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(Little) Things that annoy you in Pokémon

A slideshow video about Flinch in VGC (and why Flinch is generally disliked)

This video reminds me a lot why Flinch (from any move other than Fake Out, more specifically) is one of the worst status in the game. Not only it allows degenerate strategies like this that can result a lockdown in singles and even Doubles in Para-Flinch, but it also “makes the rich richer” by rewarding high Speed even more than that stat already is, with the only consistent way is to run Pokémon with Inner Focus… of which not much are viable in VGC except Dragonite to begin with.

Look, I don’t care if “it’s funny when I use it”… Is it really a good idea to leave the Flinch as-is unless made exclusive to the likes of Fake Out and Upper Hand? Not to mention the potential of RNG creep if more viable flinching moves get in the game.
At a certain level of negative status stacking, just stop hoping the RNG will bless you. If you're paralyzed and getting hit by Jirachi Iron Head, then you have a 30% chance of moving. At that point, treat the situation like the oppt is using Focus Blast and you are praying for the miss. Depending on RNG to get you out of a bad situation is always a losing proposition.

Same thing in Doubles. You should be running protection moves and priority. Someone exploiting the fact that you've failed to do so isn't "degenerate"(ugh I hate that word), it's playing the odds. 2 mons, 49% chance of at least one losing their move just from Flinch, para can increase that further(27.5625% chance of both your mons moving if both are paralyzed and Rock Slided). But that's only relevant if you don't have, say, Wide Guard. Or ESpeed. You have much better options for countering Flinch than the RNG-based "just hit through it."

Is Flinch powerful? Undoubtedly. Is stacking a bunch of stuff so that flinch is more likely really good? Absolutely. But also this is modern Pokemon, they've been power creeping for years. If Flutter Mane is spreading Thunder Wave to wreck your day, Thunder Wave is not the biggest problem there.
 
I'd like to take a second to complain about the in game for a minute.

I've said this in countless places but the thing I hate most about Pokemon is that they'll introduce a nice QoL change that is entirely optional then MANDATE you use it for no reason

Exhibit A: the EXP Share

In Gens 6-7(haha funny), they reworked the EXP share to be a perfect compromise for players that hated the sometimes slow grinding of the game and made it so your team could collect EXP all at once. This was a good thing, I would argue, bc not everyone has the individual time/effort/motivation/whatever to train up new pokemon. And you didn't HAVE to use it, either, so if you wanted the classic Pokemon experience, that was OK too.

Now? You don't have a choice, every pokemon in your party WILL get experience. So if you want to only train specific Pokemon up so you have balanced levels, you need to box the other ones for a time. And guess what? That doesn't even begin to cover the fact that you now cannot have a Pokemon in your party unless it's EV'd the way you want it to be, for fear of accidentally giving it EVs you don't want. This doesn't bother me much in the main game, but afterward I quite literally cannot have a mon in my party without it being EV'd to my personal preferences. I can't describe how much I hate that choice, even if it's made "easier" by having a box wherever you are on the map.

Exhibit B: Autosave

Genuinely there's no excuse for this one. I can't even begin to explain it. I turned autosave off in PLA for the first time after failing a shiny Pichu in a massive mass outbreak, so that for future hunts I could just manually save when I found the shiny of my choice and work from there. But now you see people exploiting the backup save as a means of bypassing the mandated autosave in PLZA, and you just have to ask yourself, why would you put people through all this hassle? If you leave an option in the game for people to use the backup, they're going to look up how to do it, so all this does is annoy and punish the people too lazy to do it. It also again just continues a theme of Pokemon offering you choices and then removing them for no actual reason.
Real talk, this forced settings is genuinely such a massive thorn for the series.
These features were perfectly fine being a toggle, nobody had problems with it being a toggle, why is it that Gamefreak or the Devs or whoever is running the show want to give people less options. In a series that is famous for the sheer variety of choices a team can have.

Don’t even get me started on the response to people not liking it. ‘Just put your other Mons in the PC’ is a level of deafness up there with ‘do you guys not have phones?’ in how ignorant and honestly rather rude it is.

Don’t even get me started on the removal of Set mode, the easiest way to add difficulty to the base games
 
Don’t even get me started on the removal of Set mode, the easiest way to add difficulty to the base games
Set mode is by-far the most baffling thing because like on one hand, yeah, okay, whatever. You can just press B, right? As far as "adding difficulty" goes it was one of the sillier ones.

but also.....why...get rid of it? There is probably 0-to-none time saved, development wise, on getting rid of the toggle that probably existed mostly just to speed things up. And to make no mention of set mode still being used by the game not just for the multiplayer modes but, like, the team star bosses since the starmobile immediately gets sent in with no time to switch.

