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Unpopular opinions

Maybe one day we'll get Emerald and Platinum remakes.

*Finger curls on the Mankey's paw*
"We'd like to announce the next mainline games! We continue our GO partnership support with Let's Go Ralts & Let's Go Riolu!"

Urshifu is not a legendary.
Way until Game Freak says so. Because this is how Pokémon are classified as Legendary or not.

If you're looking for official confirmation, it was said so in the reveal trailer of the Isle of Armor:

Granted, it said Kubfu is a Legendary, but I'm going to guess by extension that also means Urshifu.

Sorry, dogs don't have great short time memory

Not sure if you meant that typo but it's absolutely perfect, lol (said by someone who makes a lot of typos).

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?

Affection Bonuses? No.

BUT important NPCs having some kind of special thing they can do which makes their Pokemon stronger? I'm willing to try it out.

Actually, we have, Motherbeat Lusamine. All of her Pokemon come out with a stat boosted similar to a Totem Pokemon. And I think something like that is fine, it's just a single stat boost just to show this isn't a normal trainer battle. In a way Opal's Gym was also like this with her quizzes, though she gave your Pokemon stat debuffs which if another way to go about it.

Though of course we also can't ignore that many important NPCs do use the Super Mechanic.

I'd say for now this idea should be used sparingly, the wider use of Super Mechanic is a good enough boon and it makes moments like Motherbeast Lusamine and Opal's Gym more memorable.

Humans in the Pokémon lay eggs.
Change my freaking mind.

Pregnant Professor Burnet

Legends Arceus is less unique than we think :blobthinking:. These games were built off using Pokémon Ultra Sun and Ultra Moon as the blueprint.

(...)

Some of these may or may not be enough by themselves but when combined it all connects.

So what you're telling me is that Legends Arceus... is a Pokemon game. Infact I think it is considered a mainline game instead of a side series (... which isn't really saying anything as, ever since the Let's Go categorizing debacle, there can be what would have been considered side games under the mainline titles now BUT they also now label the "traditional" games as the Core series).

It just baffles me how Iwao could start with the best of the 3D mainline games in Ultra Sun and Ultra Moon, but then crash so badly with Legends...

In what way? You better not mean story, cause USUM is the worst telling of Gen VI's story, especially in terms of Lillie's development.

A common idea when I'm idly daydreaming about making my own mod is a fully-featured Battle Frontier with modern mons/moves/abilities/etc.. Just drop the story and exploration entirely and have a battling sandbox with a bunch wildly different formats that reward interesting use of the entire series' options.

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The only chance Pokemon Ranger has at a revival is as a mobile game. I don't say this for arbitrary doomer reasons, but because phones & tablets are the only modern gaming platform where Ranger makes sense.
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Hm, even then I don't feel Pokemon Ranger would quite work right. For one they would have to consider all sort of phone specs meaning there might be some phones which touch screens aren't as sensitive that can't play it. Secondly, even if a mobile Ranger's game was just like the others, I could see it being a hard sale as it would probably require a lot of memory space.

Only way I'm seeing a new Rangers ever being made is by making a touchpad peripheral (though I don't know if that can be done cheaply while having the thing be responsive enough let alone durable) or have it come with a mouse. I doubt they'll ever do a PC game, but the mouse is the best replacement for a stylus and it's not like they didn't have a Pokemon game come with a normal computer peripheral.

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(It would never not be funny to me this game has boss music that goes so hard)
 
plz elaborate

Because it's effective accuracy is almost same as focus blast which everyone agrees sucks

Well alright then, if you want me to be totally upfront about it, your incessant "[species] should be [type] for no other reason than because I say so" and "[move] totally sucks but I'm not going to bother explaining why I think this is the case" posts are dull, redundant, irritating, and most of all thoroughly uninteresting; not least because you insist on double-posting rather than combining separate opinions.

Your contributions to this forum are rarely more than clutter and if it wasn't for the fact that other users still choose to engage with you I could happily mute your posts and not spend any more time thinking about them. But there we are.

Imagine getting this worked up over some random stranger on a forum for a kid's game.
 
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Imagine getting this worked up over some random stranger on a forum for a kid's game.
I mean fair but I guess people expect something else from this thread than just one liners. I am not some content police that will tell you to not post or anything but I somewhat get why people are kinda mad. Like no offense, if you want to continue posting one-liners, okay man, no problem, but its sometimes valuable to think about why some small stuff might upset some peeps

Now to the opinion

Gen 1 and 2 got the evil team, the main villain and the rivals so right, any later gen just struggled at least somewhat with these aspects. Even when Ghetsis was cool and even when Wally had some a cool moment, Team Rocket, Giovanni and Blue were such huge, stinking pieces of trash, that beating them felt cathartic
 
Because it's efective accuracy is almost same as focus blast which everyone agrees sucks
Most people complaining about Focus Miss are either memeing or are salty about having recently missed. Everyone absolutely does not agree in ernest that it's a bad move. Plus Triple Axel can still hit once or twice, so it's not an all-or-nothing deal like Focus Blast. Sure it's weaker but damage is still damage.

