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Unpopular opinions

I have to disagree on this point. A tournament player could spend time and effort getting mons to competitive standard, but they could also trade for them. And, if the other side of the trade agreement isn't based on game factors, then it's just in the same position as genning: getting a time advantage by using out-of-game resources. So since traded mons aren't going to be banned anytime soon (it would go against a main foundation for the game, and would interact badly with trade evos and version exclusives), I'm not seeing how genning specifically provides an appreciable advantage over legitimate means. Over one person's legit efforts? Sure. But we have no good way of forcing it to just be one person's efforts that went into a given team.

Or maybe this is just my autistic self being salty over people who can make connections easily.
The big difference is in accessibility, not third-party sites/devices/effort/whatever.

This is an assumption: Almost everyone who gets into competitive breeding/catching/raising has access to the internet in some form. Yes, this is technically assumption - you could possibly figure everything out on your own w/o ever needing to go online, and thus only ever need the game and the device (DS/3DS/Switch/Etc.). But, realistically, no one is probably doing that. So the following logic assumes internet accessibility - which is a whole thing I'm not going to get into.

If I want to trade for competitive Mons and not breed/catch/raise my own, I don't need to buy or purchase anything. I could go online, go to Smogon, ask on Wifi for what I need, and there's a fairly high chance someone will help you. Other forums may have different cultures/polices, but the cost is still technically zero if you make it work.

Is this an advantage over people who do everything on their own? Yes. But are there people who don't have access to the same tools and ability? No. If someone who hasn't been trading for their competitive Pokemon wants to start doing so, they access to have the same tools as anyone else.

It's the same logic for why RNG Abused Pokemon are allowed on Smogon Wifi. While it requires a lot more technical skill and practice to make it work, the cost to get into it is still generally zero (Gen 6-7 requires CFW, but Gen 7 egg RNG does not-it's very easy). All you need to do is download RNG Reporter, follow the numerous guides online, and even a potato like myself can get the Pokemon they want - without having to spend money to do so. Even then, all Pokemon on Smogon obtained through this method must be labelled so people are aware.

The same cannot be said for modifying Pokemon. In order to do so, you're going to need to buy an AR or Powersaves, or get CFW on your device. Your device might not be vulnerable to penetration, so you may even need to buy a whole new console if you want to start. Once you spend the money, then you can print Pokemon easily.

Is this an advantage over people who do everything without mods? Yes. But are there people who don't have access to the same tools and ability? In this case, yes. There are people who can't afford to buy an AR or Powersaves, or can't afford to buy a new device. Maybe they can't risk bricking their sole DS/3DS/Switch on a mistake, or having it shadow banned if they get caught beacuse they can't afford to go and buy another one. Regardless, there is an additional cost.

All of this is of course not to discount your own beliefs. If you don't think that that disparity matters, that some will have access and others will not, then none of the above is relevant. But the difference in accessibility is nonetheless there, which is where the issue therein lies.

Hope that I wasn't too long/was clear enough!
 
Is this an advantage over people who do everything without mods? Yes. But are there people who don't have access to the same tools and ability? In this case, yes. There are people who can't afford to buy an AR or Powersaves, or can't afford to buy a new device. Maybe they can't risk bricking their sole DS/3DS/Switch on a mistake, or having it shadow banned if they get caught beacuse they can't afford to go and buy another one. Regardless, there is an additional cost.
On the other hand, that means extra cost and extra risk. You also have a remarkable drawback of not quite being able to enjoy online features.

Ultimately, both processes have big, annoying drawbacks, and quite frankly, them's the breaks. Pick your poison.

You want Comp quick, free, and easy, hop on Showdown. :mehowth:
 
Breh, you ain't slick with those edits, just delete my name from that weird take of yours. :facepalm:

For future reference, this is the only tier list I endorse. :psysly:

Pokemon_Tier_List.png

imagine putting gen 7 when its one of the best gens smh
 
Apparently you've never played against some of the more sadistic bonus bosses in the Dragon Quest or Shin Megami Tensei franchises.
You may be surprised considering I speedrun Persona and played multiple DQ and SMT titles, and most of the times "difficulty" is just artificial via high shop costs or just element of surprise of a boss in a place you'd not expect it, not by elaborate boss tactics.

Everyone praises Nocturne for example for being an atrociously hard game, yet it's only difficult if you're playing blind, and when you actually know what to expect or at very least the basic understanding of "UseBuffs (tm)" suddently it's not complex anymore.
And anything remotely complex can just be bruteforced by grinding.

Both modern SMT and modern Persona are considered a joke in difficulty, simply due to the fact that they're extremely abusable if you know what you're doing, despite several newcomers to the series having had problems due to using Pokemon mentality of "trying to level up their demons".

Same applies to modern DQ, notably DQ11 which isnt exactly difficult either.

Sure old games with random encounters instead of overworld can be obnoxious, I guess, sometimes you die, but that's not difficulty. That's just "welp back to save point and i'll grind some more then I can statcheck".

Edit: I noticed you meant "bonus bosses", ok, sure, but we talking of optional superbosses, and you know, Pokemon used to have these, Battle Facilities were notably complicate even for prepared players. But, this is higher level stuff that's meant to be optional, not main plot.
(also, we do not speak of P3's superboss: that has been considered one of the worst designed superbosses for ages, and for good reasons)
 
Apparently you've never played against some of the more sadistic bonus bosses in the Dragon Quest or Shin Megami Tensei franchises.

I played SMT IV and most of the battle against the bonus bosses consist of preparation. The same could be said for the Tower/Maison/Subway/Tree/Frontier bosses in the Pokemon series. Not like these guys are difficult by themselves, the true challenge is reaching to them and your trashy adventure team isn't going to cut it, so breed and train a new one that can win more consistently; and doing this is extra arduous in gen 3-5.
 
Breh, you ain't slick with those edits, just delete my name from that weird take of yours. :facepalm:

For future reference, this is the only tier list I endorse. :psysly:

Pokemon_Tier_List.png

I agree with a lot of this list actually, especially at the top. My top five is Platinum, Emerald, HGSS, B2W2 and BW in that order, which seems pretty close to this.

Let me address some of my disagreements though:

1. I think this list overrates Diamond and Pearl. One of the (many) reasons Platinum is the GOAT in my opinion is that it single handedly salvages the Sinnoh region almost in spite of DP making such a horrible first impression. Horrible game speed, regional dex and AI make these games arguably the laziest cash grab GF has ever put out, aside from maybe XY in my book. I don't think any other third version has anywhere near the gap between its pair versions as Platinum does compared to DP. Even Ruby and Sapphire get something significant right with Steven as the champion and Wallace as the eighth gym leader, which Emerald messed up. And RS don't suffer from the poor speed, regional dex and AI that DP does, making it odd to put them in the same tier.

