Unpopular opinions

not only that, he taunted Infernape to go all out. He could have won in so many situations, but chose to let his Pokemon knocked out especially his E-Vire.

To be fair, Electivire itself was also egging Infernape on to go all out on it. Electivire was eager to keep battling Infernape to the bitter end and it was more than happy to see Infernape not only go out and unleash its full power but to also finally be defeated by it, going down with a smile.

Infernape's rivalry with Electivire was a big part of the DP series and this was the peak of it all. Electivire always looked down on Infernape but it still wished to see its rival go all out at that point, knowing it had that much potential.
 
Simply put, Paul didn't bring up his best mons, instead using some never before seen team. Paul started losing mons quick, and there's a bit of dialogue from Brock that bothers me: Paul apparently planned this. Why? In order to lure Ash into a false sense of security.

I'm sorry but, what DUMBASS ever does that?! He basically just sacked a third of its team, in the quarterfinal match, and THAT'S CALLED A GOOD STRATEGY?! I was already bothered that Paul doesn't bring some of its stronger mons like Torterra and Ursaring, but then the writing justifies this choke as being actually genius. Seriously, does Paul ever take the L when isn't against a veteran trainer?

To be fair that wasn't Ash's best team either. Both trainers really only brought two of their best six Pokémon to that fight, Ash bringing Infernape and Pikachu, and Paul bringing Electivire and Drapion. Seemed pretty even to me and a well earned win for Ash.

I do agree though that Paul is overhyped as some strategic genius. He kept that fight close mainly because his Electivire and Drapion hard carried his team through sheer battling prowess, not because of some amazing strategy. Ash even out maneuvered him a couple times, most notably using Flare Blitz on the ground to hurt Ninjask and eliminate Toxic Spikes, preventing Pikachu from being poisoned which turned out to be huge.

But Paul was still Ash's best rival in my opinion due to the dichotomy of their views on Pokémon. And that fight, particularly Infernape versus Electivire, is still the best battle in the series for me.

To the extent that I wish they ended Ash's arc after that battle, with that being the final round of the Lily of the Valley Conference. And cast a new protagonist for the Unova series. The Sinnoh series felt like a culmination of all the previous series where Ash was now a competent trainer and had very little upward growth left to experience by the end of it. Which is why they hard reset him to turn him back into an idiot in Unova because his character development had basically ended by the end of Sinnoh.

Overcoming Paul would have been the perfect closing chapter for Ash. And yes, that means no Ash-Greninja which might make this opinion unpopular and on topic for this thread. But I really think that would have been the best way to execute his arc.
 
To be fair that wasn't Ash's best team either. Both trainers really only brought two of their best six Pokémon to that fight, Ash bringing Infernape and Pikachu, and Paul bringing Electivire and Drapion. Seemed pretty even to me and a well earned win for Ash.

I do agree though that Paul is overhyped as some strategic genius. He kept that fight close mainly because his Electivire and Drapion hard carried his team through sheer battling prowess, not because of some amazing strategy. Ash even out maneuvered him a couple times, most notably using Flare Blitz on the ground to hurt Ninjask and eliminate Toxic Spikes, preventing Pikachu from being poisoned which turned out to be huge.

But Paul was still Ash's best rival in my opinion due to the dichotomy of their views on Pokémon. And that fight, particularly Infernape versus Electivire, is still the best battle in the series for me.

To the extent that I wish they ended Ash's arc after that battle, with that being the final round of the Lily of the Valley Conference. And cast a new protagonist for the Unova series. The Sinnoh series felt like a culmination of all the previous series where Ash was now a competent trainer and had very little upward growth left to experience by the end of it. Which is why they hard reset him to turn him back into an idiot in Unova because his character development had basically ended by the end of Sinnoh.

Overcoming Paul would have been the perfect closing chapter for Ash. And yes, that means no Ash-Greninja which might make this opinion unpopular and on topic for this thread. But I really think that would have been the best way to execute his arc.

Oh true, this is still my favorite battle of the Pokemon anime, those details kinda bother me but in the end those can be easily overlooked. Infernape deserved that win against Electivire 100% just like how Ash deserved to beat Paul once and for all, who used to oppose his way of training mons.

No Ash Greninja needed that's for sure, seriously, isn't the broken and awesome Protean ability enough? Infernape's super mode was due to its ability Blaze and it still required proper control, no chosen-one legends needed.
 
