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(Little) Things that annoy you in Pokémon

Honestly I wouldn't necessarily call that a bad thing.
Sadly, it would.

Competitive Pokemon is basically like a way more complex game of chess. Rather than "you can only move forward 2 steps", pieces have a bit more options, but those options are relatively limited and predictable, and player skill comes into play when deciding what to pick and predicting the opponent choice.
The more options there are, the harder it gets to predict or even guess what the opponent will be doing, and the game just turns into a guessing.

Basically, it's like if you play battle facilities blind: without actually knowing what the enemies can have, you're literally playing guessing games and either winning or losing because you guessed wrong.

It is counter intuitive, but having a excessively large amount of viable choices is not necessarly good for a competitive game's health.

But all this is of course hypothetical because, as Kurona pointed out, they would need to actually make more changes. Though aside from what I thought, what changes do you think would need to be made to not make Pokemon carrying multiple items not be OP?
Eh, there's plenty of fringe options that I don't see balanceable.
Think of setup sweepers being able to carry both a Life Orb and a Lum berry, focus sash or lefties. Or pokemon able to carry both choice band/specs and scarf. Even combos like Choice item + Life orb.
You'd need a significant revamp of the power level of said items to make them not break multiple pokemon and turn the game into a "broken checks broken" scenario where whoever gets the first move wins.
It's similar to Dynamax in singles in a sense: most of the games end up decided on whichever player got a sweeper setup and rolls over the other, rather than actually being able to maneuver.




Edit: in fact, I found a very good example: have you heard of the Rock Paper Scissor Lizard game?
It's a meme featuring Star Wars, but it plays off the fact that
- You pick a relatively fun and easy to maneuver game, rock paper scissor. Opponent only has 3 choices, so do you. You usually have a ~33% chance to guess correctly what the enemy has done.
- There's a intermediate version with 5: this gets more complicate and you already are down to a 20% chance to guess correctly.
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- Now add *more*. Would you really want to play this outside for the meme, expecially if money was on the line?
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Another solution is maybe tier items and you can't have a Pokemon holding an item of the same tier. So Life Orb, AV, Focus Sash, Leftovers, Black Sludge, Heady-Duty Boots, the pinch Berries, etc. would be Tier 1; Utility Umbrella, Blunder Policy, Big Root, Grip Claw, Type power-up items, etc. would be Tier 2; Weather Summoning Stones, Terrain Extender, Terrain Seeds, etc. would be Tier 3; and so on and so forth.
If we're going with "take up to X items, chosen from Y categories", I would probably group by role to prevent stacking similar effects (e.g. Tier 1 pinch-heal and tier 2 sitrus berry) and make the system less dependent on whatever the meta is at its formation.

But all this is of course hypothetical because, as Kurona pointed out, they would need to actually make more changes. Though aside from what I thought, what changes do you think would need to be made to not make Pokemon carrying multiple items not be OP?
If we have the design space for multiple item slots, we also have the design space for better items to use more slots. Form-change items (and potentially Z-crystals) probably need to take up all the available space, we're trying to avoid multiple Mega Rayquazas. It could bring in some aspect of your tier system if e.g. life orb and Boots both take up 2/3.

I would probably make it so that items with downsides have their downsides always active, even when they aren't the active item. Mostly to stop Choice+setup sets, which would be extremely threatening if they didn't require Magic Room and a lot of timing. Depending on what counts as a downside, this could be a minor buff to Guts and Poison Heal mons, but they were going to switch off their orb once they had status anyway.
 
"Oh but they didn't want to waste dev time on a new item" except they were willing to waste time making Blunder Policy, Room Service, and Utility Umbrella, three stupid items that no-one ever uses (except Gallade for some reason).
~*anecdotally*~ and all so , you know, take that caveat as you will but in various wi-fi battles I do see Room Service & Blunder Policy. So there is some utility there, especially for Room Service as people have pointed out


Meanwhile I have literally never seen Utility Umbrella, ever. In fact i forgot the thing even existed until you brought it up. The only use case I can see for this is to make it the weather (well, not even that, just Sun & Rain) version of Iron Ball ie: Weird Trick-focused Item in this case to ruin someone's strategy, but....
 
Though aside from what I thought, what changes do you think would need to be made to not make Pokemon carrying multiple items not be OP?
Hmm ... for a start, the "Only discuss released or announced aspects of games, anime, and manga" rule of OI would have to be changed. And then...

