Not to mention LA has Sinnoh completely morphed and weirdly a separate island despite Shinjoh Ruin's connection to Johto and Sinnoh's Radio tower being connected to Johto'sIt's cool to think about the game design perspective when talking old region revisits but I'm not sure if I entirely agree with this line of thought. You've ommitted quite a few non-natural landmarks from your assessment, most notably Relic Castle and Abyssal Ruin which feel ready-made for some sort of expansion depending on how far back a hypothetical Legends Unova would be. There's also Reversal Mountain, which fulfills the role of natural spot on the eastern side of the region.
I do think other regions are better for this format for similar reasons to what you've described, but I would hardly call a Legends Unova "borderline impossible without a massive geographical overhaul"
Not to mention LA has Sinnoh completely morphed and weirdly a separate island despite Shinjoh Ruin's connection to Johto and Sinnoh's Radio tower being connected to Johto's
Sinnoh's Radio tower being connected to Johto's
Not literally, but the Rocket takeover in Johto is directly broadcast in DPP. Given the game's general Johto refs + crossevos you'd assume the regions are near each otherWait, what?
CHALK?Yes, but this is Pokemon we're talking about, not a 1v1 game. You have 6 pokemon in your team, with the added flexibility of VGC being "bring 4 out of 6", which does give you a lot of leeway on how you build.
Pretty much every team structure will have some combination of the top 15 or so pokemon + 1 or 2 niche picks that work well or against them, obviously, but that's far from a stale meta as long as multiple archetypes are viable.
This isn't CHALK where if 5 of your 6 weren't the predetermined top mons, you were by default at a massive disadvantage and basically playing hoping your opponent misplayed.
Sinnoh is based on Hokkaido, Johto is based on the southern part of the main island. Sinnoh was always a stand alone island.Not literally, but the Rocket takeover in Johto is directly broadcast in DPP. Given the game's general Johto refs + crossevos you'd assume the regions are near each other
But LA shows otherwise
Not literally, but the Rocket takeover in Johto is directly broadcast in DPP. Given the game's general Johto refs + crossevos you'd assume the regions are near each other
But LA shows otherwise
Unpopular Opinion of mine followed by a quote response/follow-up.
Legends Unova is a fun idea for the story/world to explore, but making an "ancient Unova" fun to play is borderline impossible without a massive Geography overhaul compared to Sinnoh. Unova's Region design is based heavily on its cities while not having a great deal to work with for geographical setpieces: you have Chargestone Cave, Twist Mountain, and Dragonspiral Tower, which are all concentrated on the West side of the Region compared to Sinnoh having a more centered Mt. Coronet or a hypothetical Johto game probably basing in Mahogany Town with the Towers (whether or not the historic Fire occurs during the story in question.)
CHALK was a extremely popular archetype during gen 6, to the point where iirc the top 8 teams at worlds that year were almost all identical, as by not playing CHALK (or a slight variant of CHALK with a antimeta adaptation) was basically making life harder for yourself for no reason.CHALK?
CHALK was a extremely popular archetype during gen 6, to the point where iirc the top 8 teams at worlds that year were almost all identical, as by not playing CHALK (or a slight variant of CHALK with a antimeta adaptation) was basically making life harder for yourself for no reason.
By many considered the lowest point of VGC.
View attachment 562924
It consisted of Cresselia, Amoongus, Landorus-Therian, Heatran, (Mega)Kangaskhan, hence the CHALK
https://pokeventurer.blogspot.com/2015/12/chalk-analyses-better-understanding.html
Compared to even SwSh final worlds
View attachment 562925
Despite the omnipresence of Incineroar (by many considered by now the best VGC mon ever, though I think it'll have steep competition by Iron Hands next year), there is quite some variety in both pokemon choices and archetype, with both hard TR, semi TR and bulky offense showing up and a pretty healthy selection of support pokemon.
If you're curious, this was the day 2 usage for SV Worlds
View attachment 562926
and the top cut
View attachment 562927
More centralized than the year before, with Urshifu in all teams and Flutter Mane being "the mon to beat", most of them are BO though you do have a couple semi TR teams. Incidentally as I mentioned some posts ago, Hyperoffense is basically unplayable, you'd basically end up in "i either win at the lead or lose on the spot" in most matches due to not having switchins.
(It was pretty interesting how Lando-T went from basically unusable in reg D to being all over the place in reg E due to scarf tera flying being super strong into ogerbonk)
Johto is the other go to for a legends game, but I think that would be way harder to make work as the geography across the region is fairly similar, and would be harder to divide up into interesting regions.
I meant more that Johto’s geography just isn’t that interesting and there’s very little variance. It’s definitely not impossible to make work, but it’s difficult to look at the map and come up with multiple biomes that would work for an open world/legends style game without feeling repetitive.Eh. Even there, you've got a lot of interesting ways to shake up the geography.
- Make Ruins of Alph/Ecruteak City instead of Goldenrod City the centre of the region
- Olivine City is a poor little fishing village rather than a big port
- Combine the Whirl Islands into one big island, as was mentioned in HGSS
- Remove the Lake of Rage from the map (or simply have it be a tiny little river), as it was stated to have been formed from a crater created by a Gyarados rampage that filled with rainwater, and have the whole Mahogany/Mt Mortar region be much wilder and uninhabited
- Dragon's Den would simply be a little-known cave in the mountains where Dragon Tamers train in secret, not a well-known settlement
- Maybe New Bark and Cherrygrove don't even exist at all yet?
