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Emerson

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Posts posted by Emerson

  1. Excluding 1/11, 6, and 10. And I am kinda rating these on an "as a game" scale rather than an "as a FE game" scale. As FE games they score about the same just kinda higher, except FE5.

    2 and 15: 2/10 and 5/10
    While it's gameplay can be extremely underwhelming, I think SoV's presentation still makes it an enjoyable experience. However there are times when it has extremely garbage map design and not even the presentation makes up for it, mostly on Celica's side. Still, I find it's systems mostly enjoyable and characters and setting to be well executed but a bit lacking. Gaiden doesn't get a pass though, while it's not the worst thing ever, it isn't worth playing.

    3 / 12: 6/10 (Ignoring the Book 1 part of FE3)
    12 is a really enjoyable experience overall, however the unit balance is reeeeally bad, especially as you get later on. Still, reclassing can make things interesting, and adding Classic/Casual and the Avatar did do a great job making the series more accessible.
    And 3 is just fun to break, honestly. But beyond that, an enjoyable experience hampered by old, crusty systems, although they're mostly minor inconvenience. But it does also have Chapter 3, so...

    4: 1/10
    I'm gonna say this first, I have not finished FE4. I seriously dislike it, entirely for it's gameplay. I'll admit I enjoy reading up on it's lore (although almost everything it did story wise, both right and wrong, 3H did better anyways) but that doesn't really matter to me when it's chapters are boring without end. Prologue actually initially gave me hope. Managing units and dealing with bandits across an extremely large battlefield is pretty enjoyable, and Chapter 1 doesn't start off TOO bad, but ends extremely awfully with a garbage trek through forests and a giant clump of enemies with no reason to their placement gameplay wise. However Ch 2 is just a shitshow. Yes, let's walk in one direction for like ACTUALLY 4 turns, deal with a giant mass of enemies in boring ass formations in bare ground, and then do it again like 7 more times over like, 30+ turns of moving forward, and then backtracking again, and then backtracking some more. Real fun chapter guys. Not to mention whatever the hell Lewyn is doing. Sure, let's have a mage and a dancer slowly move along, trying to kill some bandits attacking villages. Should we make the terrain interesting? NAHHH just put some fuckin' forests, but make them everywhere. That'll be FUN, right? PEOPLE ENJOY TEDIOUS BULLSHIT RIGHT?
    ... In any case uh, I definitely understand if people enjoy Jugdral for it's lore, it is fun to read up on, and can tolerate it's maps, but I'll personally never enjoy it's map design.

    FE5: 5/10
    On one hand, I greatly enjoy Thracia's unique take on the general systems of FE as well as the capture mechanic. On the other hand, as someone who enjoys analyzing the design of video games, I despise it's constant use of noob traps, as well as giving enemies movement stars. Also staves missing and doubling, which I wanna specifically mention. Healing is kinda the backbone of FE strategy, it's always consistent and you can rely on it to do it's job. ... Except in Thracia, where now any time you wanna heal someone, you run the risk of missing, or using extra durability with no benefit. It makes actually HEALING kinda useless because you can't rely on it, instead making carrying Vulneraries even more vital than any other FE game. Now, I do think this is fine, IF you know what you're doing. Thracia really does need a remake that properly explains this stuff, honestly. Also remove enemies with movement stars, please. It's the one part of Thracia that is actually kinda bullshit beyond the noob traps. As an FE game, I put it at about 7/10, but as an a game, I put it much, MUCH lower, so I settled on 5.
    Oh, and it does have my favorite Lord character wise, so that's a plus.

    FE7: 7/10
    Definitely a solid entry, although it has some issues of lacking a proper difficulties. Eliwood Normal and Hector Normal are both extremely easy, Eliwood Hard is... the same, but with less deployment slots, whoopie, and HHM is difficult and a pretty good difficulty, but quite a big step up from the Normal modes. Not that this issue is exclusive to FE7, but it's really one of the few issues with an otherwise very solid entry, besides some of HHM's extra chapter requirements. And the Support system.