I thought Ash-Greninja was pretty darn cool in the anime and I really liked his Greninja overall in terms of its character arc and the mastery of its Bond Phenomenon with Ash made for a very cool development that reflected Ash's own character in a sense. As someone who is a sucker for shonen type action and loves Greninja as a Pokémon to death, seeing Ash-Greninja in action was hella cool and I loved seeing such an awesome Pokémon pull off such epic battles in the League and in Wulfric's Gym Battle.

What I don't like about it is two things: the first is that Ash-Greninja being a special Bond Phenomenon transformation did in a sense feel like the writers didn't want Ash to use Mega Evolution and so gave his Greninja its own little anime-exclusive transformation that was similar, despite the fact that he literally had a handful of Pokémon in back that he could pull off Mega Evolution with (namely, Charizard and Sceptile, of course). This is despite Mega Evolution literally being one of Gen 6's defining features, and Greninja not having any special transformation in-game in XY or even ORAS.

The other is that I am still a bit miffed and find it unfair that they only gave Greninja that special transformation and made it usable in-game while leaving the other two Kalos starters in the dust. I understand that Greninja is extremely popular and was the instant fan fave over the other two and to this day is still one of the most iconic Pokémon of all time (and rightfully so, the mon is cool as fuck), it is still ridiculously biased that Greninja gets all the special attention while they leave Delphox and Chesnaught in the shadows like that. Yes, Charizard getting two Megas is also bias, but at least Venusaur and Blastoise got one of their own each, so they got something. They even all got G-Maxes, even though the other two got theirs later than Zard. Same with the Hoenn starters: Sceptile and Swampert got their Megas later than Blaziken, but they still got them in the end. Even as a Greninja lover I'm of the opinion that Delphox and Chesnaught are both great and underrated and I am sad they didn't get any sort of special transformation to make them stand out. Granted I know in regards to the anime Serena's Braixen has not gone past Braixen thus far (assuming it ever evolves in the scenario that Serena appears again in the future, of course) and Clemont's Chespin has never evolved (and poor Chesnaught has not been represented well in the anime, sadly), but it's still something that irks me to this day. If you're gonna give one of the starters in the trio special treatment, you might as well give them all that treatment. It's especially irksome to me considering the Alola and Galar starters managed to have special access their own generational gimmicks in their debut generation at the very least with the former group having signature Z-Moves and the latter group all having G-Maxes forms (this is despite Cinderace being the most blatantly marketed of the three a la Greninja).
 
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I thought Ash-Greninja was pretty darn cool in the anime and I really liked his Greninja overall in terms of its character arc and the mastery of its Bond Phenomenon with Ash made for a very cool development that reflected Ash's own character in a sense. As someone who is a sucker for shonen type action and loves Greninja as a Pokémon to death, seeing Ash-Greninja in action was hella cool and I loved seeing such an awesome Pokémon pull off such epic battles in the League and in Wulfric's Gym Battle.

What I don't like about it is two things: the first is that Ash-Greninja being a special Bond Phenomenon transformation did in a sense feel like the writers didn't want Ash to use Mega Evolution and so gave his Greninja its own little anime-exclusive transformation that was similar, despite the fact that he literally had a handful of Pokémon in back that he could pull off Mega Evolution with (namely, Charizard and Sceptile, of course). This is despite Mega Evolution literally being one of Gen 6's defining features, and Greninja not having any special transformation in-game in XY or even ORAS.

The other is that I am still a bit miffed and find it unfair that they only gave Greninja that special transformation and made it usable in-game while leaving the other two Kalos starters in the dust. I understand that Greninja is extremely popular and was the instant fan fave over the other two and to this day is still one of the most iconic Pokémon of all time (and rightfully so, the mon is cool as fuck), it is still ridiculously biased that Greninja gets all the special attention while they leave Delphox and Chesnaught in the shadows like that. Yes, Charizard getting two Megas is also bias, but at least Venusaur and Blastoise got one of their own each, so they got something. They even all got G-Maxes, even though the other two got theirs later than Zard. Same with the Hoenn starters: Sceptile and Swampert got their Megas later than Blaziken, but they still got them in the end. Even as a Greninja lover I'm of the opinion that Delphox and Chesnaught are both great and underrated and I am sad they didn't get any sort of special transformation to make them stand out. Granted I know in regards to the anime Serena's Braixen has not gone past Braixen thus far (assuming it ever evolves in the scenario that Serena appears again in the future, of course) and Clemont's Chespin has never evolved (and poor Chesnaught has not been represented well in the anime, sadly), but it's still something that irks me to this day. If you're gonna give one of the starters in the trio special treatment, you might as well give them all that treatment. It's especially irksome to me considering the Alola and Galar starters managed to have special access their own generational gimmicks in their debut generation at the very least with the former group having signature Z-Moves and the latter group all having G-Maxes forms (this is despite Cinderace being the most blatantly marketed of the three a la Greninja).

