Pokemon Scarlet & Violet - 18th Nov 2022! **OFFICIAL INFO ONLY**

- The fact this mechanic has a lot of potential to add lots of 50/50s to the meta and reduce skill expression, now that its usage is less inherently predictable; this aspect, as I understand it, was a huge part of the problem with Dynamax.
From what I remind, the main problem with Dynamax wasnt exactly the unpredictability, but the fact that Dynamax would also allow a lot of pokemon to just snowball out of control, due to the secondary effect of Max moves.
Anything that could have access to Max Airstream, even without stab, would keep gaining speed, certain sweepers could safely eat hits they had no business to eat with the 2x HP to activate weakness policy, not even mentioning stuff like Moxie Airstream spam.

While unpredictable, as long as Teralyzing doesnt potentially transform *every* pokemon in a potential game ender, it may still not be as banworthy as people make it be, and if anything it may just be specific abusers like Beast Boosters or stuff like that who may be.
(Thinkin of it, suddently Kartana and Pheromosa became 10x scarier actually having good stabs o_O)
 
The more footage I see of the Team Star fights, the more dull it looks - I mean, you’re just auto-battling ‘mons that do almost nothing besides stand there. The final battle at least offers something of substance, but as is there appears to be very little of substance.
I think the idea is that you can explore the enemy base finding items/journal entries/etc without having to deal with a Zubat/Raticate grunt every 10 steps, and at the end your team will have gained some XP, you'll have found items, but you're healed up and ready for the boss fight. All while the base still feels full of enemies.

Whether it works or not is definitely going to be a question, though.
I'm not sure how much nuance and not-just-a-buff-for-sweepers you two expected from "just slap Adaptability on everything".
I was expecting:
You can Tera a sweeper into it's own type to stack multipliers(any given Swift Swim mon)
You can Tera a sweeper into a coverage type to hit counters(Dragons into Steel for Faries that don't expect coverage)
You can Tera a mon you need to survive to shore up a weakness(weather setters/set-up sweepers vs priority/weird defensive profiles)
You can Tera a mon to solve specific problems(hazard-setters into Ghost to spinblock for themselves)

Option #1 was already anticipated to be very good. This makes it so that you don't have to give up a secondary STAB to do it. Meanwhile, option #2 is now also really good, since you still have your original STAB and can just have insane coverage. But the other 2 options, which are the ones that involve cleverness, do not care about STAB and are therefore made a lot worse compared to the first two with this reveal.
 
I think the idea is that you can explore the enemy base finding items/journal entries/etc without having to deal with a Zubat/Raticate grunt every 10 steps, and at the end your team will have gained some XP, you'll have found items, but you're healed up and ready for the boss fight. All while the base still feels full of enemies.

Whether it works or not is definitely going to be a question, though.
I was expecting:
You can Tera a sweeper into it's own type to stack multipliers(any given Swift Swim mon)
You can Tera a sweeper into a coverage type to hit counters(Dragons into Steel for Faries that don't expect coverage)
You can Tera a mon you need to survive to shore up a weakness(weather setters/set-up sweepers vs priority/weird defensive profiles)
You can Tera a mon to solve specific problems(hazard-setters into Ghost to spinblock for themselves)

Option #1 was already anticipated to be very good. This makes it so that you don't have to give up a secondary STAB to do it. Meanwhile, option #2 is now also really good, since you still have your original STAB and can just have insane coverage. But the other 2 options, which are the ones that involve cleverness, do not care about STAB and are therefore made a lot worse compared to the first two with this reveal.

I disagree that options 3 and 4 don't benefit.

Option 3 benefits because you can now shore up that weakness without compromising your existing offensive power, so it covers you for any situation you already get the KO but need to take a hit first, and it also means e.g. Pelipper can retain its offensive presence without just dying to electric moves.

Option 4 doesn't benefit suicide leads much, but does benefit mons that set hazards and serve any other role, and from what I gather suicide leads aren't really meta anymore. Plus you can always pull double duty -- we're talking about hazard setters turning into Ghost types purely to spinblock, but Ghost is notable for also being one of the best offensive types in the game for three generations running and it's not a terrible defensive type either (especially since there are a couple of good reasons for why Fighting might be a common Terastal type on defensive teams).
 
