The Switch version of Pokkén does though. Then again that's just an spinoff game.Heck, that haven't even ever had DLC which you had to pay for (unless you count the third versions that).
The Switch version of Pokkén does though. Then again that's just an spinoff game.Heck, that haven't even ever had DLC which you had to pay for (unless you count the third versions that).
Is that why ice is super effective on flying-types?Its easier to turn steam into Ice than what it is to turn water into Ice
... In that case Electric shouldn't be super effective against Water because, despite what everyone has been told, water is a poor conductor of electricity (it's additional ions from other minerals in water which carries an electrical current, but the water itself doesn't conduct well).A small note, never suggest ice being SE on water.
Specific Heat is one of the most amazing properties in the universe, fuck it it is the whole reason life exist in this planet and why water is such an important compound.
The amount of energy water can store in its liquid form is disgusting and its resistance to lose it is exponential to the grade at wich it acquires it.
Its easier to turn steam into Ice than what it is to turn water into Ice, water freezez once it loses energy and even there it often needs a soluble catalysts to speed the reaction, heck ithout Ice wavelenght reflective properties coupled with our athmosphere this planet would be a scorched inferno like Venus given the fact that we have molten core capable of creating enough magnetism to protect against the heavy hitters in radiation.
Seriously I dont want to sound offensive but "never go full retard" applies here, never suggest Ice being SE on water unless you have the freeze cold scenario.
Honestly, Ice has more than enough offensive strengths as it is. It's its defensive properties that's the problem, namely that Ice's only resistance is to Ice itself. (and that Game Freak feels that Avalugg are pretty much the epitome of what Ice types should be: walking glacier tanks)... In that case Electric shouldn't be super effective against Water because, despite what everyone has been told, water is a poor conductor of electricity (it's additional ions from other minerals in water which carries an electrical current, but the water itself doesn't conduct well).
So, why is Electric-types super effective against Water-types? Well, because we're not zapping water with electricity, we're zapping a creature with water power with electricity. It's not the element itself we're attacking but the creature connected to the element.
This is the same case here. We're not freezing water, we're freezing a creature that's infused with water. And wet things freeze faster, or at least get cold faster.
At the very least Water shouldn't resist Ice.
And look, I get you wanted to educate me about why scientifically it doesn't work, but don't call me "retard". Because, you know what, up till now I didn't know. I knew why Electric being SE against Water- and Flying-types don't make sense, among the many other scientific inaccuracies in Pokemon has doesn't make sense. But this I didn't, and I would respectively ask you not to call me "retarded" (because, BTW, that's kind of disrespectful to people who have actual retardation and mental disability) just cause I didn't know something that honestly many people wouldn't know.
Which is especially a shame since he's not only one of the Champions that does more in his game's than ones before and after him but also has a deeper and tragic back story (not to mention how all this affects the characters in the games, especially the rivals making one more menacing while causing development in the other). Quick Champion look through:Alder is given a disproportionately bad time by the fanbase because he's held by the same standards as a Champion usually is, despite the fact that unlike his predecessors he has an entirely different role in the story and should be judged differently.
I agree about Kanto really lacking in the post-game department but I think that had to do with the technology at the time. IIRC Satoru Iwata did some serious programming and compression to have what we got, fit onto the cartridge. I don't think were was much space left on it for anything else. Could the space have been used for something smaller but more engaging? Perhaps. But nothing beats finding Red for the first time. And there is something nice about getting stomped by him the first time you run into him.GSC's postgame was a barren wasteland shaped like Kanto.
Let's be honest here, all you had to do there was fight the Kanto Gym Leaders, with catching Snorlax and fixing the Power Plant (Which had a key component stolen by a single Rocket Grunt. Let this sink in.) being roadblocks.
Battling the Kanto Gym Leaders is cool, no doubt, but let's be honest, with the majority of the trainers being that underleveled and nothing really memorable to do beyond that, all it had was nostalgia.