- Depending on how far back you go, you could show the story of the Slowpoke ending the drought in Azalea Town and the establishment of the Slowpoke Well
- Ilex Forest could be much larger and untamed, and have an interesting Celebi event attached to it
- In general the land could be way more undeveloped; Dark Cave might not fully exist, and the routes around Tohjo Falls might be larger and more expansive
I don't necessarily want to see all these things, just saying there's a lot of potential there.
I meant more that Johto’s geography just isn’t that interesting and there’s very little variance. It’s definitely not impossible to make work, but it’s difficult to look at the map and come up with multiple biomes that would work for an open world/legends style game without feeling repetitive.
Being not a fan of Legends gameplay, I only have one opinion on hypothetical sequels:
A Legends: Necrozma should take place primarily, if not entirely, in Ultra Space. Nothing they could do with an ancient Alola would be remotely as interesting.
Being not a fan of Legends gameplay, I only have one opinion on hypothetical sequels:
A Legends: Necrozma should take place primarily, if not entirely, in Ultra Space. Nothing they could do with an ancient Alola would be remotely as interesting.
Plus just bring back Ultra Necrozma already you silly GF people.
I think there’s definitely ways to do ancient unova. There’s plenty of different biomes and landmarks, and they don’t really need to be in a neat circle like LA.
Assuming it’s split into separate areas like Hisui, could easily have a snowy area (Twist Mountain, Dragonspiral Tower), desert area (Relic Castle), and coastal area (undella bay, abyssal ruins). Then could go to the southeast for the basic starting area (with Pinwheel forest) or centre it around Lostlorn Forest or Abundant Shrine. The northeast would work as something similar to the highlands, with Opelucid and Village bridge conceivably existing.
Nailed it.Dragon type was busted but stats are a big reason why it was so threatening. Stats of both Pokémon and moves. All but two pseudo legends being Dragon Type (all with strong offensive stats) bloated the type with threats. There were also Kingdra, Flygon, and Haxorus, all with BSTs of 500 or higher. I'm going off of memory here but I think the only two fully-evolved Dragon types as of Gen 5 with a BST below 500 were Altaria and Druddigon? That's goofy. Latias and Latios were two other 600 BST legends allowed in OU. Outside of an OU meta, Game Freak had just made two straight generations with Dragon Types as box legends (with a few extra forms for good measure), not to mention Rayquaza.
The BP of Outrage and Draco Meteor was also absolutely part of the reason for the Dragon Type's dominance. But it was coupled with attack stats usually working from 110 base, at minimum. That doesn't help.
------I know Iron Hands’ a powerful threat in VGC but…
WHAT.
I mean, it’s one thing to make a physical Electric-type Pokémon to work in VGC. But it’s another to be one of the best of the format despite having no effective Ability thanks to Pincurchin being useless and Miraidon not available!
I don't mind the Heavy-Duty Boots at all. Immunity to hazards is useful to several Pokémon, and it also has a drawback of, get this, using the item slot, so you have to choose between something like a damage boost versus damage prevention.I do generally like hazards being powerful (and it's a reason I prefer singles). The introduction of Boots in gen 8 (alongside a lot of competitive focus on bootleg Spikeless Skarmory) led to me not enjoying the battles nearly as much (even in Natdex). So I can't deny there's an amount of schadenfreude on my part about the hazard situation in gen 9. You wanted Boots to stick around as a commonly used item? Well here you go!
I’ve said it a few times before, ugh I hate these threads turning into shit about competitive - I specifically only use this Pokemon subforum here since I’ve moved passed competitive.
Of course I understand that this is a competitive Pokemon website and posts with some competitive aspects are going to end up here - I just really don’t like having to go through multiple posts or posts with indepth competitive analyses about them to find the ingame discussions I’m looking for
Ultra Space's blue-skinned folks made me ask soooooooo many questions. To start with the basics:Being not a fan of Legends gameplay, I only have one opinion on hypothetical sequels:
A Legends: Necrozma should take place primarily, if not entirely, in Ultra Space. Nothing they could do with an ancient Alola would be remotely as interesting.
i agree with psychic needing one more resistance (i vote fairy), but alternatively to another type being weak to it, i think steel should lose the psychic resistance, which would put psychic on the same level of ghost and dark. it's ironic because steel was created partly to balance psychic in gen 2 and now psychic is too undertuned.About types, if one type desperately needs a buff right now... other than Bug, I would pick Psychic. I swear, it needs to hit more than two types super-effectively and have at least one more resistance
i agree with psychic needing one more resistance (i vote fairy), but alternatively to another type being weak to it, i think steel should lose the psychic resistance, which would put psychic on the same level of ghost and dark. it's ironic because steel was created partly to balance psychic in gen 2 and now psychic is too undertuned.
well, if they took the offensive AND the defensive suggestion i mentioned, psychic/fairy coverage would be handily resisted by... psychic-types, much like psychic/fighting is right now. i do agree that, without that, it does make the combination too good for how accessible it is for mons of both typesNo, that would just make offensive Psychics ridiculous, since most have Fairy coverage for the Dark types. If Steel lost its resistance to Psychic, the only combos that resist Psychic/Fairy coverage would be Steel/Psychic and Fire/Psychic, not a lot of mons for a coverage combo that is so common on fast Pokémon. If anything, Dark and Ghost have become a bit too powerful without the Steel resistance, having Steel keep the Psychic resistance is fine. Psychic is pretty balanced for now, most Psychic types have good coverage and they benefit from most Steel types lacking reliable recovery so they can be worn down; remember PsySpam is/was a viable strategy. The only real problem is that Ghost has nearly the same place in the typechart but is just more overtuned