Unpopular opinions

When it comes to reimagining the Johto storyline, I'm not really sold on the Let's Go style because of it lacking mechanics. There's a lot of potential for the induced evolution stuff Team Rocket was doing around Mohagony to be tied to whatever power-up mechanic the devs want, but that mechanic would likely have to be prominent beforehand. Think ORAS's implementation of megas rather than Let's Go's.
 
  • Crystal Form (Status. Target user. Priority +3. Only works if user if Ice-type; User receives neutral damage from Rock- & Fire-type moves; User's Ice-type moves are neutral effective against Fire- & Water-types)
  • Thought Process: The Ice-type hardens its crystal body to a thicker density. This means a thrown rock can no longer shatter it (though a precise karate chop can cause deep enough cracks; and though harder than a rock it's still no match for the strength of steel) and heat takes a lot longer to melt it. Also, with it being colder, Ice moves quicker deplete the heat shield of Fire-types and finally be cold enough to freeze Water-types.

  • Diamond Form (Status. Target user. Priority +3. Only works if user is Rock-type; User becomes neutral to Fighting, Grass, & Water-type moves; User's Rock-type moves are neutral effective against Fighting- and Steel-types)
  • Though Process: The Rock-type increases its body pressure to be as hard as a diamond. Even with a precise strike a Fighting-type move can't dent it (only a metal tool can piece it now) and its smoother surface makes Grass moves harder to latch on and Water moves slip off (though still susceptible to being buried and crushed by the ground). In addition the extra hardness now allows it to effectively injure blocking Fighting- and dent Steel-types.

  • Janka Form (Status. Target user. Priority +3. Only works if user is Grass-type; User receives neutral damage from Bug, Flying, & Ice-type moves; User's Grass-type moves are neutral effective against Bug, Poison, Grass, & Dragon-types)
  • Thought Process: The Grass-type thickens its outside layer so that its like dense wood (or denser wood). Bug-types can't dig into it, it can withstand the winds of Flying-types, and coats its vulnerable inside from Ice-type (of course nothing is stopping Fire and Poison from doing their thing). The thicker & rougher layer also gives it Moves an extra oomph which crush Bug-types, isn't affected by Poison-types defensive secretions, shreds weaker Grass-types, and even makes Dragon-types take a step back.
Yes, another "moves that change types" enjoyer!
Soak, Trick-or-Treat, and Burn Up might be gimmicky, but they are fun gimmicks!
You don't like the Ultra Beasts?
What? I do like these Pokémon from other universes!
You can like Ultra Beasts (Celesteela and Kartana FTW), and also ask Game Freak to canonize Missingno. because Missingno. is really different from Ultra Beasts.
  • UBs have some of the eighteen known types, normal moves, and look kinda sorta like things you'd see in real life, like mosquitoes, electric cables, or clowns.
  • Missingno. and friends meanwhile can have weird types like Bird, weirder glitch moves that screw up the game in funky ways, and look either like a known Kanto Pokémon or like a QR code.
Also stop replying to that guy, at this point it's just trolling
Nooooo, Arkm is just misguided! :psycry:
I honestly think Let's Go was a very good "re-remake".
[...]
Let's Go being an almost complete reimagination is probably the correct choice if they plan to revive older regions without just "remaking the game".
For an imperfect game made to draw in GO players, LGPE is a decent game.
Interesting starters, being able to catch Pokémon like Bulbasaur or Porygon in the wild Porygon on Route 7 fits the "Gotta Catch 'Em All!" slogan more than playing slot machines for hours, cool rematch teams, and the characters actually got redesigns, darn it BDSP you had one job and that's redressing the characters and finally giving us swimsuit Cynthia!
Also, I really like the more "rounded and small" character design of LGPE. I really do!

hot take we don’t need a Legends Kyurem, Legends is supposed to explore the stories of mythicals not prominent in the original games, and also the Original Dragon is intentionally vague
I'm mixed about the Original Dragon. Mainly because it somehow has zero canon depictions or physical descriptions in any official media despite its mythological importance.
I can't think of a single real-life religion where a major deity has no known physical description. The closest equivalent I can find is the Sampo from the Finnish poem Kalevala, and this thing is exceptionally vague, almost on purpose I would say.
The Original Dragon is based on the Sampo, fight me!
 
