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Milotic is also a Water-type with a better optimized stat spread, and Cynthia's specifically has a superior moveset purely due to knowing Ice Beam to hit Grass-types. Geeta's Gogoat might have Bulk Up, but it's still a Grass-type with basically no moves that hit anything that Grass has trouble with. Anyone fighting Geeta probably brought a Gogoat answer on accident because Grass is so easy to handle. (This also applies to Avalugg because lol slow Ice-type.)

Geeta's Gogoat having Rock Slide instead of Zen Headbutt would have done a lot to make it kind of threatening because Rock coverage hits three types Grass is weak to.
 
Cynthia's team excels far and beyond within Sinnoh's context: Spiritomb being a tank with no weaknesses, Lucario with high mixed offenses and good movepool, Togekiss being another strong special tank, Milotic which I remind you was the PREVIOUS GAME'S CHAMPION'S ACE god what a flex move, and Garchomp. Roserade and Gastrodon are kinda whatever but the point is that the game is challenging your with some of the best Sinnoh has to offer, while Geeta (and I could say Nemona too if you count her as the true champion fight) fails at that.
 
Cynthia's team excels far and beyond within Sinnoh's context: Spiritomb being a tank with no weaknesses, Lucario with high mixed offenses and good movepool, Togekiss being another strong special tank, Milotic which I remind you was the PREVIOUS GAME'S CHAMPION'S ACE god what a flex move, and Garchomp. Roserade and Gastrodon are kinda whatever but the point is that the game is challenging your with some of the best Sinnoh has to offer, while Geeta (and I could say Nemona too if you count her as the true champion fight) fails at that.
Which is what I mean when I say that aura is an underrated factor. Lucario was PUSHED as a new mascot. Milotic is Gyarados v2. Garchomp is the PseudoLegendary. Spiritomb has no weaknesses and is impossible to find. The player is going to remember the fight as being difficult, whether it was or not, because they're scary and impressive.
 
you guys are overhyping milotic too much imo. its stats are fine but even within sinnohs context it has an awful awful tendency to just spam mirror coat to the point that baiting it after spiritomb can guarantee sweep because you can just spam setup in front of it (and unless you got chimchar that setup mon is Not going to be a fire type). it only ever uses ice beam if you put a torterra or gliscor in front of it. this is even worse in a casual run bc milotic completely halts any progress cynthia makes by letting the player spam heals on every mon without worrying too much about the guy thats sitting in front of it
 
you guys are overhyping milotic too much imo. its stats are fine but even within sinnohs context it has an awful awful tendency to just spam mirror coat to the point that baiting it after spiritomb can guarantee sweep because you can just spam setup in front of it (and unless you got chimchar that setup mon is Not going to be a fire type). it only ever uses ice beam if you put a torterra or gliscor in front of it. this is even worse in a casual run bc milotic completely halts any progress cynthia makes by letting the player spam heals on every mon without worrying too much about the guy thats sitting in front of it
That's more on how the AI breaks when it has to handle Counter/Mirror Coat than a specific Cynthia issue though.
 
I'd say that rather than overhyping Milotic in comparison (It's nothing special in Wallace's team, for example), I just don't have a lot of respect for Lucario and Garchomp. Especially not Lucario. Thing couldn't make an impression as an ace when the player has way fewer tools, there was no chance it could be hype in the champion fight.
 
I'd say that rather than overhyping Milotic in comparison (It's nothing special in Wallace's team, for example), I just don't have a lot of respect for Lucario and Garchomp. Especially not Lucario. Thing couldn't make an impression as an ace when the player has way fewer tools, there was no chance it could be hype in the champion fight.
idk i think its pretty solid on wallace's team, its just that the context they're encountered in is different. one thing about DPP Cynthia, and HGSS Lance/Red is that they're the first, and really only, final/superbosses to exist in the period between the removal of things like badgeboosts and other player-only-buffs, but before game freak started cutting away the level cliffing you faced when you got to the elite four/champion.
 
i say there should be an easy/medium/hard select screen at the beginning of the game.
They'd probably find some way to hide it, but yes, this is a franchise that desperately needs it, and honestly, they could get away with it pretty easily.

Like, make Easy have unimpressive AI and have it ignore IVs/EVs.
Medium gets stats
Hard gets better AI too, and potentially some extra levels.

Keep teambuilding consistent as this is where most of the work could go in making multiple difficulties. The more the programming for it can be scalable, the better.
 