I definitely agree more heavily marketed Pokémon get things handed to them on a silver platter, which is of course wrong. But I want to touch upon another point since you're going there. Another unpopular opinion I have is I do not like Mega evolutions. I do think they're the best gimmick of the three: Mega's, Z-moves and G-max forms. But that doesn't make them good. I think they're flawed in both concept and execution.

Concept wise I guess they're trying to do two things: 1) breathe life into previously worthless Pokémon like Beedrill; and 2) make it apparent what is the ace Pokémon or center piece of a team. However, I think cross-gen evo's did a much better job of breathing life into older Pokémon, like what Johto and Sinnoh did, without creating balance issues and overly busting Pokémon, which I'll get to in a minute. Second, I don't think the ace status should be handed to a Pokémon in such a blatant way. First, it overshadows the rest of the team members. But also, Metagross didn't need a Mega to prove to be the ace of Steven's team. Nor does Garchomp need a Mega to be the ace of Cynthia's team. Infernape doesn't need a Mega to be the ace of my Sinnoh playthroughs; it earns that status all on its own. Mega's just seem like an over the top way to cater to the "ace" concept.

And in execution, Mega's are spectacularly flawed. Why the fuck do Metagross and Garchomp even need Mega's when, I don't know, something like Butterfree doesn't get one? If Beedrill got one, why not Butterfree? Just using it as an example to make my point. And in playthroughs you have to purposely nerf yourself to not use Mega's against trainers who do not also have a Mega or you end up becoming completely OP. Unlike Set mode, no healing items in battle, and not grinding, it's honestly pretty hard for me to rationalize this kind of handicap. It removes any kind of tension that might exist in the main campaign. Which kind of speaks to the dull difficulty of the Gen 6 games, Exp. Share issues aside.

Mega's just seem like a flawed concept with abysmal execution and I think a lot of people like them because they seem like the best of the three post Gen 5 gimmicks. Which I agree they are. But that doesn't make them good by any stretch.
 
I think each of the gimmicks has good points.
Dynamax: Stadium-only keeps you from using it against route trainers, no items makes for less inventory management and more in-battle decisions.
Z-moves: Status moves make for creative tactics, the damage calc and the status moves make for unusual sets and even mons being viable, requiring an item slot for a 1-time boost makes them an actual trade-off.
Megas: Makes trash mons useful, the mega stones make it easy to control when players get specific powerful mons in-game, choosing when to mega-evolve is a really interesting tactic for certain mons(gyarados, weather war TTar)
 
My understanding of the Paul fight is that he planned his team to bait out several of Ash’s Pokémon to confirm Ash’s team composition - which was likely (and correctly) the same team as at Lake Acuity. Aggron and Gastrodon took four Pokémon between them to take out and by the time Ash switched in Staraptor, Paul could confirm his suspicions and go all-in with the Drapion strategy.

The rest of his team (Evire, Ninjask, Froslass) were probably meant to cover other threats Paul was aware of as well as being strong mons in their own rights (Evire is self-explanatory; the others needed two of Ash’s best Pokémon and Ninjask would have taken out Gliscor had he not been switched out - the best mon to take on Drapion).
 
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I still think Dmax > Megas by a mile, both in competitive (yes, including the absolute trainwreck that was early ss pre-Dmax ban) and in casual gameplay and flavor

(I can explain my opinion if anyone cares and is wondering wtf is going on in my head 2 say this LOL)
 
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I still think Dmax > Megas by a mile, both in competitive (yes, including the absolute trainwreck that was early ss pre-Dmax ban) and in casual gameplay and flavor

(I can explain my opinion if anyone cares and is wondering wtf is going on in my head 2 say this LOL)
I can understand the casual gameplay and flavor, but I must hear this explanation of how Dynamax is better competitively.
 
Here is one opinion that I think will be unpopular; Every month when the Sword and Shield Wild Area promotes catching a shiny Pokemon for a few days, I always ignore the event unless the shiny colours are IMO better than the original. As someone who has Pokemon dating from gen 3 exported to the more recent games, as well as multiple legendaries and mythicals with different natures that span several generations, my boxes are very full and not well organised. It can be hard keeping track of where I have put all my Pokemon, which is why shiny Pokemon get in the way if I already have a well trained normal coloured Pokemon in my box (which have the same sprite colouring to slow me down even further, thanks Game Freak).

