The slowdown of battle is 100% the reason why i've never used multi-hit attacks, I always groan frustratingly whenever I have to put up with it. Why not just have a slightly longer animation to indicate multiple hits instead of 5 individual drawn out ones. I feel like i'm rolling dice one after the other in a roleplaying game to see how many times i've hit the enemy.
Or, alternatively, just have one animation, you see the HP go down up to the number of times back to back, and then you see text saying how many times it hit (unless it's all a miss due to evasion) and what the status effects are. As it is now, if you use Bullet Seed on Skarmory with Weak Armor then you do an animation, hit, get another animation, it says Skarmory's Attack rises, Skarmory's Speed rises, you get another animation, and then it says Skarmory's speed is lowered. This happens up to 5 times in a row and it might not even kill!
If they cut the delay between the animations so it's not 2 seconds between eat of the multi hits, it wouldn't be so bad. But since it has so much delay, it makes them last FOREVER and makes them unfun to use.
The way such moves were handled in PBR was superb. One animation of the Pokémon running up and attacking, and then increasingly faster impact animations for each subsequent hit
I think the problem is that the Pokédex doesn’t list Rotom’s individual form heights as different than the base 1’0”. I assume most true size mods go based off Pokédex, so it’s technically accurate, even if it doesn’t make sense
Rotom's standard form is 0.3 meters (1'00") tall because it is possessing a light bulb. The appliance forms should reasonably be different sizes. Washing machines are usually around 0.9 meters (2'11") tall. Refrigerators are usually around 1.8 meters (5'11") tall.
The thing with modern Pokémon is, like you said, "death by a thousand cuts". The problems are, all things considered, small, but they are so many they end up coalescing into a giant mess. Sure, things could be worse: we've never had any game-breaking glitches during day one, even in SwSh, which for a AAA game these days is a miracle, but they could always be infinitely better.
Acktshually... I remember seeing several threads about a certain glitch popping up on Reddit shortly after SwSh's release. *Allegedly,* the game reformatted some people's SD cards if an Autosave occurred. People's save files remained unharmed, since they're saved in system storage, but people had to redownload their e-shop games, and all the screenshots and videos stored on their SD cards had been reduced to atoms. Did this glitch only occur when playing a physical copy of SwSh? Did e-shop copies have the same effect? Was it an intentional design choice, or just a glitch? Was it all just one big gaslight? Idk. But I've made it a habit to disable Autosave in all my Pokémon games, just to be safe.
"we've never had any game-breaking glitches during day one, even in SwSh" Are you getting paid to shill these games? SwSh was so bugged it literally connected to bluetooth to TV's in other people's houses and bricked them. SwSh was literally actual malware.
Wild how Pokémon Masters has stats indicators directly above their health bars that’s easily visible and understandable yet the mainline can’t even fathom to incorporate it.
to be fair though, when there's multiple it has to cycle through them, flashing during the battle. I prefer the separate screen but I think having them listed would be convenient.
@@QueuedUp_ to be fair though, they are able to fit 4 stat changes above the health bar before needing to cycle through them. A separate screen is redundant and irrelevant with how much available space there is with the UI overhaul.
@@QueuedUp_ A lot of Masters' battle UI concepts can be adapted to the main games well I feel - stat indicators, field/weather/terrain indicators, hey even the multi-hit attacks easily flow well, plus the speed button for animations.
@@DJTileTurnip yeah but why the fuck did gengar get levitate in the first place? no one knows and it does not make sense but who the fuck cares? you I guess
They are definitely taking steps in the right direction on a lot of fronts. However, I am still hesitant to make the call on whether I'm going to actually pick up one of the games or not. Time will tell.
All their switch releases so far have soured me so much that I can't get any kind if excitement for this tbh. I'm not sure they could hype me enough to buy another of their games again, even if it does look like they're trying to improve.
Pokemon is in a sad state when the best thing that can be said about it is "the pokemon are on the ground" They can have the prettiest, flashiest, models and particle effects the poor little Switch can handle, it doesn't change the design philosophy of the director or that of the pokemon company as a whole. It's not even one step forward, two back. It's one step forward, then throwing themselves backwards into the giant pile of money that -this one game- these two distinct individual titles will make despite them being far below industry standards and far below what GF could be capable of given the time and freedom they need. It's just depressing at this point.
The big thing with the whole excusing issues with multi-hits and stat boosts as simple "nitpicks", is the fact that these issues ultimately lead to battles being horribly paced, which in turn makes online battle time limits consistently frustrating. Pokemon games would ultimately be more enjoyable if they trimmed the fat and improved the pacing. Hell if they did that, maybe they could give NPC trainers an actual team of Pokemon, rather than being afraid to do so for the supposed "short attention span" players they're so worried about not losing.
Elektross, despite the very limited animation of gen 5, had so much personality. Glad to see it at least closer to the original than ever This game does seem like an improvement over gens 6-8, but that's not really saying much. Probably not going to be buying this game honestly. Maybe i'll play pokemon again in gen 11 when they finally make blastoises water attacks fire out of its canons again but we'll see
I know i will play it, but your concern takes me to the last trailer, did you see armarouge shoot from his armor like megaman? well the blast of fire seems to be shooted from *below* the center of the shape he makes with his arms and armor. It's supposed to be fired from where his hands meet, but it looks like they centered it wrong, a little bit below. So even if they did blastoise shoot from where it should, it could still need to be fixed
I feel like this could be a simple solution to the issue with multi-hit attacks: just loop the animation based on how many times it hits, then have text stating how many times it did.
But for that the attack should roll it's calculations BEFORE it hits, because every animation have the probability of being critical. That is why it's not just a long animation of hit/reaction with the bar decreasing, they could do better but that means changing the battle algorithm.
@@MrJoeyWheeler the thing giving problems is animation not calculations. But they keep trying to make it hit as many times as the roll gave you, "Pokémon's things" should a phrase by this time
When it comes to multi hit attacks, this becomes especially galling when you look at one of Pokemon's rival series, Shin Megami Tensei which fixed this issue back in 2003. In those games the attack animation plays out once and then you see separate damage number fly up during it.
That doesn’t really make sense though. That implies that 1, It’s being done out of malice. It’s not. It’s the only way that it could work back in Red and Green, and they simply haven’t fully adapted to modern consoles, likely because of complacency or some idea of wanting to keep the series “recognizable” to older fans who left. So they aren’t intentionally “creating a problem”. This was incompetence. And 2, that you have to buy the fixed animations as their own product. You’re not. You’re buying a game that happens to have the fixed animations. You could say the same about the limits in the character creator or the lack of overworld shinies.
I just finished DMC5 and imagined how much cooler Pokemon with multi-hit attacks would look if they simply summoned each volley all at once like Vergil's swords. If Bullet Seed hits 3 times, you'd see 3 clusters appear and launch in one smooth action. Are animation fixes something you can do in the modding community (seems it'd be tricky tbh)?
Well I agree they should fix it, I think a lot of people miss the fact, for worse, Pokemon games are developed around PVP. Multihit attacks have to be individual attacks, because thats the entire point of multihit attacks. Even at their best, they are outclassed by normal attacks, you use them because of their multihit applications. Like idk, using Bullet Seed on a Sap Sipper where each individual hit of bullet seed procs the ability. If you just showed them all happening at the same time, this would make less sense. Many non multihit moves feature multiple actual hits. And if you removed that aspect of them, they literally have no reason to exist in the first place. Abilities and items take affect after each individual attack, if the first hit activates something that gives you increased damage, you'd take less damage from the following moves. That's what the game is. I'm not saying this isn't outdated, and shouldn't be fixed, but you're talking to a Brick Wall when you suggest changes to mechanics that exist for a reason.