2. FRLG is severely underrated on this list. Kanto is kind of bland sure, but there is an elegant simplicity to these games that shouldn't go unnoticed. I would put these in the same tier as BW as sixth on my list, and they are incidentally quite similar to BW in their simplicity and elementary nature. They are safe games for sure, but as a result have few flaws and fix all the main issues of Red and Blue. I especially love the Elite Four rematches in these games. It's such a great endgame challenge to plan a team of mons and move sets for. Capped off with a beautiful champion rematch against your rival (just look at his team and move sets) and I definitely think these games should be held in higher regard.

3. I disagree with ORAS being in the same tier as XY and SS. ORAS is the best post Gen 5 game/pair of games in my opinion and I would overall rank them seventh on my list above RS at eighth, Crystal at ninth and GS rounding out my top ten. They are just solid remakes that objectively improve almost everything compared to their RS counterparts (though they fall quite short of Emerald due to lack of Battle Frontier). I would be curious to hear why they are in the same tier as XY especially when they are almost like the refined third version of XY that never was, as a truly definitive Gen 6 game.
 
I agree with a lot of this list actually, especially at the top. My top five is Platinum, Emerald, HGSS, B2W2 and BW in that order, which seems pretty close to this.

Let me address some of my disagreements though:

1. I think this list overrates Diamond and Pearl. One of the (many) reasons Platinum is the GOAT in my opinion is that it single handedly salvages the Sinnoh region almost in spite of DP making such a horrible first impression. Horrible game speed, regional dex and AI make these games arguably the laziest cash grab GF has ever put out, aside from maybe XY in my book. I don't think any other third version has anywhere near the gap between its pair versions as Platinum does compared to DP. Even Ruby and Sapphire get something significant right with Steven as the champion and Wallace as the eighth gym leader, which Emerald messed up. And RS don't suffer from the poor speed, regional dex and AI that DP does, making it odd to put them in the same tier.

2. FRLG is severely underrated on this list. Kanto is kind of bland sure, but there is an elegant simplicity to these games that shouldn't go unnoticed. I would put these in the same tier as BW as sixth on my list, and they are incidentally quite similar to BW in their simplicity and elementary nature. They are safe games for sure, but as a result have few flaws and fix all the main issues of Red and Blue. I especially love the Elite Four rematches in these games. It's such a great endgame challenge to plan a team of mons and move sets for. Capped off with a beautiful champion rematch against your rival (just look at his team and move sets) and I definitely think these games should be held in higher regard.

3. I disagree with ORAS being in the same tier as XY and SS. ORAS is the best post Gen 5 game/pair of games in my opinion and I would overall rank them seventh on my list above RS at eighth, Crystal at ninth and GS rounding out my top ten. They are just solid remakes that objectively improve almost everything compared to their RS counterparts (though they fall quite short of Emerald due to lack of Battle Frontier). I would be curious to hear why they are in the same tier as XY especially when they are almost like the refined third version of XY that never was, as a truly definitive Gen 6 game.

1 - As someone who's playing Pearl rn, I understand how it has significant flaws, but at it's core, it's still an amazing game.

The map design is really good, and it still offers you very solid and interesting mons early, despite being beaten by Plat in this regard. The Dual-Slot gimmick is kinda nice too.

In a way, it suffers from GF being too ambitious, just like XY, except XY falls off a cliff after Reflection Cave and takes the whole franchise with it, DP had its issues ironed out in Platinum, allowing it to reach its full potential.

2 - Kanto is just incredibly lame to me, and FRLG fixes the quirky things that made RBY unique. The result for me is a region that was developed for the GB and it shows. It's like food with no seasoning, it might fill you up, but man, I don't wanna eat that.

3 - XY attempted a serious leap in the franchise, playing through the early game, despite the obnoxious Kanto pandering, shows how it's just oozing with ambition.
But then it falls off after Reflection Cave. Hard. And the little flaws start to form a cluster of horrendous decisions that still plague the franchise.

ORAS on the other hand, benefits from RS being a very solid foundation to build upon. Very few things about ORAS can truly be attributed to it, and you still see the shadow of XY's failings creeping all over the place.

I guess my unpopular opinion of the day is: The Pokémon remakes just aren't that good.

FRLG is stuck in the archaic mechanics of Gen 3 while fixing the bugs that made Gen 1 unique. It's a game that feels really stiff and dated.

HGSS for as much as it builds up on GS and has its own identity because of it, fails to fix the core issues of Johto, giving it serious problems on a slow engine.

ORAS just... exists. It's like it's on a constant shuffle of one step forward, one step back. At no point I ever felt like "Man, I really wanna play ORAS" because nothing on it truly stands out to me like the Battle Frontier.
 
In a way, it suffers from GF being too ambitious, just like XY, except XY falls off a cliff after Reflection Cave and takes the whole franchise with it, DP had its issues ironed out in Platinum, allowing it to reach its full potential.

XY attempted a serious leap in the franchise, playing through the early game, despite the obnoxious Kanto pandering, shows how it's just oozing with ambition.
But then it falls off after Reflection Cave. Hard. And the little flaws start to form a cluster of horrendous decisions that still plague the franchise.
I believe that is the word that is the real problem with Game Freak as a whole nowadays; far too ambitious.

Instead of methodically studying about what they did go wrong the most and fix many problems, though they do not have to solve all in one game, and knowledge that they cannot please everyone, they become more and more arrogant and let themselves overdoing it and go for style over substance, burning their budget on such style.

Such overambition also resulted less new Pokémon per generation, even if the quality is not consistently great throughout (though personally, Gen 8 is on my top 3 favorite in terms of Pokémon), to focus on the battle gimmick of the region since XY. Back in XY, that would be understandable, but later on, it started to get annoying. Ultimately, less Pokémon is not always more.*

*(Unless we counted Mega Evolutions as restricted new evolutionary stages and Regional Forms as their own species, then the total number of Pokémon per generation is certainly less severe, if not close to 100s or slightly more.)

The ambition did worked in its favor for Sun and Moon… but the emphasis of story also hurted it as much as benefitting it due to horrid pacing and the needless repeating and pace-disruptive rival(s).

