(Little) Things that annoy you in Pokémon

If you have Legends and you buy BDSP for Darkrai, you aren't spending money for a singular darkrai to be added to Legends, you are paying for a whole game in its entirety with Darkrai as a bonus (and Arceus as well since both games have save data mythicals).

Unless, say, you like Arceus the Pokémon but not Arceus the game. It will be a paywall in that case, since you have to purchase (and beat, unlike the Darkrai case, so borrowing for a single boot does not work) a completely different game to get a Pokémon in a game you already own.

If they wanted a bonus, it should have been earlier access. Say, you get the Azure Flute once you unlock the post-game areas OR you get Arceus automatically added to your PC if you have a completed Arceus savegame.
 
Personally my contention is the fact that Mythical Pokemon events are still being used as a FOMO mechanic. Back during the DS era maybe I didn't like it, but the online infrastructure for Nintendo stuff wasn't exactly clean so maybe there was an explanation for it. Why, though, after the shift to 3DS and Switch do they still distribute these Pokemon events as "only for 2 weeks" other than to egg people on the fence into buying the game NOW before they miss out on content for who knows how long?

The fact that the "other game" bonuses exist mean permanent availability isn't a contention. At that point why not make the items for the encounters an update patch for the game, or at least a distribution live through the lifespan of the Wi-Fi service for the console it's on? It feels particularly underhanded in the case of BDSP because of that game's underwhelming pre-release reception and overshadowing by PLA, like these were later decisions to drum up yet talk on games that had peoples' interest for only a couple weeks (no comment on sales because Pokemon can sell practically anything with the IP on it)
 
My counterexample was also specifically talking about how to get Deoxys in XY, not ORAS. If you want to get Deoxys in XY, you need to buy two games.

I didn't mention XY because that's obfuscating the issue. The issue here is that GF's new method of distributing several popular Mythicals is now requiring the player to buy two games, one where the event happens and the other which simply acts as the key. NOTE, the game which "acts as the key" doesn't also give away the Mythical, it's simply a requirement to have a save file of that game to get it.

Saying "if you want Deoxys in XY you'll need to buy ORAS" ignores that Deoxys is an unlock in ORAS, it's not an event inside XY. This is like saying "if I wanted Articuno in RSE I would have to buy FRLG" or "if I wanted Raikou in DPPt I would have to buy HGSS". Yes, you would, because those Pokemon are available in those games. There's no event in RSE that'll give you an Articuno and there's not event in DPPt that'll give you a Raikou. Also, if you decide you don't want to transfer them over, well no biggie, because that still means you have an Articuno to use within FRLG and a Raikou in HGSS. Can't say the same for Darkrai (or Shaymin) in LA or Mew (and Jirachi) in BDSP; without Legends Arceus you can't get Darkrai in BDSP (outside of its distribution event) or Shaymin in SwSh; without BDSP you can't get Mew in Let's Go (outside of buying the deluxe pact or distribution event) or Jirachi in SwSh.

I admit, I mixed up your position with someone else's from the BDSP thread, which was like "Arceus in BDSP is even worse than Darkrai in LA".

Yeah, the Arceus event is "fine", as you at least can get Arceus in LA so it's not just "a key". Granted if you don't want to get LA you're locked out from getting Arceus so there is still a persisting issue... BUT LA is a great game that's been a shake-up players have been looking for in years so it's not a major issue as most players have gotten LA to play it.

Once again, opposite can't be said. Many older fans who has played the original DP or Platinum didn't like what they were doing with the DP remakes (especially when compared to how previous gen remakes were done) so want nothing to do with BDSP. They would not buy BDSP, but some who really want to get the Darkrai in LA may cave-in*. However, for those who decide it's not buying an extra game, well now that means no game gets a Darkrai cause BDSP was "just a key" (heck, BDSP would still be outta luck of not getting a Darkrai unless you got the event distribution).

