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Seth Ruse

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Post Comments posted by Seth Ruse

  1. The aevium forms are probably one of the coolest parts of the game for me so excited to see more of them! Literally all of them are so cool and useable and good and qtofpqjguieqhbnqe

     

    Also bless the new team members for letting jan touch grass whether it was or was not against his will supportin the touch the grass dream 🙏🙏

  2. "We don't have details on every single instance of this as of yet, so allow us to work through trials of this before asking too many detailed questions. If there's any comparison that can be made-- PULSE battles in Reborn are the best I got. "

    This is a very good change, I never really liked the idea of the boss hp thing with the dynamax shield bars which is pretty much the main problem with them. I've shown rejuv to a few friends and walked each of them through it who are not particularly super knowledgeable on pokemon as a whole or competitive at that and I noticed they would always come to me asking me how to beat a boss and it was either a commonly harder gym leader or a boss pokemon, claiming "how do i win this is unbeatable".

     

    I did a third playthrough of the game and honestly the rift pokemons previous iterations where they just had a shit ton of hp without the dynamax bars were alot easier to navigate than having them. Some of them just require you to change a lot of pokemon on your team (this goes the same with gym battles) and for less experiences pokemon battlers who just wana find a bunch of pokemon they like using and deal with the problems with those pokemon they struggle IMMENSLY.

     

    But given that you just run into the problem of is this the audience we design normal for? Or is that the audience that story mode is for? What kindof game do we even want rejuvenation to come off as? Most of these players are kindof this middle ground of they want to be somewhat challenged or they'll get bored too quickly and say whats the point but they also don't want to have to think too much or put in too much more effort than they think its worth because then they'll think they're wasting their time when even a slight adjustment would make the difference.

     

    To me personally rejuvenation and reborn in terms of the battles have always been a use the tools we give you to solve problems you run into which I absolutely adore. But a majority of people who are gonna try the game don't even know their full type charts or the base stats of most pokemon or even know that they should check what moves a pokemon can learn so they can use it to their advantage in a difficult fight infront of them or that they should even catch a lot of pokemon so they can have options and not have to backtrack later when they look up a guide.

     

    TL;DR + conclusion I think some good solutions to the difficulty without having to change the entire foundation would just be at the beginning explain that the game is super challenging and that you'll need to follow certain concepts in order to progress at the start of the game. Like catching multiple pokemon and raising them is extremely essential to progressing, the ai is SUPER intelligent, and that you are at a distinct disadvantage in most situations because of field effects if you don't work around them correctly etc etc there are so many ways to get across the difficulty and so many ways to help it without just nerf batting fights. (with exception to boss pokemon)

     

    More hints here and there about what to use for example you talk to an npc in the gym or somewhere before the gym (for example: wow Crawli usually never loses but one time I watched him get completely swept by a guy using a crobat and a lot of flying types! it completely decimated Crawli's usual strategy of sticky webs offense!), maybe make the EV trainers cheaper and encourage the player to use it.

     

    Like you said more accessibility to good pokemon is a really good change aswell but I think getting evolution stones earlier would be bigger (for example you get a shiny stone pretty late into the story and if you get a togepi from your mystery egg its just mostly unhelpful until you unlock access to the stone and move relearner)

    Maybe putting more TM's in the game earlier that would be a HUGE change for a lot of early/mid/late game pokemon that are generally weak because good stats but no good move syndrome 

     

    And the boss pokemon having dynamax bars is a HUGE problem to the difficulty of them, I wouldn't mind at all just reverting them back to their original states before the change and it would STILL be pretty challenging. Them not being affected by statuses like paralysis and sleep and from being flinched if I remember correctly? + dynamax bars puts a really big restriction on what you're able to do without the right team. (For example the Giratina boss battle early game most effective strategy is to poison it and switch stall between immune pokemon because no pokemon that early can live any hit from it and deal effective damage back, and right after it you fight a hard double battle with no chance to heal or save after so if you fail you have to fight the Giratina again before the double battle)

     

    I like the changes you've proposed so far looking forward to seeing the final version of them

     

     

     

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