(Little) Things that annoy you in Pokémon

I also think that's not a "intended feature" either.
As in, they designed those games with a single save file in mind, the fact that you can have "multiple" by switching profiles likely isn't intentional as those are meant to "represent different users", it's just a non-bad side effect of the profile system.

...I don't really understand games with single save files either though. Unless their expectation for their playerbase really is "they'll play it once, finish it then put it down"
I *soooorta* understand it for Pokemon, from purely a perspective to """incentivize trading""" but they aren't the only games that do it.

Single save file is one of those scenarios where I ask myself "do the devs even play videogames?"
Yeah its probably just happenstance for Pokemon but for some games it does seem to be. Going back to Origami King for a second, when you're at the title scren it literally makes you pick between the profiles and shows a little snapshot of their current progress. Pretty sure every prior Paper Mario had multiple save files so its a little huh???

Or you can just do another file and you get the other Urshifu / Regi / Horse and you're happy ! That's what I've done !
It is really shocking how easy this made things and that Home was....even easier! I thought FOR SURE you would need some special other account but no, its as easy as swapping profiles in the app itself, access the full suite of features and everything.




side note the profile thing kiiiind of does make me wonder if it was a reasoning behind putting the wolf at the end of the post game. And hell Eternatus has to wait a long, long time too, you get him in the penultimate battle of the game. & you can't even capture the regi until the end of the game (due to level caps) and Calyrex/the horse requires you become champion even if you sneak your way through at the start. Kubfu is the only one of the legends you can get "normally".
one of those "ok, you can do this, but if you want to abuse it you really got to work for it"


I mean probably not, they just thought it'd be an interesting capstone to the game (for the wolves, eternatus) or are in content meant for post-release and post-game, but when you're quasi-speedrunning a game for a handful of pokemon the conspiracy boards go up nevertheless
 
To be fair, there have been significant improvements in terms of trade exclusivity this generation.

The only Pokémon you absolutely cannot get without trading are the other version cover legendary, the Urshifu form, the new Regi (and technically Regigigas), and the horse you didn't pick. Everything else can be obtained without needing another player in some way or form.
I'm pretty sure there are still a bunch of version-exclusive mons and while there are some of them in the wild, trade evos are still kind of a problem.
 
I'm pretty sure there are still a bunch of version-exclusive mons and while there are some of them in the wild, trade evos are still kind of a problem.
Well, I never said they are perfect, but between raids, static encounters, Egg Move transferring, Mints, and easier access to Bottle Caps, that's much less of a problem... but still a problem nonetheless (right, Applin?)
 
Do people enjoy game exclusives and choice stuff? Im pretty much on "every pokemon should be obtainable in a single copy field" which is why i find trade stuff annoying, but I know some people do think it has merit, and even like it which i dont understand much
 
Do people enjoy game exclusives and choice stuff? Im pretty much on "every pokemon should be obtainable in a single copy field" which is why i find trade stuff annoying, but I know some people do think it has merit, and even like it which i dont understand much
Would you have preferred the original 1990 Capsule Monsters pitch? It would all be one version, but there would be very rare creatures that had a small chance of being found at the bottom floors of massive dungeons called Mirage Monsters. In the pitch it said you were lucky to even get one per playthrough, and they would by the primary purpose for trading, which would be to get all of the Mirage Monsters registered into the game. This was before the concept of PvP battling was thought up, too, so the primary purpose of game link cable compatibility was trading mirage monster with eachother(reminder that breeding didn't exist even in the Gen 1 concepts). The concept wasn't entirely scrapped, or at least the name. Mythical Pokemon are called Illusory Pokemon in Japan(also a reminder that this term existed in Japan even in Gen I, unlike the localizations which advertised Mythicals as being Legendary Pokemon until partway through Gen IV)
 
Would you have preferred the original 1990 Capsule Monsters pitch? It would all be one version, but there would be very rare creatures that had a small chance of being found at the bottom floors of massive dungeons called Mirage Monsters. In the pitch it said you were lucky to even get one per playthrough, and they would by the primary purpose for trading, which would be to get all of the Mirage Monsters registered into the game. This was before the concept of PvP battling was thought up, too, so the primary purpose of game link cable compatibility was trading mirage monster with eachother(reminder that breeding didn't exist even in the Gen 1 concepts). The concept wasn't entirely scrapped, or at least the name. Mythical Pokemon are called Illusory Pokemon in Japan(also a reminder that this term existed in Japan even in Gen I, unlike the localizations which advertised Mythicals as being Legendary Pokemon until partway through Gen IV)
Honestly, I would! I think it'd still make for a good trading experience for kids, as they'd find a rare dude and trade it for another rare dude, as a low find chance is basically a mythical for them haha.