The Red battle was cool, until you remembered how underleveled you were, because the level curve in GSC is nothing short of atrocious.
While I acknowledge the awesome work Mr. Iwata did, having Janine's team on the fifties instead of the forties would take the exact same space and the battle would be less of a joke.I agree about Kanto really lacking in the post-game department but I think that had to do with the technology at the time. IIRC Satoru Iwata did some serious programming and compression to have what we got, fit onto the cartridge. I don't think were was much space left on it for anything else. Could the space have been used for something smaller but more engaging? Perhaps. But nothing beats finding Red for the first time. And there is something nice about getting stomped by him the first time you run into him.
And that's the problem with Kanto in GSC. It's not only gameplay-wise, but it's literally filler.I agree about Kanto really lacking in the post-game department but I think that had to do with the technology at the time. IIRC Satoru Iwata did some serious programming and compression to have what we got, fit onto the cartridge. I don't think were was much space left on it for anything else. Could the space have been used for something smaller but more engaging? Perhaps. But nothing beats finding Red for the first time. And there is something nice about getting stomped by him the first time you run into him.
Come to think of it, GSC had the excuse of just using the extra space Mr. Iwata got. What's HGSS' excuse?And that's the problem with Kanto in GSC. It's not only gameplay-wise, but it's literally filler.
And the remakes did not do much to fix that. A level bump, two areas that return and hardly anything else.
Hey, someone who agrees with me we should at least try a level cap system! I also like the idea of limiting yourself to as many Pokemon that the Gym Leader has (I also think the Gym Challenge should be made where you have to take on the whole Gym in one try. Any Experience or Money you would normally get is stored until you beat the Gym and if you forfeit the Gym Trainers and puzzle reset and you lose that stored up Experience and Money).Third Gym Rules: No pokémon can exceed Lv.25, Leader Match will be a 3v3 battle (following the standard Singles format). Additionally, the combined total level of the three-Pokémon battle team must be no more than 65.
Well I think one thing GF should start doing, and to be fair have started, is making the regional bird, rodent, and bug more interesting while using older gen Pokemon to fill in the gap their gen equivalent would have normally (thus letting their gen equivalent do something interesting).So there's my third point. Pokémon needs a major rebalance.
We have huge numbers of pokémons who are simply bad and completely unable to carve even a small niche for themselves.
To keep things in the Normal/Flying territory, Unfezant doesn't have a single advantage or even an unique trait to compete with the other early birds. Compare this to say, Noctowl, which is also terrible, but at least works differently from Pidgeot and Fearow.
Furthermore, the power creep is approaching unsustainable levels. BST's are very inflated, and Mega Evos did not help in the slightest, meaning that some pokemons actually could use some toning down instead of GF just inflating the early gen mons' Base Stats.
... the highest leveled Pokemon in Lance's team was a level 50 Dragonite. And maybe it was different before Crystal, but I don't recall ever being able to run from a trainer battle.Gen 2's level curve was good.
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Please don't raise your pitchforks, because I actually have a reason to like this, even as weird as it may seem. As a child, the level curve screwed me over hard, but I actually liked the fact that it did. There's just something cathartic about beating all the gyms, despite having a level 32 Quilava, and I fondly remember grinding unintentionally the cave with Lugia while searching for it , when you run out of repels ( or if your like me, didn't have any). The lack of grinding spots never actually bothered me, since I beat most of the tough battles through the power of frienship and love ( hax and more hax) which made me love the game even more, That and as a kid, I purposely ran away from trainers as well, so you can imagine how underleveled I was when I inevitably faced Red. I understand that some people have this notion that having no grinding spots is a bad thing, but I honestly never saw it as a problem, unless you play competitive. Nowadays, everyone expects that the postgame has to include Blissey Bases, or Chansey EXP grinding farms, and therefore see Gen 2's lack of either as a heavy negative. I feel like grinding is antithetical in the main story unless you are completing the pokedex, because I love an uphill battle, which is something that Gen 2 really conveyed. Gen 2 really just gave off this feeling of an uphill battle, when you realized that Lance had level 60s, and you had your puny pathetic 40s, and Red having levels 70s compared to your 50s, with you not really knowing what either would throw at you, it felt more of an accomplishment when you inevitably beat either of them against the odds. I feel like everyone loves to bash on Gen 2 for many reason, some legitimate, but I feel like that lack of a grinding spot helped embellish how much of an uphill battle the last part of the game was
Hmm, could've sworn he had a level 60, but then again, it was a while since I last played it, so I probably misremembered. As for the running away thing, I meant more as I just avoided trainer battles in general, so there were a lot of areas in the game with some trainers still left, because I never bothered to fight them... the highest leveled Pokemon in Lance's team was a level 50 Dragonite. And maybe it was different before Crystal, but I don't recall ever being able to run from a trainer battle.