Even before my boxes got overfilled, I never saw the interest in shiny Pokemon unless I specifically liked its alternative colours. It does not matter how rare it is, I won't catch that hot-pink Garchomp (when it goes Mega) that has just appeared as looking at it makes me want to puke. Unfortuantly I find most shinies to be worse than the normal colouring (way to many pinks, strong green or just weird and clashing colours), or they look almost the same (e.g. non-Mega Gengar) so I can't be bothered to hunt for it. There are some exceptions that I would be happy to own, such as Charizard, the well known red Gyarados, or Umbreon (my personal favourite and the only one I might ever be tempted to shiny hunt for if a Wild Area shiny Eevee event never happens), but I can't see the appeal of catching every shiny Pokemon unless its one of your personal favourites.
 
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Here is one opinion that I think will be unpopular; Every month when the Sword and Shield Wild Area promotes catching a shiny Pokemon for a few days, I always ignore the event unless the shiny colours are IMO better than the original. As someone who has Pokemon dating from gen 3 exported to the more recent games, as well as multiple legendaries and mythicals with different natures that span several generations, my boxes are very full and not well organised. It can be hard keeping track of where I have put all my Pokemon, which is why shiny Pokemon get in the way if I already have a well trained normal coloured Pokemon in my box (which have the same sprite colouring to slow me down even further, thanks Game Freak).

Even before my boxes got overfilled, I never saw the interest in shiny Pokemon unless I specifically liked its alternative colours. It does not matter how rare it is, I won't catch that hot-pink Garchomp (when it goes Mega) that has just appeared as looking at it makes me want to puke. Unfortuantly I find most shinies to be worse than the normal colouring (way to many pinks, strong green or just weird and clashing colours), or they look almost the same (e.g. non-Mega Gengar) so I can't be bothered to hunt for it. There are some exceptions that I would be happy to own, such as Charizard, the well known red Gyarados, or Umbreon (my personal favourite and the only one I might ever be tempted to shiny hunt for if a Wild Area shiny Eevee event never happens), but I can't see the appeal of catching every shiny Pokemon unless its one of your personal favourites.
This garbage is why I raised the shiny rate to 10% in my hack. It doesn't really do anything other than self discovery
Which doesn't matter cuz my hack is pretty much just a joke hack of Emerald, so it's not like it'll be foreign fight wise
 
Here is one opinion that I think will be unpopular; Every month when the Sword and Shield Wild Area promotes catching a shiny Pokemon for a few days, I always ignore the event unless the shiny colours are IMO better than the original. As someone who has Pokemon dating from gen 3 exported to the more recent games, as well as multiple legendaries and mythicals with different natures that span several generations, my boxes are very full and not well organised. It can be hard keeping track of where I have put all my Pokemon, which is why shiny Pokemon get in the way if I already have a well trained normal coloured Pokemon in my box (which have the same sprite colouring to slow me down even further, thanks Game Freak).

Even before my boxes got overfilled, I never saw the interest in shiny Pokemon unless I specifically liked its alternative colours. It does not matter how rare it is, I won't catch that hot-pink Garchomp (when it goes Mega) that has just appeared as looking at it makes me want to puke. Unfortuantly I find most shinies to be worse than the normal colouring (way to many pinks, strong green or just weird and clashing colours), or they look almost the same (e.g. non-Mega Gengar) so I can't be bothered to hunt for it. There are some exceptions that I would be happy to own, such as Charizard, the well known red Gyarados, or Umbreon (my personal favourite and the only one I might ever be tempted to shiny hunt for if a Wild Area shiny Eevee event never happens), but I can't see the appeal of catching every shiny Pokemon unless its one of your personal favourites.

I must admit that this latest event I only did it because of the sake of having the fossil mon pink Omanyte in a Love Ball. And my Switch Online ran out so I had to search for every den in the game until I got it, that was fun...at least I got the Hidden Ability AND female (11,9%).

Aside from that, I tend to ignore these kind of events if the Hidden Ability isn't worth it, like the shiny Clobbopus event. (GIVE THIS THING STORM THROW, MACH OR BULLET PUNCH FFS).
 
I can understand the casual gameplay and flavor, but I must hear this explanation of how Dynamax is better competitively.

Dynamax is better for the doubles metagame than megas (even if its still not the best thing ever and most would just prefer a no gimmicks metagame, kinda excited for the no dynamax meta ngl LOL), but that's not really a big revelation.