Well, to make a long story short, by then we would have been talking about a whole other type of prediction/reaction gameplay than Pokémon currently has. Held Items are such an influential variable that introducing it twice would turn everything on its head. It wouldn't quite be Pokémon as we know it.

I think we're edging onto the territory of another discussion here; that of the following ratio:

(amount of content you're actually likely to use) / (total available content).

This is something Pokémon struggles quite badly with as the denominator keeps growing for every passing generation while the numerator has stayed pretty much the same since Gen IV. The more content they introduce, the more marginal everything becomes. And that's a problem inherent to the whole conceptual model of the games. To mitigate the problem, something has to be changed on a fundamental level. And if there's one thing that gets fans on the edge, it's fundamental changes. It will be interesting to see how they're going to address that dilemma.
 
This is something Pokémon struggles quite badly with as the denominator keeps growing for every passing generation while the numerator has stayed pretty much the same since Gen IV. The more content they introduce, the more marginal everything becomes. And that's a problem inherent to the whole conceptual model of the games. To mitigate the problem, something has to be changed on a fundamental level. And if there's one thing that gets fans on the edge, it's fundamental changes. It will be interesting to see how they're going to address that dilemma.
Well, remember how fans acted the one time they announced they were cutting something?....

I think the fanbase is far too delusional in this sense, as in everyone knows that out of 5000 pokemon/moves/items/abilities/... you'll always only see at best 25 used, but godforsake you remove one of those 5000, hell breaks loose.
 
I think the fanbase is far too delusional in this sense, as in everyone knows that out of 5000 pokemon/moves/items/abilities/... you'll always only see at best 25 used, but godforsake you remove one of those 5000, hell breaks loose.
To be fair, I think the developers also deluded themselves a little on that front. You can't run what is essentially a collection franchise for two decades, with a sizable focus of the marketing being "catch everything, try everything, anything can be your favourite!" and setting a strong precedent for always having everything available, and then suddenly announce you're removing half of it, without expecting the fans' loyalty to be budged a little. It's like if Manchester United suddenly decided to quit football and begin doing ice hockey instead, and expecting their fans to follow them.

We've recognized for a while that Pokémon has been painting itself into this corner. Building their reputation of delivering "everything old, plus a bunch of new stuff!" in each game, without regard for the ever-increasing workload of implementing the legacy content, while also having a limited framework of mechanics to work within. It's not a model they could keep doing forever, but they haven't made any changes, because that would jeopardize their position as well. In a sense, Dexit was merely the conclusion of a path they've been walking down for a while. There are some fundamental properties of Pokémon that simply can't be reconciled with each other in the long run, but Pokémon built its reputation on having all these properties at the same time.

But instead of addressing this, the strategy of TPC seems to have been "go on like before for as long as possible until something must be done, then do whatever it takes to let us go on like before afterwards." They've kept throwing content onto a big pile, and when the pile became too big to manage, they chucked half the pile out the window ... and then kept throwing more content onto the remaining pile as if nothing had happened, and they acted all surprised when fans noticed something had happened.

Or in other words, the way they did things, backlash was inevitable. Something had to break eventually and cause disappointment. We could see that coming from quite a way off, but TPC did little to prepare for it.
 
Well, remember how fans acted the one time they announced they were cutting something?....

I think the fanbase is far too delusional in this sense, as in everyone knows that out of 5000 pokemon/moves/items/abilities/... you'll always only see at best 25 used, but godforsake you remove one of those 5000, hell breaks loose.
But Which 25?

Having multiple different sets of best mons is the entire reason UU and below are playable competitively. Moves that are useless in singles are near-mandatory in doubles. There's loads of ingame challenges that push for odd picks. There may be some overlap, and each one will have their own small list of top dogs, but there will also be things unique to each one. Does a reduced set even exist that won't leave some style of play unable to function, and will it be better than letting each style choose their list on their own?

As for me, I don't want to play chess. I want to build something cool. My short list is a pile of gimmicks. It's nearly mutually exclusive with high-level competitive, since I don't want to just use someone else's template. I can't throw support towards a system that does not include the likes of Smeargle, Shedinja, Protean, Natural Gift, Iron Ball, and the rather wide category of "whatever I need to make the next thing work."
 