After seeing all the arguments brought forward, as well as thinking about this myself even before this point, I had come to the conclusion that doing something to the Ice-type (and Rock- and Grass-type) type match-ups or given additional traits is not only not going to help but is controversial. So, I personally believe best thing is just making a new move for each Type that slightly alters their Type Match-ups:

  • Crystal Form (Status. Target user. Priority +3. Only works if user if Ice-type; User receives neutral damage from Rock- & Fire-type moves; User's Ice-type moves are neutral effective against Fire- & Water-types)
  • Thought Process: The Ice-type hardens its crystal body to a thicker density. This means a thrown rock can no longer shatter it (though a precise karate chop can cause deep enough cracks; and though harder than a rock it's still no match for the strength of steel) and heat takes a lot longer to melt it. Also, with it being colder, Ice moves quicker deplete the heat shield of Fire-types and finally be cold enough to freeze Water-types.

  • Diamond Form (Status. Target user. Priority +3. Only works if user is Rock-type; User becomes neutral to Fighting, Grass, & Water-type moves; User's Rock-type moves are neutral effective against Fighting- and Steel-types)
  • Though Process: The Rock-type increases its body pressure to be as hard as a diamond. Even with a precise strike a Fighting-type move can't dent it (only a metal tool can piece it now) and its smoother surface makes Grass moves harder to latch on and Water moves slip off (though still susceptible to being buried and crushed by the ground). In addition the extra hardness now allows it to effectively injure blocking Fighting- and dent Steel-types.

  • Janka Form (Status. Target user. Priority +3. Only works if user is Grass-type; User receives neutral damage from Bug, Flying, & Ice-type moves; User's Grass-type moves are neutral effective against Bug, Poison, Grass, & Dragon-types)
  • Thought Process: The Grass-type thickens its outside layer so that its like dense wood (or denser wood). Bug-types can't dig into it, it can withstand the winds of Flying-types, and coats its vulnerable inside from Ice-type (of course nothing is stopping Fire and Poison from doing their thing). The thicker & rougher layer also gives it Moves an extra oomph which crush Bug-types, isn't affected by Poison-types defensive secretions, shreds weaker Grass-types, and even makes Dragon-types take a step back.

While it might not be game-changing, and does require a precious Move Slot, I think for the more defensive Ice, Rock, and Grass-types it could be helpful. I would have maybe gone further with the Type changes (make a neutral a resistance, a resistance an immunity, a resistance a neutral, and maybe in exchange for turning another weakness to a neutral turn a neutral into a weakness), but I think for now this is fine as it doesn't go overboard.
The issue I have with this in particular is that the Pokemon not only gives up a moveslot, but has to give up a turn (or a turn every time it hits the field), neither of which fix the Match-Up very well in PVP where these types' Defensive match-ups are going to matter, because they're too fast paced for this kind of momentum sink even on a defensive Pokemon: In Full Singles like Smogon uses that's a free switch, while in BSS/VGC the game is so fast that one free turn can basically cost you the mon, if not the match.

I feel like to make this work more effectively this would have to be implemented in a manner more akin to items, such that they're always active immediately as the Pokemon hits the field. There's still a trade-off but the Pokemon is able to put these effects to work as soon as it becomes active rather than needing a turn to set-up for what the "better" types already do naturally to prompt these rebalance effects in the first place.
 
So in ORAS we see that the ancient flower that AZ's Floette bonded with still exists. Being this flower isn't the typical flower which the Flabebe species bonds with, its very difficult to do so and since the only flowers of that species which still exists were likely planted by AZ during his travels, no one knows how to do it anymore.

No one, but AZ.

As thanks for reuniting him with his Eternal Floette, AZ went through the difficult process of bonding another Floette with an Eternal Flower he had planted somewhere long ago and presents it to the player. They could then have AZ note this Eternal Floette isn't as powerful as his, afterall his Floette was brought back to life by the Ultimate Weapon so who knows how Legendary powerful it is. But the Eternal Flower its bonded with has given it a power boost making it stronger than a normal Floette, also it can't evolve to a Florges as it's not the proper flower. Still, in the end you still get a brand new Eternal Floette, a gift from AZ for reuniting this his.

"Why would AZ know how to do it"? It's a handwave, alright? Also he had 3000 years, I wouldn't be surprised if during the first few hundred the loneliness reached a peak and he decided to try and create another Eternal Floette to help with his loneliness... which after many trials and errors is finally able to do but the Eternal Floette couldn't fill the void in his heart that the one his mother gave him could (it could also explain why there would be patches of Eternal Flowers around, AZ would need to have them to experiment so, likely having a few seeds, found suitable places to grow them around the world).

This is a very neat idea and there is potential for it in future games imo, but I have one concern. It's about the dex entry they gave Eternal Floette in Ultra Sun.

"The flower it's holding can no longer be found blooming anywhere. It's also thought to contain terrifying power."

This implies the specific type of flower that we saw present in ORAS is now dead. We don't really know for sure if Alola knew anything about it though. Maybe that one is still present and they just weren't aware.
 