    FE8: 7/10
    While FE8 is much easier than FE7, it's difficulties are actually pretty well balanced between each other, and it's maps are enjoyable overall. Of course, its lacking in some aspects, mainly in challenge comparatively to the rest of the series, which keeps it down, but it's a very solid entry none the less.

    FE9: 8/10
    A personal favorite of mine, Path of Radiance is a fun game from start to finish, without being too difficult for newer fans or too easy for older fans. I think, like FE8, it does lack something truly tough for more experienced players, and JP Maniac doesn't really satisfy given it's sort of... rough addition and not particularly well balanced regarding it's enemies. Still, a fun time, and an enjoyable plot.

    FE13: 6/10
    I find it hard to rate this entry personally. On one hand, this is the game that GOT me into Fire Emblem. On the other, I cannot, for the life of me, go back and replay Awakening. I do not personally enjoy Awakening's map design and general systems on repeat playthroughs. However, they're objectively not that bad, and I think Awakening does a lot of really good things for freedom of playstyle, something I personally heavily advocate in games like Fire Emblem. So... I find myself sort of rating it in the middle. Low personally, but decently high objectively.
    Oh, and it has pretty terrible difficulty balance. The gap between Hard and Lunatic is monstrous, at least early on.

    Birthright: 6/10
    FE13, but it's gameplay is slight better, but it's story is worse. At the very least, I can actually play this one personally. I find the game decently enjoyable on Lunatic, if too easy once you get Ryoma and he, legit, solos the rest of the game. However once the game starts throwing Armors, big fuck Cavalry units, and extremely strong Berserkers at you, I actually find the challenge to be pretty intense. Chapters 22-24 were seriously a good time to me, even if Ryoma could mow them all down if I let him (well actually in 24 he actually struggles which does make it really rough overall). But directly after that section, it shuts down on pushing you forward and sorta just mellows out, until its boring final numbered chapter and endgame. Still, not actually the worst thing ever.

    Conquest: 8/10
    CQ has some amazing chapters including like, most of everything before 19. But then Chapter 19 EXISTS and I hate it. Dear lord, what an awful chapter. Who thought putting dodgy enemies in an entire map of FORESTS was a good idea, but also giving half of them Cavalry effectiveness, and also half of the time they're straight up invincible??? Between this and the boss of Chapter 17 I think CQ, if not Fates as a whole, really has issues with making enemies too strong, in bad ways. Still, I really enjoy the rest of the chapters up until Ch 25, which is kinda garbage, and then it finished kinda strong with a pretty unique, if extremely tough, endgame.
    However it's story is garbage, and it's gimmick do run a little wild, which is definitely a turn off for some. It's forging system is also both extremely boring, and break whatever they attempted to do with the weapon system, which for the record I do enjoy conceptually.
    Also shout out to having Ophelia. Obligatory mention quota met.

    Revelation: 0/10
    Die in a fire.

    Three Houses: 9/10
    Three Houses definitely has the best plot and characters in the series for me, as well as some of the most enjoyable gameplay systems. But it's map design reeeally holds it back from being a perfect 10 for me. It's just... kinda rough in that regard. Not unenjoyable or really even bad, just rough. However I do enjoy that it lets the player be more open in how they play the game, something I overall very much enjoy able Three Houses and think is it's second strongest aspect overall.

    Okay, ACTUAL talk about Revelation: 2/10
    While there's a couple decent maps in here, it's not worth playing frankly. The unit balance is pretty awful, the chapters range from passable to actually god awful, and the plot isn't as fun to laugh at as Conquest's, it's just kinda bad. Literally the only really good thing I can say about Revelation is... Orochi is my favorite mother for Ophelia story wise. Who you can't even get in this route until like Chapter 18 at the earliest because Odin's so late, so
    yeah bad route.
    Also, can I say it's been weird making sure I say "Revelation" instead of "Revelations" recently.

  2. Anna was definitely the first one that really caught my eye. I really liked her back when I first played Awakening, and at the time I knew about her long-running appearances in the series, so I sorta just went with it. I still really like Awakening Anna even if she's not my favorite anymore.

    I guess I should mention Ophelia for really being the first character I really liked that ended up actually sticking for a long time. Marianne overtook for like, a couple months during the start of 3H's launch before I went back on the decision.