If you want an actual criticism of Triple Axel, it's that it completely overshadows the move that inspired it, Triple Kick. Triple Kick spent 21 years being complete ass only to be showed up by a tutor move that's twice as strong and with wider distribution, including on the original user of Triple Kick.
 
If you want an actual criticism of Triple Axel, it's that it completely overshadows the move that inspired it, Triple Kick. Triple Kick spent 21 years being complete ass only to be showed up by a tutor move that's twice as strong and with wider distribution, including on the original user of Triple Kick.
Seriously, buff Triple Kick. Right now it’s effectively 60 BP, which sucks. Make it in line with Triple Axel so Technician Hitmontop can start tearing up the lower tiers
 
Because it's efective accuracy is almost same as focus blast which everyone agrees sucks

Risk vs Reward. While there are some Moves where a lower Accuracy doesn't make them worth using, there are other factors to take into consideration than how likely you are to hit.

Focus Blast for example, as DrPumpkinz said, is joked about ("Focus Missed" etc.) but there's so many jokes about it BECAUSE it's used so much. A 120 Power Special Fighting-Type Move is nothing to sneeze at, even with low Accuracy. It's that Special category which makes it stand out, there's not a lot of Special Fighting-type Moves and the other there are aren't wide spread. It's status as a TM means plenty of Special Attackers get it, and Fighting is one of those Types which adds nice coverage.

Triple Axel has the opposite uniqueness: a widespread Physical Ice-Type Move. Well, not as widespread but enough Pokemon get it that want it (Ice being another Type with notable coverage). Also, with only a tenth of a chance missing, it's FAR from being on the missing meme level as Focus Blast. And being a multi-strike move (one where its strongest hit is done last), it can bypass certain blocks notably Focus Sash, Focus Band, Sturdy, Disguise, and Ice Face.

Gen 1 and 2 got the evil team, the main villain and the rivals so right, any later gen just struggled at least somewhat with these aspects. Even when Ghetsis was cool and even when Wally had some a cool moment, Team Rocket, Giovanni and Blue were such huge, stinking pieces of trash, that beating them felt cathartic

I feel this is especially notable for the Rival. It's nice SwSh wave us Bede who was a jerk rival that was cathartic taking down a level; but as you said the villain team(s) fail to really make you feel the same way. Not that I need the rivals and villain team to feel cathartic when defeating them, but I need something to replace the feeling if they're going for something different.
 
Because it's efective accuracy is almost same as focus blast which everyone agrees sucks



Imagine getting this worked up over some random stranger on a forum for a kid's game.

"hurrr durrr triggered lol"

Not worked up at all, you asked for me to tag you directly so I gave you my opinion.

But you're right, I should just mute you and move on.
 
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I mean fair but I guess people expect something else from this thread than just one liners. I am not some content police that will tell you to not post or anything but I somewhat get why people are kinda mad. Like no offense, if you want to continue posting one-liners, okay man, no problem, but its sometimes valuable to think about why some small stuff might upset some peeps
Wait... so this Growlithe doesn't work for the police?
Seriously, buff Triple Kick. Right now it’s effectively 60 BP, which sucks. Make it in line with Triple Axel so Technician Hitmontop can start tearing up the lower tiers
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< Soon...
Also, please give Triple Kick and Rolling Kick a wider distribution. I dunno, I thought a flinch-inducing roundhouse kick is neat.
 
Also, please give Triple Kick and Rolling Kick a wider distribution. I dunno, I thought a flinch-inducing roundhouse kick is neat.

Interestingly kicking moves in general don't have the greatest distribution when they're not directly taught. In generations where it isn't a TM or tutor move almost nothing learns Mega Kick, and only one Pokemon (Stufful) gets it via breeding; Rolling Kick is only learned by five species, and Blaze Kick is learned by surprisingly few Pokemon even when it's a TM. Hi Jump Kick has decent distribution but only two non-Fighting types learn it. Double Kick is the exception to this rule because it's a fairly common early-game move by a lot of different species like Nidoran, but even that is relatively restricted - only seven Kanto families and one Hoenn and Sinnoh family apiece (and no Johto species at all) get it by levelling up, when I would have guessed a lot more.
 