Having multiple different sets of best mons is the entire reason UU and below are playable competitively. Moves that are useless in singles are near-mandatory in doubles. There's loads of ingame challenges that push for odd picks. There may be some overlap, and each one will have their own small list of top dogs, but there will also be things unique to each one. Does a reduced set even exist that won't leave some style of play unable to function, and will it be better than letting each style choose their list on their own?
Whenever I comment on Pokemon games, I always only look at VGC.
Remember, as far as GameFreaks and TPCI go, Smogon doesn't exist, 6v6 singles are a niche format for battles between friends, and the only supported formats are 4v4 doubles and 3v3 singles with limit to current gen pokemon.
 
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I think it's disingenuous to say that there would have been a dexit-like backlash to a mass cull of items. Hell, the fanbase has called out item bloat for a while now. Even movexit (and the loss of megas etc) was blown up as a controversy solely because people were looking for things to get mad at after dexit. No one has an emotional attachment to Silvally's memory discs.
 
Hmm ... for a start, the "Only discuss released or announced aspects of games, anime, and manga" rule of OI would have to be changed. And then...

Oh, uh, hehe... let's change subjects then (maybe something for me to ask about on the Discord when I have spare time...).

Well, here's a fringe opinion of something that sort of annoys me: the lack of other Eeveelution Trainer Groups.

In Johto we got the Kimono Girls and then we had to wait until Alola for us to get the story of Elderly Eeveelution trainers. However I feel that they could have had a whole batch of other "Eeveelution Trainer Groups", basing them off a theme and then using the individual Eeveelutions to specify what aspect of the theme their trainer brings (and as well form a team around, just having the single Eeveelution would get boring fast). Some quick ideas I had thought of (and yes I do have a longer list, I'm just going to post the more "grounded" ideas):
  • A group of kids all who have an Eevee you help evolve.
  • An emergency rescue team, each who specialize in a different type of rescue their Eeveelution helps in.
  • Helping a detective catch a group of thieves who base their thefts and leave a calling card based on their Eeveelution.
  • Explorers/treasure hunters who expertise in exploring certain environments that their Eeveelutions helps them search.
  • A Girl Idols/Pop Group who personalities (or at least their persona's personalities) reflect the Eeveelution they use.
  • A Boy Band who personalities (or at least their persona's personalities) reflect the Eeveelution they use.
    * (Maybe the Girl Idols/Pop Group & Boy Band could be a version exclusive thing)
  • Artists who use a certain art style that their Eeveelutions help them create.
  • Type Specialist (maybe Gym Leaders In-Training).
Or in other words, the way they did things, backlash was inevitable. Something had to break eventually and cause disappointment. We could see that coming from quite a way off, but TPC did little to prepare for it.

Little? How they treated Dexit shows they just expected players to accept it and/or any backlash to blow over. They did nothing to prepare for it. Had they treated Dexit as the big deal as it is, maybe gotten an actual PR team to help them with statement and ideas how to break the news gently and assure that much thought has gone into the culling and no Pokemon is being forgotten, then I think it would have gone over more smoothly (yeah, some people would still get angry, but I feel most veteran Pokemon fans would agree the number of Pokemon and connected mechanics (Moves, Abilities, Items) are beginning to cause bloating and limiting games to just a large Regional Dex of old Pokemon + batch of new Pokemon probably is the best solution at least at the moment (though I still think they should consider adding a Battle Simulator to HOME if that's going to be the be-all-end-all Pokemon management hub).
 
Whenever I comment on Pokemon games, I always only look at VGC.
Battle Stadium Singles should get some attention as well, since its the official Singles cartridge format, and its actually larger than VGC, Its much harder to get to Masterball compared to Doubles, the only significant difference is that the majority of players are Japanese due to Western players preferring Smogon.
 
You know the guy in Violet City that wants to trade shards for berries? He's pretty useful, because trading shards is the only way to get certain berries. However...

When you trade a shard, he gives you three berries

one

by

one

and after each individual berry that you recieve, a text prompt pops up stating that the player puts the berry in the bag. But why? It gives the player no useful information at all. It's bad enough that you can't trade multiple shards at the same time, but this is just ridiculous. But wait, it gets worse...

Recieving a berry isn't a normal text prompt. This means that you can't skip the text box with the a button, which means you can't even mash buttons to make the process faster.

