I'd prefer XP share to always be on (and apply to the whole party). Leveling a bazillion Pokemon was always tedious. This is a nice step towards removing a bit of tedium.
i don't think exp share has any relation to difficulty, it just cuts down on mindless bullshit grinding. It only removes the need to run around grass while switching the shitty pokemon to a strong one on round 1. It's the most mindless and boring thing, EVEN if one likes it.
Difficulty is 100% regulated by other systems, like Gym types and moves. Difficulty MUST have relation to skill.
I'd prefer XP share to always be on (and apply to the whole party). Leveling a bazillion Pokemon was always tedious. This is a nice step towards removing a bit of tedium.
Conversely I'd say this has been far and away my most disliked feature of recent games. I'm glad you can at least turn the feature off, but the games seem rather poorly tuned for that too (At least compared to the games that didn't have the feature at all).
3DS: 1392 - 5070 - 7853
0
ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
i don't think exp share has any relation to difficulty, it just cuts down on mindless bullshit grinding. It only removes the need to run around grass while switching the shitty pokemon to a strong one on round 1. It's the most mindless and boring thing, EVEN if one likes it.
Difficulty is 100% regulated by other systems, like Gym types and moves. Difficulty MUST have relation to skill.
For me at least, it seemed like I was always overleveled relative to the content. Skill is not what you want this game to test, because high level Pokemon battling is (to me) extremely arcane and counterintuitive and plays not much like how the battles in the show go, which is what they want to emulate. The base level of skill is just knowing a really big Rock Paper Scissors matrix, how skill testing can that really be?
I think there is a sweet spot where they are a few levels higher but the playing field is leveled because they have overlapping type weaknesses (with maybe a few ringers so your one fire type doesn't slaughter the grass gym). Alternatively, I think it would be a much better game if the opposing trainers were all balanced type wise, or at least weren't three bug types or whatever and it would tax your ability to build a balanced team instead of riding one or two Pokemon through whatever theme is happening right now, but I doubt that will happen.
I'd prefer XP share to always be on (and apply to the whole party). Leveling a bazillion Pokemon was always tedious. This is a nice step towards removing a bit of tedium.
Conversely I'd say this has been far and away my most disliked feature of recent games. I'm glad you can at least turn the feature off, but the games seem rather poorly tuned for that too (At least compared to the games that didn't have the feature at all).
I really liked the "exp share applies to one Pokemon" since it was really useful when you picked up a new Pokemon that was underleveled and you wanted to add it to your squad.
I suppose the solution to EXP Share overleveking you is to rotate your team more often, using the extra EXP to level a larger crew instead of putting it all to the same crew of 6.
It would be a lot better for it to be optional, though.
Nuzlocke runs where you have to wonder trade your entire team after a gym
0
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
I mean really the only thing that needs to be done to make the XP share a complete non-issue is properly balancing around the levels you will be with it on.
But I still won't expect that here because they very much want these games to be super easy. I'm not saying that is a particular problem but while I would love for that not to be the case, I just wouldn't expect it.
So yea the issue isn't really the xp share, it's just the general balance. If you walk through an area doing no grinding and just fighting the trainers you come across and then get to gym with 6 pokemon that are all 2-3 levels higher than their 4 pokemon that's always going to be easy and just a balance problem.
I definitely think there's a slight problem is that it's really hard to make early-mid level pokemon combat challenging because it's mostly binarily about numbers and type matchup. The only time I really think there's been a memorably hard fight is Whitney, because of the snowballing power of Rollout at that point in the game.
0
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
I definitely think there's a slight problem is that it's really hard to make early-mid level pokemon combat challenging because it's mostly binarily about numbers and type matchup. The only time I really think there's been a memorably hard fight is Whitney, because of the snowballing power of Rollout at that point in the game.
The very small trainer teams until end-game is a big part too.
I don't know why they do it by facing trainers with 1-3 equal or lower level pokemon for almost the entire game is basically never going to be challenging. I get them doing it in the first few routes but they keep doing it longer after that.
I'd prefer XP share to always be on (and apply to the whole party). Leveling a bazillion Pokemon was always tedious. This is a nice step towards removing a bit of tedium.
Conversely I'd say this has been far and away my most disliked feature of recent games. I'm glad you can at least turn the feature off, but the games seem rather poorly tuned for that too (At least compared to the games that didn't have the feature at all).
Can you turn it off?