Interestingly kicking moves in general don't have the greatest distribution when they're not directly taught. In generations where it isn't a TM or tutor move almost nothing learns Mega Kick, and only one Pokemon (Stufful) gets it via breeding; Rolling Kick is only learned by five species, and Blaze Kick is learned by surprisingly few Pokemon even when it's a TM. Hi Jump Kick has decent distribution but only two non-Fighting types learn it. Double Kick is the exception to this rule because it's a fairly common early-game move by a lot of different species like Nidoran, but even that is relatively restricted - only seven Kanto families and one Hoenn and Sinnoh family apiece (and no Johto species at all) get it by levelling up, when I would have guessed a lot more.
I think this kinda makes sense, to be fair. Kicking with actual force without losing your balance is much harder than, say, throwing a half-decent punch. Gen I/III/VIII Mega Kick is a clear exception, as you noted, but at least it's a notoriously unreliable move so I can sorta accept its wider distribution, while Double Kick kinda gives off 'Baby's First High Horsepower' vibes, at least thematically, with many of the Pokemon that learn it being quadrupedal mammals which presumably kick with their hind legs.

Skilled, precise kicking feels like it should mostly be the domain of Fighting or Fighting-adjacent Pokemon.
 
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Skilled, precise kicking feels like it should mostly be the domain of Fighting or Fighting-adjacent Pokemon.
Still weird that Rolling Kick isn't as well distributed though. You'd think mons like Combusken would have it.

The biggest problem with it and Triple Kick is that they're pitifully weak for signature moves. Triple Kick is especially jarring now that Triple Axel exists.
 
Also, please give Triple Kick and Rolling Kick a wider distribution. I dunno, I thought a flinch-inducing roundhouse kick is neat.

Hmm, well before looking up Pokemon to give them to, let's consider the context of the moves:

Move: Triple Kick
Description: A consecutive three-kick attack that becomes more powerful with each successive hit.
Learned By: Hitmontop, Pheromosa
Analysis: Previously the Signature Move of Hitmontop for 5 gens, the idea of it was Hitmontop was spinning on its head to deliver multiple kicks, it getting stronger because of centrifugal force. Pheromosa getting it is a surprise, though with Pheromosa being super fast and main method of attack is kicking, it makes sense it would have its own version. So, the concept of Triple Kick is the user is able to spin around really fast and can kick while doing so.
Candidates:
  • First let's see about Pokemon which are just very fast. Using Serebii's Top 300 Speed list, I've come up with the following: Accelgor, Cinderace, Lopunny, H-Lilligant, & Urshifu-Rapid.
  • But Speed isn't everything, a good spinner could qualify too. So, looking through Rapid Spin learners: Tsareena.
  • Obviously this is a kick, so going to have a quick look through of learners of Low Sweep ("Low Kick" in Japanese), Double Kick, Low Kick ("Kick Down" in Japanese), Rolling Kick, Mega Kick, & Blaze Kick (Note, Jump Kick & High Jump Kick are not included as they're not actually kicking moves, in Japan they're a knee attack): Hitmonlee & Infernape.
  • Finally, just to cover all our bases, a quick look through of the Fighting-types: Meloetta
  • Overall: Hitmonlee, Lopunny, Infernape, H-Lilligant, Accelgor, Meloetta, Tsareena, Cinderace, & Urshifu-Rapid

Move: Rolling Kick
Description: The user lashes out with a quick, spinning kick.
Learned By: Hitmonlee, Hitmontop, Marshadow; Via Egg Move: Machop, Elekid
Analysis: Note the Japanese name of this move is just straight-up "Roundhouse Kick". When Chuck Norris/Walker Texas Ranger memes were popular it was joked this was actually his Signature Move and the Hitmons were just borrowing it (or people just named their Hitmonlee and 'top "Chuck (Norris)" or "Walker"). Anyway, it's just a kick which the user spins around to give it an additional "oomph" (which, in this case, isn't a high Power but rather the chance to Flinch). I can tell you already that a lot more Pokemon would be likely to learn this than Triple Kick which is much more specialized.
Candidates:
  • This time around I'm going the opposite method, first the Fighting-types: Mankey family, G-Zapdos, Combusken/Blaziken, Meditite family, Lucario, H-Lilligant, Sawk, Mienfoo family, Pangoro, H-Decidueye, Bewear, Passimian, Hakamo-o/Kommo-o, Buzzwole, & Urshifu-Single
  • And as if THAT list wasn't enough, to be fair, here's all the kicking move learners (honestly quite a few Pokemon could go on here so, just to make things easier/quicker, gonna stick with notable choices): Sudowoodo, Lopunny, Incineroar, Tsareena, Zeraora, Cinderace
  • Overall: Mankey family, G-Zapdos, Sudowoodo, Combusken/Blaziken, Meditite family, Lopunny, Lucario, H-Lilligant, Sawk, Mienfoo family, Pangoro, H-Decidueye, Incineroar, Bewear, Tsareena, Passimian, Hakamo-o/Kommo-o, Buzzwole, Zeraora, Cinderace, & Urshifu-Single
 