"Multiple previews have mentioned that the Mela fight is actually pretty difficult, with Torkoal having drought and her ace nearly wiping their teams and even one shotting their water types."

Drought Torkoal with a mystery guy who can kill Water types... that's pretty wild for a boss in the 20s ngl
Did Mela get Flannery's Torkoal somehow?
You know, the one with Overheat?
 
I know we've already learned this, but WHY. I'm normally against leveled opponents, but Pokemon demands you be relatively close in level to the enemy in order to have an even fight. Why have an open world and then make the battles far less interesting if you don't go the "correct" way?

Game Freak (and TPC by extension) seems to be terrified of potentially losing any amount of a kid audience.
Kids are much more likely to get frustrated at a game stonewalling them than an adult. If a kid gets mad and swears off the franchise because Kindle beat their butts with her level scaling Flareon, they'll most likely swear off the entire franchise. That means they're not going to be buying merch and that's where the majority of Pokemon's revenue comes from—and they'll probably not end up buying the next Nintendo console as well, as there is a large chunk of people who buy Nintendo consoles just for Pokemon games. So now TPC and Nintendo are losing revenue. Yes, this is extreme fearmongering, but you have to think like a businessman and a business' entire purpose is to make profit. Even if we complain about no level scaling, we're still most likely buying the games, and there are far more people out there that will not buy a game because its "too hard" than a game that is "too easy"

Now lets look at the Dark Souls series. The franchise has been around for over a decade and while pretty successful in its own right, there were always talks about how people quit/never finished because the game is "too hard" or where even too afraid to try it out. Demons' through Dark Souls 3, through Bloodbourne could effectively "stonewall" players through its many levels and bosses. Even leveling up didn't do a whole lot to circumvent this stonewalling like many other RPGs as stats were more like a prerequisite to equip weapons and spells. To get more powerful weapons/spells and to upgrade them, you had to go through more challenging areas to do so, which means you have to get past certain bosses. Weapon scaling doesn't do a whole lot because most early weapons don't scale very well with your stats. Even if you spent like 1000 hours in some spot grinding up souls or whatever, you're not going to one shot the boss with your knife just because you have 99 in strength and dexierity.

Now lets look at Elden Ring. While arguably you can say that Elden Ring is harder than any of the prior games, it's also by far the most accessible and forgiving. Out of the literal hundreds of bosses to fight, only 9 are required to beat the game. The game is open world so if you end up getting stuck on a boss, you can simply explore more of the world, become more powerful by getting more power spells/weapons and leveling up, and then come back to spank the boss. There are also things called Spirit Ashes which summon an NPC to help you fight. Many bosses are even designed around this mechanic. Because of these "accessibility features" (and other things), Elden Ring is now by far From Software's most successful, best-selling, and highest-rated game. All because more people are capable of accessing and beating it.
 
I was scrolling through a reddit thread about the previews and I saw this comment that brought up something I haven't seen mentioned yet:

"Multiple previews have mentioned that the Mela fight is actually pretty difficult, with Torkoal having drought and her ace nearly wiping their teams and even one shotting their water types."

Drought Torkoal with a mystery guy who can kill Water types... that's pretty wild for a boss in the 20s ngl
As much as I'd love to think this real, I've just developed skepticism to any "difficulty" mentioned by hands-on and reviewers.

Not saying it's the case for this specifically bear in mind, but there's been so many cases in the last couple years of games given to press people who never played the series so didn't know any of the game mechanics, or played on minimum difficulty, or had overpowered dlc content, and similar shenenigans, providing false informations about expected difficulty of a given game.

So until I see the game myself, I'll just appreciate that "there's a Drought Torkoal with something that can attack water types" since it means at least the fight design is interesting, but I won't believe that it is magically capable of wiping up the team of anyone with more than 5 braincells until I actually see it myself.
 
I was scrolling through a reddit thread about the previews and I saw this comment that brought up something I haven't seen mentioned yet:

"Multiple previews have mentioned that the Mela fight is actually pretty difficult, with Torkoal having drought and her ace nearly wiping their teams and even one shotting their water types."