The thing that makes me prefer dyna over megas is how easy it was to remove it when we realized it wasn't good for the generation. It's an universal mechanic (with exception of gmaxes which barely change anyways) and once we got over the "but its the gens mechanic :(((" we just snapped it away. We got to choose if we wanted to play with the new toy or not.

For megas you can't justify banning the mechanic because every mega is too different, so its just "analyse suspect ban unban keep in the tier what if its that other pokemon no its actually the mega ban unban" ad nauseum until we find some kind of decent metagame. Sure we ended up with some decent and good metagames in the end but man. Also megas ruined doubles that shit sucked.

Maybe this will be unpopular because I know people enjoy the mega gens but I don't like them LOL

Also we should have banned z moves but dats for another day
 
Also we should have banned z moves but dats for another day
Z moves issue was once again, what's the point in giving it to a weaker mon when a stronger mon benefits MORE from it
Same with Megas and D/Gmax
The actual cool thing to do are stat buffs to a line that's more than 10 points, moveset tweaks, or an evo with an improved set of stats. Unfortunately for the last one, it's restricted to region evos, while the original mon is left behind :/
 
Why didn't Paul just bring an entire team of strong new Pokémon to completely destroy any plan Ash had going in? Sure, it wouldn't actually do anything because Ash almost never has a plan more complex than brute-forcing wins with the power of friendship

Not true, he did aim for the horn that one time. Then you have Counter Shield, Thunder Armor, and DODGE.
 
Here's one:
Dynamax should have been more powerful.
Specifically, they should have kept the secondary effects for status moves that Z-Moves had. Yes, that would have made DMax better. Yes, that was often the most broken Z-move sets. They still should have done it. It would have made the DMax mechanic more interesting if stall could do something other than Protect for the status move slots, and the meta as a whole would be less reliant on "Hit DMax Fight 3x and then win"
 
Here's one:
Dynamax should have been more powerful.
Specifically, they should have kept the secondary effects for status moves that Z-Moves had. Yes, that would have made DMax better. Yes, that was often the most broken Z-move sets. They still should have done it. It would have made the DMax mechanic more interesting if stall could do something other than Protect for the status move slots, and the meta as a whole would be less reliant on "Hit DMax Fight 3x and then win"

Or, instead of just having the Max Guard, have a few Max Status Moves. Some Ideas:

Max Offense: Raises user & allies Attack & Special Attack by +1 stage.
Max Defense: Raises user & allies Defense & Special Defense by +1 stage.
Max Speed: Raises user & allies Speed by +1 stage.
Max Disarm: Lowers opponents' Attack & Special Attack by 1 stage.
Max Siege: Lowers opponents' Defense & Special Defense by 1 stage.
Max Entangle: Lowers opponents' Speed by 1 stage.

This way, if you just wanted the stat changes, you just need a normal status move that raises/lowers those stats and get these as options. Also, if a Pokemon knows a healing move, I think a Max version of that would be a nice bonus such as:

Max Heal: Heals user & allies HP by 2/7 max HP & cures all status ailments.
* If you're wondering why 2/7, I was debating between 1/3 (which I felt was too much) and 1/4 (which I felt was too little) so I went with the inbetween (1/3.5, but to make it look neater I doubled it to 2/7).

So what you're saying is. Ash is better than Gohan...

Ash's Pokemon, Ash just standing there giving orders. Ash's best physical "technique" is ineffectively running into barriers.

Though to be (semi) serious, Ash's strength has always been his ability to think-on-the-fly & out-of-the-box... when the writers are at their best. Because we have moments of rather smart thinking you wish you could do in the game (like in the Gym battle against Valerie, having Hawlucha use X-Scissor on the Trick Room cause it's a Psychic-type move therefore can be broken apart by a move Psychic is weak against) and then there's moments where it feels like he just cheated (like in his Alola League match against Hau, Decidueye trapped Rowlet with a Spirit Shackle so it could hit with its Z-Move Sinister Arrow Raid... but Rowlet was wearing a cloak which was actually the thing trapped and just took it off; which should have been an automatic disqualification as the cloak is not part of Rowlet therefore is an illegal item).
 
Here's one:
Dynamax should have been more powerful.
Specifically, they should have kept the secondary effects for status moves that Z-Moves had. Yes, that would have made DMax better. Yes, that was often the most broken Z-move sets. They still should have done it. It would have made the DMax mechanic more interesting if stall could do something other than Protect for the status move slots, and the meta as a whole would be less reliant on "Hit DMax Fight 3x and then win"

Perhaps, but do not forget it's all Doubles-oriented, and Protect (specifically a Protect that completely blocks a Max Move) is really powerful.