* Yes, it's completely their decision to do so, yes, they're getting a full game out of if they will no doubt play and find enjoyment from, but that doesn't ignore its still a game they initially didn't want (while they'll get some enjoyment that enjoyment is tainted by the reasons of getting it which doesn't fix why they didn't want it) and for some they had to pay likely full price to get it. GE

I'm sure we both agree that save file bonus and event distribution put together would be the best outcome, however unlikely it is for Game Freak to do that. The argument is about given the choice between other-game-lock and time-lock, which one is preferable (if only one option can be chosen). My position is that an other-game-lock is always preferable:

And that's just it, we're all arguing over a decision that's out of our hands! Well, actually, all of you defending the practice are counter arguing, I and others who don't like the practice are just stating we don't like the practice (and explaining why); you're the ones jumping down our throats about it (and then acting like replying to your argument turns it into a heated debate). So, how about we ALL throw this discussion into the dumpster and try this again. Let us pretend that we're back to the very start of this discussion when we just learned about the "game locked" Mythicals:

User Against: "I don't like this. They're requiring us to get two games to unlock a a Mythical is one of them!"
User Defend: "True, but not only do you get a whole game out of it, it's better than timed events."
UA: "I agree on paper its better than timed events, but the game they want us to buy many do not want."
UD: "I can understand how that's frustrating and those who are in that situation have my sympathy, but I feel in the long term this is better as even several gens from now you can go back to those games and get the Mythical as long as you have the other games."
UA: "That too is understandable, but I'm worried how far GF may take this practice concerning making you buy another game instead of doing a distribution."
UD: "While at the moment I do not think it's that bad, I understand the concern. All we can do is watch what happens. If GF ever does start taking it too far hopefully fans can speak with their wallets. But let us also remember this is GF, they're as predictable as a random number generator and as consistent as a nuzlocke not just suddenly killing your Pokemon out of the blue. They may do this, it may become worse, or it may stay as acceptable as it is now, or they may decide to do something else."
UA: "Yes, we'll have to wait and see. Hey, did you see the new Starters? I'm picking Fuecoco."
UD: F@#$ YOU, YOUR STARTER LOOKS LIKE S%@#! QUAXLY THE BEST!
 
Unless, say, you like Arceus the Pokémon but not Arceus the game. It will be a paywall in that case, since you have to purchase (and beat, unlike the Darkrai case, so borrowing for a single boot does not work) a completely different game to get a Pokémon in a game you already own.
Alternatively, you just shrug your shoulders and be fine with not having Arceus (or Darkrai, or Shaymin, or whatever).

Look maybe I'm just abnormally okay with not having things I don't absolutely need, but I genuinely cannot comprehend the thought process of anyone who feels they need to shell out a ton of money for a game they don't want just so they can flip a few bits in the game they do like so that the game they like says they own a fake creature they like. Just like, don't buy it. It's not hard.
 
Look maybe I'm just abnormally okay with not having things I don't absolutely need, but I genuinely cannot comprehend the thought process of anyone who feels they need to shell out a ton of money for a game they don't want just so they can flip a few bits in the game they do like so that the game they like says they own a fake creature they like. Just like, don't buy it. It's not hard.

Yes, resisting predatory marketing strategies isn't that hard, especially when you're aware of them. How is that a valid defense of them?
 
Just like, don't buy it. It's not hard.

Which is what happens most of the time. I don't want BDSP so I'm not getting it, thus I won't be getting Darkrai. Oh well.

But at the same time, I can't help but ask WHY does it have to be like that? It wasn't like that previously. It's just now all of the sudden GF decided for a few choice Mythicals you now need to own two games and offer no other way to get them. Just feels very exclusive in a grimy way, like if you want to get ALL the bonus content you're going to have to be a good little consumer and buy all the products.
 
Yes, resisting predatory marketing strategies isn't that hard, especially when you're aware of them. How is that a valid defense of them?
The valid defense is "good luck making F2P games without them".

The entirety of F2P games would die without predatory monetization.
And I mean all of them, it extends to giant games like League or Fortnite. They all work off essentially predatory marketing strategies.

But at the same time, I can't help but ask WHY does it have to be like that? It wasn't like that previously.
Yes, previously the pokemon wasn't in the game in first place, or you could only obtain it via some obscure method that was localized only. GSC Celebi for example. Or limited time event distribution.