@@Whispernyan My grammar was a bit weird in my OP, I don't mean that multi-hit moves need to be depreciated into single-hit moves. I mean that each volley can happen in quick succession, instead of the ancient "attack, pause, attack, pause" way Game Freak has done for decades. I'm confident that the number of hits are determined ahead of time, so the animations are pure window dressing. In a vacuum, you could code a game to do something like this: Breloom's Bullet Seed is calculated to hit 5 times. 5 volleys show up around Breloom. However, Blissey is behind a Substitute that will break in 3 hits. Animation wise, 3 volleys target the sub, 2 target Blissey, fired like out of a machine gun. Game Freak already has text appear after you sit through the attack. The modification here would say "The Substitute took 3 hits! Blissey took 2 hits!" I say this example is "in a vacuum," because we'll never fully know how bad Game Freak's code is. It's possible that something would break with my modifications. But this is also the company that felt the need to restrict how tall a 3D Pokemon can be, as if they're working with sprites. They stubbornly cling to tradition.
Now that you mentioned Square Enix, I would love for them to get a license for a Pokemon spin off and be allowed to just go buzunkers. I would love for the Pokemon license to be given to more studios for spin offs in general.
Pokemon Masters EX did a good job at fixing the multihit attacks, a couple of examples being Brendan's Sceptile with Bullet Seed and Guzma's Golisopod with Pin Misisle. It does a single attack animation but has all the hits register during that one animation and gives an audio queue to tell you how many of the hits landed
"True scale in battle" and "stationary flying" are the only fixes i really wanted of all these. I dont think the other issues ever bothered me.as much as fixing them would bother. Dunno, maybe GF should just give us a setting to turn on or off multi hit moves animations and/or stats increases messages? The later might sound so logical for someone whose has played the game since 97 but I can see it being usefull for new players.
You can convey multi hit and stat animations quite easily, literally every other modern game does it much better and without making it "difficult for new players". The Stadium and Colosseum games already solved those problems too!
The leaks confirmed that flying pokemon will only fly when there sent out terrain that make sense for them to fly so we they just stand on the ground when on normal terrain
It was always weird because like, yeah, a lot of flying type pokemon were flying for sky battles but Chatot has always been standing, and the idle animation in 3D isn't lifeless since they shake their tail not unlike a metronome. guess it goes to show that chatot is the best pokemon
Finally Eelektross standing on his foot fins and Salamence looking like a vicious dragon in a quadrupedal stance. So many other monster collectors have UI that even Pokemon Showdown would be jealous of lol.
I Agree. Like Just Look At The UI Of Just Any Atlus RPG (Most Of Which Are Monster Collectors) And Tell Me Why Pokémon Can't Have Fancy UI And Great UX Like That.
With that idle animation buff Tropius now only needs to get its stats buffed to base 500 minimum, it looks WAY stronger than it is, it's super embarrassing to use cause its worse than even other pathetic grass types, such an injustice for such a cool design imo
I could be totally wrong, but I feel like the play-by-play nature of the battle text and multi-hit moves has persisted this long simply because younger players have a harder time following the pace of battles than older players do.
If there is a national dex i would accept it in the main game. I dont mind the dlc idea, that selling a dlc instead of making a whole third game, its not a bad idea in theory, how its executed is a different thing. If they say again that they cant add more pokemon to the game but then add more in dlc it would be annoying
@@youtubewontletme it's not that pokemon is improving is like a bad position right now.its the flawed mob mentality of pokemon fandom of who want to push pokemon to be more hyper realistic triple AAA but the pokemon franchise is always going to look child anime like.i mean fire emblem is one giant anime yeah I do not mind.when I see comments when pokemon should look like ff7R I start to question if criticism is really needed since game freak do not want pokemon to be that way.im fine with anime style games like fire emblem,the tales of franchise,and professor layton.i mean tasji Tari never wanted pokemon to be super realistic square-enix level graphics but game freak want to have a young age priority group to appeal to.then there is the creators of digimon bandai games who want to make digimon appeal to older people.it all depends what age group the creators of collectable monster style want to appeal to.game freak have no desire to push pokemon in triple AAA design since they do not want compete with those types of games.a game developer does not have to compete with other games to make a game.he or she can just make a game as as long they have a vision for a game.Game freaks vision is they do not want to compete with other triple AAA games but do they have to?that's a good question it depends.too be honest if Game freak really wanted to make pokemon Triple AAA like Square Enix they would have anounced it back during gen 7.Game Freak want pokemon to be a casual level game.the mixed community of comments on pokemon on what type of Tir game is pokemon is .is becoming a mixed bag. is pokemon a Triple AAA Game or a Casual Game it depends on the people who develop the game and run it's franchise.Even though digimon is not aiming to be triple AAA Either.these comments on pokemons game Tir identity are a mixed bag for me.honesly it took Game freak 9 years to implement moving sprites In pokemon Black and White if the pokemon fandom were smart they would realize Game Freak always took such a long time for improvements.its weird when I see some comments pokemon should look ff7R.we both know that the pokemon games are all ways going to look anime like.
What if all your favorite Pokemon were in the game thou, like bruh you Nat Dexers really be out here pretending past games allowed you to catch every Pokemon. If Wailord was in this game, you would not have Overworld battles.
I feel like these issues stop being nitpicks when they go unaddressed for over 20 years. Complaining about HMs being mandatory to have on an actual Pokemon was a 'nitpick' according to defenders for over 20 years until Ride Pokemon got rid of them, and now nobody looks back at the old HM system fondly. Sure, there's a fun to knowing it's your own Pidgey you're flying on, but that stops being as fun when you need to cram Surf, Fly, Strength, Cut, and Waterfall on your team just to make sure you don't randomly hit a point you physically can't get past while having basic fast travel. One day Gamefreak is finally going to fix status animations and then we'll all look back and be like "Hey, remember when the game just showed every single effect one after the other instead of using the UI for it? That was really dumb, lol."
I think the perfect system would be Pokemon having "field abilities" intrinsical to each Pokemon species. So any species that has the "fly" ability can have you fly on them for transport. Same with "ride", "surf", "headbutt", "climb" etc. Don't take an attack slot, but you'll still need to walk around with a Pokemon with Surf to go on water. Maybe even have "ride" party slots. I would just really like to have the ability to choose which Pokemon I use to fly, surf, etc.
@@TheLucasdms most other monster taming games use systems like this and it's so much better than both HMs and Ride pokemon. It usually makes more natural "roadblocks", too.
@@TheLucasdms Yeah, that would be 100% doable. Just give the player something like a "Fly License" or a "Surf License" or whatever, and just have that unlock the ability to go into the fly/surf/whatever ability on various Pokemon. It's basically the same as the old HM system, but now it's just unlocked for everyone when you get the item instead of tying it to a specific move slot. Essentially, all you're doing there is just taking the code and changing the unlock to a key item since they have to program what Pokemon are able to learn fly, surf, cut, etc. anyways. Just add a new flag for these conditions and have the things trigger those instead.
The fun part of all of this thing is that basically the spin off are more capable than the Pokémon Company itself to create a better version of a Pokémon title. Stadium/ Gale of Darkness/ Battle Revolution managed to do a better job than most of the current titles that we have. Hell, Pokémon Masters Ex wich is a game that came out in 2018/19 has everithing that a Pokémon fan wishes on a mainline: Really good 3D models for even old characthers, like Kris from Crystal and some of the Hoenn Frontier brains. Lot's of Pokemon with really good looking moves that are also practical and fast (Brendan and Sceptile's Bullet Seed to name one) And the most subtle thing of all, voice acting. A feature that only the spin offs has, with the mainline only having it Just for a trailer wich, with all the respect to the voice actor, was unfortunately poorly edited correctly, and thus resulting hilarious. I get that games develop throught time, but this is just ridicolous. To hell the yearly schedule, i'd rather wait years like for The Legend of Zelda in order to have a good game, rather to have a game that has some upsides that are completely obscured by the downsides.
Ok first off all, this game is not “completely obscured by the downsides” and second, that’s not how it works dude, Gamefreak doesn’t get a say in how long they have to develop a game.