This is a very neat idea and there is potential for it in future games imo, but I have one concern. It's about the dex entry they gave Eternal Floette in Ultra Sun.

"The flower it's holding can no longer be found blooming anywhere. It's also thought to contain terrifying power."

This implies the specific type of flower that we saw present in ORAS is now dead. We don't really know for sure if Alola knew anything about it though. Maybe that one is still present and they just weren't aware.

Eh, Pokemon contradicts this sort of lore all the time. "This Pokemon can only be found in this one region! [species] is the only one of its kind in existence! [species] is the weakest Pokemon yet discovered! Mew is the ancestor of all Pokemon!" I'm sure, if they were minded to, they could say that someone found the last known flower of this kind and has been growing it in secret somewhere.
 
I've noticed that in interviews, Game Freak members (as well as other developers associated with Nintendo) tend to use vague wording when explaining the rules of their games' settings, like "we don't think..." or "we're not sure if..." I don't know if it's a Japanese cultural thing, but I assume they keep things vague so nothing can come back to bite them if they change their minds.
 
Eh, Pokemon contradicts this sort of lore all the time. "This Pokemon can only be found in this one region! [species] is the only one of its kind in existence! [species] is the weakest Pokemon yet discovered! Mew is the ancestor of all Pokemon!" I'm sure, if they were minded to, they could say that someone found the last known flower of this kind and has been growing it in secret somewhere.
This can happen in the same games.
For example, Goomy was described as the weakest Dragon-type Pokémon when Noibat exists.
 
You can like Ultra Beasts (Celesteela and Kartana FTW), and also ask Game Freak to canonize Missingno. because Missingno. is really different from Ultra Beasts.

It's a joke. :blobnom:

Tbh there is nothing inherently wrong with chibi design. The "problem" BDSP had was trying to do *both* the chibi and realistic design... it just contrasts super hard...

No, BDSP's problem wasn't it tried doing both but rather it tried to make the super deformed sprites into 3D models. Let's Go (and arguably Gen VI) models are chibi, the models in BDSP were taking sprites that weren't meant to be seen in anyway except overhead & pulled out. And this shown in cutscenes where they tried their best to make the cutscene more dynamic with different camera angles and giving the models expressions but the super deformed style really made any serious moment silly. Let's Go and Gen VI's model were chibi enough so that they could be used in cutscenes but not take away from the tone of the scene (besides I don't think even with proper proportions anything could save Lysandre in his Dr. Octopus cosplay).

I feel like to make this work more effectively this would have to be implemented in a manner more akin to items, such that they're always active immediately as the Pokemon hits the field.

Hm, an Item could work.

It's about the dex entry they gave Eternal Floette in Ultra Sun.

"The flower it's holding can no longer be found blooming anywhere. It's also thought to contain terrifying power."

This implies the specific type of flower that we saw present in ORAS is now dead. We don't really know for sure if Alola knew anything about it though. Maybe that one is still present and they just weren't aware.

It just means the in-world scientist or whoever wrote the entry doesn't know. Or, they're "technically" right, as in the ancient flower isn't normally blooming anywhere but there could be seeds stored somewhere that just need to be planted in the right environment to make a new flower. Or we could be more literal with the term "bloom"; yes, no more are blooming, but there are still some which exist cause they have a long life span (which itself could be a reason why it rarely bloom new ones and essentially went extinct).

For example, Goomy was described as the weakest Dragon-type Pokémon when Noibat exists.

Maybe by weakest they meant softest? :wo:
 
For example, Goomy was described as the weakest Dragon-type Pokémon when Noibat exists.
Maybe by weakest they meant softest? :wo:

This is really more a case of "gameplay and story segregation" than anything else.

Statistically Noibat has the lowest BST of all Dragon-types, while Goomy has the standard 300 BST that base forms of pseudo-legendaries tend to have (we wouldn't get any exceptions until Dreepy two gens later), and thus Goomy has the higher BST by the sort of rule that its specific archetype follows.

Lore-wise, and in terms of imagination, Goomy could easily be perceived to be the weakest of all Dragons if you were to think about it in terms of hypothetical battle capabilities and intelligence. The thing is very slow, has no limbs, and has a soft membrane that is very easy to permeate. It can't hypothetically do much in the way of attack, it has no physical power as it's very small and light and as I said, it has no limbs while it's very soft, and it lacks much in terms of firing attacks in general. It has other problems that make it weak in nature: it's extremely reliant on its membrane remaining moist in order to survive, so it can only thrive in moist, damp climates: if that membrane dries out, it will become lethargic, become unable to breathe, and potentially die, adding to how weak it is as it's very prone to death by dehydration. Its horns, while very sensitive, also make it very poor in combat, as if anyone were to grab those horns, they would give Goomy an intense state of physical shock and cause it to become paralyzed for a while. In that sense, Goomy has very little going for it in terms of what it could do in action.

