I don't have Let's Go (hell I still don't have a Switch yet), so I don't know the mechanics deeply, but I think I can get the gist of it.Here's a thought: im not sure if anyone else noticed this but a lot of mechanica from Lets Go seemed to be a betantest for Switch. We've seen the restricted dex, we've seen the overworld mons, and now weve seen the expshare on. Gamefreak already knows how important EVs and IVs are, i doubt they would intentionally butcher something when they already explicitly stated making competitive more accessible. So how do we do that? We bring in a vastly improved version of the Candy System.
Okay whoa, hear me out on this: you no longer gain EVs from battle, but can riase your stats through other means, such as Pokejobs or Curry. There will be a much stricter cap much like the EV system, but without the need to grind mindlessly in the fields for ages. And the boosts would all be clear and immediately understandable.
I know there are people who arent big fans of the system, but I just find it too much of a radical shift in the strengthening process to be a one and done deal. What do you guys think?
Be it as it may, I understand that could work, but I don't get why the old model shouldn't stay.
And I know I sound redundant but, as with Dexit and some other features, I am still in the mood of "why the hell you remove a feature to add something and the two don't detract from one another, outside of laziness?"
We already had alternative methods of training EVs (pokepelago, Festival Plaza), I don't get why remove non-shared EXP and in-fight EV training. All points made by Codraroll and myself in our latest post still stands.
Why not open the option pool, instead of changing it removing something?