As Legends proved... nothing at all.im still waiting for someone to properly articulate what of value would be lost if IVs were nuked tomorrow
As Legends proved... nothing at all.im still waiting for someone to properly articulate what of value would be lost if IVs were nuked tomorrow
Well it’s a prime power, 11 squared, so it’s still related to prime numbers. I think that and the Necrozma forms’ Speed stats (77, a subprime), are meant to signify that they’re special, possibly.On the topic of prime stats, I'm still annoyed about how they messed up the prime stat theme by giving Naganadel a Speed stat of 121. It's not even a number that one might mistake as prime at first glance (like 119). Like, c'mon, it's a perfect square.
Probably close to the same number as there are Pokémon who evolve using a Burn Heal.im still waiting for someone to properly articulate what of value would be lost if IVs were nuked tomorrow
This has strong "it's balanced because we gave it to a shitmon" energy. Isn't Thievul the Gen VIII Pokémon with the lowest BST?Stakeout
I think an explanation has been partially explored by Cobalt Empoleon, but I'll try and provide a more succinct answer (as much as a potato like me can). While from a competitive/competitive accessibility standpoint IVs hold little value, from a gameplay perspective they're important. They add another degree of variance that is core to the identity of the main series.im still waiting for someone to properly articulate what of value would be lost if IVs were nuked tomorrow
Yeah, about that...I think an explanation has been partially explored by Cobalt Empoleon, but I'll try and provide a more succinct answer (as much as a potato like me can). While from a competitive/competitive accessibility standpoint IVs hold little value, from a gameplay perspective they're important. They add another degree of variance that is core to the identity of the main series.
At a fundamental level, Pokemon is a RPG. It's more specifically a Monster Tamer, but not only is that a subgenre of RPGs, but also Pokemon basically pioneered that subgenre. So, as a simplification (broadening?) it's an RPG. While RPGs are a highly diverse and broad genre, their fundamental purpose is right in the name "role-playing".
Your journey through the various mainline games is supposed to be your journey. You can name your character, choose who your partners will be, player customization is (now) a thing, etc. You're not playing as a character that GF has pre-designed, you decide who you want to be. Of course, that ignores the quality of this variance which is horrifically basic in Pokemon - but this is at least GF's intended goal.
But, this journey is not in a vacuum. Your gameplay needs to be compared to both A: other players and B: your other playthroughs. When in comparison to these other experiences, there are certain immutables. The story will obviously be the same, NPC's won't have variance, and while you might experience different random encounters depending on how you walk, that randomness won't really have much of a noticeable long-term impact. But, what randomness will stick with you are the Pokemon you choose.
When you capture a Pokemon, there a number of factors the define it as different from its peers. IVs, Nature, Level, and Moveset can all vary between Pokemon of the same species. But, let's break these factors down:
As you can see, for newly caught Pokemon, there is not a whole lot of variance available - except with IVs. If IVs didn't exist and you and your friend Timmy both went out and caught a Bidoof, the likelihood that they'd be exactly the same would not be improbable.
- IV: There are 4096 possible IV combinations - which while finite, is still quite a lot. You're unlikely to meet two of the same Pokemon with the exact same IV values in a single playthrough (unless they're fixed).
- Nature: There are 25 possible natures. In terms of effect on battle performance, there's only 21 due to the neutral natures. But, it's quite possible that you will encounter multiple Pokemon with the same nature in your playthrough, assuming you regularly capture new mons.
- Level: On any given route, there is a fixed variance in possible levels. Most I've seen is 1-5 level difference, but I don't have time to double check every single game lol.
- Moveset: Moveset variance is tied to the level, so it makes it basically a non factor for newly caught Pokemon.
But what about over the course of a playthrough? There are other factors to consider: RNG certainly plays a role, but that's a whole other discussion. But, the main points of variance are moveset changes, level difference, and of course EVs.
All of this long-winded explanation is to say that while there are multiple ways Pokemon introduces variance in a playthrough, they are not all created equal. Many will end up being quite similar due to players facing the exact same game pressures, or aren't very broad in the first place.