@@ProtoBrown I'm not criticizing Game Freak in fact, they have demonstrated that they have good ideas and they showed with the most recent titles that, with a bit of effort and dedication, they can make good stuff. I know that the idea of a Pokémon game to be created from scratch takes years, since they said that when Let's Go was ended they immediately started to develop Sword and Shield, wich when that game ended they started developing Legends Arceus and then Scarlet and Violet. However many people complain about the fact that Game Freak is lazy and they don't want to improve they're game, and yet we are seeing that, little by little, the improvements are there. Legends Arceus for example is a really good game for me and i liked basically everything, but since the common stardards for a game have drastically been risen, the fact that it looked awful, had not so good looking models, the pokeball throwing was a bit klunky, the map design wasn't good and so on and so forth, many didn't ejoyed it as much as they would have liked. Add the fact that the majority of the journalists showed that they are not only inept gamers, but also severily improfessional, and thus they give really opinionable reviewes, and the tyrannical times that they need to respect in order to have a yearly release, and you will start to see that the lazy ones are actually The Pokémon Company. Hell the development is so strict that Masuda, the one that supposedly had and eye on all and everithing that should have known basically all the Pokémon and characters back when he directed Sun and Moon, in an interview when they asked about where Ryuki came from, he replied with a: "who?" (not exactly that but essentially he didn't knew that the characther was in the game) demonstrating that, even back then, Masuda was actually being elevated to "manager" for the Pokémon Company, before the reveal in 2022, implying that for who knows how much this work was in progress. He becamed a facade that said that he knew everithing about the new Pokemon title, but that actually knew absolutely nothing since he was getting promoted and was oblivious about the new game because he wasn't really developing it itself. The Pokémon Company essentially is the one that is holding back the potential of Pokémon, because they don't care if a game looks awfull and is not perfect, is Pokémon, it will always sell like crazy, and they are fine with that, that's the most frustrating thing.
Don't know what u want Rotom to be so small. He's washing machine sized when taking over a washing mashine, fridge sized when taking over a fridge and lawnmower sized when taking over a lawnmower. Multi hit Moves is something I never understood in the first place- why isn't the animation for one hit the same length as the hurt animation from the opponent? Like that the attack could just continue for 3-5 hits while the opponent pokemon just hurt 3-5 times. Same effect, same outcome, 6-10 animation cycles deleted on BOTH SIDES
@@Lordodragonss There is official artwork of Rotoms secret room from Pokemon platinum where there are all his appliances standing around, sized as....normal ass appliances besides the oven by western standarts since japanese households mostly use tiny microwave ovens and don't have big, build in stoves. In addition, the appliances in Heart gold, soul silver have actual sprites and all of them are normal appliance sized as well. Same the phones, tablets and cameras in SwSh.
Yeah that's why Ive never been super on board True Scaling. I'm fine with saying large pokemon shouldn't be scaled down, but man I refuse to believe anyone is looking at Flabebe and saying that's fine. The thing that sucks the most is that they're not even correct sizes to begin with. Flabebe's height is the measurement of it's physical body, it does not include the flower itself, but here it obviously is including the flower in that. And rotom's other forms never got official they're definitely not the same size as a lightbulb. Even those weird people who exclaim the Rotom Applicances aren't actual appliances, which isn't true, they're definitely not all the same exact size.
Well, it was very obvious what sizes are more akin to canonical because there is no more transitions to isolated arenas when battle starts. As for grounded animations for flying pokemon it’s neat, but their gliding/flying animations could also be used if it’s a battle in water or at high mountains cliffs with not enough space for them to sit.
Gliding animations are atill awkward because gliding implies movement, while in a supposed battle in the sea, the pokemon should be stationary while flipping its wings, so they should just get rid of them
While I'm glad that the sky battle mistake MIGHT be fixed, I'm not keen on the rest of the issues present. The static battle camera and clunky battle system was completely fixed in Legend's Arceus, yet they went backwards and broke it again, just as gamefreak always does.
Yeah. And i don't take ANY excuse like "they were separately made games", CLEARLY the better of the two (like good, fast battles in Arceus) should have ended up in Scarlet/Violet too, POINT BLANK.
Ironically Pokemon Legends Arceus does show the attack and/or defense boosts/drops on screen with the little icons next to the HP bar They could just do that but I don't know how they would separate it for a special attack special defense and speed but I'm pretty sure they could figure it out... This game has some effort for sure but once again everything isn't perfect
They just gotta hire a UI designer to make up icons for special attack, defense, and speed. Having gone to school for game dev, I can confirm “little status icons” is a niche that has experts.
"You can't have too many particle effects" feels like the same mentality behind Jump Force. Honestly I prefer a good game I can actually *see* instead XD
I pretty much learned that when people are excited to see that a particular old Pokemon is coming back then there's already an issue. Again, THE HIGHEST GROSSING MEDIA FRANCHISE can't afford to have every single Pokemon programmed into any future release ever again despite the fact that modders have shown that it's completely possible. The new gimmicks aren't worth it when it costs some huge compromises for the product. Despite my dislike for Charizard, that doesn't mean it deserves to get cut alongside others for being "unworthy" for the next game.
Exactly. Frankly the lose of every Pokemon alone has made future additions to the franchise incredibly undesirable to me, and is one of the major reasons my last Pokemon game was USUM (USUM actually being one of the other major reasons: the games are so horrifically paced and feel like a chore to get through, namely due to the cutscenes and railroading). Frankly speaking, not having every Pokemon in the game ruins one of the major replay values for me, being online battles once I beat the game.
I'm pretty sure that the stats problem was solved in PLA with some small icons below the health bar, so don't know why they didn't implemented it in the new games
I think a way that you could potentially solve the multi-hit move issue is have it where the move is one animation, but the duration of that animation is tied to how many times the move its. So a 5 hit move would play the full length animation, but a 2 time hit would be like 2 or 3 seconds of the animation. Kinda just spit balling the idea but it was something that came to mind when you brought up the issue. Love your content btw!
it's so typical for gamefreak to finally give us a competent battle system in PLA, just to rip it away from us in the new main line entry. I really have a Stockholm syndrome relationship with this franchise...
@@nerdyfalco408 Even in singleplayer it's only really good, as a side type of deal. There is nothing that makes it inherently better than the current battle system, all they did was remove 90% of it. It's entirely limited and actively encourages the playstyle people consistently complain about. Nobody would still be singing it's praises if they had to play another game with the same battle system. It's fun because it's different, not because it's better.
@@Whispernyan I honestly found it fun and I wouldn't complain much about its defects. However The only thing that I would have liked to stay in gen 9 were the very fast amimations (and the mons getting closer to attack) because that certainly increased the immersion and the speed of battle, but this is more a game design thing and not a gameplay thing
Has anyone else noticed that gym battles dont have levels on the pokemon? Theres been alot of rumors that battles dont scale and im hoping its just a sort of stadium esque cup battle type of thing.
@@nerdyfalco408 yeah all leaks are saying gyms dont scale specifically. Since you can hit them in any order and theyre the only battles without levels im wondering if it just places you in a suspended state where youd be at a battle facility and just have maxed out stats on both sides or something? The lack of levels showing up only on gym battles and those being the only things leakers have said dont scale with your level is a bit intriguing.
They just reuse 80% of code and the rest is map, story, extras, they fear making Pokémon better, because they have to launch another one the next year :( they should just call Bandai.
4:37 I honestly don't mind seeing what stats are boosted near the healthbar for convenience. But GF already added a UI to check the Pokemon's stat buffs, weather turns, and terrain turns since S/M. They could've just showed us that UI instead rather then send 5 screenshots. But yeah. I can def see them simplifying the 'stat buffs' text in a single sentence similar to legends.
Buff icons will make it easier to see though. You don't really have to check which stats got increased unless you want to check the level of increase the buff has (which still can be reduced by adding a set of icons that indicates the level next to the buff/debuff icon).
The separate UI screen to check stats is so useful in competitive. The addition of the UI helps players track the exact stat buffs, debuffs, and terrain effects going on. Plus, it's easier to see on a big screen. The addition of icons next the HP bar would be convenient depending on how they implement it such that it doesn't take up a lot of space and ruin the gameplay (you need account for 7 stat changes and other effects like taunt, disable effect, etc)
I think game freak is learning from past mistakes. They are improving from what I can tell, I can imagine trying to mix Legends Arceus with modern Pokémon can be a bit tricky but I think they are hitting a balance. I do wish that physical moves would actually hit the opponent as that was much more immersive in legends Arceus. Other than that, I’m cautious, but VERY optimistic
MY MAN, I love Eelektross as well, easily my favorite Gen 5 Pokemon, love to see him return in a proper non-floating form, i find his floating fine but it makes him look smaller than he actually is. Yeah, that Klawf description was really obnoxious with the amount of screenshots. PLA didn't even have multihit moves and I wouldn't be surprised if it was because they knew it would slow things down, most things in that game were kept to keep the game moving.