That's more on how the AI breaks when it has to handle Counter/Mirror Coat than a specific Cynthia issue though.
sure but they still decided to give it to cynthia despite how much the ai breaks, so it is still a cynthia issue because cynthia uses it. some moves will always be hard to get the ai to use but if you have one that makes one of the champions pokemons just give a lot of openings for free then just... swap the move. give milotic protect or some shit, the ais better with that
 
Remind me why exactly do you find interesting to add to an easy game a artificial difficulty of "I need to read the movesets on bulbapedia beforehand and then still faceroll it because the combat system is flawed" again?

It's turn based games. You can't make them hard. You can just increase the amount of previous knowledge/grinding you need to beat it. There will never be a "execution" component, because in the end Pokemon will always boil to "i click A, you click B, and something happens".
Turn based combat system will never let to real difficulty when it's going against AI, unless you make the AI cheat, or worse, act randomly, and even then it's not difficulty anymore it's just making it frustrating.

Even romhacks that go super hard into making the game extremely challenging by giving NPC proper AI and movesets have to go changing the game systems to do so (forcing level caps for example) and STILL need player-imposed challenges like Nuzlocke and permadeath rules to be hard and not just "well I just save before the boss and worst case i reload if I miss or get crit or something". There's a very popular romhack lately of which I kinda forgot the name, which does all of this, and players do need to read movesets and carefully plan every turn, but in the end the only thing that does make it difficult is the self imposed nuzlocke + hardcore ruleset. Otherwise it'd be your bread and butter JRPG experience of "save in front of boss, try, if you die try again with another team".

Hot take:
Difficulty isn't created by increasing previous knowledge required nor by increasing grinding.
Both are artificial difficulty, because the first means that all it takes is a bulbapedia page and all challenge disappears, and the latter isn't difficulty it's just making it tedious for no reason.
It's created by making *execution* difficult. And that just can't happen in pokemon games, due to how the combat system is designed.

A easy example is the latest GOTY, Expedition 33 (great game btw, you should play it). Despite being a turn based game, it does have an actual execution pressure during the turns, because if you fail to hit the triggers on your turns, your damage is lower or sometimes the attack actually fails, and failing the triggers during enemy turns expecially at higher difficulties can be a instant game over (while still punishing you at lower difficulties).

Another less extreme example? Take the last 2 Yakuza games, Like A Dragon and Infinite Wealth. Their take on turn based combat adds not only in combat triggers, but also non-predictable movement on field. At any given time you're required to consider the position of your characters AND the enemies to lineup knockbacks and aoe attacks, as well as both attack and guard inputs that can add extra effects to your moves / almost completely deny the damage of opponents.

Pokemon? No. It can't be hard. Not with this combat system. You can make it more tedious. You can't make it harder.
 
^ im not going to quote all that but your first mistake is thinking that turn based difficulty needs to be the exact same as difficulty from action games. "try again with another team" is exactly the point. its about making you think about the pokemon/teammates you're bringing and learning to react to moves you dont know are coming.

also bringing expedition 33 to the discussion is very funny. the game thats parryslop and has some of the worst made difficulty of all time because the devs didnt know how to manage it for each arc. i feel like i played a different game from anyone else
 
Cynthia's team excels far and beyond within Sinnoh's context: Spiritomb being a tank with no weaknesses, Lucario with high mixed offenses and good movepool, Togekiss being another strong special tank, Milotic which I remind you was the PREVIOUS GAME'S CHAMPION'S ACE god what a flex move, and Garchomp. Roserade and Gastrodon are kinda whatever but the point is that the game is challenging your with some of the best Sinnoh has to offer, while Geeta (and I could say Nemona too if you count her as the true champion fight) fails at that.
Spiritomb is also more than just a tank. It can be *very* disruptive and debilitating.

Someone here brought up how disrupting stat-boosting sweepers with a lead is very good for Pokémon boss design, and they're right.

Spiritomb can put mons on timers with moves like Wisp and Curse and generally cause a lot of trouble on that front. It can also, as it did in the anime vs Ash, click Destiny Bond and oops, you're cooked lol.