- Movesets: Pokemon can obviously run different movesets. Your Bidoof might be running Rollout, while at the same point Timmy's Bidoof might be using that slot to run Sheer Cold (the superior choice for Bidoof :P). But, all Pokemon have the exact same possible moveset combinations for their species. Bidoof will always be able to learn Yawn at lvl 21, no matter who is using it.
- Level: Level/experience will vary depending on player choice. But, there's again a limited number of "good" options in terms of using a Pokemon. A NPC trainer with Fighting types will be a bad option to use Bidoof against. But a Ghost-type trainer? That's a good option to bring out your Bidoof. So, players with the same Pokemon will be led to use said Pokemon in similar circumstances - which leads to similar leveling.
- EV's: Perhaps the biggest point of possible variance between Pokemon is their EV's - and rightfully so. EVs are supposed to show the shared experience of said Pokemon over the course of a playthrough, and are influenced by when you used it to battle. But, like with the above blurb on leveling, there are a "good" and "bad" times to use your Pokemon. This leads towards an EV convergence, where players will use their Pokemon in similar circumstances, which will lead them towards gaining the same number of EVs.
But, why does variance matter in the first place? Let's bring it back to the first point: Pokemon is a RPG. It is your narrative to weave as you want - at least theoretically. Your experiences should be different from your friends and even other playthroughs you might undertake.
But, what happens if variance is limited? What if, when both you and Timmy caught your first Bidoof, they were exactly the same? Or if you caught any other mons they were exactly the same? Suddenly, your playthrough is not unique (or at least more obviously not unique). It's no longer your experience, but the same experience that everyone else will have.
That is of course a little dramatic, and there are other factors of variance as aforementioned. But, the important thing is the magic that you are going on a journey that is entirely your own is just a bit dimmer.
IVs are an important factor in adding variance to Pokemon - if not the most important. In terms of their overall impact, they reign as the least mutable with the greatest effect on making Pokemon unique from one another. And, if they were removed from the series, Pokemon would most certainly be worse off.
Hope this answers your question! And that you haven't decided to murder me for creating this text wall![]()
Don't you mean 1 073 741 824 (=32^6) combinations?
- IV: There are 4096 possible IV combinations - which while finite, is still quite a lot. You're unlikely to meet two of the same Pokemon with the exact same IV values in a single playthrough (unless they're fixed).
Yeah, about that...
Remember Legends?![]()
Legends also barely has battles and threw out the normal EV system tooYeah, about that...
Remember Legends?![]()
I don't really want to go into this, as my take on Legends is probably closer to an unpopular opinion and I don't have the time atm, but I think Legends fails from a game design standpoint on multiple levels. Not the least of which is how it treats Pokemon, as is relevant to this discussion.Yeah, about that...
Remember Legends?![]()
Idk, I have just one brain cell that looks like a potato and is just as starchy. I can't into maths for the life of me :P. But, that number seems closer to what I thought it was. I just quickly googled the answer, and on closer inspection it looks like the number I found is for PogoDon't you mean 1 073 741 824 (=32^6) combinations?
Yeah... the motto has been gotta catch em all from day 1 lol.I don't really want to go into this, as my take on Legends is probably closer to an unpopular opinion and I don't have the time atm, but I think Legends fails from a game design standpoint on multiple levels. Not the least of which is how it treats Pokemon, as is relevant to this discussion.
Granted, I haven't played Legends, so my viewpoint is certainly limited. But, the reason why I haven't played Legends is specifically beacuse of these game design issues.
A very un-nuanced explanation is that Legends doesn't treat Pokemon as individuals - just things to collect to meet set goals. Gotta catch enough of a mon to depopulate the ecosystem and make it go extinct in the wild lol. But, you're specifically encouraged to catch and keep catching, as is the core game loop. That doesn't really make the mons equivalent to members of an RPG party, but rather more like cards from a TCG. In this instance, variance isn't the end goal, but collectability. Which, I feel is antithetical to Pokemon's core identity.