Actually, if anything PLA just didn't have a reason to have Multihits. Their main function IS the fact they hit multiple times, and can activate abilities and items in between hits. Otherwise they're functionally pointless, even at their best most normal moves outclass them. It would like be like saying you use moves like Wrap or Whirpool because they do damage every turn, when in actuality their only use is them trapping the opponent and preventing switching. Other than that, a lot of Multihit moves have flawed animations to begin with, with the animation showing multiple hits in of itself, and that just might not have worked well in it's Battle System.
@@Whispernyan Multihits did exist in Gen 1 so they're more like RNG attacks with a high risk/"high reward" (although their Base Power aren't that big) rather than the caveat of having triggered events.
Lots of Promising things to expect from S&V both Good and Not-so-Good... The Grounded Pokés (that always were flying in past 3d titles) is a Refreshing sight to see and Size Scaling is very Great as well, it looks like they took notes from both the Genius Senority but Especially Legends Arceus
They might do something similar to Legends as well, where if you fight a Pokémon over water and yours can fly or swim, they’ll start a flying/swimming animation and if not, a pontoon spawns under them during the fight. Really loved that feature since most battles that happen while surfing in the other games just showed the fight walking on water.
Most of the stuff with the improved models for Salamanca, Tropius, and Eelektross, make me very happy. As for the Battle System, as someone who has been playing Pokémon for years, I couldn’t care less. Not saying it shouldn’t be improved (cause it definitely could) it’s one of those things that I’ve become used to, besides most people shouldn’t really use multi-hit attacks anyway
Pokémon is that franchise for me were, despite the flaws, I still get enjoyment out of these games. Though with all the talk about the mainline games over the past few years, makes me wonder if I have a problem…
I said before, I'll say it again. Make stat changes and multi-hit attacks work like they do in Pokémon Masters. Also implement the battle speed option from Masters as well. The battle system respects your time
4.55 - won't that makes it even worst? Since you need to know what stat the opponent boost, making it said "xxx's stats increase" only cause people to be confused as what stat did it gets, like; "what did it gets??? Attack? Defense? Speed? What stat did it boost???". Plus, they already have the display stat boost feature ever since in Sun and Moon. 5.08 - it is a multi hit move after all, it has to show how many time it hits no matter what. It helps player to know how many hits it do.
Not really, since the buff icons will speak it for you. You don't need to go to the stat check screen just to check it (though it's still an option) and you also can tell what buffs the enemy has. No need to send pop-ups just to explicitly tell the players which stats have been increased. The only thing that would be a minor annoyance is thay they do have to explain what the buff icons mean and it will take a bit of time to get used. Also, if they want to trivialize the stat check screen even more, they can add vertically stackable arrows right next to the icons to show the level of buffs (sharply being 2 arrows, drastically being 4 arrows, different colored or shaped arrows to show something higher than that if available, something like that).
There are ways to display what stats have been raised, like what was LITERALLY mentioned in the video (you dense fu-) and the literal stat screen that Game Freak added in a few generations ago that tells you everything. Furthermore, there are better ways to show multi-hit moves than the system currently in use.
@@trainershade1937 It's hilarious how Pokémon Master and PLA (to mention some) all can apply buff icons but the mainline Pokémon games still can't lol.
@@dindapriska that is true...however, that might have to with display cluttering where too many stuff cram in to a certain spot where visual UI can be discomfort for some players. Because the icons are small, it can be hard to see and given that Pokemon have 7 stats to boost, it can messy display on screen. The games that you and DK provided may sound in theory but there is some issues that might not work. PLA - the game only gives simple stat boost icon due to their stats boost only increase only 2 type of stats; offensive(attack and sp.attck) and defensive(defence and sp.defence), and they don't have speed, accuracy and evasion stats. Because of this, it is much more easier to display since player can only see 2 stat boost. Pokemon Master and Xenoblade - while it has small icon to indicate what stats, but they also have status ailments display along with them as well which makes the UI display very cluttering even with the fade in and fade out display to show more detail. Not to mention, both games are action(QuickTime for Pokemon Master)rpg which some people tends to focus less the buffs and debuffs while attacking the enemy quickly as possible. However, that doesn't mean there is no strategy. Both games give players to set up a skill rotation so they can perform a cycle in battle. Which won't be an issue for status effects. Main line pokemon games are strategy turn-based rpg where their pacing are much more slower due to being it gives player more time to think in single player. In online competitive however, it requires quick info dump due to the dreaded timer. Using the way how Xeno and Master display their statuses, it will cause player a hard time to tell what status they get and wasted a few seconds for them to imput commands. I also like to point out that both Xenoblade and PLA has not buff stacking, so status effects is not much of an issue (for PLA atleast, Xenoblade is just maintaining it visibly just so the player can consistently quickly dps the enemy and sustain long period hits per second). Pokemon Showdown - is the same as well. Not only does it displays stat boost, it also displays ailments, weathers, terrains and hazards as well, which is worst imo. You can't bombard many visual info around the screen, it can be distracting and uncomfortable to the eyes. Atleast with the status screen, you can hide and show it to the players without having the screen looking like a bunch of stickers that kids plastered on. It may be a hassle to open and close it, but it is an option for you to see. Not all players need to know since single player aren't quite the compitive type, while some competitive players and older players are used to play how it is in older games. Again, it is not a bad concept in theory, but it needs some understanding how visual works in certain game genre to lay out their information.
@@trainershade1937 1. Which generation game are you referring to? SnM? SwSh? PLA? Cause those 3 games have status effects window which I know of and I have mentioned it in my post where Sun and Moon introduce it. 2. How so? Cause the current multi-hit moves work as it intended. It is just how animation works, Pokemon attacks and projectile VFX appears after that. Plus, it help letting players know how many hits since if the pokemon moves, it indicates the chances of hit success and continues, if it stop after few sec, then the hit chances fails and conclude the attack.
Personally I'd like a togglable battle UI where if I want to see the stats changes effecting every pokemon on the battlefield I can press one of the trigger buttons or something to bring it up. I think thatd be better than having them permanently displayed.
The fact people don't know that has existed since Gen 7 is exactly why we can't have nice things. This exists, you press Y and you see a menu detailing every stat change to every pokemon, weather, field, and bonus effects like if the opponent is currently trapped by wrap or something.
I seriously wouldn’t be bothered if they had on every generation a game with half the Dex, added the rest in 1 or 2 dlcs the year after and spent the next 1 or 2 with a smaller game with fewer mons. Or at least across the full generations (new gen + dlc + smaller game) they had all mons
Once again- SALAMANCE IS FINE. Its a homage to Devilman and he also rarely used it wings. He just floated. They are others though that clearly have their idle swaaped with their standing animation. Swellow, Skarmory and Tropius from my head. Electross animation was great - its problem was it was sized badly (WAY too small)
I never got Eelektross being too small. It's not a large pokemon, you only saw it standing up, in 2D Sprites. Do you see how small he is compared to the trainer here.
One solution is to take the Doodle World approach and make multi-hits have shorter animations. In Doodle World a lot of multihits have a short animation to register the hit that lasts like half a second, then it just does the next one, only pausing to note crits.
Man can you imagine how cool it would be multiple hit attack is the move that make pokemon running around and do the attack from diffrent angle to the target
I have a fix for Multihit moves. Have each one look similar to bullet seed - where the pokemon is shown hitting the enemy multiple times, then at the end of the animation, have it say "it hit the opponent X times". Simple. Done. Breloom used Bullet Seed! >1 loop of Animation It hit Blissey 4 times! Done. Why do they need to have each hit be represented by its own hail of seeds?
