


#Misty valley kill 2 backline series
Some things are so amazingly awesome that I hope they are kept for all eternity forward, while others are so atrociously bad that I hope they get removed from the series permanently and never come back. I think this game is a mixed bag when it comes to features and mechanics. But it's just really annoying and I generally liked pokemon's traditional system I'd much rather than take Agile & Strong to the drawing board and figure out a way to balance them against the normal system if they took anything from this but theory crafting involved in THAT isn't really suited for this thread. I dealt with it for this game since it was just a different experience over all and most battles you can play into the revenge-kill, and I could respect the Themes of having a battle system like this. It always feels "off",never sure if you can get extra turns off or be dealing with a 3-turn combo from the opponent and getting out of a bad situation is often "just die and hope for the best" unless your pokemon is extremely bulky and you can burn a heal turn. Strong moves are in contrast extremely punishing and difficult to find a time to really use depending on the move and Pokemon. Sometimes your Agile will only give you the second turn 2 to 3 turns later and that's on the condition that the opponent doesnt use something of their own that offsets it. Swapping isn't necessarily free, and if the speed differential is REAL bad even a revenge kill isn't free. Here you get 1 at a time, unless you're in a special battle where you're fighting 2-3 enemies in which case its a 1v2 or 3. The enemy doing something to tweak their own turn order can be offset & reacted to by the characters not used yet. There's just a lto of moving gears where the CTB can show its true strengths and occasional teeth. FFX works in part because you at least have 3 folks, and I believe swapping in your backline is mostly free. Also keep the redone damage calculation formula, it's the most elegant solution to overleveling they've come up with.Īlso in general I just feel like this type of battle system doesn't really work without multiple players on the field. Going from this slick shit back to the SWSH way would be the worst look possible. The devs need to follow their heart, not tradition.Īs for actual granular gameplay features: Please maintain the battle flow and animations even with traditional combat. Whatever route they choose, it should be because that route is the optimal choice for that game and not just because "That's what Pokemon does". It might have the most traditional League + evil team structure possible or do something wildly different like PLA did. Galar had a rock-solid thematic reason to use Gyms, but whatever setting they make for Gen 9 might not. From this point forth I expect that if future games reuse a "formula element" that they'll need to provide a good reason that has a very clear purpose in the context of the region. To some extent I think this has been the case for a while (ya ever notice how XY was the last non-remake game to have the standard 8 gyms + Elite Four setup?), but now they have the conditions and playerbase support to go way further.
#Misty valley kill 2 backline free
This isn't so much a game mechanic as a general design philosophy, but my ultimate takeaway from Legends Arceus is that Game Freak just needs to be less formulaic and free themselves to do whatever is needed for their vision of a specific region.