It could be a pretty damn good lead if they really wanted to be evil with it, but just not having weaknesses shut up Sylveon is already a big switch-up.

you guys are overhyping milotic too much imo. its stats are fine but even within sinnohs context it has an awful awful tendency to just spam mirror coat to the point that baiting it after spiritomb can guarantee sweep because you can just spam setup in front of it (and unless you got chimchar that setup mon is Not going to be a fire type). it only ever uses ice beam if you put a torterra or gliscor in front of it. this is even worse in a casual run bc milotic completely halts any progress cynthia makes by letting the player spam heals on every mon without worrying too much about the guy thats sitting in front of it
That's more of an AI limitation though, but the whole discussion is based on AI improvements lol.

I'd say that rather than overhyping Milotic in comparison (It's nothing special in Wallace's team, for example), I just don't have a lot of respect for Lucario and Garchomp. Especially not Lucario. Thing couldn't make an impression as an ace when the player has way fewer tools, there was no chance it could be hype in the champion fight.
To be fair, Wallace's Milotic is unimpressive because it's a 6th Water-type with Ice coverage on his team.

Wallace was a horrible Champion, it really was a tremendous mistake to promote him in Emerald. :totodiLUL:

Remind me why exactly do you find interesting to add to an easy game a artificial difficulty of "I need to read the movesets on bulbapedia beforehand and then still faceroll it because the combat system is flawed" again?

It's turn based games. You can't make them hard. You can just increase the amount of previous knowledge/grinding you need to beat it. There will never be a "execution" component, because in the end Pokemon will always boil to "i click A, you click B, and something happens".
Turn based combat system will never let to real difficulty when it's going against AI, unless you make the AI cheat, or worse, act randomly, and even then it's not difficulty anymore it's just making it frustrating.

Even romhacks that go super hard into making the game extremely challenging by giving NPC proper AI and movesets have to go changing the game systems to do so (forcing level caps for example) and STILL need player-imposed challenges like Nuzlocke and permadeath rules to be hard and not just "well I just save before the boss and worst case i reload if I miss or get crit or something". There's a very popular romhack lately of which I kinda forgot the name, which does all of this, and players do need to read movesets and carefully plan every turn, but in the end the only thing that does make it difficult is the self imposed nuzlocke + hardcore ruleset. Otherwise it'd be your bread and butter JRPG experience of "save in front of boss, try, if you die try again with another team".

Hot take:
Difficulty isn't created by increasing previous knowledge required nor by increasing grinding.
Both are artificial difficulty, because the first means that all it takes is a bulbapedia page and all challenge disappears, and the latter isn't difficulty it's just making it tedious for no reason.
It's created by making *execution* difficult. And that just can't happen in pokemon games, due to how the combat system is designed.

A easy example is the latest GOTY, Expedition 33 (great game btw, you should play it). Despite being a turn based game, it does have an actual execution pressure during the turns, because if you fail to hit the triggers on your turns, your damage is lower or sometimes the attack actually fails, and failing the triggers during enemy turns expecially at higher difficulties can be a instant game over (while still punishing you at lower difficulties).

Another less extreme example? Take the last 2 Yakuza games, Like A Dragon and Infinite Wealth. Their take on turn based combat adds not only in combat triggers, but also non-predictable movement on field. At any given time you're required to consider the position of your characters AND the enemies to lineup knockbacks and aoe attacks, as well as both attack and guard inputs that can add extra effects to your moves / almost completely deny the damage of opponents.

Pokemon? No. It can't be hard. Not with this combat system. You can make it more tedious. You can't make it harder.
Good post,
Colress Disagree.gif


Indeed, you can't make a Pokémon game truly hard. Unless you're willing to do ridiculous stuff like HGSS Lance throwing a Lv. 50 DNite with Outrage and telling you to deal with it with shitmons at 5~7 levels lower at best.

You can, however, make it harder in a non-tedious way.

For example, this is Opal's lead in SwSh:
1766958653943.png

And you might unironically have stat boosts against that for answering her quiz correctly. Also, it's SwSh, so you have several ways of just facerolling leaders.

It's quite frankly not possible to convince me that this cannot be made harder, or more importantly, more engaging. Tackle as coverage on Lv. 36 is diabolical.

Romhacks usually go too far in the other direction, becoming grindfests with competitive movesets, but this is also unacceptable. It's not just trivial, it's a Cut tree in battle form.


A big part of the discussion is not just about difficulty. It's lack of flavor. You can have easy but engaging bosses. Again, I'll reach for Tate and Liza as an example

1766959189571.png


None of these pokémon are competitive superstars, they have no EVs whatsoever, their natures are likely unoptimal too, and they even fail to have 31 IVs.