Despite Noibat's pathetic stats making it on par with a typical early game mon, hypothetically you could see this thing being able to do something to its opponents in battle, even if it's not strong. It can unleash supersonic waves that cause even a robust wrestler to become dizzy and suffer a headache, and because it's a bat, it can fly and escape its opponents if need be, making it able to survive well in the wild. It also has fangs and can bite as protection. So in that sense it could do some things hypothetically.

So in the end it's "gameplay and story segregation". With that said, what matters as much as stat total in terms of stats is how the stats are distributed, and Goomy notably really doesn't have *that* much more offensive firepower: much of its BST comes from its defensive stats, which would tie well into its in-universe behavior as while it can't fight very well, its body being made of water and soft allows it to become resilient and endure a few attacks every now and then. So it still sorta lines up well in that sense.
 
At this point just updating a game to match modern standards is kinda pointless (see BDSP), sure you can add the latest generational mechanic but realistically it's stuff you "already seen" and will know what will be coming.
I severely disagree.

ORAS and BDSP failed at being remakes because they remade the wrong freaking games.

It's beyond mindblowing that Masuda spent a ton of work and money on refining DP into Platinum and fixing a ton of mistakes but when it comes to the remakes... He pulls DP again. With the same mistakes he fixed a decade earlier. :facepalm:

Maybe one day we'll get Emerald and Platinum remakes.
 
I honestly think Let's Go was a very good "re-remake".

At this point just updating a game to match modern standards is kinda pointless (see BDSP), sure you can add the latest generational mechanic but realistically it's stuff you "already seen" and will know what will be coming.

Let's Go being an almost complete reimagination is probably the correct choice if they plan to revive older regions without just "remaking the game".

I see no reason why this can't be the case in a game with traditional mechanics instead of Let's Go's mechanics. There's no reason why you can't re-imagine the story and even substantially redesign the region (under the justification that it takes place years after the original games) while still keeping battle and catching mechanics intact.

I'm assuming you're referring to the game's altered story, but if by 're-imagination' you mean cutting out mechanics to simplify the game and appeal to an audience of largely mobile game players, I don't see how that makes the game any more interesting for main series players. In that case, I would be interested in hearing your opinion on what's more interesting about Let's Go's mechanics compared to other main series games.
 
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Slow/fast leveling groups should be removed. There's already scaling there with the level mons evolve. I have no idea what these levelling groups are even worth for
Consider them remnants of the old design.
Slow exp groups used to be for pokemon that are meant to be rare or particularly powerful, to make it feel more "rewarding" to get them to the level cap.

Ofc that's not really a thing nowadays and they could very well set it on fire, but alas Pokemon is full of remnants of the original designs.
 
Honestly, if IVs, levelling groups and some other of these stupid remnants were removed, the game would definitely be better. We are way past the RBY days and the mechanics of the games are still somewhat bound by them
I agree with IVs, but levelling group is important (even if it needs adjustments) since, in theory, allows early route weaker Pokémon to catch up with stronger one by allowing themselves to level up faster. The fact that weak Pokémon with slow experience groups exists is embarrasing to say the least though.

Could you at least tell the other stupid remnants so we can see if we can agree on removing them or not?
 
I agree with IVs, but levelling group is important (even if it needs adjustments) since, in theory, allows early route weaker Pokémon to catch up with stronger one by allowing themselves to level up faster. The fact that weak Pokémon with slow experience groups exists is embarrasing to say the least though.

It's almost like they implemented a now-unskippable affection mechanic that, among other things, boosts the amount of experience you get...

So that could easily replace the level groups, as stronger Pokémon often have less time to build up affection.
 
It's almost like they implemented a now-unskippable affection mechanic that, among other things, boosts the amount of experience you get...
Okay, hear me out.
*clears throat*
NPCs should also have access to any Affection bonuses.
Because let's be real, even if in-universe you are playing a super-gifted child prodigy, why should you, the player, be the only person, dead or alive, to ever have access to Affection bonuses?
 
NPCs should also have access to any Affection bonuses.
Not in this state no.

You don't want the game turn into "whoever gets the most affection procs wins".
It's not fun at all, nor rewarding.

While it can be fun to have your poke arbitrarly survive a hit or heal a status and turn a fight, it's not fun to have the exact opposite happen to you, where you were going to win and suddently the enemy poke has an affection proc and sweeps your team.
 
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