Yeah, but what if you want to use that Pokemon but it's gotten to the point where it's a bit overleveled?
After juggling a party of 16 through Sword, I don't mind benching a Pokémon for a while.
Yeah, but what if you want to use that Pokemon but it's gotten to the point where it's a bit overleveled?
After juggling a party of 16 through Sword, I don't mind benching a Pokémon for a while.
a party of 16?! wow. how would you describe that experience?
was it difficult? was it challenging? was it easy?
It was really fun, being able to use every Gen VIII Pokémon I liked (and didn't require trading - sorry, Eiscue and Appletun). Finally, no more having to do extensive planning to pick only six options for the entire game.
And I wouldn't say it was challenging (it's Pokémon, so it's going to be easy unless you go through massive restrictions), but I ended up being underleveled for most of the second half of the story.
that's great to hear! organic playstyles rock.
well, not untrue, though it can get tedious due to level differences imo...how underleveled were you? 2 levels? 5? 10?
Generally no more than 2 or 3 levels, not counting the sudden level spike that Leon is.
True, Dragonite is also a very friendly Pokemon. Dragonite is definitely one of my favorite pseudo-legendaries, and I think its pretty cute. I guess I never thought of it on the same level of cute as Goodra because of that Johto episode where it goes on an outrage and destroys a forest, and how Iris's Dragonite was portrayed. And there was also Moon's Pokedex Entry: "Incur the wrath of this normally calm Pokémon at your peril, because it will smash everything to smithereens before it's satisfied."But what about Dragonite then? I like it too because I think it executed the concept of a "friendly" pseudo-legendary much better than Goodra. I like it way better than Goodra in terms of both design and battle performance. And as for the Goomy line, I am personally not a huge fan of mollusks in general either, but I do like the Shellos line.
Interesting point, though I wouldn't call it unique to Rayquaza. Kyogre and Groudon have been respected throughout Hoenn, and Rayquaza itself was deemed the protector of Hoenn in ORAS so it definitely wasn't " forgotten " by the people of Hoenn. I'd argue that Giratina is also a " forgotten " Pokemon in a similar manner to Rayquaza.I'm a huge Rayquaza fan, I'd say it's in my top three favourite Pokemon, so I may be a little biased here, but I the think part of the point behind its lore is the aura of mystique that surrounds it. It's this giant flying serpent that lives in the ozone layer that's literally never seen and rarely, if ever (if it is, someone can correct me) mentioned in the story. Unlike the Sinnoh dragons, no-one really knows what Rayquaza is or even knows of its existence for that matter. So, I think that's part of the reason why its lore was left relatively bland and not massively fleshed out. Yes, it could be argued that mystique and intrigue surrounds literally every legendary and mythical, but the region of Sinnoh is designed around the themes of myths, legends and tradition, so of course the legendaries in those games are going to have an expansive back story. And yeah, even in comparison to other legendaries, Dialga, Palkia, Giratina and Arceus to an extent have pretty outrageous back stories and powers. I agree they really went all out in that regard. Maybe a little too over the top for my liking but each to their own. I do still like a bit of ambiguity about my legends and for them not to be too over the top. I don't really like Mega-Ray for this reason. But again, I digress, opinions. The themes stated above are made pretty apparent Sinnoh by the statue in Eterna city and the cave paintings in Celestic. People in Sinnoh seem to be more aware that the 'main' legendaries of their region exist and have some inkling as to what they are. I'm not necessarily disagreeing with your opinion per say, but this is just my two cents on why the lore surrounding the above legendaries is the way it is and I acknowledge that I may not have fully grasped the point you were trying to make.
EDIT: I also realise that Dialga and Palkia apparently living in space (and time? Not sure how that works but Giratina lives in a parallel world so?) theoretically means people are even less likely to have seen them than Rayquaza, but the fact that statues exist of them would suggest otherwise and that they've made themselves known at some point.
I agree this sentiment. I've played DragonQuest 11 and Xenoblade Chronicles and they both use experience share, and yet I found the games challenging. If anything, Pokemon's easiness comes from the lack good AI and IVs and bad movesets. For example, every generic trainer that isn't part of the gym challenge have their IVs set to 0 in SwSh. Or the lack of proper movesets, for example, Allister's Mimikyu doesn't have a single Fairy type move despite being an excellent way to prevent you from steamrolling with Dark types. It doesn't even have 4 moves. If you know basics of The Pokemon, I highly doubt SwSh would prove challenging even if you did not have the experience share.But the main unpopular opinion I have here is that the EXP Share isn't making the games easier. What it really does is that it makes the games less tedious. EXP Share by itself makes spreading the EXP across the party much easier so now everyone gradually levels up in strength more quickly. And as a result, it's easier to keep up with the level curve of the game and keep your whole team up to par with the levels of the Trainers you face across the game. Especially if you're using a full team of six. In that sense, it reduces the need for extensive grinding and allows you to not need to put in the tedium to make sure your team is up to par with where the game wants you to be level-wise at each point.
Ah yes, just box all your other mons...Considering you can access the PC everywhere, it's as simple as sending the Pokémon to the box.