Idk, I have just one brain cell that looks like a potato and is just as starchy. I can't into maths for the life of me :P. But, that number seems closer to what I thought it was. I just quickly googled the answer, and on closer inspection it looks like the number I found is for Pogo. I'll correct the post shortly, thanks!
Yeah... the motto has been gotta catch em all from day 1 lol.
Gotta catch em all was just made up for western audiences for marketing. The games never reflected this properly as there were many uncatchable pokemon, the whole game was made w the idea of needing to trade, and even in the bare bones late 90s kinda edgy pokemon are monsters oooo era of gen 1, there was still an incentive to bond with your guys and stick with a team much more than the legends "catch everything you see, finish tasks" gameloop
I mean, the Japanese slogan can also be translated as "Get Pokemon!" or "Lets Get Pokemon!", while it misses the "all" part it still has the same basic premise. And Pokedex completion has always been one of the goals in the game, and I doubt that a player would be able to bond with every single one they caught for the purpose of dex completion.
I disagree slightly on the IV system being integral to the difference between Pokemon, simply because they're not that impactful unless you are specifically in an environment like PVP that encourages Min-Maxing as necessary (due to the likelihood everyone else will, and also just having opponents who snack on something besides Paint-Flavored Lays).I think an explanation has been partially explored by Cobalt Empoleon, but I'll try and provide a more succinct answer (as much as a potato like me can). While from a competitive/competitive accessibility standpoint IVs hold little value, from a gameplay perspective they're important. They add another degree of variance that is core to the identity of the main series.
At a fundamental level, Pokemon is a RPG. It's more specifically a Monster Tamer, but not only is that a subgenre of RPGs, but also Pokemon basically pioneered that subgenre. So, as a simplification (broadening?) it's an RPG. While RPGs are a highly diverse and broad genre, their fundamental purpose is right in the name "role-playing".
Your journey through the various mainline games is supposed to be your journey. You can name your character, choose who your partners will be, player customization is (now) a thing, etc. You're not playing as a character that GF has pre-designed, you decide who you want to be. Of course, that ignores the quality of this variance which is horrifically basic in Pokemon - but this is at least GF's intended goal.
But, this journey is not in a vacuum. Your gameplay needs to be compared to both A: other players and B: your other playthroughs. When in comparison to these other experiences, there are certain immutables. The story will obviously be the same, NPC's won't have variance, and while you might experience different random encounters depending on how you walk, that randomness won't really have much of a noticeable long-term impact. But, what randomness will stick with you are the Pokemon you choose.
When you capture a Pokemon, there a number of factors the define it as different from its peers. IVs, Nature, Level, and Moveset can all vary between Pokemon of the same species. But, let's break these factors down:
As you can see, for newly caught Pokemon, there is not a whole lot of variance available - except with IVs. If IVs didn't exist and you and your friend Timmy both went out and caught a Bidoof, the likelihood that they'd be exactly the same would not be improbable.
- IV: There are
4096Edit: 32^6 possible IV combinations - which while finite, is still quite a lot. You're unlikely to meet two of the same Pokemon with the exact same IV values in a single playthrough (unless they're fixed).- Nature: There are 25 possible natures. In terms of effect on battle performance, there's only 21 due to the neutral natures. But, it's quite possible that you will encounter multiple Pokemon with the same nature in your playthrough, assuming you regularly capture new mons.
- Level: On any given route, there is a fixed variance in possible levels. Most I've seen is 1-5 level difference, but I don't have time to double check every single game lol.
- Moveset: Moveset variance is tied to the level, so it makes it basically a non factor for newly caught Pokemon.
But what about over the course of a playthrough? There are other factors to consider: RNG certainly plays a role, but that's a whole other discussion. But, the main points of variance are moveset changes, level difference, and of course EVs.