No, seriously, AquaticPanic is right: you're treating simple bonuses for owning something else that is just a collectible and not relevant to either 100%ing or competitive gameplay as paywalls and "predatory market" when they have nothing to do with it.
I don't recall any other franchise that treats essentially cosmetic bonuses for owning other games (which by the way is somewhat common in japanese IPs, multiple games I played have this stuff, even big franchises as Persona or long running ones like Ys) as "paywall". And these actually offer you *gameplay benefits* in these bonuses, not just irrelevant collectibles.
Until like, before people went mental on Dexit because apparently every other Pokemon player has OCD, noone ever thought that bonuses for owning other games were "predatory marketing strategies".

Then you wonder why the Pokemon "fans" are a joke and noone takes them seriously. Stuff like this is.

Please come back to the real world. Stop living in some weird utopia where everything is free and everyone is happy and somehow kids save the world through the power of friendship. Games are made *to make money*, not for the sake of making you happy. Your fun is just the method used to acquire said money.
 
Considering there was already a precedent in locking Pokemon to be only available as bonus from buying a spin-off game that fewer people buy between Ho-oh and Lugia in the GCN games, Manaphy and Mew in Pokemon Ranger/Pokemon Ranch, and the Genies' Therian forms in Dream Radar, I am all for Mythicals being presents for buying mainline games, especially since more Mythicals are being available within games by themselves.
 
The valid defense is "good luck making F2P games without them".

The entirety of F2P games would die without predatory monetization.
And I mean all of them, it extends to giant games like League or Fortnite. They all work off essentially predatory marketing strategies.
Gonna be real, that seems like an anti-defense.

Yes, previously the pokemon wasn't in the game in first place, or you could only obtain it via some obscure method that was localized only. GSC Celebi for example. Or limited time event distribution.

No, seriously, AquaticPanic is right: you're treating simple bonuses for owning something else that is just a collectible and not relevant to either 100%ing or competitive gameplay as paywalls and "predatory market" when they have nothing to do with it.
I don't recall any other franchise that treats essentially cosmetic bonuses for owning other games (which by the way is somewhat common in japanese IPs, multiple games I played have this stuff, even big franchises as Persona or long running ones like Ys) as "paywall". And these actually offer you *gameplay benefits* in these bonuses, not just irrelevant collectibles.
Until like, before people went mental on Dexit because apparently every other Pokemon player has OCD, noone ever thought that bonuses for owning other games were "predatory marketing strategies".

Then you wonder why the Pokemon "fans" are a joke and noone takes them seriously. Stuff like this is.

Please come back to the real world. Stop living in some weird utopia where everything is free and everyone is happy and somehow kids save the world through the power of friendship. Games are made *to make money*, not for the sake of making you happy. Your fun is just the method used to acquire said money.
Somewhere along the way it seems like you switched from "save file bonuses aren't predatory" to "they are and that's fine because games should be as exploitative as possible".
 
I don't recall any other franchise that treats essentially cosmetic bonuses for owning other games (which by the way is somewhat common in japanese IPs, multiple games I played have this stuff, even big franchises as Persona or long running ones like Ys) as "paywall". And these actually offer you *gameplay benefits* in these bonuses, not just irrelevant collectibles.

And you just explained the difference between why I'm bothered by this here and why no one gives it a second thought in other games. It's not just a cosmetic bonus nor is it something that'll only ever apply to the one game, for a Pokemon game it's giving away a Pokemon which can then be transferred around. You just said so yourself, the Pokemon bonus is more than just an irrelevant collectible, and thus I find locking it behind a mechanic which requires two games, one which simply acts as the key, isn't appealing.

Then you wonder why the Pokemon "fans" are a joke and noone takes them seriously. Stuff like this is.

Please come back to the real world. Stop living in some weird utopia where everything is free and everyone is happy and somehow kids save the world through the power of friendship. Games are made *to make money*, not for the sake of making you happy. Your fun is just the method used to acquire said money.