Drought Torkoal with a mystery guy who can kill Water types... that's pretty wild for a boss in the 20s ngl
I wonder if those reviewers are talking about the starmobile, thinking they can't spoil that bit. Other reviews outright stated you fight the starmobile at the end and it has speed boost.
 
It does seem like

I wonder if those reviewers are talking about the starmobile, thinking they can't spoil that bit. Other reviews outright stated you fight the starmobile at the end and it has speed boost.
It's possible.
While there's tecnically no confirmation that the star mobile is its own pokemon from the trailers... I mean... it's pretty obvious it is.

It's possible they were not asked to spoil its name nor its stats/typing, though. In fact I would be certain that's the case.
 
The demo gave them a set team full of Pokemon they were probably new to using and likely had default stats and then set them against a boss that likely had 2 new Pokemon they hadn't seen before and didn't know what to expect, so I'm not surprised it was difficult before any other strategies came into play such as Drought or Speed Boost.

but also, to be fair, that probably describes most people who aren't, i dunno, talking about and actively obsessively playing the series for the past 20 years on a forum.

It's probably not the dark souls of pokemon, but I also think it's probably a valid impression a number of people would get. Totems were pretty similar; you can simplify and burn through them but if you didnt know or didnt do that they could wreck you.
 
The starmobile intrigues me, because if it is a Pokemon, it doesn't seem like a Pokemon you can obtain, or at least it's in a form you can't obtain. Like, maybe you'll be able to get the engine gremlin somewhere, but there's no way you'll be able to get the whole car, and I also find it unlikely that a naked engine and an engine that's automobiled up would have the same stats. It feels like a continuation of Eternamax Eternatus.

I also wonder if the car fight will have similar mechanics to the big crab fight (titans, I think they were called?), whatever those altered mechanics may be.
 
I was scrolling through a reddit thread about the previews and I saw this comment that brought up something I haven't seen mentioned yet:

"Multiple previews have mentioned that the Mela fight is actually pretty difficult, with Torkoal having drought and her ace nearly wiping their teams and even one shotting their water types."

Drought Torkoal with a mystery guy who can kill Water types... that's pretty wild for a boss in the 20s ngl
And more importantly, it's interesting!

It gets into that Viola-tier of bosses that actually account for their most obvious weaknesses and try to cover it a bit.

Same deal with Brassius using Tera-Sudowoodo. We can be sure that Fuecoco will turn into a Ghost regardless of its Tera type with it getting bonked by a Rock move if it tries to switch in and punish the Tera change. Trailblaze is a pretty nifty move to pull off reverse sweeps too. I wonder if he'll actually Tera Sudowoodo regardless of opponent though. Probably yes, unfortunately.

Game Freak (and TPC by extension) seems to be terrified of potentially losing any amount of a kid audience.
Kids are much more likely to get frustrated at a game stonewalling them than an adult. If a kid gets mad and swears off the franchise because Kindle beat their butts with her level scaling Flareon, they'll most likely swear off the entire franchise. That means they're not going to be buying merch and that's where the majority of Pokemon's revenue comes from—and they'll probably not end up buying the next Nintendo console as well, as there is a large chunk of people who buy Nintendo consoles just for Pokemon games. So now TPC and Nintendo are losing revenue. Yes, this is extreme fearmongering, but you have to think like a businessman and a business' entire purpose is to make profit. Even if we complain about no level scaling, we're still most likely buying the games, and there are far more people out there that will not buy a game because its "too hard" than a game that is "too easy"

Now lets look at the Dark Souls series. The franchise has been around for over a decade and while pretty successful in its own right, there were always talks about how people quit/never finished because the game is "too hard" or where even too afraid to try it out. Demons' through Dark Souls 3, through Bloodbourne could effectively "stonewall" players through its many levels and bosses. Even leveling up didn't do a whole lot to circumvent this stonewalling like many other RPGs as stats were more like a prerequisite to equip weapons and spells. To get more powerful weapons/spells and to upgrade them, you had to go through more challenging areas to do so, which means you have to get past certain bosses. Weapon scaling doesn't do a whole lot because most early weapons don't scale very well with your stats. Even if you spent like 1000 hours in some spot grinding up souls or whatever, you're not going to one shot the boss with your knife just because you have 99 in strength and dexierity.

