a slender, agile Normal-type Pokémon has Body Slam as its best reliable STAB option, or when a Pokémon like Mawile or Skarmory has Iron Head as its best Steel attack. The most interesting elements of Pokémon’s designs become detached from their in-battle performance when every Pokémon’s forced to choose from the same pool of generic ‘good’ moves.
 
I doubt most people are thinking of competitive play when they talk about the physical-special split being unequivocally good. I agree that there are elements of the transition that weren’t handled super well and certain Pokémon benefited/suffered disproportionately as a result, but the biggest reason the split is so popular is that most people think it makes a lot more intuitive sense in casual play, especially with examples like the elemental punches and Shadow Ball. You cite Alakazam as an example of a Pokémon that lost valuable coverage, but it arguably gained as much as it lost and it was always a bit ridiculous in Gen 3 to read Pokédex entries about how weak its muscles are, only to discover that 3 of its most useful attacks are punching moves.

I think this topic has come up before and my response at the time was that almost all the problems with the split are really problems with increasingly bloated movepools. The philosophy now seems to be that certain Pokémon are owed certain moves if they have some arbitrary set of characteristics.

Tbh we contribute to this kind of thinking in the Movepool Oddities and Explanations thread, where it’s common to see a ‘could?—>should!’ approach to move compatibility (e.g. “[Pokémon] should be able to learn every punching attack because it can form a fist”). Ironically, I think Pokémon would have much more diverse strategies and move selections if each species had less coverage, especially if we did away with ‘universal’ moves for Pokémon with a given type or physical attribute.

A related issue I have with movepools is that the unique traits of certain Pokémon often get erased by the standard STAB options for its type(s). It just doesn’t make sense to me when, say, a slender, agile Normal-type Pokémon has Body Slam as its best reliable STAB option, or when a Pokémon like Mawile or Skarmory has Iron Head as its best Steel attack. The most interesting elements of Pokémon’s designs become detached from their in-battle performance when every Pokémon’s forced to choose from the same pool of generic ‘good’ moves.

I think it's important to not take the word "punch" too literally here. If I remember correctly, in Stadium, a Pokémon using one of those moves simply swings their arms and "throws" energy at the opponent. "Punch" simply refers to the throwing action in this scenario. This is definitely a representation of them being special moves, since it was changed in Battle Revolution to be a literal punch.

I totally agree with the movepools, though. I recently looked at Golem's Gen 6 learnset, and it's insane. Level-up movepools are just bloated with a bunch of useless filler moves that have accumulated each gen, and factoring in the moves that can be learned via events, breeding, tutoring, TM... I would definitely get behind restricting movepools more.
 
I think this topic has come up before and my response at the time was that almost all the problems with the split are really problems with increasingly bloated movepools. The philosophy now seems to be that certain Pokémon are owed certain moves if they have some arbitrary set of characteristics.
Idk man have you seen the tundra movepools
 
I think it's important to not take the word "punch" too literally here. If I remember correctly, in Stadium, a Pokémon using one of those moves simply swings their arms and "throws" energy at the opponent. "Punch" simply refers to the throwing action in this scenario. This is definitely a representation of them being special moves, since it was changed in Battle Revolution to be a literal punch.
I’d like to get on board with this idea, but punching in stadium tends to look like ‘thrown energy’ even when it’s a physical attack (e.g. Mega Punch). The move descriptions in the Stadium games did a better job of informing the player that they were special attacks for gameplay purposes, but they don’t really explain what using the move actually entails. Conversely, the Gen 2 and 3 descriptions and animations suggest that they were imagined as punches that made contact even when they were special attacks.

Idk man have you seen the tundra movepools
If you’re talking about stuff like Regieleki then heck yeah I’ve seen it and I’m into it. When Pokémon’s movepools seem barren now it’s usually just because there’s been so much power creep that anything short of perfect offensive coverage tends to leave new legendaries immediately outclassed unless they have absurd stats/abilities.
 
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If you’re talking about stuff like Regieleki then heck yeah I’ve seen it and I’m into it. When Pokémon’s movepools seem barren now it’s usually just because there’s been so much power creep that anything short of perfect offensive coverage tends to leave new legendaries immediately outclassed unless they have absurd stats/abilities.
I don’t think perfect coverage is really a power creep trend- ever since gen 1 many of the best pokemon have had absurd coverage (starmie tauros snorlax etc) and it’s always been a recipe for success, and it’s not like EQ hasn’t been handed out like candy since the dawn of time. Gen 4 is obviously an outlier for enabling new threats with the split and Gen 8 did make Close Combat EQ 2 but I don’t think perfect/absurd coverage is really all that more common than it was in the past. If anything Gen 8 revealed how lackluster a lot of older movepools were with the Hidden Power removal, and a fair amount of new mons this gen have somewhat awkward coverage, like in the case of Dragapult where the lower offensive stat has the coverage, or Frosmoth where it’s just ass
 
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