So, let me just point out something once again:

I simply just gave the opinion of "I do not like the game-locking Mythical" and gave reasons for it. I never yelled, I never disrespected anyone, and only engaged in the discussion when it was active (by the way, remember, the reason this conversation is happening again is because Zowayix out of the blue replied to my nearly month old post; I been meaning to get back posting in this thread and was gonna skip over this issue since no one was talking about it anymore).

Meanwhile, Worldie is yelling, ranting, disrespecting me and anyone else who don't like the mechanic (actually is disrespecting all Pokemon fans saying no one takes them seriously just cause we care about the franchise), and overall is just being very nihilist and outright refusing to hear another point of view.

And, I'm sorry DrPumpkinz, I'm gonna have use the meme again:
And I'll keep on using this meme against people who, despite saying they don't care about the bonus being in the game, seem very vehement about other people who state they don't like it; like it somehow personally affects their life that I don't want to buy BDSP to get Darkrai in LA.

BTW, I'm really considering bringing this up to the mods because I feel this is getting out of hand.
 
Also, whether or not the bonus is particularly impactful or not, I think if you consider a practice bad or worse predatory, it is worth criticizing the behavior itself, before it extends to something that DOES matter more to you. First it's Mythicals, then it might be extra Legendaries, and eventually it gets to owning Legends Arceus to unlock Hisuian Mon availability in a game with Tutors that don't reappear later.

Slippery slope risking argument aside, I also think there's a lot less leeway/goodwill towards predatory monetization practices/bonuses when the game is NOT F2P. Fortnite only makes its money from the Cosmetics/Battlepass stuff so as much as I dislike it I understand the heavier emphasis on incentivizing people to spend on it. Content I can't play in a game I already paid market price for, that by all rights exists in the game at the time I purchase it, is essentially charging me for 98% instead of 100% of the product I am being charged for. There's a reason on-disc/on-cartridge DLC has such a bad reputation in particular rather than the concept of Downloadable content at large.

I'm not going to argue that "Buy Legends Arceus for an extra Arceus encounter" is going to ruin a gameplay experience, but it's also not a practice I am fond of or want to see taken any further with Pokemon than it already has.
 
Somewhere along the way it seems like you switched from "save file bonuses aren't predatory" to "they are and that's fine because games should be as exploitative as possible".
I'll say I'm very bad at expressing my thoughts I suppose, but my thought is two separate thoughts

- Save data bonus are not predatory
- Predatory monetization are a necessary evil either ways

The two things don't overlap. I think save data bonus is fine and has nothing to do with predatory content, and complaining about is pointless. It's always been a thing and Pokemon is the only franchise where I ever heard complaining about it.

I do think actual predatory monetization sucks, but at same time is a necessary evil in the industry and wish there were regulations on it in order to prevent the abuse that certain gachas and lootboxes do. But once again, save data bonus has nothing to do with it.
 
The valid defense is "good luck making F2P games without them".

The entirety of F2P games would die without predatory monetization.
And I mean all of them, it extends to giant games like League or Fortnite. They all work off essentially predatory marketing strategies.

I must have missed when they made main series Pokemon games (which cost $60 last time I checked) F2P.
 
User Defend: "It's better than timed events"
UA: "I agree on paper its better than timed events"
If this is your opinion or your opinion has changed to this, I no longer have any disagreement with your position. Previously, "I don't like these game-locked Mythicals; it wasn't like this before" was almost impossible to interpret as anything but "I prefer time-locks over game-locks".
 
If this is your opinion or your opinion has changed to this, I no longer have any disagreement with your position. Previously, "I don't like these game-locked Mythicals; it wasn't like this before" was almost impossible to interpret as anything but "I prefer time-locks over game-locks".

That's always been my stance. On paper, this is a fine idea, but I take issue with it concerning the games they picked and the Mythicals they picked.