4:47 yeah ikr .. I battled a wild Pokémon recently in Sword and it had Weak Armor. I used an attack that hits multiple times .. EACH HIT of the attack, that my Pokémon used, showed the Weak Armor effect and since the attack of my Pokémon hit five times it showed the effect also five times. Not at the end when the attack was finished of my Pokémon. NO, IN BETWEEN each hit .. god I was so done
But that's the entire point of Multihits. They activate items and abiilities multiple times. If you get hit by the move and it activates the ability, the next hit is that affected by that ability. That's the only practical usage they have.
@@FemboyLevi And that's understandable, but you're not required to use those moves than. They're outclassed by pretty much everything else, if you're not using it specifically for it's multi-hits, you should be using literally anything else.
For the stat UI thing, they could also do what SwSh did, but more obvious. In SwSh you had to press Y and go into info, which was neat, but it should just be a separate menu at this point to avoid so much button clicking
Whilst I completely understand that multi-hit attacks slow the pacing to a halt, a small part of me would find it weird and miss the feeling of getting those 5 hits off on an opponent. It makes the attacks feel meaty and worrying when they come in. "Am I going to survive this" "please don't hit 5 times".
There are obvious middle grounds, they just need to speed up the time between the move and the mon being hit, and accelerate the animation, like in PLA (there are no multi hit moves in it, but all the animations are sped up and the pacing of that game is, as matter of fact, amazing)
I feel like you can keep the stats buff hidden in backgrounds cause you can already check stats in game so yeah stats raising in one text would make more sense
While I agree with most of the battle system complaints, the one I heavily disagree with is the stat changes being displayed on the UI. There are too many variables in pokemon for that to be viable. For example, how would you go about displaying all 5 main applicable stats, as well as accuracy and evasion, the number of boosts or reductions, and move based effects such as Focus Energy and Safeguard? Coming up with icons is a lesser issue, but definitely one that should be mentioned, what would you use for a Sp. Def icon?, what about evasion? In recent games, starting from Gen 7, Pokemon has given us an info screen that displays all of these effects and more by pressing a certain button or tapping a certain icon. Is it the fastest method?, no, but is it the most organized?, likely. My proposed solution to the text related issue shown in the Ninetales vs Ponyta clip is to have all raised stats displayed in 1 text box, and all lowered stats in another. If a pokemon gets an omniboost, say from Ancient Power, it just says the user’s stats were raised like it did in the video. You would only need 3 screenshots to show off the effect of something like Anger Shell rather than the 6 shown previously. It’s not the lowest it could go, but it still optimizes the number of screenshots required while still showing the effect of the ability clearly.
Yea you could easily display any number of stats using icons alongside numbers to indicate number of boost/ drops The stat screen is fine too I guess. Biggest gripe is just the clunkiness as a whole
@DistantKingdom “For reasons unknown” They’re everything but unknown, these reasons are the same one that led to the absolute failure of the the battle frontier in ORAS. You still seem to not understand that gamefreak legit doesn’t even need to try, or like in the most recent cases which you pointed out, they try whenever they feel like, it’s really not that hard of a concept to accept especially when there’s no other ways to put it. And you still haven’t mentioned anything about the overwhelming amount of people that quit Pokémon right after S/S.
To be honest I was completely fine with Eelektross' 3D battle stance. It just kind of makes sense to me that a pokémon that can learn Levitate, y'know, actually Levitates. I also think the stance really heightens its dangerousness, giving you a nice, big look at that giant, gapping maw that you and the opponents pokémon are messing with. I also just kind of like its swimming motion, it's very eel-like and dare I say rather lively. The only downside that I can give it is that its colors are a bit washed out but even that doesn't seem to be an issue anymore because its colors looked much more vibrant in the recent trailer. Things are looking up!
Yeah I liked Eletkros, he's clearly not designed to be standing, and only does so in gen 5 because generally you want to keep things as Square as possible with that limited room.
i don't mind having the flying idle "animations" but it would be way cooler if each pokemon had multiple animations depending on type of move used. would be cool if flying and levitating pokemon could switch to their flying idle when using flying type moves, same for pokemone that learn magnet rise, and then return to ground when using roost or other "grounded" moves. imagine if there were "defensive" and "offensive" idle poses that reflected the category of move a pokemon uses during a turn. would be pretty cool imo
i personally like the flying animations, though i agree some like tropius's need to be better. that way it makes sense that flying-type pokemon aren't affected by ground-type moves. although i think the grounded animations would definitely work if the pokemon used roost.
At 2:25 while I agree that the true scale mod brings pokemon back to their dex size, with the washing machine Rotom is still wrong. Rotom in his normal form is fine but when he takes stuff over his size will adjust based on the item in question. But until TPC and Gamefreak prove that they care about their gaming audience and prove that with listening to the fans I will not expect much from them in the slightest. Hell I would love for them to apologize for lying about the dex cut in the first place as well as bring back older mechanics like berry farming and such. Better yet they need to get rid of pokemon home for a game that allows us the players house and care for our pokemon instead of paying money and holding them hostage. At least we can cherish them without their influence.
i think your choice of words can be rather overdramatic - making rotom a bit bigger isn't a bastardisation. a bastardisation would be if they gave rotom the bike clown suit to wear. however, i would like to see proper scaling and they could easily get around this by making use of more camera angles in battles. the game boy angle can be just one of many. colosseum was good for this by using shot/reverse shot for attacking and defending pokemon.
I've always loved tropius since the day I encountered it in platinum's safari zone. Might finally use it again if it stops looking derpy like in the flying animation, and most importantly, if it looks BIG.
My dude, Tyranitar is only 6'7 and is clearly taller than the humans surrounding him. Actual normal human can be taller than him. Even in Sword and Shield, which had true scaling in the overworld for the most part, Tyranitar was only like a foot smaller in battle. He's not that big.
I was hoping they will somehow keep changes that were in arceus - the icons with stats rised - and even more Making physical/special buffs a one thing but temporary,
Gotta give Legends and Pokemon Masters credit for at least *trying* to shake up the formula. Legends is the real time battle system that the games always needed and Masters definitely feels more fast paced and energetic. While I don't like how buff focused Masters is, I get that it's for the sake of the more team based game play.
I think the PMD games nailed the pacing of the multi-hit attacks. So quick that most of them time I’m dead before I can react. Oh Fearow’s fury attack…..
The slowdown of battle is 100% the reason why i've never used multi-hit attacks, I always groan frustratingly whenever I have to put up with it. Why not just have a slightly longer animation to indicate multiple hits instead of 5 individual drawn out ones. I feel like i'm rolling dice one after the other in a roleplaying game to see how many times i've hit the enemy.
It’s funny because from pretty much every other JRPG studio you would expect there to be five different animations depending on the amount of attacks.
Or, alternatively, just have one animation, you see the HP go down up to the number of times back to back, and then you see text saying how many times it hit (unless it's all a miss due to evasion) and what the status effects are.
As it is now, if you use Bullet Seed on Skarmory with Weak Armor then you do an animation, hit, get another animation, it says Skarmory's Attack rises, Skarmory's Speed rises, you get another animation, and then it says Skarmory's speed is lowered. This happens up to 5 times in a row and it might not even kill!
i turn off animation cause of this :)
If they cut the delay between the animations so it's not 2 seconds between eat of the multi hits, it wouldn't be so bad. But since it has so much delay, it makes them last FOREVER and makes them unfun to use.
The way such moves were handled in PBR was superb. One animation of the Pokémon running up and attacking, and then increasingly faster impact animations for each subsequent hit
The Rotom appliances not being as tiny as normal Rotom does make sense, since a fridge can be quite huge
Right?! I feel like i'd just be able to wash my socks with wash rotom.
Small rotom wash is weird tbh, like it’s a literal washing machine, why is it the size of a backpack
I think the problem is that the Pokédex doesn’t list Rotom’s individual form heights as different than the base 1’0”. I assume most true size mods go based off Pokédex, so it’s technically accurate, even if it doesn’t make sense
Rotom's standard form is 0.3 meters (1'00") tall because it is possessing a light bulb. The appliance forms should reasonably be different sizes.
Washing machines are usually around 0.9 meters (2'11") tall.
