Finally! It's not just me and one other person!Yes
It’s on-and-off
Finally! It's not just me and one other person!Yes
It’s on-and-off
Same! None of my friends play it but I love it.Finally! It's not just me and one other person!
For the most part I agree with this, and I find it baffling that many people don't. I feel like every type should be able to function properly and have actual good attacks for different parts of the game.i think this is more of an unpopular opinion here than anywhere else, but i think all types should be extremely homogenous. i think types should all have similar tools and accessibility to them, because pokemon is not a game about types, but the pokemon that have them
That's what makes it such an unpopular opinion.I do think beyond this, types should have a bunch of unique moves for themselves (Freeze Dry, Electro Ball, Solar Beam, etc), but I think those four basics should be around for every type and physical/special attack.
I feel less positive about the Paradoxes than probably most people. While the UBs had fairly unconventional designs, it feels like every Paradox is just "what if X Pokémon was a dinosaur/robot?". The only ones that reinvent the original concepts in a creative way imo are Slither Wing and Sandy Shocks since they have drastically different silhouettes.I dislike the Paradoxes and UBs as a concept TBH. Some of the designs are good, for sure, but I hate mons that are locked to Victory Road or later. It's fine to have a lategame legendary or two I can ignore, but an entire group of mons? Where am I actually going to use these? I can't even trade their eggs to a new file and run them that way.
Other than that, there's some standout mons for me from all the recent generations. I'm on record as the one person who liked the SWSH fossils, of course, but there's plenty of good ones. Plenty of stinkers too, but that's also nothing new for pokemon.
Definitely no to this. For competitive, you really only need the high or top tier damage attacks to make things work.IMO every type should get four very similar moves for both physical and special attacks, that are given to almost every pokemon of a type, so that every pokemon can have at least one stab option for different sections of the game, and for things like battle facilities, competitive, etc. They wouldn't be the exact same but would follow the same battle purpose
I thought no but then I realized they were just talking about a mid-power accurate move and I was like yes. Otherwise noDefinitely no to this. For competitive, you really only need the high or top tier damage attacks to make things work.
Ingame though it is even worse. A whole lot of the fun can come from pokemon being pulled in different directions than their stat lines directly imply - using off attacking stats or relying on off type moves for a main damage dealing move for portions of the game can be really fun and a little less pure auto-pilot than usual. I'd much rather have a mon like say Vulpix / Ninetales use Wisp + Hex or Flare Blitz for portions of the game rather than purely just going down the Ember pipeline. (and that does, in practice, mean being exclusionary of the optimal stat aligned STABs at times, because otherwise those options may as well not exist for players not handicapping themselves)
But then the issue is inversely they're generically bad, or as Baku said, pretty type cast for type role, or wanting to copy the typecasting as they are inferiorGames should do more to make every bit of gameplay feel different, especially in their balance of different groups, not less. If your blorbo is bad because it doesn't have SpA Stone Edge, I don't care. That makes it more interesting.
Wrong. Certain types already have reliable move pipelines.I never went back and explained my take: the issue i have with the idea of making every type unique is that it makes for extremely boring pokemon. every type would just be the ice type, where only one archetype can have major success while the rest flounder (other than idk 600+ bst abominations but thats kinda for every type. they can do whatever they want). I want all archetypes to be viable with all types, because its fundamentally more interesting to have different pokemon use the type differently than going "its an ice type so its a fast attacker. its a steel type so its a wall. its a fire type so its a bulky attacker"
That's where the unique moves and strengths of each type and pokémon come in.I hate the idea of every type being relatively the same for the same reason I hate hit like Level Scaling.
At what point does the entire game start to feel the same outside of cosmetic differences. This shit matters to game feel. If my Fire Type and Bug Type feel essentially the same from a gameplay perspective, the texture of videogames, then everything starts to feel boring and stale.
Games should do more to make every bit of gameplay feel different, especially in their balance of different groups, not less. If your blorbo is bad because it doesn't have SpA Stone Edge, I don't care. That makes it more interesting.
nope, thus all types should be like grass and have a very broad and expansive options of attacks, utility and defense profiles, to create more pokemon who play differently. glad we both agree on this!Take Grass, for example, would you say that Sceptile and Roserade play like Ferrothorn and Meganium?