Like I roll my eyes about the games being balanced around exp share now (SV is the closest I think it does and that's mostly on the back of late game level jumps and all battles being "opt-in) but it is at least a "reason" that I can grasp. A dumb reason that I will disagree with and there's lots of options to get around hypothetical child who turned it off and is now "too far behind" but whatever. A reason! That exists! Set mode toggle going away is ???
 
Real talk, this forced settings is genuinely such a massive thorn for the series.
These features were perfectly fine being a toggle, nobody had problems with it being a toggle, why is it that Gamefreak or the Devs or whoever is running the show want to give people less options.

Personally, I think on principle it’s fine for devs to draw a line somewhere and say “them’s the brakes,” because in theory, you could suggest-a-toggle a game to death. For instance, why stop at the Exp. Share being on or off? After all, what about the people who might have preferred the “even more difficult” experience mechanics from prior to Gen 6, when the Exp. Share only applied to one Pokémon, and only active participant Pokémon gained an amount of experience that got divided by the number of participants, and catching Pokémon rewarded no experience?

As a non-Pokémon example, plenty of people complained about the breakable weapons in Breath of the Wild, so should Tears of the Kingdom have included a toggle to satisfy players who wanted non-breakable weapons, even though that would go firmly against the core game design that the developers intended?

Should we have layers of toggles for every increasingly archaic iteration of a feature? That would be a little absurd, especially since every additional option and play mode you add risks creating more problems for development to iron out.

The devs make the game according to their vision, and if their vision is for a mechanic or feature to work only one way, then I think that should be up to them.

But at the same time, it is obvious that players generally like having more choices when it comes to customizing their experience of the game. So it’s kind of a tricky line to walk in terms of whether you prioritize the developer’s vision or the players’ preference.

With something like Pokémon’s Exp. Share, I think that’s mostly where the issue is. I doubt that it would present a significant technical problem in this instance, considering that Gens 6 and 7 did feature a toggle. But Game Freak already made a significant change to arrive at that system in the transition from Gen 5 to 6, and there were people at the time who didn’t like that, even with the “compromise” that a toggle-able Exp. Share offers. And yet, Game Freak still chose to draw a line there without going back. We’re now at a point where they’ve chosen to draw another line, even though I’m sure they know that doing so will inevitably put some people off (because drawing a line anywhere always will for someone, somewhere).

Personally, I think this is possibly because experience being shared across a party is more of a staple in RPGs these days, so Game Freak might view that as something they were actually lagging behind on and needed to modernize. I don’t have any hard evidence of that; it’s just my gut feeling based on how they spoke about it in some of the media leading up to Sword & Shield (I suspect similarly about autosave). In which case, that would be them putting their feelings as developers over a segment of the players’ preferences.

Regardless of the exact motive, would that be the right call? I think it’s hard to say. Were it up to me, *I* would probably have left it as a toggle, but there’s part of me that thinks that’s actually beside the point, and that the issue isn’t primarily with the presence or absence of a toggle, but rather, with many of the games just not being adequately balanced around party-wide experience sharing. I think you could probably find a way to draw the line while also making it so that the altered mechanics don’t break the balance of the game.

Going back to the Tears of the Kingdom example, the game did not feature any sort of toggle to make weapons unbreakable… but it did introduce various avenues that allowed players to reinforce or replenish weapons, which did satisfy a lot — not all, certainly, but a lot — of people who didn’t enjoy that aspect of Breath of the Wild’s game design.

I’d like to think there’s potential for a happy medium somewhere even if Game Freak do insist upon not having a toggle, unless it just simply is their intention for the shared experience gains to be so high that they end up making the game extremely easy. I suspect that that’s probably not what they’re aiming for, and that they just haven’t really nailed down an approach that works yet… but maybe I’m wrong, and it’s working exactly as intended. If so, then well… I just don’t really agree with their vision, if that’s what it is. But I just have to make my peace with that.

I really got nothing when it comes to set mode being removed, though. I never really used it, personally, but like R_N says, it seems like a really odd thing to remove when it’s how all “proper” battles in competitive and multiplayer work anyway, which assumes that at some point you’re expected to graduate beyond the need of shift mode’s training wheels. (Honestly though, with SV being so busted I wouldn’t be terribly surprised if this were somehow a symptom of larger issues.)
 
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but also.....why...get rid of it? There is probably 0-to-none time saved, development wise, on getting rid of the toggle that probably existed mostly just to speed things up. And to make no mention of set mode still being used by the game not just for the multiplayer modes but, like, the team star bosses since the starmobile immediately gets sent in with no time to switch.
Also Double Battles like you know, the entirety of the 7th gym and all of the Indigo Disc, being also always being Set.
 
i do think that the switch mode should be removed in favor of a forever set mode. I dont think set mode makes the game jump insanely in difficulty, it only asks a bit more of the player and even for kids i find it completely manageable
I wouldn't mind this but I don't think they want to make the games difficult at this point, beyond maybe one or two select fights in the game to give them "aura"(or whatever the kids call it)
 