  3. 1 minute ago, Ishmael said:

    Again this is just speculation but the reason I think they always just say Goddess is to prevent people from getting reminded of anything related to her massacre. Your view does make more sense however considering she has no qualms about revealing her name or the name of the 4 Saints.

    Well, the thing is, no one KNOWS about the massacre in the first place. Besides the fact that it was  however many hundreds of years in the past, the Church already does so much information trafficking as is to keep info like that away from the public, there wouldn't really be a point.

  4. 44 minutes ago, Ishmael said:

    I'm fairly certain Rhea started the religion because she wanted to promote and remember Sothis after her death and using the Elites who were really powerful was a great way of doing that. It also allowed her to hide the fact that the relics were bones of her siblings and crests are just Nabatean blood.

    I'm also fairly certain that Rhea just spares the descendants of the Elites who probably fell in battle because doing so would have gone against the teachings of Sothis and probably to appease their descendants who controlled vast amounts of land. But this speculation on my part.

    Rhea created the Church to guide Fodlan and protect it's people in the absence of her mother, but not really to remember her. Honestly, it's weird how so few times the name Sothis is actually SAID by a Church member. They almost always just say "Goddess". I have to wonder if it's actually common knowledge what the Goddess' name is...

  5. 4 minutes ago, Anacybele said:

    I didn't know at first that Dragapult was Ghost type until I looked up more info on Leon's team. It doesn't look like one to me...

    Yeah, it's a little hard to see design wise, but the Dreepy line is based on an extinct lizard, as well as a stealth bomber. If you look at the end of it's tail, you can see it fades away. It definitely warrants being a Ghost type, but it doesn't look like a traditional one.

  6. Just now, Anacybele said:

    Really? Because Barraskewda doesn't seem to hit real hard to me. And I'm pretty sure mine doesn't have an Atk lowering nature. I'd have made sure of that.

    I've been having Cinderace take out Aegislash, but the problem there is that Pyro Ball misses right away EVERY FUCKING TIME. >_> So maybe I actually should use Mudsdale instead... Flappe can't survive even a single hit from either Haxorus or Dragapult (btw, Leon uses Haxorus against me first).

    It's likely just because Barraskewda's underleveled compared to the rest of your team. It's attack stat is a really solid base 123.

    Yep, that's the downside of Pyro Ball. It happens. Mudsdale should be more consistent versus Aegislash. And I think you're definitely going to want that Choice Scarf for Flapple so it can outspeed Dragapult or Haxorus, whichever comes out first. Boltund should be able to do some good damage to Dragapult with Crunch as well if you need to take it down.

  7. 16 minutes ago, Anacybele said:

    Okay, I'll post it.

    Fluff (Cinderace) lv. 58 - Double Kick, Bounce, Flame Charge, Pyro Ball

    Marinette (Orbeetle) lv. 59 - Psychic, Psychic Terrain, Struggle Bug, Calm Mind

    Longg (Applin) lv. 58 - Dragon Rush, Grav Apple, Dragon Dance, Fly

    Kaalki (Mudsdale) lv. 59 - Earthquake, Rock Tomb, Heavy Slam, Superpower

    Kim (Barraskewda) lv. 55 - Liquidation, Ice Fang, Crunch, Aqua Jet

    Sabrina (Boltund) lv. 60 - Spark, Wild Charge, Crunch, Nuzzle

    Even though I said I typically prefer not to use status moves, I do keep them on movesets sometimes, either because I haven't gotten anything better to replace them with or because they actually might be handy on occasion.

    I also have a Liepard named Adrien and a Thievul named Alya in the box too. But Dark types aren't going to trump much of what Leon has at all, so...

    I wonder if I'm not using the best Pokemon in the game. Barraskewda for instance, while cool, hasn't been the best Water type I ever used, I admit. It just gets KO'd so easily even though it's really fast and will hit first a lot of the time. Apple dragon is probably not the best Dragon type in the game either, but it's a cute Grass/Dragon and I've wanted to see that typing in something other than Mega Sceptile. Compared to Ledian, Orbeetle is GREAT. Especially because of also being Psychic type. But Bug types in general aren't good compared to other types. But I really wanted to use Orbeetle because it's a cool new ladybug Pokemon and I got the Miraculous naming theme going on. xP

    Speaking of that naming theme, I just realized my final team is named after three human characters and three kwamis! I evened it out without trying. XD

    EDIT: Of course I know I can use TMs and stuff. That's how I gave Rock Tomb to Kaalki and Ice Fang to Kim.