Still, I do wish they had extra effects. Maybe "Protect + another effect". Or perhaps Protect for the whole party.
 
I think the issue is a mix of deciding how to categorize each status effect and then making an animation for all of them. Even if you divide all of them in groups (boosts, drops, uuh healing etc idk it's 8:30 am I'm blanking up). You could just keep the max move animation and add the extra effect of the original move, but I feel like that would halt a lot of progress in doubles that dynamax gives, and there's an unsaid need for these mechanics to bring faster paced games so that the current format works.

This probably doesn't make sense rip lol
 
Or, instead of just having the Max Guard, have a few Max Status Moves. Some Ideas:

Max Offense: Raises user & allies Attack & Special Attack by +1 stage.
Max Defense: Raises user & allies Defense & Special Defense by +1 stage.
Max Speed: Raises user & allies Speed by +1 stage.
Max Disarm: Lowers opponents' Attack & Special Attack by 1 stage.
Max Siege: Lowers opponents' Defense & Special Defense by 1 stage.
Max Entangle: Lowers opponents' Speed by 1 stage.

This way, if you just wanted the stat changes, you just need a normal status move that raises/lowers those stats and get these as options. Also, if a Pokemon knows a healing move, I think a Max version of that would be a nice bonus such as:

Max Heal: Heals user & allies HP by 2/7 max HP & cures all status ailments.
* If you're wondering why 2/7, I was debating between 1/3 (which I felt was too much) and 1/4 (which I felt was too little) so I went with the inbetween (1/3.5, but to make it look neater I doubled it to 2/7).

I don't see how these would work, considering that Max Moves already boost/debuff stats, so it'd be kinda worthless in comparison. Max Heal, maybe, although I can stall/defensive tactics become even more annoying to deal with.
 
I always got annoyed when people try to argue the "pokémon protags should be older" because "it's not realistic!!!! why are these kids doing this instead of adults???? lol how ridiculous"

I thought it was pretty obvious that it's meant to be escapism fiction for kids. It's not meant to be realistic or grounded, it's meant for kids to have fun imagining themselves getting powerful pokémon and taking down super-powered legendaries and then the almighty champion.

You can just say that you want older protags because you want to see yourself in the game. You don't have to go "Pretty unrealistic that a kid is taking down a villain team. I am very intelligent."

Realism in Pokemon never entered the door and the series has been all the better for it.
 
I don't see how these would work, considering that Max Moves already boost/debuff stats, so it'd be kinda worthless in comparison. Max Heal, maybe, although I can stall/defensive tactics become even more annoying to deal with.

First, here's an idea how each status move will be split up:

  • Max Guard: Holding Hands, Heal Block, Teeter Dance, Crafty Shield, Happy Hour, Lucky Chant, Mat Block, Mist, Quick Guard, Safeguard, Wide Guard, Court Change, Electric Field, Haze, Magic Room, Rain Dance, Sunny Day, Trick Room, Electrify, Embargo, Mimic, Mirror Move, Sketch, Skill Swap, Switcheroo, Taunt, Topsy-Turvy, Transform, Trick, Ally Switch, Baneful Bunker, Baton Pass, Celebrate, Copycat, Curse, Destiny Bond, Detect, Endure, Follow Me, Imprison, King's Shield, Magic Coat, Magnet Rise, Metronome, Obstruct, Power Trick, Protect, Rage Powder, Recycle, Sleep Talk, Spiky Shield, Splash, Substitute, Teleport, Acupressure

  • Max Offense: Helping Hand, Gear Up, Ion Deluge, Psychic Terrain, Rototiller, After You, Decorate, Foresight, Lock-On, Miracle Eye, Nature Power, Power Swap, Assist, Belly Drum, Bulk Up, Calm Mind, Clangorous Soul, Coil, Conversion, Dragon Dance, Focus Energy, Growth, Hone Claws, Howl, Laser Focus, Meditate, Nasty Plot, No Retreat, Sharpen, Swords Dance, Tail Glow, Work Up

  • Max Defense: Aromatic Mist, Aurora Veil, Light Screen, Magnetic Flux, Reflect, Flower Shield, Magic Terrain, Mud Sport, Water Sport, Wonder Room, Conversion 2, Guard Swap, Psych Up, Reflect Type, Role Play, Acid Armor, Amnesia, Barrier, Camouflage, Charge, Cosmic Power, Cotton Guard, Defend Order, Defense Curl, Geomancy, Harden, Iron Defense, Stockpile, Stuff Cheeks, Withdraw