Such overambition also starting to take development starting to take a severe rump of the poor smoothness they already have. While the actual development problems they have are understandable, the way they addressed it and saying that some Pokémon become untransferrable in order for better balance, animation and models… which fall flat in its face. Maybe not so much for VGC, but Dynamax as a whole is the biggest style over substance example so far. Pun inteded!

It is not unreasonable to say that we deserve better modern mainline Pokémon games, but it can come off as overtly optimistic unless GF shows genuine step in the right direction all-around. For now, let’s hope they don’t end up getting on even thinner ice than they already are.
 
ORAS just... exists. It's like it's on a constant shuffle of one step forward, one step back. At no point I ever felt like "Man, I really wanna play ORAS" because nothing on it truly stands out to me like the Battle Frontier.

This so very much. I restarted Alpha Sapphire a while back meaning to do another run through it. That was about 2017. I still haven't made it to the first gym yet.

Other games? I've replayed them loads. But... somehow I can't summon the motivation to play this one.
 
This so very much. I restarted Alpha Sapphire a while back meaning to do another run through it. That was about 2017. I still haven't made it to the first gym yet.

Other games? I've replayed them loads. But... somehow I can't summon the motivation to play this one.
Funny, my experience with this game was the exact opposite of yours. At one point in time I considered it a forgettable, b-tier game. Then in the early 2020 lockdowns I suddenly got this incredible urge to give it another chance, and now it's my second favorite game in the series. Weird how that works.
 
Funny, my experience with this game was the exact opposite of yours. At one point in time I considered it a forgettable, b-tier game. Then in the early 2020 lockdowns I suddenly got this incredible urge to give it another chance, and now it's my second favorite game in the series. Weird how that works.
Personally, it's the soaring mechanic that really sells ORAS for me. Sure, there really isn't much you'll get out of it if you've already played through RSE other than the rather fantastic Delta Episode. But, soaring is new and it really sells the scope of the region in a way that no other Pokemon game has ever done (both before and since).

Some people complain about the speed of soaring and that they'd rather just use fly. But, soaring allows you to see the region as, well, a region, and not just a bunch of interconnected lines. You can physically see the forests, the volcano, the oceans, etc., and not just have to pretend they're there when staring at a map. That's something few regions have come close to doing, and every new region post Gen 4 have shown that GF has basically given up on even trying.

It also helped me learn the terrain like no other Pokemon game. Usually, I just forget where everything is - if I need to find the move deleter or hidden power checker, I just check online for where they are. Not so in ORAS, where I still remember the exact location of everything I need. It's a small thing, but it just goes to show how useful soaring is.

I do kinda understand why people were disappointed with ORAS. But, it is still a good remake (minus the battle tower, but that's been covered in detail) in terms of what it accomplished. It brought in new graphics and new mechanics that enhanced the overall experience - something that hopefully BDSP will accomplish though I don't have any expectations given how the franchise has been recently.
 
I do kinda understand why people were disappointed with ORAS. But, it is still a good remake (minus the battle tower, but that's been covered in detail) in terms of what it accomplished. It brought in new graphics and new mechanics that enhanced the overall experience - something that hopefully BDSP will accomplish though

I'm banking my hopes more on Legends: Arceus in this regard, personally. BDSP has been pushing itself as almost aggressively faithful which while won't make it a bad game (I expect it to effectively be a more playable version of DP which in itself will make for a very good game) means I don't expect too much change in terms of new mechanics or graphics. But Legends: Arceus on the other hand, while not the same experience, I have some hope that it will reimagine Sinnoh in even greater detail given its aim, being a full on 3D exploration game and getting to see Sinnoh's landscapes in that angle will be really cool if they can pull it off right, plus it's looking like it'll be very unique gameplay wise in terms of mechanics. I'm hoping we'll hear more of what Legends has to offer next week.

I always saw it that BDSP and Legends: Arceus are taking Sinnoh in two different directions: the former is going to be very faithful and will stick to the roots largely, while the latter creates a new adventure in Sinnoh while also reimagining the region in a new graphical style even if it will obviously have some differences due to it being a prequel and being in a different time period. This is very different from the mish-mash approach that HGSS and ORAS went for, which I think worked really well for both in different ways, but I think here it's better to bank hopes on Legends: Arceus rather than BDSP considering the approaches they're going for here.

This so very much. I restarted Alpha Sapphire a while back meaning to do another run through it. That was about 2017. I still haven't made it to the first gym yet.

Other games? I've replayed them loads. But... somehow I can't summon the motivation to play this one.

See, it's very different for me. I find ORAS to be very replayable, mainly because Hoenn is one of my favorite regions and I feel it brought so much cool stuff to the table while making Hoenn an incredibly pleasant region to traverse. Plus the mons are really fun to use: the Hoenn starters are all very cool and good while there's great mon diversity from the get go which makes it a fun game to replay. I also find Emerald replayable but I will also happily replay ORAS on a whim. Same with games like Platinum, XY, and even the likes of SwSh and BW1 all of which I will happily replay whenever I feel like it.

On the contrary, I cannot bring myself to replay Sun and Moon. I have tried many times to replay SM but in many cases I have either given up partway through it all or finished the experience feeling dissatisfied. I am not sure why, maybe part of it has to do with how mediocre many Alola mons are in-game and the strange variety of available Pokemon combined with the railroady experience of it throughout. Even though there are many things I do like about the Gen 7 games, they are the ones I am least compelled to replay.

It's funny how different it can be for everyone.
 
Funny, my experience with this game was the exact opposite of yours. At one point in time I considered it a forgettable, b-tier game. Then in the early 2020 lockdowns I suddenly got this incredible urge to give it another chance, and now it's my second favorite game in the series. Weird how that works.
I had a similar experience. Back during the pre-release period for OR/AS, I was very unsure about getting them. Sadly, the negatives ended up winning, and I ended up not getting either game on the release date. There were a few things which kept me from getting them (such as the extremely common complaint about "no Battle Frontier", lol). But since we didn't get a new Pokémon game in 2015, I ended up getting OR/AS instead as a sort of replacement. I got OR in September 2015 and AS in February 2016. Despite not being very interested in them, I still expected them to be pretty good games. But to my own surprise, they turned out to be better than I had expected. The more I played them, the more I liked them.

They kept most of the good things from both R/S/E and X/Y while being even better than those in some aspects. The lack of a Battle Frontier also stopped being an issue after a while, I found the Battle Maison fun enough to play through again and OR/AS had so many other fun things to do that Emerald lacked, which eventually led to me liking them much better than Emerald. In the end, OR/AS ended up being my third favorite games in the whole series, which they still are. Opinions can certainly change over time, OR/AS aren't the only games for which my opinion has changed but they are definitely among the games for which it has changed the most drastically.
 