However, they turn out to make for an engaging battle, one that encourages players to actually think instead of mashing A on a super-effective attack. Also, they actually have respectable STAB options for that point in the game. Some of them even have coverage options.

So yes, it's not possible to make a Pokémon game truly hard, but they can have much better designed bosses.
 
Remind me why exactly do you find interesting to add to an easy game a artificial difficulty of "I need to read the movesets on bulbapedia beforehand and then still faceroll it because the combat system is flawed" again?

It's turn based games. You can't make them hard. You can just increase the amount of previous knowledge/grinding you need to beat it. There will never be a "execution" component, because in the end Pokemon will always boil to "i click A, you click B, and something happens".
Turn based combat system will never let to real difficulty when it's going against AI, unless you make the AI cheat, or worse, act randomly, and even then it's not difficulty anymore it's just making it frustrating.

Even romhacks that go super hard into making the game extremely challenging by giving NPC proper AI and movesets have to go changing the game systems to do so (forcing level caps for example) and STILL need player-imposed challenges like Nuzlocke and permadeath rules to be hard and not just "well I just save before the boss and worst case i reload if I miss or get crit or something". There's a very popular romhack lately of which I kinda forgot the name, which does all of this, and players do need to read movesets and carefully plan every turn, but in the end the only thing that does make it difficult is the self imposed nuzlocke + hardcore ruleset. Otherwise it'd be your bread and butter JRPG experience of "save in front of boss, try, if you die try again with another team".

Hot take:
Difficulty isn't created by increasing previous knowledge required nor by increasing grinding.
Both are artificial difficulty, because the first means that all it takes is a bulbapedia page and all challenge disappears, and the latter isn't difficulty it's just making it tedious for no reason.
It's created by making *execution* difficult. And that just can't happen in pokemon games, due to how the combat system is designed.

A easy example is the latest GOTY, Expedition 33 (great game btw, you should play it). Despite being a turn based game, it does have an actual execution pressure during the turns, because if you fail to hit the triggers on your turns, your damage is lower or sometimes the attack actually fails, and failing the triggers during enemy turns expecially at higher difficulties can be a instant game over (while still punishing you at lower difficulties).

Another less extreme example? Take the last 2 Yakuza games, Like A Dragon and Infinite Wealth. Their take on turn based combat adds not only in combat triggers, but also non-predictable movement on field. At any given time you're required to consider the position of your characters AND the enemies to lineup knockbacks and aoe attacks, as well as both attack and guard inputs that can add extra effects to your moves / almost completely deny the damage of opponents.

Pokemon? No. It can't be hard. Not with this combat system. You can make it more tedious. You can't make it harder.
Please play actual good RPGs y'all, I'm begging you
 
I will forever sing the praises of Emerald Tate and Liza because they actively stifle Swampert unlike every other fight in the game purely through Doubles synergy without making it useless. It's a perfect showcase as to why Doubles should probably be the standard in-game format.

Please play actual good RPGs y'all, I'm begging you
Hey now, I beat Fallout: New Vegas recently and am on my second playthrough so I can 100% it.

Also for the love of god people need to play Radiant Historia it's so good.
 
I will forever sing the praises of Emerald Tate and Liza because they actively stifle Swampert unlike every other fight in the game purely through Doubles synergy without making it useless. It's a perfect showcase as to why Doubles should probably be the standard in-game format.


Hey now, I beat Fallout: New Vegas recently and am on my second playthrough so I can 100% it.

Also for the love of god people need to play Radiant Historia it's so good.
I feel like doubles being the standard format doesn't really make a difference because the core thing about tate and liza is that they bother -at all- to make use of different game mechanics through the synergistic use of weather, screens, etc. not bothering with that results in stuff like SWSH Raihan who uses the worst sand team known to man alongside Pokemon that really don't -benefit- from it lol.

in an ideal game, you would swap between singles and doubles a lot to make better use of the different kinds of scenarios you can set up using them; otherwise you get all the BB E4 using double battles when half of them have types that actively dislike being in a doubles setting like Steel lol.
 
You can, however, make it harder in a non-tedious way.

For example, this is Opal's lead in SwSh:
1766958653943.png

And you might unironically have stat boosts against that for answering her quiz correctly. Also, it's SwSh, so you have several ways of just facerolling leaders.

