Unpopular opinions

Speaking of Wugtrio, Regional Fakes are an idiotic concept.

I know there's a lot of biological mumbo jumbo backing it up, but in practice, they're regional formes with a new name and ID.

Barring species clause, which shouldn't block regional formes to begin with, they're just a pointless mechanic.
Convergent forms would be really cool if they leaned into why they're similar and why they're different. Falcons are parrots that ended up as a minmaxed hawk, crabs have shown up like 8 times IRL, almost every species that swims ends up with roughly the same body type...if they want to do a thing about Convergent Evolution, go for it. Why did the species converge? What remained the same, what's different?

Give us a convergent Flying/Fire bee that mimics Beedrill in order to hunt them, or a Normal that lives in the ocean and looks like Seaking but still has the statline of Raticate. Hell, do a throwback to the original finches, east side of Paldea gets C-Pidgeot, west side gets C-Swellow, both get the same level-up moves, a new ability that removes terrain, and a dex entry about eating Arboliva berries, with at most minimal sprite/stat changes.

Basically, I don't look at Wugtrio and think it tells us anything interesting about the world or history of Pokemon. It should, with them trying to make a big deal out of it.
 
Donphan's as much doomed to stay in GT's shadow as much as Ursaring is in Ursaluna's shadow, because Ursaring didn't suddenly become more viable, it now just went from "that NU mon" to "that NU mon that evolves into the UU/OU Trick Room Monster" the same way Donphan is "that UU Ground Type they based Great Tusk on"

To be fair, couldn’t the same be said about stuff like Misdrevious, Electabuzz, or Magmar. Sure those Mons are outclassed in alot of ways, especially by their evolutions, but they can at least evolve and get some kind of chance to shine because they can get stronger. Unlike Donphan or Mawile who can’t (Mega) evolve, and thus can’t have a way of getting out of any shadow.
 
To be fair, couldn’t the same be said about stuff like Misdrevious, Electabuzz, or Magmar. Sure those Mons are outclassed in alot of ways, especially by their evolutions, but they can at least evolve and get some kind of chance to shine because they can get stronger. Unlike Donphan or Mawile who can’t (Mega) evolve, and thus can’t have a way of getting out of any shadow.
Also, Eviolite. That's a direct buff.

For the likes of Donphan, that's certainly worth taking into consideration.
 
Speaking of Wugtrio, Regional Fakes are an idiotic concept.

I know there's a lot of biological mumbo jumbo backing it up, but in practice, they're regional formes with a new name and ID.

Barring species clause, which shouldn't block regional formes to begin with, they're just a pointless mechanic.
See, the fact that they do get an entire dex slot makes them substantially better as an idea than regular regionals to me. Regional forms may not add dex slots, but I believe they're accounted for when Game Freak is considering type balance for new Pokémon. To bring in another post:

This kind of segways into an unpopular Opinion of my own: The Paradoxes, Megas, and Cross-Gen evos alike don't improve the previous Pokemon in any significant manner besides association with the design concept anyway.
I was a little disappointed that they didn't mention regionals too, since in my mind it's the same issue. It's kinda maybe not as bad when it's an entire evolution line, because then its usually more of a side-grade to the original (typically with a little more polish to stats, typing, and ability, though). But when it's a split evolution? That's just mean, because those new evolutions get access to the moves of the pre-evolution, regardless of how the Pokémon's concept changes when it evolves (thinking about Alolan Marowak and Exeggutor here).

Gen 8 added the lovely idea of regional forms that get new evolutions, but not the original line. It's at least a little acceptable with Obstagoon, but Mr. Rime can get all of the moves that Mime Jr. can transfer up from previous games. Even more frustrating to me is the inclusion of regional forms of Pokémon that were previously single-staged that get new evos, leaving the original in the dust. Galarian Farfetch'd at least has a new type and adjusted movepool, but White-stripe Basculin is just the same Pokémon! As the final bit of salt in the wound for me, most regional forms are added without any good explanation. Alola wasn't quite as bad with this (though Alolan Raichu is the biggest shrug of an explanation of the entire concept), but Galar and Hisui have regional variants of Pokémon that really don't have a reason to exist in their particular region over the originals (Galar especially).

All of this is for me to say: I believe many regional forms exist because Game Freak decided they wanted to update an old Pokémon concept but are too concerned with internal series consistency to change them in a meaningful way. Most of the others exist because they play off of the concept of an existing Pokémon, and for some reason they felt they needed to make these new designs regionals. They've retreaded concepts plenty of times before; very few regionals actually needed to be tied to an existing line to work. The regionals get publicity because they're new "forms," but said publicity ends up overshadowing the originals a lot.