Because, Pokemon has done this before and better: Gigatanax Pikachu & Eevee in SwSh. They were originally only available if you had a Let's Go Pikachu & Eevee save file (and were version specific). For a while only that was a bonus exclusive to those players but it was fine because it wasn't like G-Pikachu or G-Eevee were super powerful Pokemon, they just had useful Gmax forms especially for early game. AND THEN, a few months later, along with G-Meowth which was first day event exclusive, they had Raid Events where you were allowed to catch all 3! For that short while they became no longer event exclusive, but it wasn't a problem because since it happened months after everyone would have played the game so it was just letting those who still had the game a chance to get a Pokemon they never would have gotten otherwise. And then in Isle of Armor they just allowed you to make any Pikachu & Eevee (and Meowth) into a Gmax version, if of course you paid the price for the DLC (but the DLC was a very good add on to SwSh so can be overlooked; yes, if a game or extended is expansive and good in its own merits this practice can be overlooked).

Though there lies the problem I have. At the moment it seems like Darkrai & Mew aren't likely going to get events which allows players in LA and BDSP, respectively, to get them without needing the game locked ones. GF have already moved onto Gen 9 development and plans. So for LA and BDSP players who don't want to get the "key" game because they don't want it, feels like a waste.

Yes, later down the line, later players who want a Darkrai or Mew or Shaymin or Jirachi now technically have a way to get those Pokemon without an Event... but, another caveat about that: they would need to be DEDICATED ENOUGH to get them. Eventually we'll move on from the Switch, and once we do Nintendo will stop producing Switches. And just with the Wii and 3DS eShops the Switches will be closed down further into the future as well. So for future players they would need to get their hands on an old console, depending on how far in the future may need to purchase physical copies of each required game, play through them until they get the point they get the Mythicals, and then transfer them to HOME... WHICH itself has a risk of losing connectivity to the Switch (hello Bank and the new gen lockout of the of the 3DS era games).

So really the "major" advantage game lock Mythicals have is only really for near future when the Switch is only a single console gen old as long as its internet parts are active. But as we've seen, that isn't guaranteed.

Timed events may suck because once they're done they're done (and Pokemon Company can't help but complicate what should be a very simple online distribution), but they're usually done when the game is still active and current. It's a bonus for those who are playing the games at the now, giving them a Pokemon they wouldn't have otherwise. And there's no reason not to do it, especially when instead of giving out the Pokemon they could just have for a limited time let the player collect the game locked Pokemon (or maybe even make it a permanent unlock for that player profile, why not if the plan is to try and have a method players could reuse to get the Mythical over and over again).

Look, I'm not trying to convince you (at least not at this point, once again I was fine letting the subject remain dead) what's the best method. If you think the game lock method is the absolute best because you don't have to wait for/feel missed out on a timed event fine. However I do ask to consider that the thought we shouldn't just do only game locks and call it a day, that timed events do have their place and shouldn't be totally forgotten. Both have pros and cons, some more obvious than others, and for the others the "hidden" cons can make the strong argument for their pros a bit muter.
 
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Doing the Blackthorn Gym in Gold recently and noting the glitch that affects the Dragon Fang causes me to wonder: why are the Dragon Fang and the Dragon Scale different items at all?

Basically, because of an oversight in Gen II, it's the Dragon Scale that powers up Dragon moves, not the Dragon Fang as intended. The Dragon Scale's advertised use is to evolve Seadra, but... why couldn't it have just been both? Both items are only accessible after the eighth gym and have no other function. It seems like a waste of memory and storage space to have two separate items: one to power up Dragon moves and one that's an evolution item.

"Ah, but we can't have the type-boosting item be the item that evolves a Pokemon, because it's consumed when the holder evolves." Mmmm... nope, because the Metal Coat is a type-boosting item and is also the item used to evolve Scyther and Onix. The King's Rock also has an in-battle effect, yet is consumed. Ah, but you can farm more Metal Coats and King's Rocks! ...you can also farm Dragon Scales, too. Yeah, any justification for not making these items one and the same just doesn't hold up for me.
 
"Ah, but we can't have the type-boosting item be the item that evolves a Pokemon, because it's consumed when the holder evolves."

For that matter, this very "trade evolution items are consumed when the evolution is triggered" is really annoying because, for some reason, not every trade evolution item is easy to replenish.