The level cap wouldn't take care of the total team level.Hey, someone who agrees with me we should at least try a level cap system! I also like the idea of limiting yourself to as many Pokemon that the Gym Leader has (I also think the Gym Challenge should be made where you have to take on the whole Gym in one try. Any Experience or Money you would normally get is stored until you beat the Gym and if you forfeit the Gym Trainers and puzzle reset and you lose that stored up Experience and Money).
That said, I think caps should follow number of badges you have. Get a new Badge, increase the level cap. Also no need for the "combined total level must be no more than 65" as the Level Cap will handle that. However what you would need to do is, if the trainer battles with a Pokemon that reached the Level Cap, have its experience store somewhere until they can raise the level cap (think Colosseum does with Shadow Pokemon). Also we should have allowances for the younger players who may have a difficult time, though that can be solved by having multiple difficulties with different number of restrictions (like Easy Mode having the Level Cap be a bit higher and not restricting the amount of Pokemon you can use against the Gym Leader).
Well I think one thing GF should start doing, and to be fair have started, is making the regional bird, rodent, and bug more interesting while using older gen Pokemon to fill in the gap their gen equivalent would have normally (thus letting their gen equivalent do something interesting).
But yeah, while I like Mega Pokemon their BSTs were a bit inflated so they could use a redo (instead of increasing their base by a flat number I think a percent increase would make things less extreme); might allow us to get more Mega Pokemon. Also I do like that every generation they're giving a handful of old Pokemon a BST increase. It's not a complete rebalance and nothing is getting weaker, but at the very least old mons are being given the chance to "catch-up". Also let's not forget a re-examine into Moves and even Abilities, as a single Move/Ability can make or break a Pokemon in some cases (especially with Z-Moves, even if a Pokemon gets a weak move of a certain Type they can turn it into a one use bomb if it'll be worth it for them to do so).
I really think instead of a new shiny gimmick that GF should have a gen of re-focusing where they take a look back at everything they have and either re-work it, fix what didn't work, and expand upon it. Make it into a complete or at least more complete idea before going on to something completely new.
Gonna have to disagree. It promoted grinding and was a fake "difficulty" barrier.Gen 2's level curve was good.