  • Max Speed: Tailwind, Me First, Speed Swap, Agility, Autotomize, Double Team, Minimize, Quiver Dance, Rock Polish, Shell Smash, Shift Gear

  • Max Disarm: Captivate, Growl, Venom Drench, Attract, Baby-Dolls Eyes, Charm, Confide, Confuse Ray, Disable, Eerie Impulse, Feather Dance, Flash, Flatter, Gastro Acid, Heart Swap, Kinesis, Memento, Noble Roar, Parting Shot, Play Nice, Powder, Power Split, Sand Attack, Smokescreen, Spite, Supersonic, Sweet Kiss, Tearful Look, Tickle, Torment, Will-O-Wisp, Grudge

  • Max Siege: Dark Void, Leer, Poison Gas, Sweet Scent, Tail Whip, Spikes, Stealth Rock, Toxic Spikes, Gravity, Hail, Perish Song, Sandstorm, Defog, Entrainment, Fake Tears, Forest's Curse, Guard Split, Leech Seed, Magic Powder, Metal Sound, Mind Reader, Nightmare, Odor Sleuth, Pain Split, Poison Powder, Psycho Shift, Screech, Simple Beam, Soak, Spotlight, Swagger, Telekinesis, Toxic, Trick-or-Treat, Worry Seed, Snatch

  • Max Entangle: Cotton Spore, String Shot, Sticky Web, Fairy Lock, Block, Encore, Glare, Grass Whistle, Hypnosis, Instruct, Lovely Kiss, Mean Look, Quash, Roar, Scary Face, Sing, Sleep Powder, Spider Web, Spore, Stun Spore, Tar Shot, Thunder Wave, Toxic Thread, Whirlwind, Yawn

  • Max Heal: Aromatherapy, Heal Bell, Life Dew, Grassy Terrain, Teatime, Bestow, Floral Healing, Purify, Strength Sap, Heal Pulse, Aqua Ring, Heal Order, Healing Wish, Ingrain, Lunar Dance, Milk Drink, Moonlight, Morning Sun, Recover, Refresh, Rest, Roost, Shore Up, Slack Off, Soft-Boiled, Swallow, Synthesis, Wish

My basic thought is that most status moves lean to either blocking, increase or strengthen the user's offense/defense/Speed, decrease or weaken the opponent's offense/defense/Speed, or healing/curing. Therefore, 8 Max status moves which have those effects. Now, if the user wants a specific stat modification, they don't have to hope that the Type Max Move which does it is (1) a Type that they learn an offense move for and (2) is good enough that it's not a waste of a moveslot.
 
I want to address two things.
Concept wise I guess they're trying to do two things: 1) breathe life into previously worthless Pokémon like Beedrill; and 2) make it apparent what is the ace Pokémon or center piece of a team. However, I think cross-gen evo's did a much better job of breathing life into older Pokémon, like what Johto and Sinnoh did, without creating balance issues and overly busting Pokémon, which I'll get to in a minute. Second, I don't think the ace status should be handed to a Pokémon in such a blatant way. First, it overshadows the rest of the team members. But also, Metagross didn't need a Mega to prove to be the ace of Steven's team. Nor does Garchomp need a Mega to be the ace of Cynthia's team. Infernape doesn't need a Mega to be the ace of my Sinnoh playthroughs; it earns that status all on its own. Mega's just seem like an over the top way to cater to the "ace" concept.

And in execution, Mega's are spectacularly flawed. Why the fuck do Metagross and Garchomp even need Mega's when, I don't know, something like Butterfree doesn't get one? If Beedrill got one, why not Butterfree? Just using it as an example to make my point. And in playthroughs you have to purposely nerf yourself to not use Mega's against trainers who do not also have a Mega or you end up becoming completely OP. Unlike Set mode, no healing items in battle, and not grinding, it's honestly pretty hard for me to rationalize this kind of handicap. It removes any kind of tension that might exist in the main campaign. Which kind of speaks to the dull difficulty of the Gen 6 games, Exp. Share issues aside.