For example, do you want an Electivire in Gen VIII? Well, outside of one Electirizer you can find in Giant's Bed in Sword/Shield, the only way to get the item is by taking it from wild Elekid line mons.

Meanwhile, its counterpart, the Protector, can be bought with BP or crafted with the Cram-o-matic in Gen VIII.

The King's Rock has similar issues to the Electirizer in Gen VIII if you don't buy the Sword/Shield DLC (also, why do wild Hawlucha carry a King's Rock?).
 
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To be fair, Electrive is part of the Crown Tundra expansion while Rhyperior was in the base game. Still should have updated the BP shop with new evolution items.

The thing is, this is the case even in BDSP. You can buy the Protector in the Battle Park, but you can't buy the Electirizer.

And this isn't a case of "oh, they just copied the item list from the originals" because you couldn't buy the Protector in the Battle Park in DPP.
 
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The thing is, this is the case even in BDSP. You can buy the Protector in the Battle Park, but you can't buy the Electirizer.

And this isn't a case of "oh, they just copied the item list from the originals" because you couldn't buy the Protector in the Battle Park in DPP.
Aside from the Razor Claw/Fang, which were sold there in the originals, the only evo items they added to the BP shop in BDSP were the ones that (aside from one or two in the actual games) could only be obtained repeatedly from Battle Revolution.
 
Onto another topic but playing through Sun right now and looking through the encounter tables, I am kind of miffed at how quickly Jangmo-o is able to be evolved in its own debut game, and how it cannot be found below its own evolution level: in fact, it is found several levels above the minimum level that it can evolve in the Alola games.

Usually evolution levels for Pokemon are scaled with respect to the minimum level they can be found in the wild in their debut game, so that the player when catching it can spend a few levels with each stage before evolving, usually somewhere around 10 per stage or possibly 20 or so, and even in the context of Alola, for most of its Pokemon that is the case.

But Jangmo-o feels really odd: the level that it needs to reach to be able to evolve into Hakamo-o is 35, but the level range it is first obtainable at in Sun and Moon is around 41-44: well above 35 where it's expected to evolve. This basically means that you spend very little time with Jangmo-o upon capturing it, and then one level and bam, it evolves. It evolves again into Kommo-o at 45, and in this case it means that the time you spend with Hakamo-o is almost just as short: a few more levels ups and BAM: it's a fully evolved Kommo-o. It feels really dumb for Jangmo-o to have relatively low evolution levels for a pseudo-legendary and then found not only well above its first evolution level (35), but also extremely close to its second evolution level (45), which makes the journey from Jangmo-o to Kommo-o extremely short and not very rewarding imo.

It especially irks me with Jangmo-o in particular not only because it's a three-stage line, but it's also a pseudo-legendary, and in these cases their main gimmick from an in-game standpoint is that they are high effort, high reward, and they take the journey of raising a three-stage line to the logical extreme, so you spend a fairly long time in each stage before you finally have that rocking pseudo-legendary to kick butt in the endgame. When you look at the other pseudo-legendaries, and their respective evolution levels, the journey with them in the context of their debut games means you spend a fair amount of time with each stage before getting the pseudo-legendary itself.

Let's look, shall we?