Tl;dr: regional forms are a fun concept but are rarely necessary for whatever design they are working with to be successful.
 
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See, the fact that they do get an entire dex slot makes them substantially better as an idea than regular regionals to me. Regional forms may not add dex slots, but I believe they're accounted for when Game Freak is considering type balance for new Pokémon. To bring in another post:


I was a little disappointed that they didn't mention regionals too, since in my mind it's the same issue. It's kinda maybe not as bad when it's an entire evolution line, because then its usually more of a side-grade to the original (typically with a little more polish to stats, typing, and ability, though). But when it's a split evolution? That's just mean, because those new evolutions get access to the moves of the pre-evolution, regardless of how the Pokémon's concept changes when it evolves (thinking about Alolan Marowak and Exeggutor here).

Gen 8 added the lovely idea of regional forms that get new evolutions, but not the original line. It's at least a little acceptable with Obstagoon, but Mr. Rime can get all of the moves that Mime Jr. can transfer up from previous games. Even more frustrating to me is the inclusion of regional forms of Pokémon that were previously single-staged that get new evos, leaving the original in the dust. Galarian Farfetch'd at least has a new type and adjusted movepool, but White-stripe Basculin is just the same Pokémon! As the final bit of salt in the wound for me, most regional forms are added without any good explanation. Alola wasn't quite as bad with this (though Alolan Raichu is the biggest shrug of an explanation of the entire concept), but Galar and Hisui have regional variants of Pokémon that really don't have a reason to exist in their particular region over the originals (Galar especially).

All of this is for me to say: I believe many regional forms exist because Game Freak decided they wanted to update an old Pokémon concept but are too concerned with internal series consistency to change them in a meaningful way. Most of the others exist because they play off of the concept of an existing Pokémon, and for some reason they felt they needed to make these new designs regionals. They've retreaded concepts plenty of times before; very few regionals actually needed to be tied to an existing line to work. The regionals get publicity because they're new "forms," but said publicity ends up overshadowing the originals a lot.

Tl;dr: regional forms are a fun concept but are rarely necessary for whatever design they are working with to be successful.

I think opinions like these need to consider the symbolic value present in Pokemon as a whole, specifically in how we interact with it.

Consider like this, Pokemon, like many forms of fiction, is an entity reliant on symbolic value of presentation. Objectively speaking, all Pokemon are from a purely mechanical perspective are lines of numbers activating motions in a game script, but symbolically, they are presented as living creatures in a fictional world. These lines of numbers have visual and narrative presentation behind them which gives them meaningful worth from a holistic perspective, the belief that every entry in your PC is worth something, that every Pokemon you train and fight with are living creatures for your to value.

Consider this - why do so many players, myself include, resist or outright refuse to use Legendaries in battle? Speaking from a direct position of optimized play, the process is illogical, purposely handicapping yourself from using the actual numerically and mechanically strongest tools they have at their disposal. But from a symbolic position, the idea is entirely natural. Legendaries are in lore presented as these all-powerful mythological (and in some cases downright divine) creatures who exist above all else in the Pokemon world, and this turns lessens the symbolic worth of using them in battle. Even though quite a few a genuinely bad in actual battle (hi Articuno), they still feel like an effective cheating device, a method of play which demonstrates less honest achievement and thus less in the way of actual satisfaction in playing the game. (This, BTW, is what separates Pokemon from a game like YGO, which has no explicitly "tiers" of overt power, and anything that is considered broken is quickly sent to the Shadow Realm/banlist)

Let's face it, Gen I has aged a lot. The original games were not made with PvP in mind (I think Miyamoto pushed it on the team late in development?), and thus the lines were designed just as expressions of the game world, with usually bland kits that consisted mostly of just STAB moves and little else. Which was fine at the time, but as the franchise has progressed and the awareness of competitive Pokemon and high-level play has become a core part of the franchise's identity, the complementing paratext has altered the way in which new Pokemon have been designed to better accommodate such aspects, which has in turn formed a power creep in general design which has left many of the Kanto/Johto lines in the dust. For some like Gengar and Clefable, they have the expanded kits that they're able to interact with newer Pokemon easily, but for many, the only way which they can retain symbolic and mechanical value is through explicit upgrades. Hence the use of new evos and Regionals. New evos symbolically remove the "irrelevancy" of weaker lines by establishing a higher tier of power for them to take advantage of, and Regionals allow for the symbolic rehabilitation of outdated lines into something more mechanically interesting while keep the iconography which gives them worth.

