Then why doesn't he use Tera Steel instead to counter both Ice and Fairy? Is he stupid?His Hydrapple being Tera-Fighting is probably meant to counter Ice types
Then why doesn't he use Tera Steel instead to counter both Ice and Fairy? Is he stupid?His Hydrapple being Tera-Fighting is probably meant to counter Ice types
That's because you're doing it wrong. Like yeah, the glitch works but just taking 6 Shadows through the early areas of Mt. Battle just only using Shadow Rush to repeatedly call them out of Hyper Mode is faster.
You were literally complaining about it not being fun, the Mt. Battle method is both faster and actually has you doing something rather than just waiting hours....but far more effort
Doing something doesn't strictly mean it is more fun. Waiting for something to passively happen over say 3 hours while engaging yourself with something else is a valid consideration vs spending 1 hour focusing on something that will go faster/more efficiently but requires conscious input.You were literally complaining about it not being fun, the Mt. Battle method is both faster and actually has you doing something rather than just waiting hours.
Mt. Battle really is a snoozefest. I almost get the idea behind it, but the levels just don't work for it to be a proper challenge.Doing something doesn't strictly mean it is more fun. Waiting for something to passively happen over say 3 hours while engaging yourself with something else is a valid consideration vs spending 1 hour focusing on something that will go faster/more efficiently but requires conscious input.
Saying Mt. Battle fixes his grievance arising from the "wrong" method entails Mt. Battle being engaging enough to entertain while doing the grinding, something pretty hard to do when grinding by nature is busywork that doesn't tend to hold attention in most video games. The complaint is that their most preferred method of mass purification is unfun. The most likely response to constantly button mashing through several areas of Level 20-35 Pokemon (i.e. most weaker than the level you first arrive at) for the first legs of Mt. Battle would be "this is not any more fun or engaging so this option does not address my criticism"
Doing something doesn't strictly mean it is more fun. Waiting for something to passively happen over say 3 hours while engaging yourself with something else is a valid consideration vs spending 1 hour focusing on something that will go faster/more efficiently but requires conscious input.
Saying Mt. Battle fixes his grievance arising from the "wrong" method entails Mt. Battle being engaging enough to entertain while doing the grinding, something pretty hard to do when grinding by nature is busywork that doesn't tend to hold attention in most video games. The complaint is that their most preferred method of mass purification is unfun. The most likely response to constantly button mashing through several areas of Level 20-35 Pokemon (i.e. most weaker than the level you first arrive at) for the first legs of Mt. Battle would be "this is not any more fun or engaging so this option does not address my criticism"
Gen 2 has no moves that have drawbacks to the user outside of recoil and recharge turns. And that's terrible.
You're not wrong, but that's too much. There's a reason only Outrage really took off out of these moves.Outrage?
If you put Belly Drum & Curse (Ghost) in the "recoil" bin, there's always Curse (everyone else)! -Speed, baby!!You're not wrong, but that's too much. There's a reason only Outrage really took off out of these moves.
You're not wrong, but that's too much. There's a reason only Outrage really took off out of these moves.
Gen 2 has no moves that have drawbacks to the user outside of recoil and recharge turns. And that's terrible.
I really wish there was at least something like Superpower and Overheat. It would make my life so much easier...
Huh. I looked up the list of moves introduced in Gen II and it is STARK. The first entry is Sketch and it just gets weirder from there. There's a handful of Mach Punch, Twister, Flame Wheel, etc moves that are just filling holes in the Gen 1 list, but the vast majority of them do SOMETHING odd.Also arguably Zap Cannon/Dynamic Punch.
I mean, I see where you're coming from but if you look at the moves introduced in Gen II I guess that wasn't really the general "vibe" of them.
Most of the moves with secondary effects introduced in Gen II were more geared around being "strategic" moves - by which I mean those with slightly more complex mechanics than the majority of those from Gen I. Perish Song, Pain Split, Psych Up, Beat Up, Belly Drum, Foresight, Thief, Reversal, Mean Look, Lock-On. And, of course, weather.
Huh. I looked up the list of moves introduced in Gen II and it is STARK. The first entry is Sketch and it just gets weirder from there. There's a handful of Mach Punch, Twister, Flame Wheel, etc moves that are just filling holes in the Gen 1 list, but the vast majority of them do SOMETHING odd.
You'd be surprised at later gens...Huh. I looked up the list of moves introduced in Gen II and it is STARK. The first entry is Sketch and it just gets weirder from there. There's a handful of Mach Punch, Twister, Flame Wheel, etc moves that are just filling holes in the Gen 1 list, but the vast majority of them do SOMETHING odd.