Trading shards in HGSS might be the most insulting timewaste for something so trivial in any game ever. And I thought upgrading clothing in BOTW was bad.
 
Here's another for the "meaningless nitpick" but pick that nit i shall:

I hate the name "Power of Alchemy". It's Alolan Grimer/Muk's signature ability, since its easy to forget.
It's such a mouthful and I think is one of the longest ability names in the series. It's kind of awkward to read & say in the context of an ability. Bulbapedia theorizes that the way its written is a reference to the recurring japanese version of "technology is incredible", which seems like a stretch, but, even if it was....that specific wording isn't how the localization has handled it and the rough approximation "Alchemy is Incredible!" would still be bad.

I'd have just called it Alchemy, Alchemical Power, Chemical Power (the japanese name is Power of Chemicals, presumably they changed it to Alchemy to sound cooler) or if I'm feeling especially fancy, Chemical Spill.
 
I hate the name "Power of Alchemy". It's Alolan Grimer/Muk's signature ability, since its easy to forget.
It's such a mouthful and I think is one of the longest ability names in the series. It's kind of awkward to read & say in the context of an ability. Bulbapedia theorizes that the way its written is a reference to the recurring japanese version of "technology is incredible", which seems like a stretch, but, even if it was....that specific wording isn't how the localization has handled it and the rough approximation "Alchemy is Incredible!" would still be bad.

I'd have just called it Alchemy, Alchemical Power, Chemical Power (the japanese name is Power of Chemicals, presumably they changed it to Alchemy to sound cooler) or if I'm feeling especially fancy, Chemical Spill.

For it being a stretch that it's referring to the to the Japanese version of the "Technology is incredible" line, not really. They include the way the Japanese phrase is written and the 7 letters that makes up Power of Alchemy's Japanese name are the first seven letters in that phrase. Apparently, the Japanese word for "Science" and "Chemistry" is exactly the same (Kagaku かがく) and it's context which tells you what word is being used. But yeah, either way, there would be no reason for it to be spelled like that in Japanese unless they were purposely referencing that phrase.

So, back to the English version. Assuming 16 letters is the max amount of letters an Ability name can be (I could not find an Ability name longer than 16), if they wanted to stick close to the Japanese name which lately seems to be the goal of the translation team (see the naming puns for recent Pokemon, especially the names of the regional variant evolutions) they'd have to use shorter words. "(blank) is incredible" only leaves them 2 letters to use. For the sake of making a decent Ability name, they chose to forget trying to reference the phrase in English (or the translator just didn't realize it was a reference, but I have a feeling they maybe get some notes from the Japanese naming team explaining the reason behind the names) revert to using the exact translation "Power of (blank)" which gives them 7 letters to work with, much more doable. Chemistry is too long, so they had to resort to using a smaller word that roughly means the same thing, and they chose "alchemy" which was essentially the precursor science to chemistry.

All seems silly? Yes, yes it is. I strongly disapprove of the translations team's latest efforts of choosing to be more exact to the Japanese name then making good names even if it breaks away from the Japanese name. My personal choice of the Ability's name would have been "Chain Reaction", a phrase that indirectly refers to a chemical process and how the Ability works (when this Pokemon's ally faints, this Ability is replaced by the fainted ally's Ability, that's a chain reaction).
 
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Hjyboy's post in unpopular opinions made me think that this could be a fascinating conversation topic for this thread

Johto or DP Sinnoh: Which has the more disastrous regional Pokedex? Both of them are guilty of arbitrarily locking off new Pokemon to postgame and horrendous distribution of what is there leading to extremely samey in-game teams (Starter/Staraptor/Luxray for DP, Starter/Red Gyarados/Ampharos in Johto). In the end I think Johto tips the shit scale slightly in its favor since at least Platinum came around to mostly fix the Sinnoh dex whereas neither Crystal or HGSS came anywhere near to making the degree of fundamental changes Johto's Pokemon distribution needs (the latter even inexplicably rolled back some of the changes Crystal made, so much for preserving Crystal's content)
 
Hjyboy's post in unpopular opinions made me think that this could be a fascinating conversation topic for this thread