Last I heard on it (just a few days ago) one of the Devs said if you don’t like it you can just put your Pokemon in the PC.
A Capellan's favorite sheath for any blade is your back.
Yeah, the more I've heard, the less inclined I've become to play this one. Think I'll give it a pass after all and just replay one of my other Pokemon games.
I can understand the difficulty of balancing the story between a target demographic of children who have a rudimentary grasp of the game vs veterans who are intimately familiar with the mechanics. My opinion is that it is fine for the story to be a pushover, but I lament how the post game content keeps being left to wither.
I want to finish the story and then walk into a Pokémon stadium equivalent to keep me entertained against more challenging opposition and a variety of formats.
I can understand the difficulty of balancing the story between a target demographic of children who have a rudimentary grasp of the game vs veterans who are intimately familiar with the mechanics. My opinion is that it is fine for the story to be a pushover, but I lament how the post game content keeps being left to wither.
I want to finish the story and then walk into a Pokémon stadium equivalent to keep me entertained against more challenging opposition and a variety of formats.
Bring back the PWT. Doing stuff like the Master Cup was so cool.
+1
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
I can understand the difficulty of balancing the story between a target demographic of children who have a rudimentary grasp of the game vs veterans who are intimately familiar with the mechanics. My opinion is that it is fine for the story to be a pushover, but I lament how the post game content keeps being left to wither.
I want to finish the story and then walk into a Pokémon stadium equivalent to keep me entertained against more challenging opposition and a variety of formats.
There's a much better middle ground though where it's not a total pushover.
Kids have been playing games for a long time without games being a pushover. Kids know how to play games. It doesn't need to be super crazy hard but it could just be balanced around a normal difficulty instead of easy mode.
Or of course they could just add difficulty settings. But I guess that's like the reverse of the Dark Souls "add a difficulty option" convo. It allows more people to have the experience they want but then it always comes back to the vision of the game so I don't really know! Just throwing out thoughts I guess.
0
Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited November 2019
Good news, everybody.
Sounds like TMs are single use again. Another feature we were dying to see rolled back.
Wonder Trade is back with a new name and instead of you having to sit on the screen it operates in the background while you are playing the game, it is exactly what Wonder Trade needed to actually be good.
The TM thing and 15 hour game w/ no Post Game both sound really bad but I also have to wonder, this close to launch, if people aren't just starting rumors for the sake of starting rumors, knowing that some people don't want to search for leaks to confirm. It is hard for me to believe that TMs are single use given how many other nods to the competitive community GameFreak has included in this game. At worst they'd be available with BP you earn from online or something???
And for the record, I actually think a 15 hour plot + substantial post game content would be the best method for Pokemon.
It's not. It's supposed to be read in Dr Farnsworth's voice. Where the good news is very very bad news.
Sorry, it's just a little hard to tell right now because the net is riddled with posters on their soapboxes wanting the game to be just like the good old days.
Sounds like TMs are single use again. Another feature we were dying to see rolled back.
About this
Apparently there's still TMs but they've added something new called TRs for all the actual good moves like flamethrower, psychic, earthquake ECT. The thing I read said TRs come from raid battles, which isn't as good as unlimited flamethrowers, but way better than only one like early gens, and gives another good reason to do the raids which seems fun
Its a futurama joke. Good news is rarely followed by actual good news
King Riptor on
I have a podcast now. It's about video games and anime!Find it here.
0
Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited November 2019
Okay, looks like they've actually been split into two categories.
TMs are actually still infinite use and there are 100 total.
TRs are one use and can be gotten as drops from raids. 100 of those too.
So only half of them seem to be one use, bad news is a lot of decent competitive moves seem to be in the latter category so if you plan to go online a lot, get ready to become career kaiju hunters very soon.
I really liked the "exp share applies to one Pokemon" since it was really useful when you picked up a new Pokemon that was underleveled and you wanted to add it to your squad.
Dang, you beat me to it. The singular EXP share is easily my most missed feature, bc X has actually been a well-balanced challenge for me with the exp share off (and intentionally using unbalanced teams), but the grind to farm only one lagging 'mon up through switch battling suuuuucks. To the point that I've put it back down again for like two months.
0
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Wonder Trade is back with a new name and instead of you having to sit on the screen it operates in the background while you are playing the game, it is exactly what Wonder Trade needed to actually be good.