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Baseless speculation here, but Triple Axel might be nerfed in future games, if its allowed to be transferred. In Legends Arceus's internal data, they reduced its BP from 20 -> 10 and this change does seem to be junk data like Eerie Spell (which was massively buffed). I'm hoping this is not the case, as I like the move as it is currently, particularly on Pokemon like Hitmontop.
 
Baseless speculation here, but Triple Axel might be nerfed in future games, if its allowed to be transferred. In Legends Arceus's internal data, they reduced its BP from 20 -> 10 and this change does seem to be junk data like Eerie Spell (which was massively buffed). I'm hoping this is not the case, as I like the move as it is currently, particularly on Pokemon like Hitmontop.
I think it's more likely that it was copied from a point when Triple Axel was just Ice-type Triple Kick, and that its power was doubled after the fact.
 
Baseless speculation here, but Triple Axel might be nerfed in future games, if its allowed to be transferred. In Legends Arceus's internal data, they reduced its BP from 20 -> 10 and this change does seem to be junk data like Eerie Spell (which was massively buffed). I'm hoping this is not the case, as I like the move as it is currently, particularly on Pokemon like Hitmontop.

GF, if 20 is too much, but 10 is too little, may I suggest 15 instead? That would put all strikes hitting at 90 Power (15 + 30 + 45). Also, how about an additional secondary effect to spice things up? Like maybe gives the second strike a +1 to Critical Hit and the third strike a +2 to Critical Hit. Or that the third strike has 30% chance to Flinch?
 
Most people complaining about Focus Miss are either memeing or are salty about having recently missed. Everyone absolutely does not agree in ernest that it's a bad move.
No they are not

Plus Triple Axel can still hit once or twice, so it's not an all-or-nothing deal like Focus Blast. Sure it's weaker but damage is still damage.

1) Everymon who uses it is a glass canon so if they can't do full damage they lose
2) hitting only once is worse than not hiiting due to how common rocky helmet is this gen
 
Risk vs Reward. While there are some Moves where a lower Accuracy doesn't make them worth using, there are other factors to take into consideration than how likely you are to hit.

Focus Blast for example, as DrPumpkinz said, is joked about ("Focus Missed" etc.) but there's so many jokes about it BECAUSE it's used so much. A 120 Power Special Fighting-Type Move is nothing to sneeze at, even with low Accuracy. It's that Special category which makes it stand out, there's not a lot of Special Fighting-type Moves and the other there are aren't wide spread. It's status as a TM means plenty of Special Attackers get it, and Fighting is one of those Types which adds nice coverage.

Triple Axel has the opposite uniqueness: a widespread Physical Ice-Type Move. Well, not as widespread but enough Pokemon get it that want it (Ice being another Type with notable coverage). Also, with only a tenth of a chance missing, it's FAR from being on the missing meme level as Focus Blast. And being a multi-strike move (one where its strongest hit is done last), it can bypass certain blocks notably Focus Sash, Focus Band, Sturdy, Disguise, and Ice Face.



I feel this is especially notable for the Rival. It's nice SwSh wave us Bede who was a jerk rival that was cathartic taking down a level; but as you said the villain team(s) fail to really make you feel the same way. Not that I need the rivals and villain team to feel cathartic when defeating them, but I need something to replace the feeling if they're going for something different.
Triple Axel and Focus Blast are used because other options are worse not because they are good moves
 
GF, if 20 is too much, but 10 is too little, may I suggest 15 instead? That would put all strikes hitting at 90 Power (15 + 30 + 45). Also, how about an additional secondary effect to spice things up? Like maybe gives the second strike a +1 to Critical Hit and the third strike a +2 to Critical Hit. Or that the third strike has 30% chance to Flinch?
20 is not too much for them; they're not nerfing it!

For confirmation of what DrPumpkinz already said, this is exactly like the time altered versions of the LGPE moves were discovered in SwSh.
People assumed that SwSh had rebalanced these moves at some point before deciding to cut them, but it turned out to be the opposite: those versions were from an older version of LGPE - SwSh were forked from that version early in development, and they were never brought up to date because the moves were not in the game anyway.

