Pokerogue thread

I decided to actually try pokerouge today and while it was decently fun at first I quickly realized that the game basically comes down to having to get a huge amounts of exp. charms early or you cannot win
 
I decided to actually try pokerouge today and while it was decently fun at first I quickly realized that the game basically comes down to having to get a huge amounts of exp. charms early or you cannot win
One of it’s quotes over the title when booting up the game is “Questionable balance!”

As an example, the blatant difficulty spikes where the cheesy strategies (or Stall via Leech Seed / Salt Cure) ended up working the best, meaning an hyper offense team, a balanced team or weather-oriented team can only get you so far without Leech Seed or Salt Cure cheese.

Not helping with the IVs complicating the already RNG-heavy Eggs and the “balancing” patches that ended up nerfing perfectly decent Pokémon like Tinktaton, Nidoqueen + Nidoking and others, resulting the already borked Pokémon like Gholdengo being even better options by process of elimination.

I’m not sure if the quote above is self-deprecation or if it is wearing like a medal, but it sure do not bode well.
 
One of it’s quotes over the title when booting up the game is “Questionable balance!”

As an example, the blatant difficulty spikes where the cheesy strategies (or Stall via Leech Seed / Salt Cure) ended up working the best, meaning an hyper offense team, a balanced team or weather-oriented team can only get you so far without Leech Seed or Salt Cure cheese.

Not helping with the IVs complicating the already RNG-heavy Eggs and the “balancing” patches that ended up nerfing perfectly decent Pokémon like Tinktaton, Nidoqueen + Nidoking and others, resulting the already borked Pokémon like Gholdengo being even better options by process of elimination.

I’m not sure if the quote above is self-deprecation or if it is wearing like a medal, but it sure do not bode well.

Yeah the Tink nerf really rubbed me the wrong way. Like sure, Steelworker helps Gigaton Hammer hit like a freight train still. But it really feels like they arbitrarily took it away from Tink because of how easily it cheeses the first phase of the current final boss and didn't want people to use it so much.

While nerfing heavily used characters / attacks / weapons makes sense in games like WoW, CoD, or insert online multiplayer game here, to try and maintain balance and encourage diverse playstyles, Pokerouge at its's core is a strictly single player game. The focus should be on maximizing fun for the player. If the concern is everyone going with Tink because of how hard it walls the final boss, then change the final boss to either something else entirely, or change it's initial moveset to stop Tink from being a hard counter. Hell, Tink isn't even the 100% best counter, it's a steel typed fused with Dachsbun to get Well Baked Body to totally invalidate the final boss's entire moveset in both phases. Tink is just far more common than getting both a Dachsbun and a primarily Steel type pokemon and getting DNA splicers to use them on.
 
I’ve been enjoying PokéRogue so far, I think the complaints in the thread up to this point about cheese strats are mostly misguided since for me the entire purpose of the game is to try to get every Pokémon a medal. The most optimal way to do that is with a fresh team each run of previously-not-medalled mons, and that creates a balanced experience since mons that you catch on the way usually don’t have the broken egg moves.

I’ve beaten it a few times so far, it’s a fine time waster though I’d argue the pacing isn’t optimal. Each classic run doesn’t actually need to be as long as it is, and the middle portions can feel boring at times.

Nonetheless I appreciate the attention to detail with the egg moves, they usually feel thematically appropriate, and I also enjoy how it feels like every mon does have a place during each run. The main qualm I have is that the final boss is the same every time, its quite a specific boss in its design and it means that many mons will not be offering much in the final boss fight, which can also be the hardest one. But otherwise I think the game is a nice addition to the PC mons playing realm and I’m generally having a good time. Item balance seems good, such as if you catch a mon that can mega evolve early you’re usually gonna get its mega before the end of the run. That type of thing is just nice to see.

I only picked it up a week or two ago, the real challenge will come when I have to use mons that just aren’t very good in order to fill out my medal collections, though I haven’t exactly been using the strongest mons already. Illumise was a starter I brought to the end of the run I completed today and it’s, well, an Illumise.
 
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While I haven't gotten around to/am worried about the timesink of playing it myself, I have noticed something about the endgame when I've been watching content on it. Namely, the final Eternatus is always less exciting than the round 195 last rival. Given the complaints here about balancing towards the final matchup specifically, I have to wonder if it would have been better with a trainer final boss (potentially rotating between multiple godmons like Eternamax, Rayquaza-mega, Zacian-crowned with pre-nerf Intrepid Sword) rather than a single mon. Or maybe that's just my similar issues with the official games' focus shift leaking through. What are the real players' thoughts on this?
 
While I haven't gotten around to/am worried about the timesink of playing it myself, I have noticed something about the endgame when I've been watching content on it. Namely, the final Eternatus is always less exciting than the round 195 last rival. Given the complaints here about balancing towards the final matchup specifically, I have to wonder if it would have been better with a trainer final boss (potentially rotating between multiple godmons like Eternamax, Rayquaza-mega, Zacian-crowned with pre-nerf Intrepid Sword) rather than a single mon. Or maybe that's just my similar issues with the official games' focus shift leaking through. What are the real players' thoughts on this?

I gave it a try for a couple days and went through Classic pretty easily. The Eternatus match is just boring and broken lol, there's little in the way of balancing the final boss to create more flexibility in team matchups, and the RNG is ass. There are also issues surrounding moves that just aren't marked properly (iirc Rage Fist resets on switch) that severely undermine the game experience in the later levels, especially if you're new and aren't aware of how they work. There are also drop issues (like getting Max Mushrooms for Cosplay Pikachu) that just shouldn't be happening. Conceptually it's an interesting game, but the gameplay just isn't interesting enough to justify trying to achieve the incremental progress it sets up as the primary goal. Would a trainer final boss fix it? Not really, I think there needs to be retooling of the boss mechanics (namely the HP bar) to reduce teambuilding constraints. Success is also really dependent on drops, making runs with some Pokemon entirely not worth it. It would be nice if instead there were improved drop mechanics to set conditions to reward evolution items and form changes (ie Gigantamax and Megas) as a guarantee so I don't have to spend 100+ floors with a Charcadet or play through a round of Classic with only normal Altaria. Happiness is also a weird mechanic, it's extremely easy to pull strong evolutions like Weavile and Gholdengo before level 20.

It's not a difficult game at all though, it's just a slog with only a few viable, consistent long-term strats
 
i have a question can trainers have shines
this is a new one for me. this trainer was faba btw if that helps

Screenshot 2024-09-06 8.42.39 AM.png
 
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