The TM thing and 15 hour game w/ no Post Game both sound really bad but I also have to wonder, this close to launch, if people aren't just starting rumors for the sake of starting rumors, knowing that some people don't want to search for leaks to confirm. It is hard for me to believe that TMs are single use given how many other nods to the competitive community GameFreak has included in this game. At worst they'd be available with BP you earn from online or something???
And for the record, I actually think a 15 hour plot + substantial post game content would be the best method for Pokemon.
It should be noted that the 15-hour thing was from someone specifically avoiding most trainer battles and just running from place to place not trying to find items or side paths or anything. There are a lot of games that get notably shorter when you do that and is not usually the play-style people are using when they talk about how long a campaign is.
Edit further info: Yea that person was at 15 something when they got to the final area. Most pokemon games when rushed are around that long.
The first leaker was at 40 something hours.
One person speed running the game does not tell you much about the length.
It seems to be standard pokemon length.
People have a major hate-on for the game right now.
I'm looking forward to official release. I'm not happy with the current state of affairs. From what I'm seeing, there looks like there may be a lot to be disappointed with but I don't want to harp on it too much since there are also a lot of people who just have an axe to grind who are excessively bashing it. I want to see the good side of the game, and right now it seems like the leakers may be laser focusing on its flaws.
3DS Friend Code:
Armchair: 4098-3704-2012
+2
IceBurnerIt's cold and there are penguins.Registered Userregular
edited November 2019
Edit: Let's see if I can do better.
You both have a valid point that the system lacks flexibility. That said, they way you're playing is a self-imposed challenge. I do a lot of that, perhaps ... obsessively so. I also do a lot of re-evaluating if I want to continue, probably long after I should have considered how much they affect my enjoyment of the game.
Bearing that in mind, I ask you to consider, does keeping that up really offer the most fun for you?
I really liked the "exp share applies to one Pokemon" since it was really useful when you picked up a new Pokemon that was underleveled and you wanted to add it to your squad.
Dang, you beat me to it. The singular EXP share is easily my most missed feature, bc X has actually been a well-balanced challenge for me with the exp share off (and intentionally using unbalanced teams), but the grind to farm only one lagging 'mon up through switch battling suuuuucks. To the point that I've put it back down again for like two months.
Edit: I thought about what you wrote more and think I get it now: Your self-imposed challenge is inconvenient. There's really only a few choices there: to loosen up in cases like that so you can enjoy the game, to persevere, or to quit to seek something more enjoyable on your terms. Perhaps you'd be best served questioning if it's worth sticking to a self-imposed game rule that's hurting your enjoyment to the point that you want to stop. No one's ideal game necessarily exists, so we all have to work with what's there and as part of that, keep evaluating what's worth it in terms of recreation.
I mean yeah, that's basically what's up. I was playing with the restriction because I personally wouldn't enjoy the game overleveled to the point you get running with the EXP share perma-on and I didn't want to rotate through multiple teams during the story (I did that in Moon and it was fun, but I just happened to want a stable team this time). And then when the restriction got cumbersome enough I swapped over to playing something else because that's what the Fun Algorithm dictated.
I'm just lamenting that the one very specific problem with that restriction could be solved with a retired mechanic, is all.
Edit: I suppose I should say I generally try to avoid power-levelling before endgame because it feels off. Just another personal preference thing; I'll do the restaurants occasionally but usually only if I'm passing by anyway.
Also I don't do O-powers because I find that guy intensely unnerving.
I was also going to suggest that a 15-hour completion time couldn't possibly by with 100% pokedex filled.
Most of the players who do go deep into a Pokemon gen also want to have their favorites with the perfect IVs/nature/moves and that shit takes time to build anyway, though it sounds like it's also much more convenient now than it's even been (unless your favourites are not included in Sw/Sh).
So who cares if the 15 hour completion time is true, which it isn't. You know if you're that kind of player, you're going to be investing 100+ hours into making that perfect competitive team or two, and that's all post-game stuff anyway.
PSN: TheArcadeBear
Steam: TheArcadeBear
0
ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
I really liked the "exp share applies to one Pokemon" since it was really useful when you picked up a new Pokemon that was underleveled and you wanted to add it to your squad.
Dang, you beat me to it. The singular EXP share is easily my most missed feature, bc X has actually been a well-balanced challenge for me with the exp share off (and intentionally using unbalanced teams), but the grind to farm only one lagging 'mon up through switch battling suuuuucks. To the point that I've put it back down again for like two months.