TLDR; Make Amamola a Luvdisc evo, you cowards.
 
(The only future paradoxes that really saw usage are Iron Bundle and Iron Hands, and Iron Bundle has all but disappeared now with the extended pokedex)
The fact that Iron Hands have managed to hold up despite the extended Pokédex speaks volume on how genuinely strong it is for Doubles despite being a Future Paradox, especially in a Trick Room heavy meta. Tapu Koko, if it returns, would only benefit it outside of Trick Room due fo Koko’s blistering Speed, but can help Iron Hands in non-TR teams.

Being an Electric physical Pokémon makes it’s accomplishment even more impressive. If a non-signature stronger physical Electric move exists and Iron Hands gets it, I don’t wanna imagine how devastating it would be.
 
Consider this - why do so many players, myself include, resist or outright refuse to use Legendaries in battle? Speaking from a direct position of optimized play, the process is illogical, purposely handicapping yourself from using the actual numerically and mechanically strongest tools they have at their disposal. But from a symbolic position, the idea is entirely natural. Legendaries are in lore presented as these all-powerful mythological (and in some cases downright divine) creatures who exist above all else in the Pokemon world, and this turns lessens the symbolic worth of using them in battle. Even though quite a few a genuinely bad in actual battle (hi Articuno), they still feel like an effective cheating device, a method of play which demonstrates less honest achievement and thus less in the way of actual satisfaction in playing the game. (This, BTW, is what separates Pokemon from a game like YGO, which has no explicitly "tiers" of overt power, and anything that is considered broken is quickly sent to the Shadow Realm/banlist)
I feel like some Yugioh players would disagree about "quickly" sending broken stuff to the banlist.

For something I can actually contribute though, I don't think the Symbolic importance of Legendary Pokemon is the sole reason people would refuse to use them. On the "roleplaying" aspect there's the angle that you probably have Pokemon well established in your team by then that you're already attached to and may simply not want to replace with another Pokemon, Legendary or Mundane, for that reason.

Then from a Numerical/Mechanical standpoint there are two things I would consider. The advantage of Legendary Pokemon can vary not just because of the mons but the games they're placed in (Dialga and Palkia are strong in Gen 4, but need a lot of leveling to be ready for the Elite Four and definitely are dangerous to go against Cynthia if not high level) if we're talking about whether using them is optimal. Conversely, some players may specifically want a challenge run (Nuzlockes, Monotype, minimum Battles, etc), and thus refuse the Legendary Pokemon mechanically because they make the challenge too easy, if they're allowed in the first place.
 
(Dialga and Palkia are strong in Gen 4, but need a lot of leveling to be ready for the Elite Four and definitely are dangerous to go against Cynthia if not high level)
They're usually on par with the player's team when they're caught. They might not be an insta-win button like Emerald Rayquaza, but they still provide a massive advantage if added to the team asap.
 
Reading this and coming to the conclusion that I generally prefer when uber-level legendaries, even mascots, are confined to the postgame.

Partly I think it's because I've never much enjoyed the actual process of catching legendaries - even despite absolutely buzzing off the old events where you got to go to an island and encounter Mew or Deoxys or something, it's more the "everything else" that I like: the location, the mystery, the key items, the lore, the vibes. But also because the forced encounter with the powerful legendary nearly all games post-RS have (and especially the mandation that you catch them in later games) make it feel like you're being pressured into using them on your team. So many guides just openly tell you to use your legendary as a crutch for the Elite Four, which I personally hate doing. BW slips by on a technicality because you literally catch it in time for the last two fights of the game and still aren't forced to use it; XY took this concept and did it worse in every way.

But B2W2's way of doing things is cool. (God, when am I going to play all of Gen V again?) Obviously everyone appreciated Rayquaza being catchable in Emerald, but it didn't need to be; just have it only return to Sky Pillar once you beat the Elite Four. It's not difficult.

And GS make Ho-oh and Lugia optional. It's genuinely one of the things I find most refreshing about replaying the Gen II games, and while I don't hate HGSS's approach because it's so low-stakes and I appreciate it purely for being a novel change from the usual world-ending plot that was getting quite tired by then, I'm not crazy about it.

Taking into account the fact that Crystal basically forces you to catch it (well, it doesn't but you are heavily pushed into encountering it) the only mascot legendary you can catch pre-E4 that isn't totally busted is Suicune. I used it on my team for a while when I first played Crystal and honestly it's very so-so. It fits the right balance - it's strong but not overly so, it's tanky but not excessively fast, and it doesn't learn powerful enough moves to cleave through enemies like a cover legend would. Actually, its movepool in GSC is crap; it learns Hydro Pump at level 71 which is by far and away its best move but that's long after the main story will be over. It's a point in favour of making non-uber legendaries the game mascot for once.
 
