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Unpopular opinions

real talk, if you want well designed movesets, you may as well just ask for them, rather than setting out a 'good option' with insane nonsense like double team and unstabbed aerial ace covering 0 applicable weaknesses or resistances. a 'filling slots with SOMETHING' sense implies that you'll accept crap and are accepting crap - why not just go for broke and ask for good design beyond these two middling entries.

these dp choices have 'no excuse' too. but realistically it matters little, both for the dp guys and the sm guys, because the basic most important most effective options they'll click 99% of the time are there. i want a design approach more interesting and insightful than stab(s) + 1 coverage move, which is the primary ethos of both of these teams
Double Team has a point, and it speaks to their design ethos. When there's a tough boss with Evasion moves, it means that it can very easily cause a reset. BUT, crucially, it cannot wall the player. It's a great way of making something that a child thinks is tough, but allowing them to continue playing the game.

Whether evasion is the best way of accomplishing that goal is a different question, but it's why you reliably see double team on mons well into the E4 in numerous generations.

To the larger point, I don't mind empty moveslots. STAB, coverage for whatever obviously walls STAB, and nothing else is a reasonable choice for boss design. The AI is already bad, why overstress it?
 
RBY Brock's Onix is good because it affirms the power of your starter's elemental move and can be overcome with physical attackers via smart use of stat-lowering moves and playing around Bide.
the idea behind it was good but the execution in the original gen 1 was lopsided. beating every trainer with just Bulbasaur still doesn't get it to the required level for it to use vine whip against Brock. Squirtle got bubble at level 8 and Charmander got ember at level 9. feels rather odd especially when you can easily beat Brock at the same level the former 2 get their STAB attack.

feels like an oversight that they didn't just swap these

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this was fixed in Gen 3's remake with Bulbasaur getting vine whip at level 10
 
Double Team has a point, and it speaks to their design ethos. When there's a tough boss with Evasion moves, it means that it can very easily cause a reset. BUT, crucially, it cannot wall the player. It's a great way of making something that a child thinks is tough, but allowing them to continue playing the game.

Whether evasion is the best way of accomplishing that goal is a different question, but it's why you reliably see double team on mons well into the E4 in numerous generations.

To the larger point, I don't mind empty moveslots. STAB, coverage for whatever obviously walls STAB, and nothing else is a reasonable choice for boss design. The AI is already bad, why overstress it?
The really funny thing about evasion is that it wraps around to being a serious threat when the most common challenge run doesn't allow resetting as an option. If you're planning for every outcome, one evasion boost might as well be invincibility to regular attacks.
 
Ultimately, I'd like to see more critique of how bosses play out in practice, rather than 'I was browsing Bulbapedia and saw there were empty slots here so clearly Pokemon is now for dumb babies'. How often does a Pokemon demonstrate more than two moves before fainting, anyway? More is not inherently more.

I think maybe why a lot of people think that is because they might not be aware of how the Pokemon AI works, including myself. Even if it wasn't complicated to explain, they would also have to be interested as to how the AI works, which might not be everyone. When a casual would have to challenge a boss, they would have to prepare for reasonable countermeasures that can be used rather than just knowing what the enemy is going to do because of the AI's limitations. Therefore, it would be much easier to just analyse the enemy's pokemon's moveset and treat it as if every move or combination will have a chance for it to happen.

I think the other reason was because it started in XY, bosses like the rivals or some of the gym leaders didn't have full movesets to actually counter their checks, and it doesn't help that their ace pokemon no longer have a sitrus berry or even a mandatory item. Because of this the gym leaders and elite four from the earlier generations are seen as more tougher than the modern battles which the community would see it as lowering the difficulty of the games, even if the difficutly gap is minimal. There are some exceptions like the frenzied noble pokemon in Arceus, Totem mons or Volo.

Sure the AI might not know how to use it as well and the berry might not be useful if you can OHKO them, but it can give the players the illusion that it feels tougher.
 
Personally, I do think that the devs should have boss trainers at least have a counter or two to their big weakness.

A lot of Gym leaders and even Elite 4 members can be pretty easily wiped out with just a single type or even a single Mon. Grusha gets absolutely, just destroyed by Skeledirge or even a strong enough Fire type like the Charcadet line that’s it’s quite honestly, a little embarrassing

Having a team that somewhat tries to at least carry one move or even secondary type to counter a major weakness at the absolute worst creates a more interesting fight, vs a fight that gets drowned by Surf.