    Oh that's not a bad team at all. Barraskewda's actually an extremely strong Pokemon, it's very fast and hits hard as hell. Flapple's not the best but it's definitely not bad, although it's not the best Dragon type, but I used an Appletun myself. Orbeetle's actually pretty great statwise, it's super strong defensively and isn't too slow or too weak, although it doesn't have much to use versus Leon's team.

    I'd say... I think you could definitely do it. Make sure you lead with Mudsdale to deal with his Aegislash. Then Dragapult... definitely a toughie... I think Flapple might be able to deal with it? Maybe? You could go get the Choice Scarf from Ballonlea (The letter sidequest, it starts in Hammerlocke), which would definitely help Flapple be faster and hopefully defeat it. Barraskewda should be able to clean up and finish off Dragapult with Ice Fang or Crunch if Flapple can't finish the job. Then hopefully do the same vs his Haxorus. From there, I think you should be fine.

  8. Out of curiousity, @Anacybele, what's your current team and their movesets? Leon's got some nice type coverage, but he's certainly beatable from a lower level.

    Play smarter, not harder, that's what I always say. Grinding isn't necessary. Don't forget you have items you can use and TMs you can buy.

    My team was slightly above Leon, around 66 overall, since I'd done a good amount of catching and raids beforehand. I played on set with no item use though, so it did take a bit of work for some of his 'mons given my movesets weren't all amazing.

     

    In any case, regarding this topic generally, Leon himself is a very bad steep level curve from what're directly before him, a random 7 level jump from Rose to him. It makes me wonder if they planned for more right before him...
    His Charizard is also a much, MUCH larger threat than you'd initially imagine, thanks to Max-Grass. And he has a damn lot of strong Pokemon. All of the starters are genuine threats on his team, Rillaboom's speed control, and Cinderace and Inteleon's general power. Cinderace is absolutely the worst one he could have though, since it just gives him 2 fire types in a row.

  9. 3 hours ago, Ottservia said:

    Y’know I’m curious as to how the meta will change once home is released especially in regards to obstagoon cause then people would be able to trade up their regular zigzagoon with extreme speed and belly drum. I wonder if you could breed those moves onto their Galarian counterparts cause if so we’re looking at a pokemon with base 90 atk with access to guts and stab extremespeed. Holy shit that is going to be terrifying

    Nope, you can't do that, sadly.

  10. Just now, lightcosmo said:

    I dont know what that method is. I understand raising the odds, but it truly was special getting two in one Silver playthrough. I'm happy they are more accessible for everybody though.

    Ah, my bad, Masuda method is where you breed 2 Pokemon of different regions of origin (as in like, real world region. like from Japan. It's based on their game's language setting). And... that's it. Thanks to Wonder Trade, this got pretty easy to do. Doesn't matter what regions as long as they're not the same.

  11. Just now, lightcosmo said:

    Oh, alright. 1/682 is better than the 1/8096 I'm used to. I got two with those odds so I dont think I'll have many issues. Is there an explained reason why they raised the odds?

    Well, Masuda method has been a thing since Generation... 4? I think? Then X and Y doubled the shiny rate. I don't think any official reason was given but considering the rates are still very low, I think it's overall a fine change to make them SLIGHTLY more common.
    We've been getting other methods like the encounter method that tie Masuda since XY, so this isn't really anything new, although the constant rate of encountering is definitely different as most previous methods usually killed their rate after finding a shiny.

    Shout out to Gen 4 (and X and Y) for having the lowest shiny odds of 1/200 at a chain of 40 with the Poke Radar, multiplied by the amount of grass patches, which can take it down to like, 1/40 or lower effectively, if I'm not mistaken.