The simple explanation: SwSh's DLC was not already completely done by the time Game Freak began development on Legends (obviously P:), so they forked from the build of SwSh that they had (post-launch, DLC in the middle of development), and they did not need to make balance updates to moves alongside SwSh because those moves weren't in Legends anyway.
The final LGPE versions of the LGPE move are more up to date, and just like them, the final SwSh versions of the DLC moves are more up to date; the unused versions you see in SwSh and Legends are leftovers from earlier in development and are outdated where discrepancies exist.
This is actually really cool to me because it gives a look into the way these moves were thought through during development! but it is definitely not useful to do that if you don't even know which one came before and which came after, so that's really important to clear up, haha.
Big changes:​

Burning Jealousy was originally a 100 BP move and still had its 100% effect chance, which implies that it had a drawback at the time that we don't know about.
Similarly, Lash Out was a 150 BP move outright, as opposed to the 75-but-sometimes-150 BP move we know today.
From context, I assume Lash Out would have outright failed if its condition (that the user's stats were lowered) was not met, and it was buffed from the extremely binary 0-150 to a much more viable 75-150 after testing. As Burning Jealousy is something of an opposite Lash Out, I suspect it underwent a similar change: it probably outright failed if its condition wasn't met, but its power was lowered and it was revised so only the burn rate was conditional instead of the move as a whole.

Eerie Spell had the startling stats of 110 BP, 100% accuracy and 35 (56) PP.
What we got in the end was a completely different move, but more to the point, I would not take this as "an iteration of Eerie Spell" so much as "stock data from before they even started on Eerie Spell."
Incidentally, though, the move's flavor was already decided to some extent - it was already a sound-based move and bypassed subs even in this early stage!

Other nerfs:​

Flip Turn was nerfed from 70 BP to 60 BP (a good choice: this is meant to correct for its more threatening offensive type and potential for field effect abuse compared to U-turn + the scarcity of Flip Turn immunities compared to Volt Switch immunities - this is a very satisfying move that engages especially well with the value of Storm Drain in certain VGC formats, allowing it to be blocked from anywhere on the field, and I am always grateful when would-be clones are given different powers to account for fundamental differences in their types or categories);

Scorching Sands was similarly nerfed from 80 BP to 70 BP (also a good choice: Scald is one of the strongest moves, and Ground is an insane attacking type that synergizes with its effect for reasons similar to Water, but Scorching Sands is widely distributed among Fire-types as well and Ground/Fire is pretty frightening coverage);

Expanding Force was nerfed from 85 BP to 80 BP;
Skitter Smack was nerfed from 80 BP to 70 BP;
Poltergeist was nerfed from 120 BP and 100% accuracy to 110 BP and 90% accuracy;

Scale Shot was nerfed from 30 BP to 25 BP (this one interests me! it did already hit 2-5 times at this point in development, so it would have been the strongest such move by power in addition to its effect; a bit of a longshot, but I wonder if it used to have only the Defense-lowering drawback, and the associated Speed boost might have come after it was nerfed? there's no way to determine this from what we can see in Legends, unfortunately - either way, I really like where this move ended up, so no complaints!);

and Misty Explosion was nerfed from 120 BP to 100 BP (this is also interesting! I have always thought the move was strangely designed and blatantly underpowered compared to the other terrain moves, especially Expanding Force; this tells us they actually tried it at a higher power and didn't like how it played for some reason, so I'm curious about what that process was like but will no longer assume it was a mistake!)

Other buffs:​

Obviously Triple Axel's power was straight doubled;

Corrosive Gas was buffed from a 20 BP special move to a non-damaging status move (it traded minor chip of a weak attacking type for the ability to remove items from Poison-immune targets, since status moves in general don't obey type-based immunities, which is definitely an improvement! but here's something neat: it tells us that if Corrosive Gas were a damaging utility move, the power they would have chosen was 20, the same as pre-buff Knock!);

and Glacial Lance was buffed from a 120 BP move (the same as Astral Barrage) to a 130 BP move (10 more than Astral Barrage, which was intentionally not changed - the point was making the physical attacker that has to deal with Intimidate and burns and stuff hit harder up front! this is very standard fare and good design, even if I think Astral Barrage's BP is way too high for its type and maybe it would have been better to create the desired dissonance by nerfing that one).
Now, uh,
after looking at them, imagine starting with what we have now and intentionally making all those changes in reverse P:
Hopefully you can see that the Legends versions are obviously the unfinished ones ashdjfkfk

Also please do not give Triple Axel a flinch chance
 
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