As for my thoughts on the empty move slots, it just sort of exacerbates the issue. An 8th gym leader should feel somewhat threatening and a big deal. But it’s hard to take them serious in the slightest when I know they’re packing all of two moves or even worse, lose a few moves like a certain rival.
Plus it also feels a little lazy, like come on guys, you could have put something there to at least round it out instead of giving up halfway through like a weak Priority move or some equivalent
 
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A lot of Gym leaders and even Elite 4 members can be pretty easily wiped out with just a single type or even a single Mon. Grusha gets absolutely, just destroyed by Skeledirge or even a strong enough Fire type like the Charcadet line that’s it’s quite honestly, a little embarrassing

Having a team that somewhat tries to at least carry one move or even secondary type to counter a major weakness at the absolute worst creates a more interesting fight, vs a fight that gets drowned by Surf.
Beartic has Aqua Jet and Cetitan has Liquidation. That's about as much as they could reasonably do. Frosmoth has a move puddle rather than a movepool and Altaria already has a full moveset (also what were they gonna give it? Earthquake? It's a special set).
 
Beartic also has Earthquake, which nailed my Glimmora. It's slow but has significant power, at least.

Altaria having a special set doesn't mean a lot when its offenses are equal (mediocre) and trainer Pokes don't have EVs. At worst its Attack gets a slap on the wrist reduction, assuming they gave it a negative nature.
 
I think some sort of substantial re-localization effort would be a good idea. Y'know how the Stick was appropriately renamed to Leek in SWSH? Do more stuff like that to the names that could benefit the most. Some examples would include giving Mr. Mime a new name that isn't pointlessly gendered (Mimerier as a nod to its Japanese name?) and language puns lost in translation (idk how you'd retranslate Huge Power but it's worth a try)
just noticed another one of the funny localization mishaps

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we've had multiple Low Kick/Low Sweep and Ultra Ball/Beast Ball situations now lol
 
Personally, I do think that the devs should have boss trainers at least have a counter or two to their big weakness.

A lot of Gym leaders and even Elite 4 members can be pretty easily wiped out with just a single type or even a single Mon. Grusha gets absolutely, just destroyed by Skeledirge or even a strong enough Fire type like the Charcadet line that’s it’s quite honestly, a little embarrassing

Having a team that somewhat tries to at least carry one move or even secondary type to counter a major weakness at the absolute worst creates a more interesting fight, vs a fight that gets drowned by Surf.

As for my thoughts on the empty move slots, it just sort of exacerbates the issue. An 8th gym leader should feel somewhat threatening and a big deal. But it’s hard to take them serious in the slightest when I know they’re packing all of two moves or even worse, lose a few moves like a certain rival.
Plus it also feels a little lazy, like come on guys, you could have put something there to at least round it out instead of giving up halfway through like a weak Priority move or some equivalent
I feel this could have been fixed with better Terastalization usage from the various Paldea gym leaders. I think them using it on older Pokemon that have vague qualities that match their character is pretty cool - like Iono using Mismagius - and I think it works well enough for her battle and I suppose the early gym leaders. That said, since the Tera usage isn't dynamic (i.e. Kofu not Terastalizing if the player has a Grass-type out), I don't think the mechanic adds as much depth to the battle as the devs expected it to, espicially if the player already knows that the gym leader will instantly Tera their Pokemon.

As for Pokemon having smaller movesets, I am somewhat mixed on this change. I don't like it, but ideally if the gym leader is just packing strong attacks, then it shouldn't be too big of an issue. That said, in SV, I feel that giving Kofu's Crabominable nothing but shitty attacks barring Crabhammer wasn't the play either. Why is bro using Slam and Rock Smash when Crabominable should learn Ice Punch and Brick Break by then? Many more examples of this as well. Part of me gets more frustrated by this more than the usual Pokemon issue of "Pokemon using the 4 latest moves in its learnset" issue that plagues most games because there is active design and thought being put into these movesets and they decide to make the trainer just suck.

IDK, Ideally Pokemon as a series should not be extremely difficult because it limits the number of possible strategies and Pokemon that the player can run, but it should also not be extremely easier to make it worth considering those external strategies beyond intrinsic motiviation. I'm sure more playtesting goes into a lot of these than we'd expect - particularly around unforseen circumstances we wouldn't normally consider - but it is still a bit unfortunate that these difficult snags always exist.
 
Zacian should had been the Fighting one, Zamazenta should had been the Fairy one.

Miraidon should had been part Psychic rather than Electric; that pairs better with Koraidon's Fighting (and even Cyclizard's Normal). Applies to its signature move as well.

Roar of Time should had been a Sacred Fire equivalent rather than a Hyper Beam one; 100 base power, 95% accuracy, 50% chance to paralyze (so, supped up Dragon Breath, fitting the temporal theme).
 
Zacian should had been the Fighting one, Zamazenta should had been the Fairy one.

Miraidon should had been part Psychic rather than Electric; that pairs better with Koraidon's Fighting (and even Cyclizard's Normal). Applies to its signature move as well.