Mega's just seem like a flawed concept with abysmal execution and I think a lot of people like them because they seem like the best of the three post Gen 5 gimmicks. Which I agree they are. But that doesn't make them good by any stretch.
While I do agree that some of the Megas like Houndoom, Altaria, and Banette could have ( and probably would be better off ) as cross-gens, I want to address two issues:

1. Ace Pokemon getting Megas. Yes, Megas also exist to promote merchandise, which is the reason why Charizard and Mewtwo got two, and Pokemon like Garchomp and Gengar got one. Remember, Pokemon is a merchandise driven franchise, so people who did not play Pokemon for long time will se their favorite Pokemon getting Megas and want to play the game. At least Megas were not soley Gen 1 unlike Alola Forms and Gigantamax.

2. The biggest issue I have is the subjective nature of how a Pokemon's stats correlate to its role. If that was the case, Articuno would be in the same tier as Zapdos, or Typhlosion as Charizard. People say Salamence should not get a Mega Evolution due to being a Psuedo-Legendary, but Goodra is also a Psuedo-Legendary and its in NU. Metagross is also another case of a Pokemon who people argue should not have gotten a Mega, but its in RU as of now. And that’s only looking a Smogon tiers. Dragonite gets significantly less usage than Goodra in VGC, does Dragonite deserve a Mega over Goodra in that case?

And that goes back to another topic I want to discuss: Difficulty. Before I go into this, I want to bring up other observations. I’ve been hanging on Fire Emblem Forums recently, and I have often noticed a huge series of complaints against Fire Emblem: Three Houses, with some people saying it’s the worst series; here are some of the complaints: “ The Monastery is a chore “, “ The Minigames are pointless “, “ Maps are too simple “, and the “ difficulty is too easy “. Don’t those complaints sound familiar? Anyway, I think it’s a shame that people feel that way about the monastery and minigames, because I really do believe that they really fit in the world of Three Houses very well and helps brings out it themes; in other words, Three Houses is a game that rewards you for taking the time to learn about your peers and participating in activities with them. People who just wanna go from battle to battle with little to no break are not going to enjoy the game because that’s not how it was supposed to be played.

But enough about that. I want to talk about the Map Design particular. Fire Emblem has a rough history especially in the west. The first five games were never localized in the west, and when they did start localizing them, they did not sell well. A big factor is how difficult the older games were. Not only did they feature huge maps with multiple objectives as well as being a huge time sink, Fire Emblem was famous for permadeath, or when Charcters die, they are permanently removed from the game. This made the games notoriously difficult, which is probably why when they started localizing the games in the west, they struggled to be super popular: The learning curve being too difficult really made it hard for newcomers to be invested. There wasn’t any option to turn off permadeath until New Mystery of the Emblem, which was the 11th game in the series. Radiant Dawn was widely criticized for being too difficult by western critics, and difficulty settings were mistranslated in English: Hard is Lunatic, Normal is Hard. Ever since Awakening, which saved the franchise form cancellation, the maps become a lot simpler in design with more simple objectives like “Defeat the Boss” instead of “Seize”. The developers noted the complaints and tried to appease both veteran players and casual players with Fates, with the Conquest Campaign being designed to be a challenge with complex map objectives and limited resources, while Birthright features simple maps and allowed grinding making it ideal for beginners. Despite that, they went back to simpler maps and objectives in Three Houses. Why? Simply put, most people or Casual players don’t like, or don’t have the patience to handle super complex maps the older titles. Fire Emblem was almost canceled, and they don’t want that to ever happen again. That’s why the newer games have been designed with a casual approach in mind, they want someone who started with Three Houses to stick until the end of the game- they do not want them to quit just because the game was too difficult.

Newcomers will likely have some difficulties with Three Houses. I know that for a fact because I am a veteran and gave a copy of Three Houses to my brother, and he had some pretty hard times in the game. Even I had found Three Houses difficult at some points, and I am a veteran player.

So what does this have to do with Pokémon? Well, all the logic I’ve used in the paragraphs above applies here. Just because a small minority of people find the game easy, doesn’t mean others will. For someone playing XY as a veteran might find it easy and find Megas overkill, but for a newcomer Megas might just be what makes the game passable after being too difficult. I’ve played XY several times, and in one particular run I actually struggled against Olympia because her Meowstic set up too many Calm Minds and I did not have a dark type. I actually lost, and yes, as a veteran player, I lost in XY. How tragic!

In conclusion, when looking at design choices like difficulty, it’s more important to consider casual or one time players, people who only play game once. Those are the people who vastly outnumber those who do Ironman runs as well as those who play the same games multiple times. While I can echo some people express disappointment that Pokémon games have become streamlined recently, I can understand why they do it from a business perspective and the fact that most hardcore players who do things like nuzlockes are in a minority and do not weigh much in comparison to the casual/newcomers.
 
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