Johto or DP Sinnoh: Which has the more disastrous regional Pokedex? Both of them are guilty of arbitrarily locking off new Pokemon to postgame and horrendous distribution of what is there leading to extremely samey in-game teams (Starter/Staraptor/Luxray for DP, Starter/Red Gyarados/Ampharos in Johto). In the end I think Johto tips the shit scale slightly in its favor since at least Platinum came around to mostly fix the Sinnoh dex whereas neither Crystal or HGSS came anywhere near to making the degree of fundamental changes Johto's Pokemon distribution needs (the latter even inexplicably rolled back some of the changes Crystal made, so much for preserving Crystal's content)
Hoenn. Pokémon being exclusively 1% encounter rates in the wild has never returned for a reason, and is more egregious than locking Pokémon to the post-game. At least if you're really invested in a post-game locked mon you can breed one and trade it to a new save file fairly easily for your next playthrough, whereas 1% encounter rates are so de-motivating to try and find that most people don't bother.

Surskit deserved better, it's one of the coolest Bug-Type Pokémon that got shafted in its own generation and then forgotten by the devs in every generation since. And it was forgotten because no one got to use one, because it's a 1% encounter rate. And there are other examples, but it's still the worst handling of a generation's new Pokémon ever considering there's no reason it should be rare (unlike say, Bagon).
 
Johto or DP Sinnoh: Which has the more disastrous regional Pokedex? Both of them are guilty of arbitrarily locking off new Pokemon to postgame and horrendous distribution of what is there leading to extremely samey in-game teams (Starter/Staraptor/Luxray for DP, Starter/Red Gyarados/Ampharos in Johto). In the end I think Johto tips the shit scale slightly in its favor since at least Platinum came around to mostly fix the Sinnoh dex whereas neither Crystal or HGSS came anywhere near to making the degree of fundamental changes Johto's Pokemon distribution needs (the latter even inexplicably rolled back some of the changes Crystal made, so much for preserving Crystal's content)

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Hoenn. Pokémon being exclusively 1% encounter rates in the wild has never returned for a reason, and is more egregious than locking Pokémon to the post-game. At least if you're really invested in a post-game locked mon you can breed one and trade it to a new save file fairly easily for your next playthrough, whereas 1% encounter rates are so de-motivating to try and find that most people don't bother.

Surskit deserved better, it's one of the coolest Bug-Type Pokémon that got shafted in its own generation and then forgotten by the devs in every generation since. And it was forgotten because no one got to use one, because it's a 1% encounter rate. And there are other examples, but it's still the worst handling of a generation's new Pokémon ever considering there's no reason it should be rare (unlike say, Bagon).
If we're going to hold Skitty (a swarm), Surskit (also a swarm) and Chimecho (???????????????????) against Hoenn then (GS) Johto reigns supreme because Snubbull, Marill, Qwilfish, Remoraid, Dunsparce AND Yanma are all in the exact same boat (though Qwilfish & Remoraid have the interesting caveat of being completely unavailable with the Old & Good rods, but 10% chance with a Super Rod out of a swarm).


Also I'm sorry but I have bad news, 1% encounters have returned since then. Off the top of my head:
-Munchlax in DPPt, is a 1% encounter on honey trees, but only special randomly generated honey trees.
-This is a post-game example, but Dragonite had a 1% chance of being fished out of rippling water around Dragonspiral
-Dhelmise in SM is only found in one fishing spot at 1% encounter (dont worry it skyrockets to ~10%~ in a bubbling spot!)
-Larvesta, of all things, is a 1% encounter in a roundabout part of the volcano in USUM

SWSH also has a wide, frustrating variety of 2% encounters
Gen 6 is the only one I think avoided it and even then I might be forgetting some obscure route.
 
If we're going to hold Skitty (a swarm), Surskit (also a swarm) and Chimecho (???????????????????) against Hoenn then (GS) Johto reigns supreme because Snubbull, Marill, Qwilfish, Remoraid, Dunsparce AND Yanma are all in the exact same boat (though Qwilfish & Remoraid have the interesting caveat of being completely unavailable with the Old & Good rods, but 10% chance with a Super Rod out of a swarm).