  12. Just now, lightcosmo said:

    Okay so I've defeated 550 Rookidee, so I have 1/512? I wasn't sure since I seen alot of different numbers all over the place. If so, that's not too bad! Thank you for the information, though! Also, Which way is more reliable? 

    Honestly? Whatever you feel comfortable doing. There's no best method in this game, both have a max of 1/512, one just hits that cap sooner (or well, immediately), while the other is much easier to perform generally and isn't going to take up a ton of box space by the end.

  13. 7 hours ago, lightcosmo said:

    Congratulations on the shiny! curious, is there a definitive place where the shiny odds are, everywhere you look people have different numbers!

    It's a bit complicated due to Shiny Charm, but I can tell you it's
    1/4096 without any method and without Shiny Charm
    1/1365 without any method and with Shiny Charm

    1/683 using Masuda Method without Shiny Charm
    1/512 using Masuda Method with Shiny Charm

    Then, concerning the new encounter system, it's also a little complicated...
    Basically for every Pokemon of the species you fight and defeat or capture, including Trainer battles, a number in the Pokedex goes up. This number is how you keep track of the Encounter number.

    Encounter No.       W/O Charm         W/ Charm
    50                            1/2048                 1/1024
    100                          1/1365.333         1 in 819.2
    200                          1/1024                 1/682.6667
    300                          1/819.2                1/585.1429
    500                          1/682.6667         1/512

    All of the encounter rate numbers are from Serebii. Bulbapedia is what I used for the top 2 (although for the most part I knew them by heart), although that's because Masuda and base rate haven't changed. The Encounter number rates can be found here: https://serebii.net/swordshield/shinypokemon.shtml

    1 hour ago, Shadow Mir said:

    Also, I guess another tricky evolution that was not mentioned was Galarian Farfetch'd needing to get 3 critical hits in one battle. Which is easier to try to have done in a trainer battle, for obvious reasons.

    During the main story that's definitely the easiest, however once you get into post game it gets a bit rough to do. The Metapod method mentioned above is definitely the most effective for lower levels, however once you reach the 50-60 range, I'd recommend teaching the Farfetch'd Leaf Blade from level 55 and instead using either static encounter Vespiquens, or Combee if you're basically JUST hitting around 55-60. Metapod, since it doesn't quad resist, would struggle to stay alive for 3 criticals once you're around it's level.

  14. 44 minutes ago, Shadow Mir said:

    Alright. 

    Another Eevee question: where can I catch it? And for something different: what Synchronize mons are in this game?

    Eevee is caught on Route 4 (the small area right before the first Gym). It's a fairly low chance but since it's an overworld spawn it doesn't take too long to reset the area and try again.

    As for Synchronizers, we have...
    Natu, Ralts, Munna, Elgyem and Indeedee. Also Mew, Espeon and Umbreon but they aren't noteworthy for Synchronize users.

     

    On an unrelated note...

     

  15. Shadow Dragon: Navarre / Sheena
    Gaiden/SOV: Python / Silque
    New Mystery: Samto / Sheena
    Genealogy Gen 1: Lex / (honestly dont have one, so) Briggid
    Genealogy Gen 2: i literally dont know a single one, so, Leif / Patty??
    Thracia 776: Fergus / Machyua
    Binding Blade: Raigh / Sue
    Blazing Sword: Rath / Farina
    Sacred Stones: Joshua / L'Arachel
    Path of Radiance: Zihark / Astrid
    Radiant Dawn: Naesala / Sanaki
    Awakening Gen 1: Gaius / Maribelle
    Awakening Gen 2: Brady / Noire
    Fates Gen 1: Shura / Beruka
    Fates Gen 2: Shiro / Ophelia
    Three Houses: Dedue / Marianne
    Heroes OCs: Bruno / Laevatein

  16. 1 minute ago, Anacybele said:

    Oh! So I actually got a rather lucky catch then! Awesome! Figures that raid Pokemon would still be better though. But I don't know how often I'd be able to do raids anyway. I still haven't paid for online yet (I was going to, but then I had to quit the job I had).