I like how Hisuian Samurott is so much better than the original.

Just moving from Unova to GOAT Region Sinnoh made it better :psysly:

I’m still not sure exactly how I feel on the Hisuian starters overall. I definitely prefer OG Decidueye, but prefer Hisuian Typhlosion/Samurott. But those 2 having such small/subtle differences just makes me feel a lil weird for liking them and adverse to praising their designs fsr.
 
I do think that Bottle Caps and Mints should outright change the IVs and Natures, rather than giving an override. Lemme bottlecap a Ditto and pass that down, the layer of overcomplication is something that can be done without.


Regional-only evolutions are meh; I don't mean stuff like Perrserker or Clodsire, but like Sirfetch'd and Overqwil. Just evolve the perfectly fine 'mon.

Hisuian Sneasel was a really bad move. Weavile debuted in Sinnoh, Sneasel is most abundant there, and there was a perfectly fine Fight/Poison 'mon there that shouldn't be throughly outclassed. Just give Sneasel a split evolution, like Scyther did in that very game. Could even had been our first Ice/Poison 'mon.


I utterly dislike the concept of Ursaluna, and the love it keeps getting. Ursaring was basically a Normal type Machamp. That's a fully evolved 'mon. Leave that be, make a fucking Mega (which are far better than the broken gimmicks we have been getting instead) if you want to expand on the design. Oh well, better than Donphan, being overshadowed by derivative designs masquerading as legendaries.
 
I do think that Bottle Caps and Mints should outright change the IVs and Natures, rather than giving an override. Lemme bottlecap a Ditto and pass that down, the layer of overcomplication is something that can be done without.


Regional-only evolutions are meh; I don't mean stuff like Perrserker or Clodsire, but like Sirfetch'd and Overqwil. Just evolve the perfectly fine 'mon.
Although I disagree with the two other things, the one you pointed out, especially the first one. Game Freak have a bad tendency to overcomplicate things despite their aimed audience being children.

While Bottle Caps are forgiving considering what AztecCroc pointed out, Mints’ case wasn’t excusable.

Things like those tells me that Game Freak doesn’t even know their audience that much despite their insistsnce.
 
I can't help but feel that the attempt to subvert who was the antagonist falls flat given the designs and typings of the mons in question. Maybe it relies on familiarity with the inspiration story that I don't have? In any case, I feel like it would work better at breaking expectations if the small Grass type was actually malicious and the more imposing Poison types were actually benevolent.
 
I can't help but feel that the attempt to subvert who was the antagonist falls flat given the designs and typings of the mons in question. Maybe it relies on familiarity with the inspiration story that I don't have? In any case, I feel like it would work better at breaking expectations if the small Grass type was actually malicious and the more imposing Poison types were actually benevolent.
Maybe I'm misremembering, but iirc you don't see the Loyal Three in their more obviously evil true forms until after you already know the real story. Before that point, you only see their (more benign-looking) statues. The online promotional material for the DLC gives it away I guess, but it's not like we have a consistent pattern of 'evil-looking Pokemon are always evil' to extrapolate from.

In any case, I don't really see this as an attempt to subvert the audience's expectations. There's no real sense of betrayal or deception, because you never meaningfully side against Ogerpon or act on the belief that the Loyal Three are good guys. Heck, Kieran is telling you right from the start that he doesn't think Ogerpon is as evil as the story says.

Whether it's a deliberate choice or just not bothering to include that extra layer in the writing, I actually really appreciate that Pokemon hasn't fallen into the same trap as modern media generally, where 'twists' are considered the most valuable narrative currency and being unpredictable is seen as more important than telling a satisfying story.
 
I can't help but feel that the attempt to subvert who was the antagonist falls flat given the designs and typings of the mons in question. Maybe it relies on familiarity with the inspiration story that I don't have? In any case, I feel like it would work better at breaking expectations if the small Grass type was actually malicious and the more imposing Poison types were actually benevolent.

The subversion isn't on the game itself. You're told pretty explicitly through character design and npcs that the story seems sketch and quickly proven correct. The subversion is on the meta narrative, transforming the ogre into the good guy you protect and the momotaro allies are the guys you need to beat up.