Also I'm sorry but I have bad news, 1% encounters have returned since then. Off the top of my head:
-Munchlax in DPPt, is a 1% encounter on honey trees, but only special randomly generated honey trees.
-This is a post-game example, but Dragonite had a 1% chance of being fished out of rippling water around Dragonspiral
-Dhelmise in SM is only found in one fishing spot at 1% encounter (dont worry it skyrockets to ~10%~ in a bubbling spot!)
-Larvesta, of all things, is a 1% encounter in a roundabout part of the volcano in USUM

SWSH also has a wide, frustrating variety of 2% encounters
Gen 6 is the only one I think avoided it and even then I might be forgetting some obscure route.
As I wrote that post I was thinking I was probably wrong about 1% encounters not returning. FWR Hoenn has always stuck in my mind as the shining example of it, but that's probably because it concerns its new Pokémon exclusively. I actually don't mind older Pokémon being 1% encounters so long as in their original generation they were easier to find -- it makes sense for some Pokémon who should be rare.

But they did Dhelmise dirty as well, which again is gutting because it's my favourite Gen 7 Pokémon. I spent a long while trying to fish one up in USUM and it was annoying, but at least it's not 1% exclusive I suppose.
 
As I wrote that post I was thinking I was probably wrong about 1% encounters not returning. FWR Hoenn has always stuck in my mind as the shining example of it, but that's probably because it concerns its new Pokémon exclusively. I actually don't mind older Pokémon being 1% encounters so long as in their original generation they were easier to find -- it makes sense for some Pokémon who should be rare.
I still feel Hoenn isn't as eregious because ultimately its 5 pokemon (2 2 stage lines and Chimecho) and out of 135 (well, 133, I guess) in a 200 dex. Johto shoved new pokemon (& evolutions of old Pokemon & pre-evolutions of an assortment of pokemon) into the post game/part 2 AND had 6 (8) of them behind swarms

But they did Dhelmise dirty as well, which again is gutting because it's my favourite Gen 7 Pokémon. I spent a long while trying to fish one up in USUM and it was annoying, but at least it's not 1% exclusive I suppose.
For USUM the yrealized this was probably overkill so they bumped it up to 5%/35%, whcih I think is in line with the other rare fish.
 
If we're going to hold Skitty (a swarm), Surskit (also a swarm) and Chimecho (???????????????????) against Hoenn then (GS) Johto reigns supreme because Snubbull, Marill, Qwilfish, Remoraid, Dunsparce AND Yanma are all in the exact same boat (though Qwilfish & Remoraid have the interesting caveat of being completely unavailable with the Old & Good rods, but 10% chance with a Super Rod out of a swarm).


Also I'm sorry but I have bad news, 1% encounters have returned since then. Off the top of my head:
-Munchlax in DPPt, is a 1% encounter on honey trees, but only special randomly generated honey trees.
-This is a post-game example, but Dragonite had a 1% chance of being fished out of rippling water around Dragonspiral
-Dhelmise in SM is only found in one fishing spot at 1% encounter (dont worry it skyrockets to ~10%~ in a bubbling spot!)
-Larvesta, of all things, is a 1% encounter in a roundabout part of the volcano in USUM

SWSH also has a wide, frustrating variety of 2% encounters
Gen 6 is the only one I think avoided it and even then I might be forgetting some obscure route.
Wait until they ended up doing a full-on repeat of Gen 2/4 with so many new Pokémon having either a 1% encounter or ended up being shoved to late-game or post-game, especially with a smaller new Pokémon roster per generation. That could also applies to new regional variants + evolutions if we count them as new Pokémon (which would put up much closer to earlier generations in new Pokémon count).

Especially egregious if those very rare encounters are Pokémon that aren't even powerful, useful in-game where they are obtained, or able to evolve, which Gen 2-4 are most guilty of.
 
But they did Dhelmise dirty as well, which again is gutting because it's my favourite Gen 7 Pokémon. I spent a long while trying to fish one up in USUM and it was annoying, but at least it's not 1% exclusive I suppose.
It’s not that bad when it’s incredibly easy to game the bubbling mechanics. Just go in and out the door until it bubbles and fish then, you should get one in about 10 encounters or so
 
It’s not that bad when it’s incredibly easy to game the bubbling mechanics. Just go in and out the door until it bubbles and fish then, you should get one in about 10 encounters or so
It's not a 1% encounter, it's just a 10% encounter you can go for 1 in 10 times. Wait...

(I know what you mean - entering and exiting that door is much quicker than fishing up an encounter - but I just found this funny on its face)
 
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