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eggon

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Post Comments posted by eggon

  1. I'm gonna go against the grain here and say I completely agree that the Boss mechanic, though can be cool, is unbalanced. It's simply not a mechanic that was intended to be in the base Pokemon game and  is probably too difficult to implement especially on top of all the  field effects (they might as well be an entirely unique mechanic seeing how different it is from the official games). Pokemon is at the end of the day a team based game which is why Gamefreak makes sure there are multiple ways to easily deal with singular threats, you could even say that the Singles format revolves around this concept of threats and checks which the boss mechamic breaks. The "single boss" experience only really exists if you're trying to catch the mon. The field effects already make some playstyles harder to use because of how much offensive advantage it can give. The boss mechanic is even more oppressive as it just shuts down certain moves. 

     

    I think we retroactively value the diffficulty the boss battles bring higher after beating it and forgetting the frustration in getting there. It's something similar to Intense imo or any game known for it's difficulty. There is an unbalanced mechanic/part/boss within the game > players bash their heads against it > they eventually win > the accomplishment clouds their judgement of its fairness > devs recognizes the problem and tries to fix it > players protest because now the game is easier and they feel that the experience is now "cheaper" somehow. It's an unproductive way of looking at game balance especially since this is an incredibly lenghty project. It would suck for them to try and implement a mechanic and not be able to change or remove it down the line if they decided it was unbalanced because of that mentality.

     

    Remember this mechanic has only been here for 1 version, it wasn't here for all the previous ones and the game was just fine before, in fact it was still too difficult for some people. It was the game we all loved for years before v13 was released and it didn't have the boss mechanic for all those years.

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  2. Looking at it objectively, even as someone who has played the game in intense and understand the appeal, this just straight up seems like the correct decision. Ignoring toxicity and whatnot, designing entirely new teams, sets, and gimmicks for every single battle in the game before the game is even finished seems like an incredibly taxing endeavor. Note that intense mode means not only are entire new teams designed during development of new versions but also if there were ever any changes made to previous episodes, especially as big as the one we got in v13, that means you're doubling the workload on team design for those changes as well and this would continue everytime there are any changes to existing encounters. It just seems like the most efficient path is to finish the game first.

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