It's quite frankly not possible to convince me that this cannot be made harder, or more importantly, more engaging. Tackle as coverage on Lv. 36 is diabolical.

Romhacks usually go too far in the other direction, becoming grindfests with competitive movesets, but this is also unacceptable. It's not just trivial, it's a Cut tree in battle form.
Ok, let me phrase that one thought better there.

I do agree that pokemon games are ridicolously easy, don't get me wrong. But the kind of "hard" you see people expect when they talk about "nuzlocke difficulty" is not something I consider hard.

You can make it a bit more challenging than "mash supereffective"? Yes, totally.
Can you make it truly "hard", as in, requires mechanic mastery over just mashing supereffective? Not really, no. The lack of execution constraint will always be a issue, and the worst you can do for a raw turn based game is increase prior knowledge required or grinding.
Turn Opal's lead in a proper G-Weezing set? Sure you may actually need to click the supereffective move and not mash your lvl 45 starter's Fire Blast while wiping her entire team. But it won't change that due to lack of execution pressure, the worst that can happen is "oh i died, guess i just reload and change pokemon".

Again, I'll point at Run&Bun (I finally reminded the name of that romhack). The trainers in that romhack are perfectioned. They have strong AI. They have proper movesets and EVs/Items. They have cohesive team strategies.
AND YET
To make it challenging, they had to rewrite how the game works (pokemon are always fully healed, you can't use items, you're forced on Set mode, and to remove the grinding the player's Pokemon are level capped but you get infinite rare candies to fix them). The players pokemon are forced in what you can catch, but they added the entire pokedex up to gen 9 including megas and several legendaries available to catch.
They even rebalanced a ton of moves and abilities to give them proper usage or make certain pokemon more usable instead of terrible.
Players are forced to constantly check opponents moveset on their wiki, to plan their moves in battle.
AND YET
The only reason it's considered that challenging, is the nuzlocke ruleset. Can only catch one pokemon per area, if your pokemon gets KOd it's permanently "dead", and if you wipe it's game over. Because without those, well then you just catch everything, faceplant onto a trainer and at worse come back with a different team.
The permadeath is what puts the execution pressure on: "if i fuck up, i'm done". But that isn't Pokemon anymore. That's an Arcade game.

If the definition of "make the game hard" is to completely rewrite how the game works, then you didn't make the game hard, you just made a different game. The Pokemon infrastructure does not allow to make the game have any execution pressure without either turning it into an action game (see, Legends ZA) or adding Arcade-style mechanics (like permadeath) that have no place in this kind of collection focused games.
 
You can make it a bit more challenging than "mash supereffective"? Yes, totally.
Can you make it truly "hard", as in, requires mechanic mastery over just mashing supereffective? Not really, no. The lack of execution constraint will always be a issue, and the worst you can do for a raw turn based game is increase prior knowledge required or grinding.
My guy, I get your point, but we can't have 1f combo links in turn-based JRPGs :totodiLUL:

It's inherently not a execution-intensive genre. You don't see Fire Emblem players missing Hand Axes because they didn't swing their joycons with the proper timing.

E33 having that kind of mechanic actually sounds extremely bothersome tbh. :mehowth:
 
Some of you people just need to play action games lol. I play turn based games because i like crunching numbers and strategy, something that has before and will have depth and skill and difficulty available. you just need to play something that isnt pokemon aka the game made for babies goo goo gaa gaa. if you only care about difficulty in execution then go play bloodborne
 
E33 having that kind of mechanic actually sounds extremely bothersome tbh.:mehowth:
Depends. For some it is, but the game has difficulty settings, and it's extremely punishing at max difficulty while being "welp i have to heal next turn" on normal one, so it's less frustrating than it sounds on paper.

My guy, I get your point, but we can't have 1f combo links in turn-based JRPGs :totodiLUL:

It's inherently not a execution-intensive genre. You don't see Fire Emblem players missing Hand Axes because they didn't swing their joycons with the proper timing.
And I agree. I just struggle to see a way to make turn based games skill-intensive without having to inevitably take pieces off other genres.

And, call it personal bias, to me the difficulty of the game is "how much do i need to master the game mechanic", not "how often do i need to check a guide/wiki if i can't beat something", inherently something not possible when there isnt a time constraining (or limited attempt) mechanic at play.
 