All of this long-winded explanation is to say that while there are multiple ways Pokemon introduces variance in a playthrough, they are not all created equal. Many will end up being quite similar due to players facing the exact same game pressures, or aren't very broad in the first place.
- Movesets: Pokemon can obviously run different movesets. Your Bidoof might be running Rollout, while at the same point Timmy's Bidoof might be using that slot to run Sheer Cold (the superior choice for Bidoof :P). But, all Pokemon have the exact same possible moveset combinations for their species. Bidoof will always be able to learn Yawn at lvl 21, no matter who is using it.
- Level: Level/experience will vary depending on player choice. But, there's again a limited number of "good" options in terms of using a Pokemon. A NPC trainer with Fighting types will be a bad option to use Bidoof against. But a Ghost-type trainer? That's a good option to bring out your Bidoof. So, players with the same Pokemon will be led to use said Pokemon in similar circumstances - which leads to similar leveling.
- EV's: Perhaps the biggest point of possible variance between Pokemon is their EV's - and rightfully so. EVs are supposed to show the shared experience of said Pokemon over the course of a playthrough, and are influenced by when you used it to battle. But, like with the above blurb on leveling, there are a "good" and "bad" times to use your Pokemon. This leads towards an EV convergence, where players will use their Pokemon in similar circumstances, which will lead them towards gaining the same number of EVs.
But, why does variance matter in the first place? Let's bring it back to the first point: Pokemon is a RPG. It is your narrative to weave as you want - at least theoretically. Your experiences should be different from your friends and even other playthroughs you might undertake.
But, what happens if variance is limited? What if, when both you and Timmy caught your first Bidoof, they were exactly the same? Or if you caught any other mons they were exactly the same? Suddenly, your playthrough is not unique (or at least more obviously not unique). It's no longer your experience, but the same experience that everyone else will have.
That is of course a little dramatic, and there are other factors of variance as aforementioned. But, the important thing is the magic that you are going on a journey that is entirely your own is just a bit dimmer.
IVs are an important factor in adding variance to Pokemon - if not the most important. In terms of their overall impact, they reign as the least mutable with the greatest effect on making Pokemon unique from one another. And, if they were removed from the series, Pokemon would most certainly be worse off.
Hope this answers your question! And that you haven't decided to murder me for creating this text wall![]()
The invention of Nature Mints also helps circumvent a hatched Pokémon with perfect IVs getting the wrong Nature, just find the right one and give it to your newly hatched baby!I would love an iv restructuring but i think natures are fairly harmless. Theyre cute flavor and I think the actual stat drops are nice to match the personality. Its not like theyre super cumbersome to get around in comp building to warrant removal
Some higher up in Japan no doubt had to approve of them using that at all in the first place.Gotta catch em all was just made up for western audiences for marketing.
The dex is a goal, but its much more about finding and learning about these mons than catching a bunch of them.
The invention of Nature Mints also helps circumvent a hatched Pokémon with perfect IVs getting the wrong Nature, just find the right one and give it to your newly hatched baby!
Legends made them a lot easier to get so I think they’ll keep them pretty accessible going forward.And they made them monumentally inconvenient to get for no reason. 48 BP just for one which is about 2 runs through the Battle Faciliteis, which are a feature they've done so little with in recent years. Yo-Kai Watch and Digimon have stat-changing personalities to the monsters but you can buy those items with money cheaply or find them lying around. They could have easily just made Nature Mints available from Dynamax Raids or something.
I certainly hope so.Legends made them a lot easier to get so I think they’ll keep them pretty accessible going forward.
Respectfully, all of these points are fluff.I dont think legends is a good counter argument that ivs are unnecessary to the variance design, as legends promotes a team switching, use multiple pokemon, catch everything you can playthrough. While not mutually exclusive to making bonds and memories with your pokemon, its much more likely that you wont grow many connections with anything but your starter (and even then you can replace it lol). The individuality of a pokemon doesnt matter when you catch hundreds of mons nonchalantly and use whatever looks more powerful/aesthetic pleasing for a time before swapping to somethibg else