Refrigerators are usually around 1.8 meters (5'11") tall.
@@oldieal7032 I super agree, but the Pokedex never specified, so that's why they're all considered 1'0".
At this rate we'll have a fully polished pokemon experience by 2040, cant wait!
By 2040 we'll have 1500 pokémon and half of them will be dexed out.
That be Gen 15
good lord lol
@@papapapa16 We'll be at 1500 before 2030.
@@papapapa16
Add a zero to that figure and have a roster half the size of Gen 1's and you'd start to get in the ballpark of accuracy.
Ngl I probably won't care about pokemon by then.
The thing with modern Pokémon is, like you said, "death by a thousand cuts". The problems are, all things considered, small, but they are so many they end up coalescing into a giant mess.
Sure, things could be worse: we've never had any game-breaking glitches during day one, even in SwSh, which for a AAA game these days is a miracle, but they could always be infinitely better.
If I remember correctly, didn't X/Y have a gamebreaking glitch where it destroyed the save files if you saved in a certain spot in Lumoise city?
@@flintlock178 the only glitch was saving OUTSIDE the Pokémon Center of Lumiose city because of the cell data if I'm remembering correctly
Acktshually... I remember seeing several threads about a certain glitch popping up on Reddit shortly after SwSh's release.
*Allegedly,* the game reformatted some people's SD cards if an Autosave occurred. People's save files remained unharmed, since they're saved in system storage, but people had to redownload their e-shop games, and all the screenshots and videos stored on their SD cards had been reduced to atoms.
Did this glitch only occur when playing a physical copy of SwSh? Did e-shop copies have the same effect? Was it an intentional design choice, or just a glitch? Was it all just one big gaslight? Idk. But I've made it a habit to disable Autosave in all my Pokémon games, just to be safe.
@@The_Endless_Now you made me remember that Nintendo itself announced that players turned off "autosave" for SwSh
"we've never had any game-breaking glitches during day one, even in SwSh"
Are you getting paid to shill these games? SwSh was so bugged it literally connected to bluetooth to TV's in other people's houses and bricked them. SwSh was literally actual malware.
Wild how Pokémon Masters has stats indicators directly above their health bars that’s easily visible and understandable yet the mainline can’t even fathom to incorporate it.
to be fair though, when there's multiple it has to cycle through them, flashing during the battle. I prefer the separate screen but I think having them listed would be convenient.
@@QueuedUp_ to be fair though, they are able to fit 4 stat changes above the health bar before needing to cycle through them. A separate screen is redundant and irrelevant with how much available space there is with the UI overhaul.
@@QueuedUp_ A lot of Masters' battle UI concepts can be adapted to the main games well I feel - stat indicators, field/weather/terrain indicators, hey even the multi-hit attacks easily flow well, plus the speed button for animations.
I think they did have indicators in sun and moon
As long as I see my boy Eelektross standing up with its legs, I am happy
Yea it is Like its Sprite...
Doesn't make sense to have Levitate anymore
@@DJTileTurnip yeah but why the fuck did gengar get levitate in the first place? no one knows and it does not make sense but who the fuck cares? you I guess
They are definitely taking steps in the right direction on a lot of fronts. However, I am still hesitant to make the call on whether I'm going to actually pick up one of the games or not. Time will tell.
Taking steps in the right direction is an old excuse right now.
All their switch releases so far have soured me so much that I can't get any kind if excitement for this tbh. I'm not sure they could hype me enough to buy another of their games again, even if it does look like they're trying to improve.
They are taking steps in the right direction. The only problem is that these steps should've been taken 15 years ago.
@@yoso378 see if they upgraded the hardware, maybe they have more to work with
Honestly when are we going to get a Switch Pro?
@@namelessanonymous2913 so would you just rather them not happen at all?
Pokemon is in a sad state when the best thing that can be said about it is "the pokemon are on the ground"
They can have the prettiest, flashiest, models and particle effects the poor little Switch can handle, it doesn't change the design philosophy of the director or that of the pokemon company as a whole. It's not even one step forward, two back. It's one step forward, then throwing themselves backwards into the giant pile of money that -this one game- these two distinct individual titles will make despite them being far below industry standards and far below what GF could be capable of given the time and freedom they need. It's just depressing at this point.
Did you ever hear of the tragedy of sky battles? I thought not. It’s not a story gamefreak would tell you.
If the pokémon really aren't in kissing-range on trainer battles, that's a good start.
There are at least 3 moves where that is actually better than being more distant
The big thing with the whole excusing issues with multi-hits and stat boosts as simple "nitpicks", is the fact that these issues ultimately lead to battles being horribly paced, which in turn makes online battle time limits consistently frustrating. Pokemon games would ultimately be more enjoyable if they trimmed the fat and improved the pacing. Hell if they did that, maybe they could give NPC trainers an actual team of Pokemon, rather than being afraid to do so for the supposed "short attention span" players they're so worried about not losing.
Elektross, despite the very limited animation of gen 5, had so much personality. Glad to see it at least closer to the original than ever
This game does seem like an improvement over gens 6-8, but that's not really saying much. Probably not going to be buying this game honestly. Maybe i'll play pokemon again in gen 11 when they finally make blastoises water attacks fire out of its canons again but we'll see
I know i will play it, but your concern takes me to the last trailer, did you see armarouge shoot from his armor like megaman? well the blast of fire seems to be shooted from *below* the center of the shape he makes with his arms and armor. It's supposed to be fired from where his hands meet, but it looks like they centered it wrong, a little bit below. So even if they did blastoise shoot from where it should, it could still need to be fixed
If you have a modded switch, you could probably play it for free
@@soooslaaal8204 Honestly, even if that's true, I'd probably rather just play a rom hack or fangame
Or a completely different RPG
@@user-mq1ng6sj7b that's what I do lol
Facts bruh, I have zero interest in actual Pokemon games now. I just stick to Pokenon showdown.
I feel like this could be a simple solution to the issue with multi-hit attacks: just loop the animation based on how many times it hits, then have text stating how many times it did.
But for that the attack should roll it's calculations BEFORE it hits, because every animation have the probability of being critical.
That is why it's not just a long animation of hit/reaction with the bar decreasing, they could do better but that means changing the battle algorithm.
@@dland6616
Oh no! All this work!
@@spacejunk2186 sorry but sarcasm does not translate to text
Even better, just do the animation once, say how many times it hit, and apply damage accordingly. Fewer animations, overall faster.
@@MrJoeyWheeler the thing giving problems is animation not calculations.
But they keep trying to make it hit as many times as the roll gave you, "Pokémon's things" should a phrase by this time
When it comes to multi hit attacks, this becomes especially galling when you look at one of Pokemon's rival series, Shin Megami Tensei which fixed this issue back in 2003.
In those games the attack animation plays out once and then you see separate damage number fly up during it.
My thoughts on the end of the tragedy of sky battles? Create problems, sell solutions.
That doesn’t really make sense though. That implies that 1, It’s being done out of malice. It’s not. It’s the only way that it could work back in Red and Green, and they simply haven’t fully adapted to modern consoles, likely because of complacency or some idea of wanting to keep the series “recognizable” to older fans who left. So they aren’t intentionally “creating a problem”. This was incompetence.
And 2, that you have to buy the fixed animations as their own product. You’re not. You’re buying a game that happens to have the fixed animations. You could say the same about the limits in the character creator or the lack of overworld shinies.
I just finished DMC5 and imagined how much cooler Pokemon with multi-hit attacks would look if they simply summoned each volley all at once like Vergil's swords. If Bullet Seed hits 3 times, you'd see 3 clusters appear and launch in one smooth action. Are animation fixes something you can do in the modding community (seems it'd be tricky tbh)?
ALso they REALLY need to make tri attack a multihit.
Well I agree they should fix it, I think a lot of people miss the fact, for worse, Pokemon games are developed around PVP. Multihit attacks have to be individual attacks, because thats the entire point of multihit attacks. Even at their best, they are outclassed by normal attacks, you use them because of their multihit applications. Like idk, using Bullet Seed on a Sap Sipper where each individual hit of bullet seed procs the ability. If you just showed them all happening at the same time, this would make less sense. Many non multihit moves feature multiple actual hits. And if you removed that aspect of them, they literally have no reason to exist in the first place.