That was absolutely a big part of move design in Gen 4. It's telling that a lot of types that had to rely on Hidden Power for STAB got fixed in that generation. They also had to take a proper look at it because of the modern Physical Special Split.I always kind of thought they were deliberately trying to up the ante with how many of Gen II's moves are more complex in nature. Kind of like someone thought "okay, we made all the basic moves in Gen I, now let's see what we can really do".
By contrast when you look at how many new moves in Gen IV are the "70-100 base power with a very small chance of a secondary effect" sort, it feels to me like they were making an effort to "patch up" a lot of the types that didn't have many high-powered offensive moves (or needed a physical/special option). Dark Pulse, Iron Head, X-Scissor, Flash Cannon, Dragon Rush, Cross Poison, Earth Power, Force Palm, Aqua Tail, Bug Buzz, Power Gem, Poison Jab, Stone Edge, Zen Headbutt. That, and the wide amount of Quick Attack variations for other types: Aqua Jet, Bullet Punch, Ice Shard, Vacuum Wave, Shadow Sneak, Sucker Punch (that one's only partial).
During my first playthrough of Colosseum, I LITERALLY fell asleep during Mt. Battle.Mt. Battle really is a snoozefest. I almost get the idea behind it, but the levels just don't work for it to be a proper challenge.
I can understand them holding back a bit on Area 1 to allow your Shadow Mons to get some moves, that's fine. These fools are running around with Lv. 15-20 mons. Unless you want to purify Remoraid for some godforsaken reason, that's... not good. They're severely underleveled.
There's literally no reason for this and it has severe drawbacks. Mt. Battle is a textbook example of poor design.
Yeah Gen 5 was 100% when they started leaning super hard into more gimmicky moves, and particularly ones that are all but useless in casual gameplay, like Wonder Room, Magic Room, Quash, Bestow, After You...And then we went full circle by having post gen 4 primarily focus on trying new types of gimmicky or "weird" moves.
I tend to pick on Gen 6 for that the most but honestly even Gen 5 had a bunch of it. Moves that combo off other moves, stuff like Ally Switch, moves that always crit, Hex, Incinerate, Foul Play, etc etc.
To be fair, once there's a good foundation to build upon, there's nowhere else to go but gimmicks and minor twists on the existing moves.Gen V's moves are interesting because there's a whole range of different moves introduced in that gen but there's lots of little runs of patterns; you can't really categorise them as one big set in the way you largely can with Gen II or IV, but you can see they were going for a lot of concepts. Some which spring out at me are:
What's interesting about those latter couple of examples is that a lot of earlier gens would introduce new move concepts but only do them once, whereas Gen V doubles up on quite a few of them (though not all - it does introduce some interesting new-concept moves, like Retaliate, Synchronoise, Hex, Reflect Type, and Foul Play). Like, Fake Out is a unique move from Gen III that there aren't any equivalents to (except for maybe Mat Block, but that's not a 1-1 recreation and it's not a widespread move) but I feel like if Gen V had introduced Fake Out we'd have probably seen a couple of differently-typed equivalent moves, like an Ice-type Fake Out or a Ground-type Fake Out.
- stat boosting/nerfing moves for combinations of stats which mostly had not been done before (Hone Claws, Work Up) or for types which didn't have a move of that kind associated with them (Flame Charge, Struggle Bug, Low Sweep, Bulldoze, Snarl)
- stat boost moves which upped the ante (prior to Gen V no boosting move bar Belly Drum raised a single stat by more than 2 stages, or more than 2 stats by one stage at a time, but Gen V introduced a bunch of moves like Cotton Guard, Quiver Dance, Shell Smash, and Coil)
- moves basically designed for triple battles (Quash, Rage Powder, Telekinesis, Ally Switch, Round, Echoed Voice, Flame Burst, Incinerate, Wide Guard, Quick Guard, Heal Pulse)
- status moves which feel like tangents of mechanics Gen IV introduced (Wonder Room, Magic Room, Power Split, Guard Split)
- Different-typed equivalents to moves introduced in earlier games (Volt Switch, Dual Chop, Steamroller)
- offensive phazing moves (Dragon Tail, Circle Throw)
- guaranteed critical-hit moves (Frost Breath, Storm Throw)
Then by the time we hit Gen VI and VII it's basically "lots of signature moves and very little else". Like, aside from Fairy moves, event moves, and a small handful of new techniques like Ion Deluge and the terrain moves, Gen VI is just signature moves and a couple of different-typed variations to older moves (Infestation, Power-Up Punch, Sticky Web, Phantom Force). Discounting LGPE moves and the generic Z-Moves, Gen VII's list is basically 90% signature moves and the next two gens pretty much follow suit (barring Gen VIII's addition of the 18 tutor moves).