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Please don't raise your pitchforks, because I actually have a reason to like this, even as weird as it may seem. As a child, the level curve screwed me over hard, but I actually liked the fact that it did. There's just something cathartic about beating all the gyms, despite having a level 32 Quilava, and I fondly remember grinding unintentionally the cave with Lugia while searching for it , when you run out of repels ( or if your like me, didn't have any). The lack of grinding spots never actually bothered me, since I beat most of the tough battles through the power of frienship and love ( hax and more hax) which made me love the game even more, That and as a kid, I purposely ran away from trainers as well, so you can imagine how underleveled I was when I inevitably faced Red. I understand that some people have this notion that having no grinding spots is a bad thing, but I honestly never saw it as a problem, unless you play competitive. Nowadays, everyone expects that the postgame has to include Blissey Bases, or Chansey EXP grinding farms, and therefore see Gen 2's lack of either as a heavy negative. I feel like grinding is antithetical in the main story unless you are completing the pokedex, because I love an uphill battle, which is something that Gen 2 really conveyed. Gen 2 really just gave off this feeling of an uphill battle, when you realized that Lance had level 60s, and you had your puny pathetic 40s, and Red having levels 70s compared to your 50s, with you not really knowing what either would throw at you, it felt more of an accomplishment when you inevitably beat either of them against the odds. I feel like everyone loves to bash on Gen 2 for many reason, some legitimate, but I feel like that lack of a grinding spot helped embellish how much of an uphill battle the last part of the game was
While I agree making an uphill battle could've been done much better, you probably need to remember that back then, kids in general were a lot more patient and forgiving of "fake difficulty". Especially since there was no Internet, there wasn't a reason to grind back then unless you somehow already knew, which meant that the discovery and battle of Red was that much more harrowing and much more fun as a result. All in all, Red is meant to be an end-game boss, and he isn't meant to be beaten. Why else would you think he would be so ridiculously over-leveled compared to the rest of the game, over than to show that he is truly the boss. The lack of grinding spots also help this feeling, as why would you grind if you are already the champion. What purpose would that serve. Of course, if you knew about Red, you would still grind, but I imagine the conscious decision was to make Red as hard as possible compared to the rest of the game, so that the player would get surprised by the end-boss. This point is even more illustrated due to the fact that it isn't even canon that you beat Red. Besides, you aren't even forced to grind against Red, I beat him as kid without going out of my way to grind to level 70 or something, just by natural progression plus some accidental grinding and having a semi-balanced team.The level cap wouldn't take care of the total team level.
65 was not a typo. The player wouldn't be able to show up with 3 pokemons the same level as the Gym Leader's Ace.
I also think that the small BST increases for older gens mons are a bit of a problem since they help to increase the power creep.
Gonna have to disagree. It promoted grinding and was a fake "difficulty" barrier.
And even worse than encouraging grinding, it didn't even provide you with suitable places for it.
I don't mean grass full of Audinos, but come on, having to grind for Red in a place with Wild Mons around 30 levels below him is just bad design.
The uphill battle you mentioned could've been done a lot better, forced grinding is bad and extremely lazy.
Um, what? Gold defeating Red is canon; there’s not even a hint of ambiguity about it. Sure he’s overleveled to serve as the game’s ultimate final boss, but he is meant to be beaten. There’s a credit sequence after the battle and everythingThis point is even more illustrated due to the fact that it isn't even canon that you beat Red.
... And why not? Why can't I have my entire team be the same level as the Gym Leader's highest Pokemon (or be at the level cap's limit in maybe a case where the Gym Leader's ace will be over the level cap limit to provide a bit of a challenge)? There's a difference between forcing the player to enter a battle on an even playing field and then there's forcing them to enter at a disadvantage. The former feels like I'm going up against someone who is testing me to see if I'm ready to go to the next level, all my Pokemon having reached the current ceiling and ready to show off what we can do and have learned to advance even further. The latter may limit our choices, if outright forcing us to get a weaker Pokemon, forcing us into a battle we're seemingly supposed to be the underdog in. It goes against the idea we're training these Pokemon to be the best they can be, oh wait, Gym Leader wants to have an unfair advantage, better keep party underleveled or switch in a weaker Pokemon so I go in with one less capable Pokemon. And what are you going to do when it comes to the Pokemon League? Will that also have a "team level sum limit"? That REALLY seems unfair. It'll feel like the entire Pokemon League doesn't feel sure enough it's employees can win so they'll do their best to implement rules so trainers come in nerfed.The level cap wouldn't take care of the total team level.
65 was not a typo. The player wouldn't be able to show up with 3 pokemons the same level as the Gym Leader's Ace.