Abilities and items take affect after each individual attack, if the first hit activates something that gives you increased damage, you'd take less damage from the following moves. That's what the game is.
I'm not saying this isn't outdated, and shouldn't be fixed, but you're talking to a Brick Wall when you suggest changes to mechanics that exist for a reason.
@@Whispernyan My grammar was a bit weird in my OP, I don't mean that multi-hit moves need to be depreciated into single-hit moves. I mean that each volley can happen in quick succession, instead of the ancient "attack, pause, attack, pause" way Game Freak has done for decades.
I'm confident that the number of hits are determined ahead of time, so the animations are pure window dressing.
In a vacuum, you could code a game to do something like this: Breloom's Bullet Seed is calculated to hit 5 times. 5 volleys show up around Breloom. However, Blissey is behind a Substitute that will break in 3 hits. Animation wise, 3 volleys target the sub, 2 target Blissey, fired like out of a machine gun.
Game Freak already has text appear after you sit through the attack. The modification here would say "The Substitute took 3 hits! Blissey took 2 hits!"
I say this example is "in a vacuum," because we'll never fully know how bad Game Freak's code is. It's possible that something would break with my modifications.
But this is also the company that felt the need to restrict how tall a 3D Pokemon can be, as if they're working with sprites. They stubbornly cling to tradition.
Now that you mentioned Square Enix, I would love for them to get a license for a Pokemon spin off and be allowed to just go buzunkers. I would love for the Pokemon license to be given to more studios for spin offs in general.
Pokemon Masters EX did a good job at fixing the multihit attacks, a couple of examples being Brendan's Sceptile with Bullet Seed and Guzma's Golisopod with Pin Misisle. It does a single attack animation but has all the hits register during that one animation and gives an audio queue to tell you how many of the hits landed
Nah, I threw the towel with this series at pokemon sw/sh, they gonna do another 60$ barely content with 2 year old difficulty game
"True scale in battle" and "stationary flying" are the only fixes i really wanted of all these. I dont think the other issues ever bothered me.as much as fixing them would bother.
Dunno, maybe GF should just give us a setting to turn on or off multi hit moves animations and/or stats increases messages? The later might sound so logical for someone whose has played the game since 97 but I can see it being usefull for new players.
That doesn't include ALL battle animations like nowadays, that would be neat and caring
You can convey multi hit and stat animations quite easily, literally every other modern game does it much better and without making it "difficult for new players". The Stadium and Colosseum games already solved those problems too!
The leaks confirmed that flying pokemon will only fly when there sent out terrain that make sense for them to fly so we they just stand on the ground when on normal terrain
It was always weird because like, yeah, a lot of flying type pokemon were flying for sky battles
but Chatot has always been standing, and the idle animation in 3D isn't lifeless since they shake their tail not unlike a metronome.
guess it goes to show that chatot is the best pokemon
Also inb4 "Smol dev team plz be grateful they keep giving products"
Finally Eelektross standing on his foot fins and Salamence looking like a vicious dragon in a quadrupedal stance. So many other monster collectors have UI that even Pokemon Showdown would be jealous of lol.
I Agree. Like Just Look At The UI Of Just Any Atlus RPG (Most Of Which Are Monster Collectors) And Tell Me Why Pokémon Can't Have Fancy UI And Great UX Like That.
With that idle animation buff Tropius now only needs to get its stats buffed to base 500 minimum, it looks WAY stronger than it is, it's super embarrassing to use cause its worse than even other pathetic grass types, such an injustice for such a cool design imo
I swear USUM showed you pokemon stat buffs/debuffs if you checked a separate menu.
They do. So did the original Sun and Moon. And Sword and Shield and Let's Go Pikachu and Eevee.
I could be totally wrong, but I feel like the play-by-play nature of the battle text and multi-hit moves has persisted this long simply because younger players have a harder time following the pace of battles than older players do.
The multiversus b roll feels kinda random
Damn guys, game freak actualy took the path of moderate effort and gave these mons new standing animations. Still not buying. No nat dex no buy.
If there is a national dex i would accept it in the main game. I dont mind the dlc idea, that selling a dlc instead of making a whole third game, its not a bad idea in theory, how its executed is a different thing. If they say again that they cant add more pokemon to the game but then add more in dlc it would be annoying
@@youtubewontletme it's not that pokemon is improving is like a bad position right now.its the flawed mob mentality of pokemon fandom of who want to push pokemon to be more hyper realistic triple AAA but the pokemon franchise is always going to look child anime like.i mean fire emblem is one giant anime yeah I do not mind.when I see comments when pokemon should look like ff7R I start to question if criticism is really needed since game freak do not want pokemon to be that way.im fine with anime style games like fire emblem,the tales of franchise,and professor layton.i mean tasji Tari never wanted pokemon to be super realistic square-enix level graphics but game freak want to have a young age priority group to appeal to.then there is the creators of digimon bandai games who want to make digimon appeal to older people.it all depends what age group the creators of collectable monster style want to appeal to.game freak have no desire to push pokemon in triple AAA design since they do not want compete with those types of games.a game developer does not have to compete with other games to make a game.he or she can just make a game as as long they have a vision for a game.Game freaks vision is they do not want to compete with other triple AAA games but do they have to?that's a good question it depends.too be honest if Game freak really wanted to make pokemon Triple AAA like Square Enix they would have anounced it back during gen 7.Game Freak want pokemon to be a casual level game.the mixed community of comments on pokemon on what type of Tir game is pokemon is .is becoming a mixed bag. is pokemon a Triple AAA Game or a Casual Game it depends on the people who develop the game and run it's franchise.Even though digimon is not aiming to be triple AAA Either.these comments on pokemons game Tir identity are a mixed bag for me.honesly it took Game freak 9 years to implement moving sprites In pokemon Black and White if the pokemon fandom were smart they would realize Game Freak always took such a long time for improvements.its weird when I see some comments pokemon should look
ff7R.we both know that the pokemon games are all ways going to look anime like.
Same here mate
@@youtubewontletme adding all Pokémon throughout dlcs would be interesting
What if all your favorite Pokemon were in the game thou, like bruh you Nat Dexers really be out here pretending past games allowed you to catch every Pokemon. If Wailord was in this game, you would not have Overworld battles.
I feel like these issues stop being nitpicks when they go unaddressed for over 20 years. Complaining about HMs being mandatory to have on an actual Pokemon was a 'nitpick' according to defenders for over 20 years until Ride Pokemon got rid of them, and now nobody looks back at the old HM system fondly. Sure, there's a fun to knowing it's your own Pidgey you're flying on, but that stops being as fun when you need to cram Surf, Fly, Strength, Cut, and Waterfall on your team just to make sure you don't randomly hit a point you physically can't get past while having basic fast travel.
One day Gamefreak is finally going to fix status animations and then we'll all look back and be like "Hey, remember when the game just showed every single effect one after the other instead of using the UI for it? That was really dumb, lol."
I think the perfect system would be Pokemon having "field abilities" intrinsical to each Pokemon species. So any species that has the "fly" ability can have you fly on them for transport. Same with "ride", "surf", "headbutt", "climb" etc. Don't take an attack slot, but you'll still need to walk around with a Pokemon with Surf to go on water. Maybe even have "ride" party slots. I would just really like to have the ability to choose which Pokemon I use to fly, surf, etc.
@@TheLucasdms most other monster taming games use systems like this and it's so much better than both HMs and Ride pokemon. It usually makes more natural "roadblocks", too.
@@TheLucasdms Yeah, that would be 100% doable. Just give the player something like a "Fly License" or a "Surf License" or whatever, and just have that unlock the ability to go into the fly/surf/whatever ability on various Pokemon. It's basically the same as the old HM system, but now it's just unlocked for everyone when you get the item instead of tying it to a specific move slot.
Essentially, all you're doing there is just taking the code and changing the unlock to a key item since they have to program what Pokemon are able to learn fly, surf, cut, etc. anyways. Just add a new flag for these conditions and have the things trigger those instead.