This might be a bit of an odd and in many ways contrarian take imo, but I'll say it anyway.

But in my opinion, and I say this after having played through several Pokémon games back to back over the past few months, I feel that the Pokémon games can really be divided into four different "eras" of Pokémon imo in terms of what makes the games' identities and what they are. But I feel they can be divided into something like this:

Original era: Gen 1 and Gen 2
Second era: Gen 3 and Gen 4
Third era: Gen 5 and Gen 6
Fourth era: Gen 7 and Gen 8

These aren't super rigid categories imo, but I feel there is enough convergence between each gen I listed together to combine them into a single era. Each "era" I made constitutes a set of games that are alike from each other, but have distinct differences from the rest and have their own identity together. In a sense, each "era" here constitutes not only a different generation of kids who got into the franchise, but I feel each era forges a different identity and interpretation of what a Pokémon game "is".

Each generation I converged together has enough similarities together and combined are different from each other era that you can feel tangible changes with each era of games and what people who enjoy the Pokémon games value about them. Gens 1 and 2 are obviously alike, being the basic beginning of the Pokémon games and what makes them well, Pokémon to the kids who grew up with that is distinct from what other kids from later generations value about a Pokémon game. Even today, they are still very much distinct from every future generation of Pokémon that came afterward.

Gen 3 and Gen 4 are very much alike as well: while there are some tangible differences between the Hoenn games and Sinnoh games, they are also very similar in more ways than one, same with FRLG and HGSS in that regard, and the things people value about the Hoenn and Sinnoh era are very distinct from what would be valued about other games. The Hoenn games reinvented the wheel for Pokémon with many new changes, and the Sinnoh games rode on that even if they made some changes themselves too. Many of the similarities between RSE and DPP include the region structure, the way the plot is structured, and the features and content you get: Contests, Secret Bases, Battle Frontier in Emerald/Platinum, and all that. Many of the routes between the two regions are also similar. This was also the beginning of cover legends being relevant to the story, in which the base games has one of each summoned and awakened, and then both are brought together in the 3rd version with the "third legendary" intervening.

I also feel similarly about Gen 5 and Gen 6: some people claim that Gen 6 tried to reverse the blowback and made itself very different from Gen 5, but I disagree: on the contrary, I think the Unova and Kalos games are much more alike than they are different. For one thing, Gen 5 did really make a lot of reinventions and changes as to what Pokémon is, which is a big part of why it got a lot of blowback at the time imo, but Gen 6 I feel really took after the things that Gen 5 changed and followed suit as well, even if it also brought some changes with it. But in many ways, the Unova and Kalos games share many things in common: much like Hoenn and Sinnoh, Unova and Kalos are pretty alike as well, both having notably more linear structures than regions of the past. Unlike the past four regions which were based in regions of Japan, Unova opted to be based on a western region, being based in New York, and likewise, Kalos opted to be based on France. The protagonists of Unova and Kalos are also older than those of the past, with Hilbert/Hilda, Nate/Rosa, and Calem/Serena all being implied to be in their mid teens. This is unique to these regions, as the Alola and Galar protagonists are on the younger end. There was a much stronger focus on story in these games, with BW, BW2, XY, and even ORAS all being based on having a story to tell and having more human, fleshed out NPCs. There are no singular third versions this time around with either generation. The cover legendaries are also story-involved again, and this time you are required to catch them (not in ORAS, but in Unova and Kalos most certainly yes). The way BW1 and XY take off their stories is also similar in that you start off with a group of friends "chosen" by the professor of the region, and one is a more formal rival (Cheren and Calem/Serena) while the other is just a friend who follows you through the journey (Bianca and Shauna/Tierno/Trevor). There are also many other similarities Unova, Kalos, and ORAS had between each other in that regard that they can be conglomerated into a singular "era" of iterations of what defines a Pokémon game.

The most recent, and current era, imo starts with Sun and Moon and continues into the present day. I feel Gens 7 and 8 also are similar to each other in a sense and together form a distinct new "era" of what makes a Pokémon game. The Alola and Galar games really share similarities as well: chief among these is a bigger focus on the League, with you officially being acknowledged as a Champion at the end of the adventure. Alola and Galar play with the traditional League structure, as the former did away with Gyms and did the "Island Challenge" consisting of Totem Pokémon and Kahunas, while Galar returns to the Gym Leaders but does away with the Elite Four, instead replacing it with a tournament where you go off against fellow people competing to claim the Champion title. The "villainous team" of these games is less serious, with Skull and Yell both not being that severe of threats, with the actual antagonist of the game being someone you wouldn't expect (Lusamine and Rose, respectively). There is an even stronger emphasis on making dynamic and human characters in SM, USUM, and SwSh, more than ever, which is a big defining trait of the Alola and Galar games I feel. While there are some differences between them, they also have a lot of similarities to converge them into one big "era" of Pokémon. I am not sure how BDSP and Legends will take after the Alola and Galar games, but that doesn't take away from the similarities in the identities of defines SM, USUM, and SwSh. Opinions on this era are pretty divisive right now, but as it stands the kids who grew up with this particular era of Pokémon are still very young and are not yet old enough to be in online communities, which lopsides the perception of this era quite a bit imo.

And overall, you may notice a trend with these. Each odd numbered gen is the experimental testing ground, the generation that reinvents the wheel with what a Pokémon game is, with Gen 1 obviously being the debut of the series as a whole, but Gens 3, 5, and 7 all reinvented the wheel in their own ways and the even numbered gen that followed effectively stayed true to its preceding odd numbered gen, often ending up more popular than said preceding gen due to debuting on a new platform and bringing in a new wave of kids.

This is probably a very contrarian take and one not many probably thought about, but this is a conclusion and opinion I came to after really looking back at many Pokémon games in hindsight imo.
 
This might be a bit of an odd and in many ways contrarian take imo, but I'll say it anyway.

But in my opinion, and I say this after having played through several Pokémon games back to back over the past few months, I feel that the Pokémon games can really be divided into four different "eras" of Pokémon imo in terms of what makes the games' identities and what they are. But I feel they can be divided into something like this:

Original era: Gen 1 and Gen 2
Second era: Gen 3 and Gen 4
Third era: Gen 5 and Gen 6
Fourth era: Gen 7 and Gen 8

These aren't super rigid categories imo, but I feel there is enough convergence between each gen I listed together to combine them into a single era. Each "era" I made constitutes a set of games that are alike from each other, but have distinct differences from the rest and have their own identity together. In a sense, each "era" here constitutes not only a different generation of kids who got into the franchise, but I feel each era forges a different identity and interpretation of what a Pokémon game "is".