I don't understand this. The EXP Share hasn't reduced exp gained since they made it party wide in gen 6. They should have started calling it the EXP Duplicator.
It's not the gen 1 EXP. ALL, which did literally divide the EXP earned based on the number of party members.
The gen 6 rules sre simple: each Pokemon that fight gets a carbon copy 100% EXP. Each Pokemon that only gets EXP via the share gets 50%. If you fight a Pikamew worth 1,000 EXP everyone that battled gets 1,000 and the share delivers 500 to every Pokemon that wasn't switched in.
Gen 7 still followed these rules with one difference: it applies the gen 5 curve based on the difference in levels, individually for each party member.
So in gen 7 a Lv 50 Pikamew may be worth 1,000 EXP base, but your Lv 5 Cutiepuff that sat the fight out gets a huge mutiplier and winds up with 5000, while your Lv 80 Musclepuff gets a big penalty and ends up with 100 EXP.
As to the dev suggestion that you remove pokemon you don't want to level, may i remind us all that you now have access to your box while adventuring, so it's literally just a menu away. It's identical to let's go, which is fast and convenient
If you need to power level in XY just use O-Power EXP and do something valuable, like the 3-star restaurant rotation battle meal. Add a lucky egg if you have one. Lv50+ in like 5-15 minutes.
Edit: I thought about what you wrote more and think I get it now: Your self-imposed challenge is inconvenient. There's really only a few choices there: to loosen up in cases like that so you can enjoy the game, to persevere, or to quit to seek something more enjoyable on your terms. Perhaps you'd be best served questioning if it's worth sticking to a self-imposed game rule that's hurting your enjoyment to the point that you want to stop. No one's ideal game necessarily exists, so we all have to work with what's there and as part of that, keep evaluating what's worth it in terms of recreation.
This seems like an unnecessarily harsh tone to take. It's just asking for an old feature to return. I don't like the always on for everyone EXP Share since it overlevels everything, but it would be nice to have the old one when I want to add a new underleveled mon instead of switch battling.
I, for one, am pretty OK with the TM/TR split, so long as the drop rates on TRs aren't atrociously bad. It gives a very concrete reason to run the raids beyond the possible challenge/co-op play.
Raids could be a great way for Gamefreak to continue to support the game longer-term. New raids, new rewards tied to raids, themed raids for holidays and whatnot. There's a lot of potential there, and because of that potential I'm still taking any report of "lacking endgame" with a huge grain of salt.
Cruor on
+2
Dr. ChaosPost nuclear nuisanceRegistered Userregular
I sped through and completed Omega Ruby at about 19 hours so that number sounds reasonable if they rushed through.
I'm starting to get kind of worried about some things but I don't think it'll be any shorter than the average pokemans game.
Edit: I thought about what you wrote more and think I get it now: Your self-imposed challenge is inconvenient. There's really only a few choices there: to loosen up in cases like that so you can enjoy the game, to persevere, or to quit to seek something more enjoyable on your terms. Perhaps you'd be best served questioning if it's worth sticking to a self-imposed game rule that's hurting your enjoyment to the point that you want to stop. No one's ideal game necessarily exists, so we all have to work with what's there and as part of that, keep evaluating what's worth it in terms of recreation.
This seems like an unnecessarily harsh tone to take. It's just asking for an old feature to return. I don't like the always on for everyone EXP Share since it overlevels everything, but it would be nice to have the old one when I want to add a new underleveled mon instead of switch battling.
Edit: Maybe I can be less stiff, wordy and awkward here too:
I find the difference in your replies fascinating; I didn't see how that may have come off until you explained it. Clumsy as I am, Escape Goat looked past it and addressed my point, which I'm grateful for.
Here's why I brought this up: when I criticize a game and my part of frustration involves the restrictions I choose, I'm often reminded by others that it was my choice to play that way. When I reflect on that, it's true. I did choose it, and that reminds me of whatever self-satisfaction I was after in the first place. Sometimes I decide it's not worth it and relax about it, or stop playing, and sometimes it renews my vigor and I press on. It generally relieves the stress and helps me get back to enjoyment. While I don't expect that everyone is the same or will appreciate it; I also don't believe a call for self-reflection is unreasonable when recreation stops being fun.
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I also thought your response was a bit aggro for an off-hand comment but thought better than to comment on it because I'm v tired of Pokemon discourse for the foreseeable future
But I also want Drednaw on my team. And having two water type pokemon seems like not the best plan. Maybe I should go Grooky just to get a better type spread.
