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For example, Goomy was described as the weakest Dragon-type Pokémon when Noibat exists.
Maybe by weakest they meant softest? :wo:

This is really more a case of "gameplay and story segregation" than anything else.

Statistically Noibat has the lowest BST of all Dragon-types, while Goomy has the standard 300 BST that base forms of pseudo-legendaries tend to have (we wouldn't get any exceptions until Dreepy two gens later), and thus Goomy has the higher BST by the sort of rule that its specific archetype follows.

Lore-wise, and in terms of imagination, Goomy could easily be perceived to be the weakest of all Dragons if you were to think about it in terms of hypothetical battle capabilities and intelligence. The thing is very slow, has no limbs, and has a soft membrane that is very easy to permeate. It can't hypothetically do much in the way of attack, it has no physical power as it's very small and light and as I said, it has no limbs while it's very soft, and it lacks much in terms of firing attacks in general. It has other problems that make it weak in nature: it's extremely reliant on its membrane remaining moist in order to survive, so it can only thrive in moist, damp climates: if that membrane dries out, it will become lethargic, become unable to breathe, and potentially die, adding to how weak it is as it's very prone to death by dehydration. Its horns, while very sensitive, also make it very poor in combat, as if anyone were to grab those horns, they would give Goomy an intense state of physical shock and cause it to become paralyzed for a while. In that sense, Goomy has very little going for it in terms of what it could do in action.

Despite Noibat's pathetic stats making it on par with a typical early game mon, hypothetically you could see this thing being able to do something to its opponents in battle, even if it's not strong. It can unleash supersonic waves that cause even a robust wrestler to become dizzy and suffer a headache, and because it's a bat, it can fly and escape its opponents if need be, making it able to survive well in the wild. It also has fangs and can bite as protection. So in that sense it could do some things hypothetically.

So in the end it's "gameplay and story segregation". With that said, what matters as much as stat total in terms of stats is how the stats are distributed, and Goomy notably really doesn't have *that* much more offensive firepower: much of its BST comes from its defensive stats, which would tie well into its in-universe behavior as while it can't fight very well, its body being made of water and soft allows it to become resilient and endure a few attacks every now and then. So it still sorta lines up well in that sense.
 
At this point just updating a game to match modern standards is kinda pointless (see BDSP), sure you can add the latest generational mechanic but realistically it's stuff you "already seen" and will know what will be coming.
I severely disagree.

ORAS and BDSP failed at being remakes because they remade the wrong freaking games.

It's beyond mindblowing that Masuda spent a ton of work and money on refining DP into Platinum and fixing a ton of mistakes but when it comes to the remakes... He pulls DP again. With the same mistakes he fixed a decade earlier. :facepalm:

Maybe one day we'll get Emerald and Platinum remakes.
 
I honestly think Let's Go was a very good "re-remake".

At this point just updating a game to match modern standards is kinda pointless (see BDSP), sure you can add the latest generational mechanic but realistically it's stuff you "already seen" and will know what will be coming.

Let's Go being an almost complete reimagination is probably the correct choice if they plan to revive older regions without just "remaking the game".

I see no reason why this can't be the case in a game with traditional mechanics instead of Let's Go's mechanics. There's no reason why you can't re-imagine the story and even substantially redesign the region (under the justification that it takes place years after the original games) while still keeping battle and catching mechanics intact.

I'm assuming you're referring to the game's altered story, but if by 're-imagination' you mean cutting out mechanics to simplify the game and appeal to an audience of largely mobile game players, I don't see how that makes the game any more interesting for main series players. In that case, I would be interested in hearing your opinion on what's more interesting about Let's Go's mechanics compared to other main series games.
 
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Slow/fast leveling groups should be removed. There's already scaling there with the level mons evolve. I have no idea what these levelling groups are even worth for
Consider them remnants of the old design.
Slow exp groups used to be for pokemon that are meant to be rare or particularly powerful, to make it feel more "rewarding" to get them to the level cap.

Ofc that's not really a thing nowadays and they could very well set it on fire, but alas Pokemon is full of remnants of the original designs.
 
Honestly, if IVs, levelling groups and some other of these stupid remnants were removed, the game would definitely be better. We are way past the RBY days and the mechanics of the games are still somewhat bound by them
I agree with IVs, but levelling group is important (even if it needs adjustments) since, in theory, allows early route weaker Pokémon to catch up with stronger one by allowing themselves to level up faster. The fact that weak Pokémon with slow experience groups exists is embarrasing to say the least though.

Could you at least tell the other stupid remnants so we can see if we can agree on removing them or not?
 
I agree with IVs, but levelling group is important (even if it needs adjustments) since, in theory, allows early route weaker Pokémon to catch up with stronger one by allowing themselves to level up faster. The fact that weak Pokémon with slow experience groups exists is embarrasing to say the least though.

It's almost like they implemented a now-unskippable affection mechanic that, among other things, boosts the amount of experience you get...