And for that, they need viable damage options for early, mid, and late-game/comp!nope, thus all types should be like grass and have a very broad and expansive options of attacks, utility and defense profiles, to create more pokemon who play differently. glad we both agree on this!
In the context of singleplayer?Take Grass, for example, would you say that Sceptile and Roserade play like Ferrothorn and Meganium?
And for that, they need viable damage options for early, mid, and late-game/comp!
Literally just look at how Scizor couldn't do anything before DPPt because it just didn't have anything to reliably hit the opponent with. The entire Bug-type was like this.
This doesn't exist anymore I made like half an essay about how nowadays Game Freak just gives you a competitive moveset with coverage + setup moves + great STAB on basically everything nowtheyve been too focused on end game competitive while pokemon will have 20 level gaps of having a single good move.
But that's the thing, it doesn't!i dont see how this contradicts my desire for all types to have equal toolboxes (with different flavors. of course freeze is for ice types etc etc etc), because i do agree gamefreak has done a pretty ass job with mid game lately. theyve been too focused on end game competitive while pokemon will have 20 level gaps of having a single good move.
the type toolboxes should be similar in scale, but each pokemon should use it diffwrently BUT they should also... be useful in some way lmfao. including in early and mid game. of course you dont need to make as wide of a spread for the mid and early game, but entire removal of tools like signal beam getting cut is ?!?!?!?!?!?!!
In the context of singleplayer?
Yea
You could interchangably use basically any Grass Type and it'd feel basically the exact fucking same to me, realistically. I'd see more difference between Exp. Growth Rate than "Do I click Giga Drain or Power Whip and am I faster or slower" to an enemy target weak to Grass

A lot of pokemon don't have that high/top tier damage, which is a bad thing that this would fix. There's also a lot of pokemon with no proper early or mid game options, resulting in long time periods where a pokemon is stuck with no stab options or extremely weak stab options. Both of these are issues pokemon shouldn't have to deal with, unless a pokemon isn't really designed to do much (if any) damage to begin with.Definitely no to this. For competitive, you really only need the high or top tier damage attacks to make things work.
Ingame though it is even worse. A whole lot of the fun can come from pokemon being pulled in different directions than their stat lines directly imply - using off attacking stats or relying on off type moves for a main damage dealing move for portions of the game can be really fun and a little less pure auto-pilot than usual. I'd much rather have a mon like say Vulpix / Ninetales use Wisp + Hex or Flare Blitz for portions of the game rather than purely just going down the Ember pipeline. (and that does, in practice, mean being exclusionary of the optimal stat aligned STABs at times, because otherwise those options may as well not exist for players not handicapping themselves)
The types already play and feel different because of type matchups. Fire and Bug types will never feel like they play the same because Fire types can hit Steel types super effectively while Bug is resisted, Bug hits Dark super effectively while Fire doesn't, etc. Types will never feel the same because type matchups will always give them different things. Not to mention some types being different in regards to how their type matchups are compared to others (Steel resisting a trillion things but not having many offensive advantages, Ground having an insane amount of offensive strengths but having to deal with much more immunities than any other type as a result, Grass having much more resistences to deal with but hitting two really good types (one of which is hard to hit super effectively) super effectively giving it a great niche, etc). Not to mention there's still the rest of the moveset, which would have a bunch of more unique stab options, support options, setup options, coverage options, etc which would keep them feeling different.I hate the idea of every type being relatively the same for the same reason I hate hit like Level Scaling.
At what point does the entire game start to feel the same outside of cosmetic differences. This shit matters to game feel. If my Fire Type and Bug Type feel essentially the same from a gameplay perspective, the texture of videogames, then everything starts to feel boring and stale.
Games should do more to make every bit of gameplay feel different, especially in their balance of different groups, not less. If your blorbo is bad because it doesn't have SpA Stone Edge, I don't care. That makes it more interesting.
imagine getting stab moves, couldnt be me (the zubat experience)Sometimes, I think y'all didn't play the old games and had to deal with mons having to rely on Hidden Power for STAB.