Now lets look at Elden Ring. While arguably you can say that Elden Ring is harder than any of the prior games, it's also by far the most accessible and forgiving. Out of the literal hundreds of bosses to fight, only 9 are required to beat the game. The game is open world so if you end up getting stuck on a boss, you can simply explore more of the world, become more powerful by getting more power spells/weapons and leveling up, and then come back to spank the boss. There are also things called Spirit Ashes which summon an NPC to help you fight. Many bosses are even designed around this mechanic. Because of these "accessibility features" (and other things), Elden Ring is now by far From Software's most successful, best-selling, and highest-rated game. All because more people are capable of accessing and beating it.
The obvious compromise in this case, at least for major battles like bosses are them to scale on a tier.

Basically, each major battle having pre-set levels depending on story progression. Like for example, the first gym caps at Lv. 17 regardless of who's actually the first leader battled.

What really worried me from day 1 was the idea of GF doing an open-world game when we have notorious cases of them completely botching level curves with things as simple as split paths like Johto and non-Plat Sinnoh.

Fumbling the level curve extremely badly and potentially Affection bonuses being unavoidable like BDSP are about the only ways this can turn into instant bust status at this point. The game looks like it had a lot of thought put behind it, and that's always a good thing.
 
Kids are much more likely to get frustrated at a game stonewalling them than an adult. If a kid gets mad and swears off the franchise because Kindle beat their butts with her level scaling Flareon, they'll most likely swear off the entire franchise.
Is this really a thing? cause in my experience kids quit a game when their friends are no longer playing
besides

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back in my day difficult games were the most immersive and fun of all, spending hours on a difficult boss, making hand made maps in order to figure out a dungeon layout or trying to figure out an obscure phrase to solve a puzzle was incredibly rewarding and it didn't stop any kid from enjoying a game, much less make them quit a whole franchise
/
fbK9VBVEjS4wSl0IPp7v_kPJagnu63aBy85zAei8JnAaApNLLH0Pchj2oIyAsydJrOue=s85
 
And I myself have witnessed kids unable to beat Let's Go and USUM.

If you ever wondered, ask yourself why a lot of japanese games nowadays have dlcs with items (or equivalents) that completely trivialize the difficulty, or have literal "story mode" difficulties where you can't lose battles.

Heck the latest Mario x Rabbids game literally has a "become invincible" toggle in the options.

And guess what country GF and TPCI come from...
 
Same deal with Brassius using Tera-Sudowoodo. We can be sure that Fuecoco will turn into a Ghost regardless of its Tera type with it getting bonked by a Rock move if it tries to switch in and punish the Tera change. Trailblaze is a pretty nifty move to pull off reverse sweeps too. I wonder if he'll actually Tera Sudowoodo regardless of opponent though. Probably yes, unfortunately.
AI is ever going to be dictated by the coding and making it so that it picks the same 'mon to Terastalize every time makes things a lot easier to work with on coding.

Especially if the Gym Leaders are going to be talking and emoting more mid battle. That "Truleewoodo" line isn't gonna make as much sense if Sudowoodo stays a rock-type.
 
And I myself have witnessed kids unable to beat Let's Go and USUM.

If you ever wondered, ask yourself why a lot of japanese games nowadays have dlcs with items (or equivalents) that completely trivialize the difficulty, or have literal "story mode" difficulties where you can't lose battles.

Heck the latest Mario x Rabbids game literally has a "become invincible" toggle in the options.

And guess what country GF and TPCI come from...
It's not just a Japanese thing. Celeste's difficulty options include a ton of things up to and including invincible flight in slow motion, and the dev behind that is Canadian.
 
It's not just a Japanese thing. Celeste's difficulty options include a ton of things up to and including invincible flight in slow motion, and the dev behind that is Canadian.
I see mostly in Japanese IPs, but honestly I am not exactly surprised to hear it happens in other western games as well.

After all, you want to cather to as much audience as possible.
 
There is a (likely unintentional) workaround to have multiple save files of the Switch titles. Just create another account on your switch, then boot the Pokemon game using that other account for a fresh save file without having to delete your old one.
That i know, I mean I am a speedrunner I had to use it :zonger:

But I am 100% sure this is unintentional and just a consequence of Switches allowing cor multiple profiles sharing the game portfolio.
 
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