My current theoretical team. Based on spoilers. Most of it official spoilers, but spoilers nonetheless.
I haven't actually analyzed my list to know if that's a good offensive/defensive balanced party or not. That list is mostly just based on what I think looks cool.
I also thought your response was a bit aggro for an off-hand comment but thought better than to comment on it because I'm v tired of Pokemon discourse for the foreseeable future
Posts
Difficulty is 100% regulated by other systems, like Gym types and moves. Difficulty MUST have relation to skill.
Conversely I'd say this has been far and away my most disliked feature of recent games. I'm glad you can at least turn the feature off, but the games seem rather poorly tuned for that too (At least compared to the games that didn't have the feature at all).
For me at least, it seemed like I was always overleveled relative to the content. Skill is not what you want this game to test, because high level Pokemon battling is (to me) extremely arcane and counterintuitive and plays not much like how the battles in the show go, which is what they want to emulate. The base level of skill is just knowing a really big Rock Paper Scissors matrix, how skill testing can that really be?
I think there is a sweet spot where they are a few levels higher but the playing field is leveled because they have overlapping type weaknesses (with maybe a few ringers so your one fire type doesn't slaughter the grass gym). Alternatively, I think it would be a much better game if the opposing trainers were all balanced type wise, or at least weren't three bug types or whatever and it would tax your ability to build a balanced team instead of riding one or two Pokemon through whatever theme is happening right now, but I doubt that will happen.
I really liked the "exp share applies to one Pokemon" since it was really useful when you picked up a new Pokemon that was underleveled and you wanted to add it to your squad.
It would be a lot better for it to be optional, though.
But I still won't expect that here because they very much want these games to be super easy. I'm not saying that is a particular problem but while I would love for that not to be the case, I just wouldn't expect it.
So yea the issue isn't really the xp share, it's just the general balance. If you walk through an area doing no grinding and just fighting the trainers you come across and then get to gym with 6 pokemon that are all 2-3 levels higher than their 4 pokemon that's always going to be easy and just a balance problem.
The very small trainer teams until end-game is a big part too.
I don't know why they do it by facing trainers with 1-3 equal or lower level pokemon for almost the entire game is basically never going to be challenging. I get them doing it in the first few routes but they keep doing it longer after that.
Can you turn it off?
Last I heard on it (just a few days ago) one of the Devs said if you don’t like it you can just put your Pokemon in the PC.
That’s an N run.
Maybe next year's game will be worth playing.
I want to finish the story and then walk into a Pokémon stadium equivalent to keep me entertained against more challenging opposition and a variety of formats.
Armchair: 4098-3704-2012
Bring back the PWT. Doing stuff like the Master Cup was so cool.
There's a much better middle ground though where it's not a total pushover.
Kids have been playing games for a long time without games being a pushover. Kids know how to play games. It doesn't need to be super crazy hard but it could just be balanced around a normal difficulty instead of easy mode.
Or of course they could just add difficulty settings. But I guess that's like the reverse of the Dark Souls "add a difficulty option" convo. It allows more people to have the experience they want but then it always comes back to the vision of the game so I don't really know! Just throwing out thoughts I guess.
Sounds like TMs are single use again. Another feature we were dying to see rolled back.
WHY GOD. One step forward, two steps back.
Gamefreak are not without mercy.
The TM thing and 15 hour game w/ no Post Game both sound really bad but I also have to wonder, this close to launch, if people aren't just starting rumors for the sake of starting rumors, knowing that some people don't want to search for leaks to confirm. It is hard for me to believe that TMs are single use given how many other nods to the competitive community GameFreak has included in this game. At worst they'd be available with BP you earn from online or something???
And for the record, I actually think a 15 hour plot + substantial post game content would be the best method for Pokemon.
Let's Plays of Japanese Games
It's not. It's supposed to be read in Dr Farnsworth's voice. Where the good news is very very bad news.
Armchair: 4098-3704-2012
Sorry, it's just a little hard to tell right now because the net is riddled with posters on their soapboxes wanting the game to be just like the good old days.
About this
Its a futurama joke. Good news is rarely followed by actual good news
TRs are one use and can be gotten as drops from raids. 100 of those too.
So only half of them seem to be one use, bad news is a lot of decent competitive moves seem to be in the latter category so if you plan to go online a lot, get ready to become career kaiju hunters very soon.