    Once you're in the postgame, doing 4 star and some 5 star raids should be fine if yu have type effective moves and most should be pretty easy once you're level 100. But some 5 star raids are veeeeery hard with the AI characters bring randomized. Thankfully, you can do it as many times as possible until the daily reset, and should you succeed, Gigantamax Raids in offline play actually have guaranteed capture rate, or so I've been told, meaning you won't be going through hell more than once just to catch one. Most other 4-5 star raids have decent catch rates and will rarely fail should you be above their level (they're 60-70 for 5*, around 50-60 for 4*, and level does affect the capture chance in SwSh for all captures).

  17. 2 hours ago, lightcosmo said:

    Reading this, why dont they balance the pokemon? Some older mons could seriously use some stat boosts. I suppose it's simply laziness on their end, if anything. Could make competitive battling actually fun. 

    Also, the changes to the pokemon powers are pretty neat.

    That's sort of what Regional forms are for, I think because a MASSIVE stat shift for some Pokemon might be a bit too much, and could take away the identity the Pokemon already has. All of the regional forms have improved competitive viability even though type changes and minor stat redistributions alone. It's be nice to get some more per game or adjust older mons, but with the Dex cut, it's actually making some Pokemon MUCH more viable in high level play than they've been for the last 2 gens.

    2 minutes ago, Anacybele said:

    So I caught this Rufflet that had a yellow aura around it. I'd never seen a Pokemon like that in the game before. I'm thinking it means it's higher leveled? Because it was lv. 41 while other Rufflet I came across were lower level. Can someone else confirm this?

    Whatever the case though, I named it Ike and it'll be traded to Shield whenever I can make use of Pokemon Home (and when I do a playthrough of Shield in the first place). I'm still making my Sword run strictly Miraculous: Tales of Ladybug and Cat Noir themed. I'm about done with my semester in college, btw, so I'll be playing more often than I have been soon! Well, a little. There's still Christmas-related stuff to get through too. lol

    Oh, and fittingly, Ike the Rufflet has an Atk increasing nature! So awesome.

    The yellow aura is called "Brilliant" Pokemon, I believe. Either way, they appear occasionally by chance and they have more perfect IVs, and occasionally Egg moves. You can get them to appear more frequently by chaining encounters which I don't know the specifics of.

    Frankly, they're wholly overshadowed compared to Raid Pokemon which have way more perfect IVs at higher level raids and can learn the Egg Moves anyways thanks to the new Egg move passing.

  18. To be fair, there isn't much to nerf overall besides Aegislash (and frankly it's biggest nerf is Excadrill becoming one of the faces of the meta), most additions were buffs, with one that acted as nerfs. Intimidate now gets blocked by a bunch of abilities like Oblivious and Inner Focus.

    Rapid Spin is 50 power (up from 20) and raises Speed by 1 stage, making it both utility and a buffing move. Given Pursuit's absence meaning Ghosts got a buff, this isn't really that busted or anything. Plus it's main users either aren't super amazing or don't require the buff to be fast (Excadrill vastly prefers having Sand already up).
    Multi-Attack, Silvally's signature move, is up from 90 power to 120. It's now actually worth using.
    Defog now removes Terrain as well.
    Howl now boosts all allied Attack stat by 1, previously it was a self only buff by 1. Still... probably won't be used by literally anyone given, y'know, Max Fighting.

    The only nerfed move is, surprise, King's Shield, another Aegislash nerf. It now only gives the attacker -1 to Attack rather than -2 upon being hit by a contact move.


    The abilities Inner Focus, Oblivious, Own Tempo, and Scrappy (weird choice but it's not like theres a Ghost Intimidater) now all block Intimidate's effect on the user.
    Rattled also activates when the user is hit by Intimidate (basically makes it the same as the Adrenaline Orb, but multi use).

    Flash Fire, Harvest, Lightning Rod, and Storm Drain all now increase the chance of encountering a Pokemon of their respective type, similar to Static and Magnet Pull before them.

    Moody no longer affects Evasion/Accuracy stats.

    Infiltrator reduces the amount of wild Pokemon encounters when lead in the party (Cleanse Tag effect, iirc Stench too)
    Super Luck increases the chance a wild Pokemon encountered will be holding an item when in the lead (Compound Eyes secondary effect).
    Synchronize is now a 100% guarantee that the wild encounter will be the same nature as the lead, but doesn't affect Gift/Event Pokemon any more (It's really only unfortunately for the Fossils but they can be SR'd easily).