Roar of Time should had been a Sacred Fire equivalent rather than a Hyper Beam one; 100 base power, 95% accuracy, 50% chance to paralyze (so, supped up Dragon Breath, fitting the temporal theme).

That esp the last one seems good enough idk they let you stay in UNpopular opinions xd.
 
Zacian should had been the Fighting one, Zamazenta should had been the Fairy one.

Miraidon should had been part Psychic rather than Electric; that pairs better with Koraidon's Fighting (and even Cyclizard's Normal). Applies to its signature move as well.

Roar of Time should had been a Sacred Fire equivalent rather than a Hyper Beam one; 100 base power, 95% accuracy, 50% chance to paralyze (so, supped up Dragon Breath, fitting the temporal theme).

First one is correct but also probably not unpopular tbh.

I slightly disagree on the second one. I don’t think Psychic would be a bad fit for Miraidon, but I personally prefer Electric more because I think it works better for the quark/hadron theming behind the future Paradoxes being powered by Electric Terrain. Psychic could be argued reasonably well as a replacement for that too, but I think I like the flavor of Electric a bit more. Plus, I like that Koraidon and Miraidon are more of a mutually-neutral oddball type pair, rather than one of the mascots having (yet again) a clear edge.

Third one is brilliant. Wish they’d release an update on all applicable games to change that right now.
 
I generally think of Dragon as the most aligned type to the past paradox mons (dinosaurs=dragons is a pretty common trope, after all), but they couldn't use that for Koraidon because its group is already Dragon. So whichever secondary type they went with, it was always going to be a little clunky.
 
I feel this could have been fixed with better Terastalization usage from the various Paldea gym leaders. I think them using it on older Pokemon that have vague qualities that match their character is pretty cool - like Iono using Mismagius - and I think it works well enough for her battle and I suppose the early gym leaders. That said, since the Tera usage isn't dynamic (i.e. Kofu not Terastalizing if the player has a Grass-type out), I don't think the mechanic adds as much depth to the battle as the devs expected it to, espicially if the player already knows that the gym leader will instantly Tera their Pokemon.

As for Pokemon having smaller movesets, I am somewhat mixed on this change. I don't like it, but ideally if the gym leader is just packing strong attacks, then it shouldn't be too big of an issue. That said, in SV, I feel that giving Kofu's Crabominable nothing but shitty attacks barring Crabhammer wasn't the play either. Why is bro using Slam and Rock Smash when Crabominable should learn Ice Punch and Brick Break by then? Many more examples of this as well. Part of me gets more frustrated by this more than the usual Pokemon issue of "Pokemon using the 4 latest moves in its learnset" issue that plagues most games because there is active design and thought being put into these movesets and they decide to make the trainer just suck.

IDK, Ideally Pokemon as a series should not be extremely difficult because it limits the number of possible strategies and Pokemon that the player can run, but it should also not be extremely easier to make it worth considering those external strategies beyond intrinsic motiviation. I'm sure more playtesting goes into a lot of these than we'd expect - particularly around unforseen circumstances we wouldn't normally consider - but it is still a bit unfortunate that these difficult snags always exist.
I completely forgot that they gave Kofus Crabominable Rock Smash of all things for the 4th gym.
I think these situations are just a little… insulting I wanna say. Like I’m out here using Base 65-80 moves meanwhile the major boss is still using Base 40 attacks I’d use during Gym 1. Like come on, this could have been done better
 
I think Miraidon being Electric makes sense and I would say that Koraidon is the odd one out for not being Fire-type

possible they didn't do this because they didn't want to do Gen V again?
Ironically it ends up being Gen 3's duo instead: Two Uber titans defined by their field effects putting them as arguably the top influences of their debut Gen (and likely high ranking in subsequent ones); one is probably stronger in the 1v1 but not necessarily in the wider Game context (Groudon and Kyogre are both A+ tier stuff, as are Koraidon and Miraidon S/S+ mons); the effects are differentiated by one benefitting directly by pumping up their raw power to absurd sky-high levels (Kyogre/Miraidon) while the other doesn't pump up their primary offense so much as expand their options and utility whilst arguably having a stronger output with their base options to justify it (Groudon/Koraidon with their Ground/Fighting STAB hitting a lot more stuff neutrally and Fire coverage for additional fake-STAB that is funnily checked by Ho-oh).

I much prefer this to so many Gens where the mons are just "the same but mirror something" like Ho-oh/Lugi and Zacian/Zamazenta (one offense and one defense) or Zekrom/Reshiram and Solgaleo/Lunala (Physical vs Special). Obviously Groudon/Kyogre and Koraidon/Miraidon do this on a statline point, but the Weather/Field effects are more inventive choices that differentiate them by design rather than just what they happen to be up against (i.e. Solgaleo/Dusk Mane are better for Steel's profile in an Ubers context)
 
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