Turn Opal's lead in a proper G-Weezing set? Sure you may actually need to click the supereffective move and not mash your lvl 45 starter's Fire Blast while wiping her entire team. But it won't change that due to lack of execution pressure, the worst that can happen is "oh i died, guess i just reload and change pokemon".
Forcing the player to stop, think, and change their team IS the goal of most of this. You seem to be operating on a different definition of "difficulty" than many of the other people here. I'm not looking for something impossible, I'm looking for boss fights that are more engaging than "Bring fast, strong mons that have STAB and at least one move that's SE vs their Ace".

I've said this before, my ideal gym challenge is one where each gym leader is designed to use a specific tactic, forcing the player to overcome that. Screens, weather, stall, even something like VoltTurn. This both teaches the player the strat and forces them to change their team into one that beats it. If the player then chooses to just powerlevel until they can beat it, that's their own choice, but I want the game to by default encourage methods of play beyond "Starmie with dual STAB and Ice Beam".
 
You seem to be operating on a different definition of "difficulty" than many of the other people here.
I do, but honestly it's just cause I've played so many turn based games by this point that they're all... bland.
All of them can be broken in same way, be it grind or just check boss strats beforehand. Doesn't matter if it's Pokemon, Atlus, Final Fantasy, Octopath, Yakuza, Trails, ... max difficulty? What difficulty, by halfway of the game i'll be oneshotting everything cause there's always a gamebreaking combo. Yes, even Expedition 33.
All of those you can break by just grinding or having prior knowledge. There's never a "Oh i need to retry this fight until I mastered it" like you do in action games, never a "oh I'm done i need to restart" like for RTS. If it wasn't clear, I don't consider "I need to die to a boss to see what he does then retry with the right team" difficulty nor challenge.
(And bear in mind, I love all of the above, I just don't consider them capable of being challenging past some point)

I'm a firm believer of "if you want challenge, look for another genre, turn based aint it."
 
I don't play pokemon for the difficulty, if I want difficult turn based rpgs there's a lot of others to play instead. most of my frustration with pokemon level design and encounter design is that you can go thru most of the games without understanding the games mechanics and just outright ignoring them and still win. challenge rom hacks go too far but I think the target audience for those are people who play a lot of showdown and are bored.

granted this isn't exclusive to pokemon either, theres a lot of rpgs Ive played where I didn't even use half the game's mechanics because I found a combo I could effortlessly use to brute force everything. although, ive played so many rpgs that my brain just defaults to doing this so every rpg I play will be way easier than ever intended by the devs.

pokemon is intended for children but the devs don't seem to have a very high opinion of children.

I've said this before, my ideal gym challenge is one where each gym leader is designed to use a specific tactic, forcing the player to overcome that. Screens, weather, stall, even something like VoltTurn. This both teaches the player the strat and forces them to change their team into one that beats it. If the player then chooses to just powerlevel until they can beat it, that's their own choice, but I want the game to by default encourage methods of play beyond "Starmie with dual STAB and Ice Beam".
yeah I wish they did more of this instead of saving it for the post game most of the time. pokemon has a lot of complexity and depth and interesting mechanics that they never show most people playing the game.
E33 having that kind of mechanic actually sounds extremely bothersome tbh.:mehowth:
funny thing about E33, and a lot of rpgs that try to do the turn based rpg with real time element you have to master, is that most of the best builds involve you just finding ways to ignore that mechanic entirely. granted a lot of rpgs devolve into this at the end but it's still really funny to me.
 
isn't this thread supposed to be about unpopular opinions? "modern pokemon is too easy" is not unpopular and is about as close to objective fact as a subjective statement can be so it's even straining the definition of "opinion". we should probably move on to actual hot takes, like this:

johto's level curve isn't even that bad
I forgor

You know how it is, sometimes we go off into random tangents and wind up in unexpected locations. Unlike Prime 4. God I hate that game.

So, about Johto... Y'know, I replayed HGSS a couple months ago and thinking about it, the lack of meaningful rewards for exploration in Johto were more of an issue than the level curve.

It is bad, sure, but it doesn't make the game straight up unplayable. It does, however, mean that you'll miss key level thresholds for the climax of the game. Namely Lv. 36. This has an impact on game feel.

Johto is almost designed in a way where you're expected to go off the rails after getting Surf to match levels with Chuck, but it's done in a way where you don't really have an incentive to do so. Do y'all feel the same?
 
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