    Oh, and regular Weezing got G Weezing's new ability too, Neutralizing Gas, as a secondary regular ability.

  19. 1 minute ago, Xenomata said:

    First off, so glad you asked ohohohohohohoho.
    ...actually not really, I just had to breed a 5IV HA Falinks for a bud, and that damn thing took forever. All you have to do is select Sp.A as the not passed down stat, stop wanting to be a special attacker Falinks.
    But otherwise yes I do have an HA Falinks and I'd be glad to breed one for you. HA Corsola would be just fine. I've been accepted into the Serenes Forest discord, but I'm also on Serebii.net's discord if you aren't in SF Discord yet.

    As for battles... I dunno about you, but whenever I battle, they NEVER last more than maybe... I dunno, 10 or 15 minutes was the longest I ever had, and that ended in a stallfest between my Suicune and an opponents Sableye. And that's just the battle that involved a stallfest.

    I've been on the SFcord forever lmao so yeah thats fine.
     

    It really depends, personally I'm in the same boat with time, I rarely would take over 20 minutes, but some people play that way. It's still a very... strict timer. But it does help prevent timer stall which is useful.

  20. Does anyone happen to have a Defiant Falinks? If so, I can offer HA Galarian Corsola among a few other things. Honestly I should get around to making a list...

    On 11/26/2019 at 1:37 PM, Xenomata said:

    Battles always had a time limit though?
    I mean, not as strict as 20 minutes and 60 secs per turn, but it's not a new thing.

    If I'm not mistaken, Sun and Moon had a 60 minute total battle timer, and a 45 second move timer. So longer for each turn, but 20 for the whole battle is WAY too short.

  21. I lost a really good chunk of stuff I like, but I don't really mind? I miss Scolipede a little since I would've liked to use it competitively this gen, but otherwise, I'm fine with not being able to use a lot of my favorites. Honestly being a Zorua fan already kinda tempered me for this lmao.

    Venipede family, Seawaddle family, Pidgey family, Tangela family, Ekans family, Mienfoo family, Bunneary family, Shuppet family, and the Zorua family, Zorua being my all time favorite (I'm probably forgetting some others.) are what didn't make it. But like... I kinda like every Pokemon as is, and I do especially love Appletun and Falinks among the group of new things (they've definitely topped my previous favorites for their types, although maybe only tied for Grass) so even though a lot didn't make it in, a lot I like DID make it in. The Rhyhorn family, Ralts family, Bergmite family, Barboach family,  Klink line... oh man and I'm really enjoying having a usable Elgyem line... the Pumpkaboo family too.

    As for like, the concept of "Dexit" itself... did people really think Pokemon was gonna be able to support 1000+ Pokemon growing by like, 100 every generation..? Even if they WEREN'T pressed for time, it's getting a little crazy to manage for balancing, animations, other content... And with a smaller amount, more work can put put other places, meaning the actual general quality of the games will (hopefully) increase. This time being an exception as GF's both getting used to working on Switch hardware and managing itself awfully (this is the part I'm personally fed up about, if they don't change how their function from here forward I'm absolutely having major issues with the company and likely won't buy their next release if it is so).

    I understand people being miffed about not being able to use their favorites, that's totally fine, but saying the "Dexit" as whole is just a horrible concept... like, no. No, it's an extremely good idea because it lets them manage their time better and not have to test whether 1000+ models can use one move, every time they add a new move, or giving all 1000+ new animations for whatever new mode they want to add. If people want Pokemon to evolve, they've gotta let this happen. Frankly. And I get it doesn't show yet, I totally feel you (I mean, it does when you look at the tiny improvements in general QoL and animation additions they made but no one cares about THOSE apparently) but seriously, give it 1 more game. If they don't improve by the next game, I mean, I'm gonna end up being on the other side of this whole "Pokemon's going in the shitter debacle, because at that point it'd 100% show a lack of care from the higher-ups for just yearly pumping out games, and not at all listening to the people and just listening to sales. Given the game sold well on week 1... well, I'm a bit scared for the future.

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