Each generation I converged together has enough similarities together and combined are different from each other era that you can feel tangible changes with each era of games and what people who enjoy the Pokémon games value about them. Gens 1 and 2 are obviously alike, being the basic beginning of the Pokémon games and what makes them well, Pokémon to the kids who grew up with that is distinct from what other kids from later generations value about a Pokémon game. Even today, they are still very much distinct from every future generation of Pokémon that came afterward.

Gen 3 and Gen 4 are very much alike as well: while there are some tangible differences between the Hoenn games and Sinnoh games, they are also very similar in more ways than one, same with FRLG and HGSS in that regard, and the things people value about the Hoenn and Sinnoh era are very distinct from what would be valued about other games. The Hoenn games reinvented the wheel for Pokémon with many new changes, and the Sinnoh games rode on that even if they made some changes themselves too. Many of the similarities between RSE and DPP include the region structure, the way the plot is structured, and the features and content you get: Contests, Secret Bases, Battle Frontier in Emerald/Platinum, and all that. Many of the routes between the two regions are also similar. This was also the beginning of cover legends being relevant to the story, in which the base games has one of each summoned and awakened, and then both are brought together in the 3rd version with the "third legendary" intervening.

I also feel similarly about Gen 5 and Gen 6: some people claim that Gen 6 tried to reverse the blowback and made itself very different from Gen 5, but I disagree: on the contrary, I think the Unova and Kalos games are much more alike than they are different. For one thing, Gen 5 did really make a lot of reinventions and changes as to what Pokémon is, which is a big part of why it got a lot of blowback at the time imo, but Gen 6 I feel really took after the things that Gen 5 changed and followed suit as well, even if it also brought some changes with it. But in many ways, the Unova and Kalos games share many things in common: much like Hoenn and Sinnoh, Unova and Kalos are pretty alike as well, both having notably more linear structures than regions of the past. Unlike the past four regions which were based in regions of Japan, Unova opted to be based on a western region, being based in New York, and likewise, Kalos opted to be based on France. The protagonists of Unova and Kalos are also older than those of the past, with Hilbert/Hilda, Nate/Rosa, and Calem/Serena all being implied to be in their mid teens. This is unique to these regions, as the Alola and Galar protagonists are on the younger end. There was a much stronger focus on story in these games, with BW, BW2, XY, and even ORAS all being based on having a story to tell and having more human, fleshed out NPCs. There are no singular third versions this time around with either generation. The cover legendaries are also story-involved again, and this time you are required to catch them (not in ORAS, but in Unova and Kalos most certainly yes). The way BW1 and XY take off their stories is also similar in that you start off with a group of friends "chosen" by the professor of the region, and one is a more formal rival (Cheren and Calem/Serena) while the other is just a friend who follows you through the journey (Bianca and Shauna/Tierno/Trevor). There are also many other similarities Unova, Kalos, and ORAS had between each other in that regard that they can be conglomerated into a singular "era" of iterations of what defines a Pokémon game.

The most recent, and current era, imo starts with Sun and Moon and continues into the present day. I feel Gens 7 and 8 also are similar to each other in a sense and together form a distinct new "era" of what makes a Pokémon game. The Alola and Galar games really share similarities as well: chief among these is a bigger focus on the League, with you officially being acknowledged as a Champion at the end of the adventure. Alola and Galar play with the traditional League structure, as the former did away with Gyms and did the "Island Challenge" consisting of Totem Pokémon and Kahunas, while Galar returns to the Gym Leaders but does away with the Elite Four, instead replacing it with a tournament where you go off against fellow people competing to claim the Champion title. The "villainous team" of these games is less serious, with Skull and Yell both not being that severe of threats, with the actual antagonist of the game being someone you wouldn't expect (Lusamine and Rose, respectively). There is an even stronger emphasis on making dynamic and human characters in SM, USUM, and SwSh, more than ever, which is a big defining trait of the Alola and Galar games I feel. While there are some differences between them, they also have a lot of similarities to converge them into one big "era" of Pokémon. I am not sure how BDSP and Legends will take after the Alola and Galar games, but that doesn't take away from the similarities in the identities of defines SM, USUM, and SwSh. Opinions on this era are pretty divisive right now, but as it stands the kids who grew up with this particular era of Pokémon are still very young and are not yet old enough to be in online communities, which lopsides the perception of this era quite a bit imo.

And overall, you may notice a trend with these. Each odd numbered gen is the experimental testing ground, the generation that reinvents the wheel with what a Pokémon game is, with Gen 1 obviously being the debut of the series as a whole, but Gens 3, 5, and 7 all reinvented the wheel in their own ways and the even numbered gen that followed effectively stayed true to its preceding odd numbered gen, often ending up more popular than said preceding gen due to debuting on a new platform and bringing in a new wave of kids.

This is probably a very contrarian take and one not many probably thought about, but this is a conclusion and opinion I came to after really looking back at many Pokémon games in hindsight imo.

Disagree, but not wholly. I would actually group Gen 3, 4, and 5 into one category while putting 6 and 7 together. 8 is a category all to itself imo.

4 is very much a continuation of 3 in terms of gameplay and design choices. You see this largely in things like story and gameplay elements being echoed across the titles. I've always thought that DPP was pretty much a spiritual sequel to RSE; when you strip them down to the essentials, they basically are the same story, and DPP builds on a lot of the concepts RSE introduced. But despite 5 being a stated reset for the series, I don't view it as mechanically or conceptually that different. Sure there's some needed QoL changes (Pokemon centres being merged with marts, infinite TMs) but they're mostly skindeep changes that enhance gameplay rather than fundamentally alter it. This is partly to do with 5 still being on the DS, but there are so many things which stay intact from 3 all the way up to 5 that I don't think they can be said to be a different category.

6 is a whole new ballpark and it's nothing like Gen 5 imo. It introduced all sorts of new concepts like Super Training; GF's stated intention here was to make the EV system more open and transparent and this is where that starts. It's also noticeably where the difficulty lowers, and tweaks like the fact that you can do one battle at the Maison at a time, rather than the fixed rounds of seven all the previous games enforced, make the gameplay of Gen 6 a radically different experience than that of earlier gens. The PSS, too, means that gameplay is much more dynamic and alive. Gen 7 continued to build on this (albeit the wifi plaza is a step back) but I feel it has much more in common with the previous gen than the next.

