Your first blunder was assuming the average Persona 5 fan is a Persona 5 player.
fair point actually
Jokes aside, I feel like this is a level of reductive you can ultimately turn any RPG into if you really flatten the perspective. The issue I have with Pokemon compared to the loop you describe in other RPGs is that Pokemon has nothing to really keep track of when playing 95/100 Main Game battles.
my issue with a lot of these combat systems is specifically when maintenance style play is *all* you're doing. when smt combat is elevated to me it's when you're trying to hit specific combos for instance rather than the usual default rpg playstyle
i think one of the best modern day rpg trends is letting you send your turn to another character who actually needs to do something. unless thats actually been the trend for a long time and im stupid and dumb
i just feel like an rpg should try and have smth on top of maintenance type combat because i dont think every encounter needs to be like, super mindful play, but i think that a well paced rpg will mix up with those "stat diff gg click the buttons loop maintenance" and "i need to find my specific way to break down this issue and make the perfect combo", both are good i just think there needs to be a mix, but thats just my taste personally
my biggest issue and moments where an rpg is solely carried by presentation or as the youth call it "Aura", is when the boss is the same gameplay as a regular fight but longer and genuinely like no spice. and i dont even think this is an exaggerative thing there really are a lot of rpg bosses like this with maybe one unique "The boss is about to do something.." telegraphing everybody block and then you go back to same old same old
The closest we have to a solution to this is Raid Battles and specific-boss-encounters like the Totems in Gen 7, enemies that are objectively advantaged (between boosts and stuff like Shields or Helper Pokemon) over a reasonably-leveled player to encourage tactical play of some degree if you don't want to outgrind them far harder than an opposing trainer needs.
personally in my ideal world we have totems and gyms and both done well, the totems are the "type chart tutorial" replacement option and gyms get to do other shit
Agreed, and besides that, let's be real here, there are a lot of ways to mitigate weaknesses or just plain catch people lacking.
Fire teams can set up Sun to immediately neutralize their weakness to Water-types, and Burn to handle their physical-oriented weaknesses like Ground and Rock.
Brought a Grass-type to the Water Gym? Enjoy this nice Ice Beam.
We use coverage moves alllllllllll the time, it's definitely possible to make monotype teams work. Hell, there's even a competitive format on Smogon for it!
i dont really like mind this take or like other solutions to the issue, but my distaste of monotypes isn't rlly just a difficulty thing its also, inadvertently, i think it just makes the games less interesting while also actually polarizing little timmies towards not really teambuilding
it may sound dumb bc "well if tepig loses to the water gym they'll catch something else", but i think instead of relying on full counters, averaging out the performance of pokemon across the board (which reducing monotype trainers would do)
timmy tepig may not be terrible into any fight, sure, but also that starly timmy may infer might have way more value beyond just clearing this challenge for the tepig. tepig struggles with some mons in a lot of fights, maybe even getting stunlocked by 1 powerful water or rock in a few matches.
tepig gets value into every fight more consistently, but so does having a more balanced team or iust several team members, because instead of very high or short peaks and valleys, mons have value across the board
like very, as i said, cheren b2w2 best designed gym leader pilled. his design doesn't really demand any specific counter, but rather more hard encourages you to have something else beyond your starter with stats and neutrality that your starter will not hard diff, and even setup to try and defeat potion spam
and like. i dont think little timmies say cheren b2w2 is too hard either
i think that timmy can intuit things like this much more than the monotype system where blind it may be like, esp. when they just put counters to the boss next to the boss, pick up convenient counter, use it, then its an extra revive mon for the starter, repeat
idk im tired and have a headache so apologies if im explaining my point badly
Imagine having to come up with a team for a tech nerd/scientist; or hell, take Colress's team as an example. As a tech guy, he uses steel, electric and psychic type mons to represent science, genious and machinery
i mean this is fine to me im not even counting "three types" as a monotype trainer. like steven stone is actually pretty chill in my book. im really just against hard monotype bosses being *the standard*
not even that they cant exist but they shouldnt be the expectation in every gym battle or elite 4 most of the bosses in each game
lemme give a 'ant4456 IDEAL monotype trainer use case':
i think zinnia is an example of a well-done monotype trainer and has an actual lore reason, i like that! thats a good one! a dragon clan with like a rayquaza religion makes a lot of sense for this kind of thing and its imo one of the best monotype examples in the series
lore, decently strong team, has a really good reason to exist the way she does, i think it'd go harder if the game wasn't like 15 monotype trainer bosses before her
apologies chat if i am being annoying or doijg a bad explainint i am seriously tired and i dont wanna be annoying lol