I haven't played these, but aren't the actual battle parties "3-character sized" like most JRPGs?I agree this sentiment. I've played DragonQuest 11 and Xenoblade Chronicles and they both use experience share, and yet I found the games challenging.
And this is why I say the difficulty settings should come back.If anything, Pokemon's easiness comes from the lack good AI and IVs and bad movesets. For example, every generic trainer that isn't part of the gym challenge have their IVs set to 0 in SwSh. Or the lack of proper movesets, for example, Allister's Mimikyu doesn't have a single Fairy type move despite being an excellent way to prevent you from steamrolling with Dark types. It doesn't even have 4 moves. If you know basics of The Pokemon, I highly doubt SwSh would prove challenging even if you did not have the experience share.
On the topic of Exp. Share and Exp. Groups, I had another idea of how to fix it that might be tenable?
What if instead of distributing experience (or maybe on top of it, if the experience shared is balanced better), having it enabled also nullifies the effect of Exp. Groups. So every Pokémon in your party levels as if they're in the Normal exp. group or something.
I feel like this is a more refined way of achieving what the devs seem to want:
A) The purpose of exp. groups, insofar as I can tell, is to make it more difficult to use powerful Pokémon. Of course, it doesn't do that and only works theoretically and in isolation, because it actually makes it harder to justify using the Pokémon on your team with better experience curves since you have to focus on using the one Pokémon with a slow curve so it keeps up. Since the Exp. All seems intended as some kind of easy mode, nullifying this effect seems better.
B) The modern games seem as anti-grind in design as possible, because Game Freak is for some reason still scared that all the kids will go and play Angry Birds instead of Pokémon. This idea legitimately just gives every Pokémon better experience throughout the adventure lessening the need for grinding even more.
C) Since the games seem designed around having Exp. All on (SwSh doesn't even let you turn it off), every Pokémon having the same level curve makes it way easier to balance opponent levels.
This would depend on the Exp. All being a key item again, of course, so players who don't use the Exp. All can play with a more authentic experience where the on paper more powerful Pokémon still require a little more work grinding. But it seems like a pretty clear solution to the at times game-breaking interaction between Exp. Groups and the Exp. All (this interaction being my least favourite part of SwSh and why I dislike going back and playing it now).
On the topic of Exp. Share and Exp. Groups, I had another idea of how to fix it that might be tenable?
What if instead of distributing experience (or maybe on top of it, if the experience shared is balanced better), having it enabled also nullifies the effect of Exp. Groups. So every Pokémon in your party levels as if they're in the Normal exp. group or something.
I feel like this is a more refined way of achieving what the devs seem to want:
A) The purpose of exp. groups, insofar as I can tell, is to make it more difficult to use powerful Pokémon. Of course, it doesn't do that and only works theoretically and in isolation, because it actually makes it harder to justify using the Pokémon on your team with better experience curves since you have to focus on using the one Pokémon with a slow curve so it keeps up. Since the Exp. All seems intended as some kind of easy mode, nullifying this effect seems better.
B) The modern games seem as anti-grind in design as possible, because Game Freak is for some reason still scared that all the kids will go and play Angry Birds instead of Pokémon. This idea legitimately just gives every Pokémon better experience throughout the adventure lessening the need for grinding even more.
C) Since the games seem designed around having Exp. All on (SwSh doesn't even let you turn it off), every Pokémon having the same level curve makes it way easier to balance opponent levels.
This would depend on the Exp. All being a key item again, of course, so players who don't use the Exp. All can play with a more authentic experience where the on paper more powerful Pokémon still require a little more work grinding. But it seems like a pretty clear solution to the at times game-breaking interaction between Exp. Groups and the Exp. All (this interaction being my least favourite part of SwSh and why I dislike going back and playing it now).
Just remove the dang groups. It's been a horrible idea since Gen 1 and now it's an artifact that stunts the franchise.
I went the extra mile and changed every mon to Medium-Slow on SwSh manually.
It's a whole new game.
On the other hand, you would think that this late evolution in itself would provide enough of a drawback when using them, or what? If the Pokémon doesn't get good until level thirty-something anyway, why would it also need to take forever to get there?It's completely fair for raising especially powerful Pokémon to be a challenge, like Dratini and Bagon. The part I don't like is how late they evolve, which would be a terrible thing even if they were in the Fast experience group or the one above that (Fluctuating?).
On the other hand, you would think that this late evolution in itself would provide enough of a drawback when using them, or what? If the Pokémon doesn't get good until level thirty-something anyway, why would it also need to take forever to get there?