8 is the first gen with a very new design style, and I'm not talking so much about the region and the new roster Pokemon than I am the game design. It's the first gen with DLC, the first where whole species of Pokemon were excised in the name of gameplay, the first main series game where you can rotate Pokemon in and out of your team without needing to visit a Pokemon Centre. GF's design priorities have visibly shifted with this one, and again it makes for a very different gameplay experience than previous titles in the series.
 
I partly agree with both of you. Here's my view on this topic:

Gen 1 and 2 were the beginning of the series, they were very basic compared to everything that came after them. On the whole, they were the foundation that the rest of the series later built upon. Not much more to say here.

Gen 3 and 4 have very many similarities when you look a bit deeper at them. Both of them mostly improved upon the previous generation(s), refining the gameplay for the most part, as well as adding more content. They are very similar in terms of the story and how it is presented. Both of them also have a similar structure with a first pair, a third version and a remake of the first pair from two generations earlier.

Gen 5 was similar to Gen 3 and 4 in many ways since it further refined the gameplay and added even more content. But it was also a bit different since it had a larger focus on the new Pokémon than the previous generations. It was also more story-heavy, and it had neither remakes nor a third version, going for direct sequels instead.

I agree with ScraftyIsTheBest in that Gen 6 is similar to Gen 5 in many ways. X/Y has always felt like a sort of spiritual successor to Gen 5 to me. I think these games followed up on many of the great ideas from Gen 5, such as an even larger regional dex. If we go from B/W to B2/W2 to X/Y, it is roughly 150 -> 300 -> 450, both B2/W2 and X/Y expanded on the size of the regional dex with around 150 Pokémon. X/Y also took a step further with the multplayer gadget, they improved the C-Gear into the PSS. EV-training was made easier with Hordes and Super Training. As for Battle Facilities, they took the Battle Subway and enhanced it into the Battle Maison. While it was a bit easier than the Subway, I'd still say it was an improvement overall. In general, I think Gen 6 mostly continued refining the gameplay from Gen 5, at the cost of having less content.

Though at the same time, Gen 6 did many things differently from Gen 5. It was the first generation to introduce a super mechanic with Mega Evolutions. It also added the Fairy type, and it was the first generation to introduce less than 100 new Pokémon. It was also the first generation to be completely in 3D. So I think that in many ways, Gen 6 was a successor to Gen 5, but in other ways, it was completely different.

Gen 7 is a bit weird. It was obviously very different from Gen 6 in many ways, or at least, it tried to be different. But despite all that, I personally feel that it is very similar to Gen 6. I remember back from when I first played S/M, they felt like a second X/Y to me. Despite everything they did differently, I didn't find them to feel very different from Gen 6. I think this is because they repeat a lot of the things Gen 6 did, such as introducing less than 100 new Pokémon and introducing a new super mechanic with Z-moves. I also feel that Gen 7 repeated some of the mistakes from Gen 6.

I'm not really sure about Gen 8. It is obviously similar to Gen 7 in some aspects, but also very different in others. Not sure how I feel about it on the whole.

That's my view on this. Feel free to disagree.
 
To me the eras more feel like they follow the Nintendo consoles they're one:

  1. GB/N64 Era: Gen 1 & 2; Notable Side Games: Hey You Pikachu!, Stadium, Snap, TCG, Pinball, Puzzle League
  2. GBA/Gamecube Era: Gen 3 (& 1 Remakes); Notable Side Games: Colosseum, Mystery Dungeon, Channel, RS Pinball, Box RS
  3. DS/Wii Era: Gen 4 & 5 (& 2 Remakes); Notable Side Games: Ranger, Mystery Dungeon, Battle Revolution, PokePark, Trozei, Rumble, Conquest, Ranch, Global Link/Dream World, Dream Radar
  4. 3DS/Wii U Era: Gen 6 & 7 (& 3 Remakes & Let's Go Pikachu & Eevee); Notable Side Games: GO, Pokken, Detective Pikachu, Bank
  5. Switch Era: Gen 8 (& 4 Remakes & Legends: Arceus); Notable Side Games: HOME, Mystery Dungeon DX, Quest, Cafe Mix, New Snap, UNITE

I included the side games because I feel they're just as important to the identity of a gen/era as much as a core series game is (that is another way for people to get into the Pokemon franchise without having started with a core series title).
 
Though at the same time, Gen 6 did many things differently from Gen 5. It was the first generation to introduce a super mechanic with Mega Evolutions.
Let us not forget that Gen 5 introduced gems, which were basically just Z-crystals that you could use on multiple Pokemon, as well as Hidden Abilities which introduced abilities to standard play that should never have existed in standard play like Drought and Drizzle.

People always wanna give the 3D games shit for introducing new broken mechanics when Gen 5 introduced two broken mechanics that both got nerfed to shit in the next game.
 
In terms of putting gens together, I think Gen 6 and 7 are far more similar than 5 and 6 or 7 and 8.
Both try to push a major gimmick to improve existing ones. Gen 8 tries something similar, but it takes away far more things despite the hardware jump and it feels like something trying to recreate Go and Let's Go in its own way.

Ironically Go, Let's Go and SW are the only Pokemon games I haven't played that get major attention. Unless we count Unite, I don't care for that either.
 
Disagree, but not wholly. I would actually group Gen 3, 4, and 5 into one category while putting 6 and 7 together. 8 is a category all to itself imo.

4 is very much a continuation of 3 in terms of gameplay and design choices. You see this largely in things like story and gameplay elements being echoed across the titles. I've always thought that DPP was pretty much a spiritual sequel to RSE; when you strip them down to the essentials, they basically are the same story, and DPP builds on a lot of the concepts RSE introduced. But despite 5 being a stated reset for the series, I don't view it as mechanically or conceptually that different. Sure there's some needed QoL changes (Pokemon centres being merged with marts, infinite TMs) but they're mostly skindeep changes that enhance gameplay rather than fundamentally alter it. This is partly to do with 5 still being on the DS, but there are so many things which stay intact from 3 all the way up to 5 that I don't think they can be said to be a different category.