Dratini: Evolves into Dragonair at Level 30, then into Dragonite at Level 55. The level Dratini is obtainable at in RBY is Level 15. You spend 15 levels with Dratini before evolving it into Dragonair, then 25 levels with Dragonair before it becomes Dragonite.
Larvitar: Evolves into Pupitar at Level 30, then into Tyranitar at Level 55. Like Dratini, it comes morbidly underleveled in GSC at Level 15, and the same amount of time each stage is spend with Larvitar in GSC as is the case with Dratini in the Kanto games.
Bagon: Evolves into Shelgon at Level 30, then into Salamence at Level 50. Bagon is obtainable at the endgame in RSE at Level 25, the time with Bagon is a bit short, but you're still spending a few levels with it, then Shelgon is a long journey that lasts 20 levels before you get that rocking Salamence.
Beldum: Evolves into Metang at Level 20, then into Metagross at Level 45. These are very low levels for a pseudo-legendary, but it's logical since Beldum itself is obtainable at a very low level in RSE in the post-game, at Level 5. This means you get 15 levels with Beldum, then 25 with Metang.
Gible: Evolves into Gabite at Level 24, then into Garchomp at Level 48. Gible is found around Level 15 in DP, and 17 in Platinum, and at most you're spending 9 levels with Gible, then 24 levels as Gabite.
Deino: Evolves into Zweilous at Level 50, then into Hydreigon at Level 64. In spite of these evolution levels being ridiculous, for Deino it means the time spent in each stage is still relatively similar to that of previous pseudo-legendaries: it's found between Levels 38 and 40 in BW1, which means you get to spend 10-12 levels with Deino before evolving it into Zweilous, then 14 levels to evolve it into Hydreigon. Granted, the number of levels with Zweilous is shorter than past mid stage pseudos, but 14 levels is still a solid amount of time spent with it.
Goomy: Evolves into Sliggoo at Level 40, then into Goodra at Level 50 (also needs to be raining/foggy in the overworld). Goomy is found at Level 30-32 in XY, meaning this entails around 8-10 levels with Goomy, then an additional 10 as Sliggoo. 10 levels is a pretty decently long amount of time to be attached to each stage.
Jangmo-o: Evolves into Hakamo-o at Level 35, then into Kommo-o at Level 45. This is where it's odd: Jangmo-o is found at minimum in SM at Level 41, and possibly Level 44. It's already well past the point where it can evolve, meaning one level with Jangmo-o and it's out of sight and out of mind, then a few more levels and it evolves again. The time spent with the first two stages in SM is extremely short.
Dreepy: Evolves into Drakloak at Level 50, then into Dragapult at Level 60. In terms of normal Wild Area shenanigans, it's found at Level 50-52, a little above its own minimum level, which means Dreepy is out of sight quick, but you'll still spend a few levels with Drakloak (around 7-9) before it finally evolves into Dragapult. If you do Max Raids, however, Dreepy can feasibly be obtained in a three-star raid in the high 30s, which means you get to spend a fair few levels with Dreepy and the full 10 levels as Drakloak. If you're doing Crown Tundra, you can obtain Dreepy even earlier and spend a long, long time with the weak Dreepy.

Going by that line of thought, Jangmo-o really strikes as odd as its assigned evolution levels don't align with where it's obtainable and at what level it's obtainable at. Looking at its evolution levels, you'd think Jangmo-o would logically be obtained in the mid-high 20s level wise: around 25-27 would be a logical range for Jangmo-o to be first obtainable and align with its late bloomer gimmick, and pseudos are very deliberately designed to be a long journey to grind all the way to the final form, but Kommo-o amongst the other pseudos is too generously given for its archetype's in-game gimmick, with Jangmo-o being found well above its own evolution level and close to its second evolution level, meaning Kommo-o just doesn't feel anywhere near as rewarding to own as other pseudos when the journey to reach Kommo-o is so short and quick.

Sword and Shield oddly didn't do much better with Jangmo-o, at least not factoring DLC in. Jangmo-o in Sword is obtainable, at the very lowest, between Levels 50 and 52 in the normal Wild Area encounters: it's above both of its evolution levels which means it's an instant level-up to evolve once, then another level-up to evolve once more. The only time they actually aligned Jangmo-o's obtainable levels with its evolution levels is the Isle of Armor: Jangmo-o can be found there between Levels 19 and 24, which means in this case you can actually spend a great deal of time with each stage before getting that Kommo-o. But it took a DLC expansion of a game that came after Jangmo-o's debut for its evolution levels to make sense for a pseudo-legendary: the Alola games place it well above its own evolution levels which means it really does not succeed at pulling off the pseudo-legendary archetype's in-game gimmick of being high effort high reward at all: even though Kommo-o is statistically powerful, it ends up feeling less rewarding to use in-game in SM and USUM than other pseudos were in their own debut games, and it kind of irks me that that was the case and I cannot understand what they were thinking with Jangmo-o here.
 
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