I never saw either of these anime versions of Dragonite, so I never got that impression from it. IIRC, the only Dragonite I ever saw in the anime was the one in the first movie which was a mail deliverer, and it seemed pretty friendly to me from what I can remember. I think my overall impression of Dragonite being friendly is mostly from how it is depicted in sprites/models and official artwork. From the sprites and models, only the ones from R/B and R/G show it as being somewhat angry, while all of its official artwork show it as being friendly to me. And yeah, its Pokédex entry in Moon is really scary, but it also mentions that Dragonite is normally calm. Reading its other Pokédex entries, it is mentioned as being kindhearted in R/S/E, UM and Sword, and many of them mentioning it helping people at sea. So I guess that's why I see Dragonite as kind and friendly. As for Goodra, I it in the same way because it looks very friendly in models and artwork, and several of its Pokédex entries also mentions it being friendly.True, Dragonite is also a very friendly Pokemon. Dragonite is definitely one of my favorite pseudo-legendaries, and I think its pretty cute. I guess I never thought of it on the same level of cute as Goodra because of that Johto episode where it goes on an outrage and destroys a forest, and how Iris's Dragonite was portrayed. And there was also Moon's Pokedex Entry: "Incur the wrath of this normally calm Pokémon at your peril, because it will smash everything to smithereens before it's satisfied."
That's interesting. I don't play VGC so I had no idea about any of that, but I can definitely see Goodra being a pretty good special wall thanks to its high Sp.def, Sap Sipper, useful typing and decent movepool. From personal experience though, I have had much more success with Dragonite. I have used it on several teams for the Battle Subway and Maison, and even on one of the few online teams I have made, which was in Gen 6. Good stats on the whole, Multiscale, Roost, Dragon Dance and an otherwise vast movepool has given me great success with it for the most part.As for battle performance, its true Goodra has never been at the top of the crop in Singles. It has, however, had pretty good results in VGC 14, 17, and early 20, specifically as a special wall that can take on the likes of Sun, Rain, and plethora Special Attackers like Gengar, Greninja, Mega Charizard Y, Thundurus, Ludicolo, Nihilego, Zapdos, Porygon-Z etc. There very few Pokemon who can blanket check all those. Sap Sipper is also incredibly useful against Amoonguss, and access to Sludge Bomb gave it a better than average matchup against Fairy types than the Kommo-o and Hydreigon.
I only have two original 3DS (XL) and I have thus played all my Pokémon games on them. I never had any issues with the SD card getting corrupted, but I agree about the slow loading times for S/M and US/UM. It felt like it took a long time for these games to get started, and sometimes battles were slow too, especially Double battles. In comparison, I never felt that X/Y and OR/AS were that slow, neither when it came to starting the games nor when I played them. I also felt that US/UM were noticably faster than S/M even if I played them on the same system. And I guess the bolded part of your post is yet another reason as for why I can consider S/M to be the D/P of Gen 7.I've already praised SM for being some of the best looking games of the franchise ( way better than SwSh ), but it took me a long time to realize that. Why? Well, because I played SM on an original 3DS and, OH MY LORD, its very clear they wanted you play these games on the New 3DS. When ever I first started my Moon cartridge on my 3DS, I got the message, " The SD card is corrupted", it took me like 30 minutes to get my copy running. Every time when I opened by Moon game, it always felt like it took 30-40 seconds for the title screen to load. And that's before things like Double Battles, where the trainers the stand motionless for 10 seconds. If you quit the game from the home screen on the original 3DS, you had to restart the whole system. And that's before considering the performance issues. I guess the best way to describe it for New 3DS players is this: Playing Gen 7 on an original 3DS was like playing DP.
To be fair, it patiently waited its turn to attack, while TR used literal bazookas
To be fair, it patiently waited its turn to attack, while TR used literal bazookas
I never saw either of these anime versions of Dragonite, so I never got that impression from it.
I also want to say something about Pokémon Archetypes since it has been discussed recently and I came up with a potentially new archetype which I don't think has been mentioned before. This might be the wrong thread, but I'll say it here anyway since I'm not sure where else to post it. What I came up with is the "Mushroom" archetype, as I like to call it. However, it only appears in every other generation as opposed to in every generation. The Pokémon that are a part of it so far are the Paras, Shroomish, Foongus and Morelull lines. What they all have in common is the following:
- They are always introduced in an odd generation (1, 3, 5, 7, with 9 very likely to follow)
- They are based on mushrooms/fungi
- Apart from Morelull/Shiinotic, they are all classified as Mushroom Pokémon in the Pokédex. Morelull and Shiinotic are classified as Illuminating Pokémon instead
- They are two-stage Grass-types
- The final evolution is always dual-typed (and with the sole exception of Shroomish, all base stages are dual-typed as well)
- They have Effect Spore as one of their primary Abilities (or in the case of the Foongus line, their only primary Ability)
- They can learn the move Spore, and they are the only Pokémon which can learn the move (apart from Smeargle). The only exception is Breloom which cannot learn Spore through level-up, but Shroomish can which means Breloom can get it as well.
There's plenty of clips on Youtube of Iris's Dragonite essentially being a jerk cause it's such a stark contrast to how Dragonite is usually shown it sticks out.
And now you have Ash's Dragonite that is taking the "stereotypes" to an extreme.
(which kinds of reminds me on an incomplete fan fiction I made a long time ago that had a Haxorus that was the girliest girl ever in terms of personality, but at the same time she could decimate opponents in battle with her hacked moveset)