Oh, five last complaint I have about Raids I forgot:
Barrier Block: I HATE that whenever you use a move that exceeds the threshold for a Raid Pokemon to put up barriers it just voids the rest of the damage. I could understand this for a normal Pokemon uses a neutral/resisted move (which wouldn't be doing that much damage anyway), but when using a super effective move or a Max/G-Max Move this kind of feels like they're giving you the middle finger for daring to think tactically. It's especially worst for 5 Star Raids who's first threshold for barriers is at 90% HP so it's kind of not worth using your Dynamax/Gigantamax when the battle starts, but of course they couldn't leave that well enough alone!
Punishment For Not Using Dynamax (In Single Player): So, first turn of a 5 star Raid Battle I decide not to Dynamax my Pokemon because I know it'll set up a barrier at 90% HP. So instead I decide to not Dynamax and use a normal super effective attack or maybe a status move to buff my Pokemon up or whatever (apparently Raid Pokemon can be afflicted by status ailments but can heal themselves of it). But if you do that you then got to wait 5 turns to Dynamax again! Why? Like, I get for multiplayer the option for who gets to Dynamax cycles around to each player until one uses it which is fine I guess, but even then that's a 3 turn wait for it to cycle back to you. But why in single player Raids do I not only have to wait to Dynamax again when the NPCs obviously won't Dynamax but I have to wait longer to do so? And by the time I can Dynamax again we're sometimes close to the next threshold so would be a waste to immediately Dynamax (again).
Breaking Barriers: Though taking a step back about the barriers, they needed to make those easier to break more of. Unless you use a Max Move you'll only break one barrier and even if you use a Max Move they all break 2. How about instead a non-Dynamax Pokemon using a neutral/resisted move breaks only 1, a non-Dynamax Pokemon using a super effective move breaks 2, a Dynamax Pokemon using a neutral/resisted move breaks 3, and a Dynamax Pokemon using a super effective move breaks all barriers. Why have the Dynamax Pokemon do such huge barrier breaking damage? Because I only have them for 3 turns, I don't want to spend all of them with the Pokemon having a barrier up!
Infact it's almost worth trying to get your Pokemon knocked out when they have a barrier up because a trainer's cheer can instantly break a barrier no matter what level it's at. Well, YOUR cheer, the NPC players don't cheer to break barriers or give the other trainers stat boosts. But still, GF, when having your Pokemon knocked out is considered a better alternative strategy then having them active or even Dynamaxed, you need to rethink a few things concerning the barriers.
Lose Requirements: As far as I can tell, always 4 knockouts or 10 turns pass. Easy for low level Raids, nearly impossible for 5 star Raids (even 4 Star Raids). Especially when it comes to the number of Pokemon that can get knocked out, that needs to be raised at least one every 2 stars. Like from how I see it: 1 Star = 4 KOs/10 Turns, 2 Stars = 4 KOs/11 Turns, 3 Stars = 5 KOs/13 Turns, 4 Stars = 5 KOs/14 Turns, 5 Stars = 6 KOs/15 Turns.
Legendary Busters - Not So: So there's a few things concerning Zacian, Zamazenta, & Eternatus for Raids.
First, none can Dynamax. You enter a Raid with them and it doesn't give you the option (and I hope you weren't the Trainer that was assigned to have the capability to Dynamax otherwise no one is Dynamaxing in that raid thus losing an important tool to winning them). However there is an in-game reason for this: all three have a powerful Signature move that does double damage when used on a Dynamax/Gigantamax Pokemon. GREAT! That should make them amazing Pokemon to bring into Raids, right? NOPE!
Second, their Signature Move has the same problem above as with super effective moves: they don't ignore the rules of the "Barrier Block". Which is stupid! These moves are meant to take down Dynamax Pokemon! They should either bypass the threshold cap and/or completely break a barrier in one attack. But no, they're as useful as any other super effective moves but this time you don't get the benefits from Dynamaxing your Pokemon (oh, and they also only break 1 piece of barrier since they're not Max Moves). GF what are you thinking?!
The fact it's so easy is exactly why I think they're not banning the other 23 or whatever gigantamaxes for "laziness". They're even treated as different species iirc, which is why they can't evolve, so it would as you say be no issue.
I feel like it was done for one of three reasons:
1. the game just came out and gigantamaxes are rare, so it's a grace period of not having to worry about them
I think you got it in 1. They probably want players to first adjust to the new meta (you know, since they cut out half of the dex) and the new Pokemon (plus all the new Moves, Abilities, and Items (or older Pokemon getting access to Moves & Abilities they didn't previously)).
I find it hard to believe they'll keep this ban for long, especially since they're now on a near yearly basis with game releases.
Where does it say Gigantamax are different species?
He's talking about the Event Meowth, Pikachu, and Eevee. They're probably programmed as different species to cut them off from evolving.
Which is true, means we now have technically 4 versions of the Meowth family: Kantonian, Alolan, Galarian, & Gigantamax.
If that was the case, Febass should be banned because it was only available 4 tiles in Sinnoh.
Eh, Feebas, had to spent nearly an hour fishing behind the Professor's House to get one (and yes I went to the middle island where there's two fishing spots). Thankfully already had a Prism Scale (not sure where I got one) so I was able to evolve it over this Thanksgiving when I went over to my cousins who also got the game (as well as getting most of the version exclusives, at least of the new Pokemon, for older Pokemon I can wait for HOME). Seriously, they need to get rid of the 1, 2, 5 percent encounter rates as they're no fun to look for. Like I and my cousins spent nearly two hours looking for a Stonjourner (yeah, even I was surprised it took that long because I got two Eiscue rather quickly)!
Actually, that reminds me of another complaint I have:
Wild Area Weather: So, I've yet to catch myself a Corsola, Togepi, Cottonee, Solosis, Sableye, Mimikyu, Drampa, Goomy, and Dreepy. Not because I don't want to or am lazy, but because it hasn't been the right weather in the Wild Area. From the last time I checked Serebii, these Pokemon are only found in the Wild Area and the zones they're found in has to be a certain weather for them to appear. And since the Wild Area only changes weather at midnight, that means if the weather isn't what you need it to be then f*** you!
First off I can think of a few other routes or places you could put these Pokemon, why are they restricted to just the Wild Area? Also, if some Pokemon only appeared in certain weather, why not have the Wild Area change weather more frequently or maybe have the Pokemon not restricted to a few certain zones. While I may still be prevented from catching them for a certain amount of time, it hopefully wouldn't be for days. (Casually mention of them removing GTS goes here).