6 is a whole new ballpark and it's nothing like Gen 5 imo. It introduced all sorts of new concepts like Super Training; GF's stated intention here was to make the EV system more open and transparent and this is where that starts. It's also noticeably where the difficulty lowers, and tweaks like the fact that you can do one battle at the Maison at a time, rather than the fixed rounds of seven all the previous games enforced, make the gameplay of Gen 6 a radically different experience than that of earlier gens. The PSS, too, means that gameplay is much more dynamic and alive. Gen 7 continued to build on this (albeit the wifi plaza is a step back) but I feel it has much more in common with the previous gen than the next.

8 is the first gen with a very new design style, and I'm not talking so much about the region and the new roster Pokemon than I am the game design. It's the first gen with DLC, the first where whole species of Pokemon were excised in the name of gameplay, the first main series game where you can rotate Pokemon in and out of your team without needing to visit a Pokemon Centre. GF's design priorities have visibly shifted with this one, and again it makes for a very different gameplay experience than previous titles in the series.

You do raise some very good points, and I can see where you're coming from. In that sense, I would say that's also why the lineation of eras within the Pokémon series is not totally rigid, barring Gens 1 and 2, and in many ways, the eras I listed still bleed into each other in a sense with the exception of the first two gens which are rigidly distinct from the rest.

I agree that Gen 5 still takes after Gen 3 and 4 in some ways, which is why it's sort of a bridge between 4 and 6 in terms of the shift in the design philosophy. But I disagree that Gen 6 is nothing like Gen 5. While Gen 5 still takes after its predecessors in some ways, many of the things Gen 6 had were things that started in Gen 5, and Gen 5 is where you can see the gradual shift in design philosophy. You say that Gen 6 is where the difficulty lowers, but no, that's Gen 5 where it starts. The whole "Gym Leaders only use three Pokémon max" started in Gen 5, and BW1's Gym Leaders are all really easy with the exception of Lenora which is a matter of whether you know what you're doing or not. The O-Powers that you get in XY and ORAS started as a concept in Gen 5 with the Entralink Pass Powers. The real reason for the perceived drop in difficulty is that the game hands you many ways to trivialize the game and also makes it much easier to level your mons. While Gen 5 didn't have the EXP All, it offers the Audino trick and a free Lucky Egg which makes leveling significantly more quick than in games of the past. XY and ORAS let your team reach obscenely high power levels through Mega Evolutions which all have very high stats, but Gen 5 also does something similar: you not only have Gems as DrPumpkinz mentioned above, but Gen 5 introduced many mons who are effectively broken disc-one nukes on a playthrough. Conkeldurr, Darmanitan, Archeops, Chandelure, and Haxorus all have obscenely high offensive stats that are well over 140, and should you use them, they will ultimately completely trivialize the game. Even less immediately powerful ones have very powerful gimmicks: Krookodile and Scrafty have Moxie which makes them more and more powerful with each kill, Lilligant can set up with Quiver Dance and sweep with Petal Dance, and stuff like Ferrothorn, Galvantula, and Eelektross are also very strong and can trivialize a playthrough through their unique strategies. Gen 5 was the first time your team could reach an extremely high power level that you couldn't reach in past gens.

And while the approach with the Maison instead of a forced 7 streak is different, the structure of the Battle Facilities in Unova, Kalos, and ORAS is alike. They dropped the Frontier starting in Gen 5, and what we end up with in all of these cases is two Battle Facilities: the Battle Institute (which is unique to Gens 5 and 6) and a singular facility dedicated to different battle formats (Subway in 5, Maison in 6). And as I said, Unova shifts towards a region that is completely linear in structure, something Hoenn and Sinnoh weren't. Gens 5 and 6 even hit similar story beats at times, and also have the concept of mandatory capture of the cover legend which wasn't a thing in past games, and the beginning of the use of western regions instead of Japan being used as the region basis.

It's true that Gen 6 did many things differently from Gen 5 as well, but I can also say the same about Gens 4 and 2 in relation to Gens 3 and 1. Gen 4 introduced the physical/special split and a ton of new moves that made many mons significantly more viable, it had features like legendaries respawning if you defeat them after battling the E4 again in Platinum and HGSS, and a heavy focus on wireless interactivity and online events/Mystery Gift. Gen 2 introduced genders, the breeding mechanics, Baby Pokémon, and two new types in Dark and Steel which changed things a lot, plus several battle mechanic changes,

The release structure of Gen 5 is also closer to Gen 6 than its predecessors. While Gens 3 and 4 had paired games whose stories converge in the solitary third version, as well as a remake, Gen 5 forewent an enhanced version in lieu of a paired sequel release. Neither Black and White nor X and Y received an enhanced edition, instead opting for something different that is more of a follow-up and a different experience. Gen 5 got a sequel, while Gen 6 got Hoenn remakes that are also inherently attached to the original paired release. ORAS is notably more attached to XY than any previous remake was, and is effectively an extension of X and Y in terms of story. Masuda even mentioned in an interview here that both gens forewent the expected Gray and Z for surprises like BW2 and ORAS, which in the grand scheme of things, serve a similar function relative to the original paired games, and under a similar philosophy, despite being very different as well. There's also the topic of how long each generation was: Gens 3 and 4 lasted four years each, while Gen 5 and Gen 6 each only lasted three years. Likewise, the BW and XY animes only had ~140 episodes as opposed to the AG and DP sagas having around 190.

Likewise, in regards to Gen 7, while it's very similar to its predecessors Gen 5 and 6 (especially in terms of its focus on story, let's be real), it's also a bridging generation that leads into the design philosophies Gen 8 ultimately went full force on. Gen 8 was the first that fully did a dex cut, but if you look at it in hindsight Gen 7 was beginning to shift towards said cut: the National Dex was gone starting from Sun and Moon, but every mon was still transferrable so it wasn't a total shift. That said, any mon that wasn't in the Alola Dex straight up did not have a dex entry. While it's the first game that has DLC, the DLC's function in the grand scheme of things is identical to that of a third version. Tying into the release structure philosophy, it's going for a similar approach in that unlike Emerald and Platinum which were both a singular enhanced version, Alola and Galar games opt for a paired enhanced release, especially when you consider that SwSh's DLC got released as a physical bundle at the end of 2020, effectively making the SwSh+DLC identical in niche and function to USUM in Gen 7, both being paired "enhanced" editions of the original pair. And the Box Link concept that Sword and Shield went for is actually a thing that started in Let's Go Pikachu and Eevee, which is also a Gen 7 title.

Also in both the Alola and Galar games you notably start off with much more cash than before. Not to mention Alola was the introduction of regional forms, which Galar did even more of.