Now, to be fair, one of the main reasons pokemon did succeed was the social activities of trading and battling, however, with most trading taking place in stuff like home, gts and stuff, where its basically anonymous with no social interaction, theres not as much reasoning to keep the things that focus on trades (exclusive pokemon, two versions) anymore imo. GO has pretty much taken that part of the franchise.
 
Two minor annoyances I've had so far with Let's Go Pikachu (just curb stomped Lt. Surge with Growth Gloom) are
- Training on wild pokemon
- Some movepool choices

For training on/catching wild pokemon (which seems to be the most effective way to train), I don't like that besides berries (which really should last more than one throw & I'm assuming you can farm at some point) and actually aiming properly there isn't much you can do to improve the odds of a catch & I feel like I'm just throwing whatever the strongest pokeball available is until it sticks. I think it'd be super cool to have a hybrid system (something like lower health => slower movement/easier to time the circles), but the gameplay loop of "walk into route, throw pokeballs at every rattata you see, send them all to the professor" is one I'm not the biggest fan of.

This next one is odd but who decided Growlithe should get Flamethrower (a 90BP move) at like level 18? That's around when Psyduck gets Confusion (which is a 40BP non-STAB move), an Ivysaur would still have Vine Whip as its best STAB (next best move is Razor Leaf at 31), etc. Yeah Pikachu gets Thunderbolt at 21 but its the mascot. Are there not fire-type moves between Ember and Flamethrower? This is sort of the opposite but did they not think to give Grass-types access to Grass-type moves via level-up between Mega Drain/Razor Leaf in the 20's and Solarbeam/Petal Blizzard in the 40's/50's? Magical Leaf is in the game (I think?), Energy Ball exists, the buffed Giga Drain somewhere in there would be cool. Infinite TMs do help this a lot (Lance is going to get absolutely demolished when every member of my team that can have BoltBeam will have it), so good STAB/coverage isn't too hard to come by. It's more the imbalance that makes me go :puff:

Not being able to turn off the effect of natures will always frustrate me a bit in a pokemon game, but at least there are STAB options for both attacking stats now.
 
Maybe it's just me and my obsession with overcomplicated strategies, but given how few mons with Run Away that would be usable in a post game facility, I feel like this is cutting off a legitimately clever idea that isn't broken enough to warrant it.
I recall that was actually a thing that suppose to work 10 years or so ago when I read on Bulbapedia. It can be that I misread it back then. My English are pretty terrible.
The closest thing useful for a Run Away Pokemon I found over the years it to catch Ditto in the friend safari for breeding by using a Run Away Caterpie to decrease its catchrate and escape from battles I don't want to participate in.
 
Let's Go's "movexit" decisions are really bizarre. Like, got rid of Giga Drain, I assume because it wasn't in the originals, but then keep Power Whip? & Then buff Mega Drain to Giga Drain's power level?? Get rid of large swaths of mid-tier fire moves, but keep Heat Wave. Just seemed to pick dark type moves out of a hat.
 
The closest thing useful for a Run Away Pokemon I found over the years it to catch Ditto in the friend safari for breeding by using a Run Away Caterpie to decrease its catchrate and escape from battles I don't want to participate in.
Run Away can make exploring the Wild Area early in SwSh very low-stress. I mean, the game throws poke dolls at you so you aren't whiting out anyway, but having a Run Away lead means that lvl 40 wild encounters while you're grinding Watts for the Dig Bros are an annoyance, not wasting a limited resource. That's probably why Thievul keeps the ability even after evolution, despite all non-speed focused mons with the ability being first-stage.
 