Another game example is hollow knight. radiance and the light aren't twist villains, you're told from the start this light is an infection and while the game has very deep lore, radiance is never posed as an ally or protagonist that then turns on you, you know you gotta kill her. The subversion is meta, that light is an evil force, and the shadows and void are deeply linked to the protagonist and while not "heroes", theyre much more sympathetic.
 
The subversion isn't on the game itself. You're told pretty explicitly through character design and npcs that the story seems sketch and quickly proven correct. The subversion is on the meta narrative, transforming the ogre into the good guy you protect and the momotaro allies are the guys you need to beat up.

Another game example is hollow knight. radiance and the light aren't twist villains, you're told from the start this light is an infection and while the game has very deep lore, radiance is never posed as an ally or protagonist that then turns on you, you know you gotta kill her. The subversion is meta, that light is an evil force, and the shadows and void are deeply linked to the protagonist and while not "heroes", theyre much more sympathetic.
So, funny thing is, I've always struggled with light=good since my autism can result in some sensory issues. Sleeping comfortably can take a lot of effort in ensuring things are dark enough. I honestly have a pretty bad track record when it comes to aligning with the motifs I'm 'supposed to' in media. Within the context of Pokemon, I ended up championing Poison after the mechanics changes in gen 8 while I'm generally not a fan of mons designed to be cute (the clearest exception being a Poison-type UB used by some initially suspicious folks). At some level, I was frustrated about being given hope about having 'uglier' Posion-types in a positive spotlight which didn't pan out. I don't really care about the story itself that much.
 
Although I disagree with the two other things, the one you pointed out, especially the first one. Game Freak have a bad tendency to overcomplicate things despite their aimed audience being children.

While Bottle Caps are forgiving considering what AztecCroc pointed out, Mints’ case wasn’t excusable.

Things like those tells me that Game Freak doesn’t even know their audience that much despite their insistsnce.

Mints do have the advantage of letting you run a nature like Hardy underneath the preferred nature so you don't get affected by the confusion-inducing berries
 
I honestly think there's a good reason to not have Mints and Caps override the actual nature/IV, although it's definitely debatable whether that reason is worth the added complication. Theoretically, we're still supposed to care about our Pokemon as individuals, and letting their stats change without needing to change their ~character~ or ~genetics~ (or however we're supposed to characterise these traits) lets players still feel connected to their Pokemon as they were when they caught or received them.

Personally, I'm not sentimental enough to care if my Quaquaval is still a Sassy boy after using a Jolly Mint on it, but I imagine it matters to someone out there.
 
I do think that Bottle Caps and Mints should outright change the IVs and Natures, rather than giving an override. Lemme bottlecap a Ditto and pass that down, the layer of overcomplication is something that can be done without.


Regional-only evolutions are meh; I don't mean stuff like Perrserker or Clodsire, but like Sirfetch'd and Overqwil. Just evolve the perfectly fine 'mon.

Hisuian Sneasel was a really bad move. Weavile debuted in Sinnoh, Sneasel is most abundant there, and there was a perfectly fine Fight/Poison 'mon there that shouldn't be throughly outclassed. Just give Sneasel a split evolution, like Scyther did in that very game. Could even had been our first Ice/Poison 'mon.


I utterly dislike the concept of Ursaluna, and the love it keeps getting. Ursaring was basically a Normal type Machamp. That's a fully evolved 'mon. Leave that be, make a fucking Mega (which are far better than the broken gimmicks we have been getting instead) if you want to expand on the design. Oh well, better than Donphan, being overshadowed by derivative designs masquerading as legendaries.
I disagree with pretty much all of this tbh.

Bottle Caps and Mints not straight-up overriding mons' characteristics is great for flavor since you can optimize your team while also having it be unique instead of the same old Jolly/Timid everywhere.

Regional formes introduced solely to lead into an evo suck, I agree. Sirfetch'd is blatantly the worst example of this.

Ursaluna is great and Megas for mons that still could've gotten another evo is downright criminal. A "Mega Ursaring" would've left it in shambles like Mawile. And Ursaring wasn't turning any heads since day 1, I might add.
 
Kitakami people are just weird imo.

Like Ogerpon was considered scary or whatever before the masks allowed it to roam freely and not be bullied but look how cute it is without the masks! Whereas all the masks (besides maybe Wellspring) make it look even more menacing…

Yeah, I'm going to wait till I complete the story to give my full opinion (before you ask, I like exploring, I'm taking my time; by the way there's TON of items, both in Poke Balls and especially glittering hidden spot, so yeah I'm picking all those up as I go along), but the ancient Kitakami people sound like just the worst. :blobtriumph:
 
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