Dang, you beat me to it. The singular EXP share is easily my most missed feature, bc X has actually been a well-balanced challenge for me with the exp share off (and intentionally using unbalanced teams), but the grind to farm only one lagging 'mon up through switch battling suuuuucks. To the point that I've put it back down again for like two months.
It should be noted that the 15-hour thing was from someone specifically avoiding most trainer battles and just running from place to place not trying to find items or side paths or anything. There are a lot of games that get notably shorter when you do that and is not usually the play-style people are using when they talk about how long a campaign is.
Edit further info: Yea that person was at 15 something when they got to the final area. Most pokemon games when rushed are around that long.
The first leaker was at 40 something hours.
One person speed running the game does not tell you much about the length.
It seems to be standard pokemon length.
People have a major hate-on for the game right now.
Armchair: 4098-3704-2012
You both have a valid point that the system lacks flexibility. That said, they way you're playing is a self-imposed challenge. I do a lot of that, perhaps ... obsessively so. I also do a lot of re-evaluating if I want to continue, probably long after I should have considered how much they affect my enjoyment of the game.
Bearing that in mind, I ask you to consider, does keeping that up really offer the most fun for you?
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
I mean yeah, that's basically what's up. I was playing with the restriction because I personally wouldn't enjoy the game overleveled to the point you get running with the EXP share perma-on and I didn't want to rotate through multiple teams during the story (I did that in Moon and it was fun, but I just happened to want a stable team this time). And then when the restriction got cumbersome enough I swapped over to playing something else because that's what the Fun Algorithm dictated.
I'm just lamenting that the one very specific problem with that restriction could be solved with a retired mechanic, is all.
Edit: I suppose I should say I generally try to avoid power-levelling before endgame because it feels off. Just another personal preference thing; I'll do the restaurants occasionally but usually only if I'm passing by anyway.
Also I don't do O-powers because I find that guy intensely unnerving.
Most of the players who do go deep into a Pokemon gen also want to have their favorites with the perfect IVs/nature/moves and that shit takes time to build anyway, though it sounds like it's also much more convenient now than it's even been (unless your favourites are not included in Sw/Sh).
So who cares if the 15 hour completion time is true, which it isn't. You know if you're that kind of player, you're going to be investing 100+ hours into making that perfect competitive team or two, and that's all post-game stuff anyway.
Steam: TheArcadeBear
This seems like an unnecessarily harsh tone to take. It's just asking for an old feature to return. I don't like the always on for everyone EXP Share since it overlevels everything, but it would be nice to have the old one when I want to add a new underleveled mon instead of switch battling.
Raids could be a great way for Gamefreak to continue to support the game longer-term. New raids, new rewards tied to raids, themed raids for holidays and whatnot. There's a lot of potential there, and because of that potential I'm still taking any report of "lacking endgame" with a huge grain of salt.
I'm starting to get kind of worried about some things but I don't think it'll be any shorter than the average pokemans game.
Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!
I find the difference in your replies fascinating; I didn't see how that may have come off until you explained it. Clumsy as I am, Escape Goat looked past it and addressed my point, which I'm grateful for.
Here's why I brought this up: when I criticize a game and my part of frustration involves the restrictions I choose, I'm often reminded by others that it was my choice to play that way. When I reflect on that, it's true. I did choose it, and that reminds me of whatever self-satisfaction I was after in the first place. Sometimes I decide it's not worth it and relax about it, or stop playing, and sometimes it renews my vigor and I press on. It generally relieves the stress and helps me get back to enjoyment. While I don't expect that everyone is the same or will appreciate it; I also don't believe a call for self-reflection is unreasonable when recreation stops being fun.
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
But I also want Drednaw on my team. And having two water type pokemon seems like not the best plan. Maybe I should go Grooky just to get a better type spread.
My current theoretical team. Based on spoilers. Most of it official spoilers, but spoilers nonetheless.
Flying/Steel - Coviknight
Water/Rock - Drednaw
Psychic/Fairy - Galar Rapidash
Fighting - Sirfetch'd
Ghost - Polteageist
Runners up:
Dark/Normal - Obstagoon
Dragon/Steel - Duraludon
I haven't actually analyzed my list to know if that's a good offensive/defensive balanced party or not. That list is mostly just based on what I think looks cool.
IT'S DISCOURSE SEASON BAYBEE NO ESCAPE