The craziest thing about that is RSE, dont really give items to anyone. Gym Leaders & E4 members in Emerald only get Sitrus berries and RS....actually I don't think anyone else has items.

Do all "final match" teams have items....? It's the first I've heard of any of this, and is pretty wild.
 
I remember this game I played as a kid, Final Fantasy Tactics Advance, had a similar mechanic. At one point replaying it, I realized that enemies would infinitely re-equip their weapons after you stole from them and could be used to farm for money and EXP at the same time. A few key enemies, however, had a low % chance to re-equip endgame equipment instead of their regular gear, giving you access to busted abilities like Doublecast and Stopshot early, or even limited items like Ribbons. It was a ton of fun to progress through the game stealing shit left and right, one of my favourite implementation of the Thief class in any game.

Obviously the main difference here is that 1) there is no other way to get these items in RSE and 2) it's not a mechanic you engage with at all in normal gameplay, making it even more unlikely you'll stumble on to it. However, I would be lying if my first reaction to that reddit post wasn't "damn, that's super cool!" At the time, these ridiculously convoluted hidden mechanics were probably designed to sell guides, which was scummy, but in this day and age I find they really add to the charm of older games. Kinda crazy that we're still discovering this stuff.
 
I remember this game I played as a kid, Final Fantasy Tactics Advance, had a similar mechanic. At one point replaying it, I realized that enemies would infinitely re-equip their weapons after you stole from them and could be used to farm for money and EXP at the same time. A few key enemies, however, had a low % chance to re-equip endgame equipment instead of their regular gear, giving you access to busted abilities like Doublecast and Stopshot early, or even limited items like Ribbons. It was a ton of fun to progress through the game stealing shit left and right, one of my favourite implementation of the Thief class in any game.

Obviously the main difference here is that 1) there is no other way to get these items in RSE and 2) it's not a mechanic you engage with at all in normal gameplay, making it even more unlikely you'll stumble on to it. However, I would be lying if my first reaction to that reddit post wasn't "damn, that's super cool!" At the time, these ridiculously convoluted hidden mechanics were probably designed to sell guides, which was scummy, but in this day and age I find they really add to the charm of older games. Kinda crazy that we're still discovering this stuff.
I am curious if the japanese guides actually poitn these out or not. The english guides sure dont
 
I dislike that Salamence was introduced in Gen 3. It's sprite didn't look like something I would like to put into my team, but that isn't really the reason I disliked it.
Salamence, at least in most generations, was just a better Dragon/Flying Pseudo Legendary than Dragonite.
It has better offenses, speed and it has intimidate to make up for having worse defense. It's barely even a competition.
You grind 5 levels less to reach it's final form.

It kinda bothers me that a Pokemon gets introduced that outclasses something that badly despite the intention being them being both good at something different.
It's a shame, because Dragonite's movepool is so colorful. It's like a dragon that can control various elements.
This is probably why I enjoy Gen 5 OU the most. Dragonite can really take advantage of it's movepool thanks to weather and the addition of Multiscale really helped.
 
Why is there so little dragon/fire types? Is it just that obvious of a combo that they avoided it? Then again, most dragon mythos do look like dragon/flying dudes with access to flamethrower, but the fact it took 5 generations to make a dragon/fire, and then another 2 to make another one who isnt a forme change is just... Weird I guess
 
Why is there so little dragon/fire types? Is it just that obvious of a combo that they avoided it? Then again, most dragon mythos do look like dragon/flying dudes with access to flamethrower, but the fact it took 5 generations to make a dragon/fire, and then another 2 to make another one who isnt a forme change is just... Weird I guess
Which is why I prefer to call the Dragon type the "Dinosaur" type, as most Dragon-types don't resemble either the western or eastern dragon stereotypes.
 
Which is why I prefer to call the Dragon type the "Dinosaur" type, as most Dragon-types don't resemble either the western or eastern dragon stereotypes.
I do have an issue with dragon for being a rather arbitrary typing (along with bug, fairy and the "verb" types flying and fighting), but even if its just dinosaur/monster type, things spewing fire is such a common cliche in the west that even then it bothers me. I guess it's fitting that the first dragon/fire mon was on the first western region
 

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