So that could easily replace the level groups, as stronger Pokémon often have less time to build up affection.
 
It's almost like they implemented a now-unskippable affection mechanic that, among other things, boosts the amount of experience you get...
Okay, hear me out.
*clears throat*
NPCs should also have access to any Affection bonuses.
Because let's be real, even if in-universe you are playing a super-gifted child prodigy, why should you, the player, be the only person, dead or alive, to ever have access to Affection bonuses?
 
NPCs should also have access to any Affection bonuses.
Not in this state no.

You don't want the game turn into "whoever gets the most affection procs wins".
It's not fun at all, nor rewarding.

While it can be fun to have your poke arbitrarly survive a hit or heal a status and turn a fight, it's not fun to have the exact opposite happen to you, where you were going to win and suddently the enemy poke has an affection proc and sweeps your team.
 
Leveling groups aren't necessary for scaling when we already have level up requirements. Even if something like a zigzagoon and a gible evolved at the same rate, zigs would still be more useful for 20-30 levels until you get a chomp or your gabite is decent enough.

Not only that but the placement and rarity of pokemon are influences already. There's plenty of ways to make weaker mons useful with good game design.

For my opinion: if they're going to make exp a forced thing, they should account for levels and exp groups. Have it so if you're a lower level or a slower group, you get more exp.

Something like: you got 200 exp from a fight, and the pokemon fighting gets the full 200 exp. Now the party divides the 200 exp for themselves.
You have 5 mons in the back, one is 10 levels below your team, another is on the slow group. These guys get 55 exp
The other 3 mons are properly leveled and/or on fast leveling groups. They get 30 exp each.

Something like that would make it easier for low level mons to catch up I feel
 
Slow/fast leveling groups should be removed. There's already scaling there with the level mons evolve. I have no idea what these levelling groups are even worth for
...

:quagchamppogsire: Who's a good boy? You're a good boy!

I agree with IVs, but levelling group is important (even if it needs adjustments) since, in theory, allows early route weaker Pokémon to catch up with stronger one by allowing themselves to level up faster. The fact that weak Pokémon with slow experience groups exists is embarrasing to say the least though.

Could you at least tell the other stupid remnants so we can see if we can agree on removing them or not?
That's why we got scaling exp based on levels since Gen 5.

It's almost like they implemented a now-unskippable affection mechanic that, among other things, boosts the amount of experience you get...

So that could easily replace the level groups, as stronger Pokémon often have less time to build up affection.
The problem with that is that the affection mechanics are also atrociously terrible.


As someone who has modded all mons to be in the med-slow exp. group in pretty much every game in this franchise, I can guarantee that the gameplay ends up like this:
 
Legends Arceus is less unique than we think :blobthinking:. These games were built off using Pokémon Ultra Sun and Ultra Moon as the blueprint.

To explain...
1) Wardens act like Trial Captains and even share the same name of "Captain" in Japanese titles.
2) Ride Pokemon have almost all the same functions. Tauros = Wyrdeer, Stoutland = Ursaluna, Sharpedo = Basculegion, Charizard = Hisuian Braviary, Machamp and Sneasler do somewhat different things but they both involve physically carrying a player with their arms through rough terrain, whether that'd be climbing mountains or pushing boulders. Gen 7 has two extra ride Pokemon.
3) There is a flute you have to play to summon the games' mascot. Sun/Moon Flute = Solgaleo/Lunala, Azure Flute = Arceus.
4) The story utilizes space/time shenanigans and tries to have it justify bringing over random battle facility heads from the past. Anabel = Ultra Wormhole, Ingo = Space/Time rift.
5) Legends Arceus has you collecting all the plates of each type similar to how USUM has you do this for Z-Crystals.
6) Both Hisui and Alola are the only regions where wild Pokemon are "extra". Hisui has alphas who can increase their stats especially when aggravated, Alola has wild Pokemon summon a partner vs S.O.S when they're aggravated.
7) Nobles are Pokemon boss fights, similar to how Totems are. We fight Pokemon instead of trainers with Pokemon.
8) Volo carries an omniboosted legendary dragon Pokemon in your final fight against him! Wait where have we seen this before??
necrozma-ultra.png

9) Both games being very cutscene focused for Pokemon, unlike anything else in gens 1-6 or gen 8 :bloblul:
10) Best of all, the guy who directed Legends Arceus was the same guy who directed Pokemon Ultra Sun and Ultra Moon; Kazumasa Iwao. These are the only two games they have directed, and before then, they were a Game Battle System Design Director for ORAS and SM.

Edit: Extra and for SM instead of USUM but the Spiritomb side quest sharply resembles the Zygarde quest from Legends Arceus.

Some of these may or may not be enough by themselves but when combined it all connects.

How do I feel about all of this? I'm just stoked that the same guy responsible for Volo's final battle was also responsible for the Ultra Necrozma battle. Kazumasa Iwao is on to something!
 
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