So Pokemon Pocket has always reused artwork from the real tcg. It has an expedited release and it's as much about nostalgia so sure, whatever. Majority of the regular Pokemon and some of the Item cards fell into this assuming they existed before (ie: Lucky Ice Pop, Pokeball reused art but obviously an item that didnt exist like Protective Poncho got something new). This was usually offset by a small selection of regular cards that got new art (usually for a mission), new art for all the supporters, new art for the ex cards, and all the secret rares were also all new. Even if the cards were call backs to the real TCG, like Iono's shuffle & draw effect, there would be new art.
Even in the previous set, Fantastical Parade, which had stuff like Mega Gardevoir EX while a prominent Mega Gardevoir EX existed in the real TCG, used entirely different art for both its standard and full versions (& the Immersive Rare was completely different from the Special Illustration Rare)

But the newest set just revealed, I noticed immediately that both EX cards (Meowscarda & Gholdengo) and the art rare they showed off (Maushold) are lifted directly from the real tcg too. The Arven & Nemona are also reused. Mesagoza being reused isn't that much different from something like the Lucky ice pop being reused, but it still stands out when this is only the second set to feature stadiums.

I dunno man, kinda sucks I think
 
So Pokemon Pocket has always reused artwork from the real tcg. It has an expedited release and it's as much about nostalgia so sure, whatever. Majority of the regular Pokemon and some of the Item cards fell into this assuming they existed before (ie: Lucky Ice Pop, Pokeball reused art but obviously an item that didnt exist like Protective Poncho got something new). This was usually offset by a small selection of regular cards that got new art (usually for a mission), new art for all the supporters, new art for the ex cards, and all the secret rares were also all new. Even if the cards were call backs to the real TCG, like Iono's shuffle & draw effect, there would be new art.
Even in the previous set, Fantastical Parade, which had stuff like Mega Gardevoir EX while a prominent Mega Gardevoir EX existed in the real TCG, used entirely different art for both its standard and full versions (& the Immersive Rare was completely different from the Special Illustration Rare)

But the newest set just revealed, I noticed immediately that both EX cards (Meowscarda & Gholdengo) and the art rare they showed off (Maushold) are lifted directly from the real tcg too. The Arven & Nemona are also reused. Mesagoza being reused isn't that much different from something like the Lucky ice pop being reused, but it still stands out when this is only the second set to feature stadiums.

I dunno man, kinda sucks I think
I mean it's called Paldean Fates, including the important characters and locations just makes sense.
 
I'm fine with moves having accuracy but anytime I'm playing a pokemon game and I run into trainers that do nothing but spam moves like sand attack or double team I just want to stop playing, lmao.

Making it so my attacks fail so you can then destroy me easier is a fine strategy, part of what makes whitney's miltank so scary, but the random troll trainers are just so annoying and pointless.
 
I'm fine with moves having accuracy but anytime I'm playing a pokemon game and I run into trainers that do nothing but spam moves like sand attack or double team I just want to stop playing, lmao.

Making it so my attacks fail so you can then destroy me easier is a fine strategy, part of what makes whitney's miltank so scary, but the random troll trainers are just so annoying and pointless.
After ragequitting Octopath Traveler II recently I've decided to refer to instances of a game seemingly aiming to not allow you to play like this as "abusive game design". It just comes across as the designers taking pockets of an otherwise good game and going out of their way to make you as miserable as possible for a short stint.
 
A week or two ago I think I made a post in another thread mentioning how I wished spinoff material had more leeway to visually rework the Pokemon with wacky new artstyles rather than abiding by their original design sheets every single time.

The original Pokemon Trozei is precisely what I was alluding to when I made that comment.
View attachment 807695
As you can see for the human characters they wheeled out this incredibly distinct early-mid 2000s Cartoon Network aesthetic. Literally no other Pokemon product looks like this. Now, granted, this was a puzzle game where you don't often see the critters themselves outside of the headshots in gameplay, but still they made no attempt to align them with this new aesthetic and that's just a very unfortunate missed opportunity.
this post intrigued me so I tried pokemon trozei. banging soundtrack and I adore the artstyle, reminds me of HarmoKnight. gameplay is surprisingly fun but

why do the bosses smack you in the face for the simple crime of playing pokemon trozei? they are legit challenging (granted I don't play many puzzle games but yeah)


also while on the subject of Trozei the commercial's hypnotic tune has lived rent free in my head for years

Genius Sonority might be beating the "PoKeMoN GaMeS aRe AlWaYs EaSy" allegations...then again they did work on Pokemon Colosseum LOL
 
yeah they should make a full bug/ground line rather than it being exclusive to a pre-evolved pokemon and a wormadam form
Agreed, though at least Wormadam is a "permanent" form.

It's honestly odd we never got another regular one, if I think bugs I think dirt you know? Mole Cricket alone seems like an easy lay-up; can easily envision a kind of mediocre single staged bug/ground out of that.
 
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