In terms of release structure, Gens 7 and 8 are also similar to each other. The paired game, followed up by the pair together getting enhanced (SM->USUM, and likewise SwSh->SwSh+DLC), followed by a revisiting of an old region that does its own thing. Let's Go obviously does its own thing. And while we haven't seen much of BDSP and Legends yet, they are also clearly doing their own thing with BDSP being a more faithful to the roots remake and Legends being a totally new adventure with new concepts that are different from traditional mainline releases thus far.

In fact, between every two gens the release structure tends to parallel, which is something I've been hinting at throughout this post:
Gen 1/2: Base pair->Third version
Gen 3/4: Base pair+Singular enhanced version+Remake
Gen 5/6: Base pair+Paired sequel/attached remake
Gen 7/8: Base pair+Paired enhanced release+Remake/revisit that does its own thing

While this doesn't totally tie into the games, the anime aligns with the gradual shifts in the games' design philosophy over the gens as well. Gens 1 and 2 were their own series with Ash/Misty/Brock and Ash being the sole focus. AG and DP dropped Misty and instead had a new girl companion whom Ash shared focus with, both on their own goals who shared the screentime with Ash. BW and XY also started a bit of a shift in philosophy and tried a lot of new spins despite sticking to the older formula. And then with SM and Journeys they both totally take the anime in a new direction.

In a sense, I suspect that Gen 9 will still be similar to Gen 8 in many aspects, but I also believe Gen 9 when it happens will shift towards another new direction leading to yet another era of Pokémon with a new set of design philosophies that will be brought in full force in Gen 10.

But you still have some valid points in a sense, which is why I said the eras are not totally rigid: rather, the shifts in design philosophy tend to be gradual, with each odd-numbered gen being the beginning of said shifts that the following generation reinforces, even if even-numbered generations also bring about their own chances to differentiate them. Gen 1 and 2 are arguably the most rigidly different era, but from Gen 3 onwards it's inherently subjective and the perception of "eras" can overlap a lot due to how much even different generations can bleed into each other.
 
Let us not forget that Gen 5 introduced gems, which were basically just Z-crystals that you could use on multiple Pokemon, as well as Hidden Abilities which introduced abilities to standard play that should never have existed in standard play like Drought and Drizzle.

People always wanna give the 3D games shit for introducing new broken mechanics when Gen 5 introduced two broken mechanics that both got nerfed to shit in the next game.
Gems at least had the restriction of automatically being consumed the first time you used a move of their type; there was no, "Oh, I need a nuke of an attack NOW" strategy with them. Still broken though.

I think Hidden Abilities as a concept are fine but wish they'd just be added as a regular option for abilities instead of sitting as a separate class that needs to be considered when breeding. Hidden Abilities have become, IMO, just a way for Game Freak to give Pokémon more than two ability options. Yes, Drizzle/Drought were stupid in Gen 5, but I would argue that weather-setting abilities should never have been permanent to begin with. If they wanted that to be the intention for Kyogre and Groudon, they could have given them ramped-up versions, much like Solgaleo, Lunala, and Necrozma have.
 
Let us not forget that Gen 5 introduced gems, which were basically just Z-crystals that you could use on multiple Pokemon, as well as Hidden Abilities which introduced abilities to standard play that should never have existed in standard play like Drought and Drizzle.

People always wanna give the 3D games shit for introducing new broken mechanics when Gen 5 introduced two broken mechanics that both got nerfed to shit in the next game.
Ok, let’s talk about Gems and HAs. I didn’t include them in my previous post because they didn’t feel relevant enough for the topic at hand. They could have been mentioned under "[Gen 5] further refined the gameplay and added even more content [like with the introduction of Gems and Hidden Abilities, among other things]" or something, but as said, it didn't feel relevant enough.

First, Gems. I agree that they are a sort of predecessor to Z-moves. However, there are many differences. You are right in that Gems can be used on multiple Pokémon (just like Z-moves) but can be used multiple times in every battle (unlike Z-moves). And just like Z-moves, Gems take up the item slot. However, they can be knocked off or removed by moves like Trick, which is not possible with Z-Crystals. Unlike Z-moves, Gems do not get full accuracy, nor do they hit through protecting moves, which means it is possible to completely waste them. Though this is possible with Z-moves too, but only because of immunities through type/Ability. You are also forced to use a Gem the first time you use a move of the same type as the Gem, unlike Z-moves which you can use whenever you want. As for pure in-game use, Gems are one-time only, they will not regenerate after having been used in an in-game battle. In comparison, Z-Crystals can be used an infinite amount of times. Gems also always give a 50% moves while Z-moves can sometimes give a higher boost (at least for some signature Z-moves, not sure about regular Z-moves).

Next HAs. As for using them in-game, you first have to obtain them either through Dream World or trade, which isn’t always the easiest. Especially now that Wi-Fi and Dream World has closed down. From what I can remember when I used them myself, I didn’t find Drought or Drizzle to be overly broken. Even in the Subway, where using HAs is one of the few advantages you have over the opponent. Using HAs there do not mean you are guaranteed victory. Except maybe TruAnt which breaks the Subway so hard, but it isn't completely unbeatable either.

As for their role in competitive play… I am not a competitive player myself (and I am pretty sure this is the wrong subforum/thread for this discussion), but I want to say this: Outside of VGC and official tournaments, the competitive metagame is created solely by the players, not the game creators. Thus, if you think Abilities like Drought/Drizzle “should never have existed in standard play”, the fault with them doing so lies entirely within the competitive community for not banning them, not with the game creators for introducing them. In comparison, Dynamax was banned here on Smogon for being too broken/unbalanced (or so I believe, didn't read into it too much). If the same thing goes for Drought/Drizzle/Gems in Gen 5, they should have been banned as well. If the competitive community fails to create a balanced metagame from the tools given within the games, then it has failed IMO.

So, outside of competitive, I do not see how Gems or (specific) HAs are utterly broken. They got nerfed in Gen 6 (or removed for Gems), I believe this was because of VGC? Which is sort of understandable, but the same thing has happened for specific things in Gen 6/7 as well.

To summarize, I do not consider Gems or Drought/Drizzle to be “super mechanics”. If anything, I think they are far below the real super mechanics, namely Megas, Z-moves and DMax/GMax. They are not even comparable. Can't speak for competitive, but at least for in-game I do not see Gems and HAs as comparable to the features introduced in Gen 6/7/8. Though I should say that after reading mertyville's post above, I guess the word I could have used for these features were "gimmicks" instead of "super mechanics", but whatever.
 
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