Where is this exact power creep you're seeing? I'm curious if maybe you're confusing Pokemon becoming more specialized/gimmick focused as the BST for normal Pokemon having increased over the years because, it hasn't really that much. The only major example would be the Mega Pokemon, but they're an extreme case.I also think that the small BST increases for older gens mons are a bit of a problem since they help to increase the power creep.
I mean, this is without a doubt true, but I'm not sure if it's a real problem. It's not like there aren't other ways to trivialize the gyms. Lt. Surge himself is probably one of the most prominent examples of this, what with Diglett's Cave being five feet away. And that's not limited to him, but more or less applies to all of Kanto...As most of you know, Kanto's Gyms after Misty can be done in a very flexible order. So for the sake of argument, let's assume a player skipped Lt. Surge.
If there are no level caps, said player can just come back after beating 6 Gyms and roflstomp him due to the massive level advantage.
Keep in mind that lore-wise Gym Leaders are there to test you, and are not meant to be roadblocks or anything.You can look at most gyms/trials in any game and you'll find that Gamefreak often provides nearby solutions for them. And they kind of have to do that to prevent players from getting stuck or having to grind for too long (which can still happen of course, but not very easily). But fact of the matter is that if you want to have an easy time with a gym, you'll almost always have ways to accomplish that without too much hassle.
Thinking about it like this, I think it's fair to ask if gyms are actually meant to be difficult. And the answer might just be "no, not necessarily, unless the player wants them to be." Following that, giving players the ability to skip gyms and return to them at a later point - even without an increase in levels - is merely another option to accomplish that. You could also argue that it gives players greater freedom in other areas by letting them use more different teams for their playthroughs even if those teams aren't always equipped to deal with a gym the moment you get there for the first time.
When did I say you need to get in underleveled?... And why not? Why can't I have my entire team be the same level as the Gym Leader's highest Pokemon (or be at the level cap's limit in maybe a case where the Gym Leader's ace will be over the level cap limit to provide a bit of a challenge)? There's a difference between forcing the player to enter a battle on an even playing field and then there's forcing them to enter at a disadvantage. The former feels like I'm going up against someone who is testing me to see if I'm ready to go to the next level, all my Pokemon having reached the current ceiling and ready to show off what we can do and have learned to advance even further. The latter may limit our choices, if outright forcing us to get a weaker Pokemon, forcing us into a battle we're seemingly supposed to be the underdog in. It goes against the idea we're training these Pokemon to be the best they can be, oh wait, Gym Leader wants to have an unfair advantage, better keep party underleveled or switch in a weaker Pokemon so I go in with one less capable Pokemon. And what are you going to do when it comes to the Pokemon League? Will that also have a "team level sum limit"? That REALLY seems unfair. It'll feel like the entire Pokemon League doesn't feel sure enough it's employees can win so they'll do their best to implement rules so trainers come in nerfed.
I think we're now approaching the "Exp Share Off" line. The line where you're trying to impose your belief how challenging the game should be on someone who may not. Level Caps are fine, still before the line as it's not preventing the player from training their Pokemon up to the cap. Restricting them to how many Pokemon they can use against the Gym Leader is right on the line, we've approached "fair/equal challenge" territory as we provided a little restriction but it's a restriction the player doesn't have to make a compromise for. "Team level sum limit" is over the line, you are now forcing the player to play a certain way, lest they go in unprepared or at an even greater disadvantage. If YOU want to restrict yourself to that rule go right ahead, but don't tell anyone else they can't train their Pokemon they want to train them; don't tell a player to "turn off the Exp Share" if they don't want to.
Where is this exact power creep you're seeing? I'm curious if maybe you're confusing Pokemon becoming more specialized/gimmick focused as the BST for normal Pokemon having increased over the years because, it hasn't really that much. The only major example would be the Mega Pokemon, but they're an extreme case.
If anything Gen VII has been a breathe of fresh air to the meta since it doesn't have that many high speed offensive Pokemon which was becoming a bit of a problem.