The fun part of all of this thing is that basically the spin off are more capable than the Pokémon Company itself to create a better version of a Pokémon title.
Stadium/ Gale of Darkness/ Battle Revolution managed to do a better job than most of the current titles that we have. Hell, Pokémon Masters Ex wich is a game that came out in 2018/19 has everithing that a Pokémon fan wishes on a mainline:
Really good 3D models for even old characthers, like Kris from Crystal and some of the Hoenn Frontier brains.
Lot's of Pokemon with really good looking moves that are also practical and fast (Brendan and Sceptile's Bullet Seed to name one)
And the most subtle thing of all, voice acting. A feature that only the spin offs has, with the mainline only having it Just for a trailer wich, with all the respect to the voice actor, was unfortunately poorly edited correctly, and thus resulting hilarious.
I get that games develop throught time, but this is just ridicolous. To hell the yearly schedule, i'd rather wait years like for The Legend of Zelda in order to have a good game, rather to have a game that has some upsides that are completely obscured by the downsides.
Ok first off all, this game is not “completely obscured by the downsides” and second, that’s not how it works dude, Gamefreak doesn’t get a say in how long they have to develop a game.
@@ProtoBrown I'm not criticizing Game Freak in fact, they have demonstrated that they have good ideas and they showed with the most recent titles that, with a bit of effort and dedication, they can make good stuff. I know that the idea of a Pokémon game to be created from scratch takes years, since they said that when Let's Go was ended they immediately started to develop Sword and Shield, wich when that game ended they started developing Legends Arceus and then Scarlet and Violet. However many people complain about the fact that Game Freak is lazy and they don't want to improve they're game, and yet we are seeing that, little by little, the improvements are there. Legends Arceus for example is a really good game for me and i liked basically everything, but since the common stardards for a game have drastically been risen, the fact that it looked awful, had not so good looking models, the pokeball throwing was a bit klunky, the map design wasn't good and so on and so forth, many didn't ejoyed it as much as they would have liked. Add the fact that the majority of the journalists showed that they are not only inept gamers, but also severily improfessional, and thus they give really opinionable reviewes, and the tyrannical times that they need to respect in order to have a yearly release, and you will start to see that the lazy ones are actually The Pokémon Company. Hell the development is so strict that Masuda, the one that supposedly had and eye on all and everithing that should have known basically all the Pokémon and characters back when he directed Sun and Moon, in an interview when they asked about where Ryuki came from, he replied with a: "who?" (not exactly that but essentially he didn't knew that the characther was in the game) demonstrating that, even back then, Masuda was actually being elevated to "manager" for the Pokémon Company, before the reveal in 2022, implying that for who knows how much this work was in progress. He becamed a facade that said that he knew everithing about the new Pokemon title, but that actually knew absolutely nothing since he was getting promoted and was oblivious about the new game because he wasn't really developing it itself. The Pokémon Company essentially is the one that is holding back the potential of Pokémon, because they don't care if a game looks awfull and is not perfect, is Pokémon, it will always sell like crazy, and they are fine with that, that's the most frustrating thing.
@@ProtoBrown I mean GF part-owns TPC so I'm not sure how they can't override the decisions made by TPC...
Don't know what u want Rotom to be so small. He's washing machine sized when taking over a washing mashine, fridge sized when taking over a fridge and lawnmower sized when taking over a lawnmower.
Multi hit Moves is something I never understood in the first place- why isn't the animation for one hit the same length as the hurt animation from the opponent? Like that the attack could just continue for 3-5 hits while the opponent pokemon just hurt 3-5 times. Same effect, same outcome, 6-10 animation cycles deleted on BOTH SIDES
The Rotom as apliances are NOT real apliances. They are often pictured as smaller .
@@Lordodragonss There is official artwork of Rotoms secret room from Pokemon platinum where there are all his appliances standing around, sized as....normal ass appliances besides the oven by western standarts since japanese households mostly use tiny microwave ovens and don't have big, build in stoves.
In addition, the appliances in Heart gold, soul silver have actual sprites and all of them are normal appliance sized as well. Same the phones, tablets and cameras in SwSh.
Yeah that's why Ive never been super on board True Scaling. I'm fine with saying large pokemon shouldn't be scaled down, but man I refuse to believe anyone is looking at Flabebe and saying that's fine.
The thing that sucks the most is that they're not even correct sizes to begin with. Flabebe's height is the measurement of it's physical body, it does not include the flower itself, but here it obviously is including the flower in that. And rotom's other forms never got official they're definitely not the same size as a lightbulb.
Even those weird people who exclaim the Rotom Applicances aren't actual appliances, which isn't true, they're definitely not all the same exact size.
Well, it was very obvious what sizes are more akin to canonical because there is no more transitions to isolated arenas when battle starts.
As for grounded animations for flying pokemon it’s neat, but their gliding/flying animations could also be used if it’s a battle in water or at high mountains cliffs with not enough space for them to sit.
Gliding animations are atill awkward because gliding implies movement, while in a supposed battle in the sea, the pokemon should be stationary while flipping its wings, so they should just get rid of them
While I'm glad that the sky battle mistake MIGHT be fixed, I'm not keen on the rest of the issues present. The static battle camera and clunky battle system was completely fixed in Legend's Arceus, yet they went backwards and broke it again, just as gamefreak always does.
Yeah. And i don't take ANY excuse like "they were separately made games", CLEARLY the better of the two (like good, fast battles in Arceus) should have ended up in Scarlet/Violet too, POINT BLANK.
I don't know anymore what to expect about this game. As you said, one step forward, two steps back.
But didn't you JUST say what to expect?
Meager improvements on a worsening franchise.
Ironically Pokemon Legends Arceus does show the attack and/or defense boosts/drops on screen with the little icons next to the HP bar
They could just do that but I don't know how they would separate it for a special attack special defense and speed but I'm pretty sure they could figure it out... This game has some effort for sure but once again everything isn't perfect
They just gotta hire a UI designer to make up icons for special attack, defense, and speed. Having gone to school for game dev, I can confirm “little status icons” is a niche that has experts.
"You can't have too many particle effects" feels like the same mentality behind Jump Force. Honestly I prefer a good game I can actually *see* instead XD
Yeah that battle screen was waaaaaay too busy.
I skipped the three generations of Tropius, because of the airplane model look. It was my favorite back when it was introduced in Hoenn.
If only sky battle poses were exclusive to sky battles. Then I don't think it would've been so hated.
I pretty much learned that when people are excited to see that a particular old Pokemon is coming back then there's already an issue. Again, THE HIGHEST GROSSING MEDIA FRANCHISE can't afford to have every single Pokemon programmed into any future release ever again despite the fact that modders have shown that it's completely possible. The new gimmicks aren't worth it when it costs some huge compromises for the product.
Despite my dislike for Charizard, that doesn't mean it deserves to get cut alongside others for being "unworthy" for the next game.
Exactly. Frankly the lose of every Pokemon alone has made future additions to the franchise incredibly undesirable to me, and is one of the major reasons my last Pokemon game was USUM (USUM actually being one of the other major reasons: the games are so horrifically paced and feel like a chore to get through, namely due to the cutscenes and railroading). Frankly speaking, not having every Pokemon in the game ruins one of the major replay values for me, being online battles once I beat the game.
That is a marketring sheme. Not a money problem. People will now pay to play again with their favs. Its already happening.
Oh God I hope the sky battle animations are gone, I want to use Skarmory without him looking so dead. ... wait is Skarmory even in gen 9 oh FU-
Hoping that A, Skarmory is in the game, and B that it looks as good as your grounded version does.
I'm pretty sure that the stats problem was solved in PLA with some small icons below the health bar, so don't know why they didn't implemented it in the new games
I think a way that you could potentially solve the multi-hit move issue is have it where the move is one animation, but the duration of that animation is tied to how many times the move its. So a 5 hit move would play the full length animation, but a 2 time hit would be like 2 or 3 seconds of the animation.
Kinda just spit balling the idea but it was something that came to mind when you brought up the issue. Love your content btw!
it's so typical for gamefreak to finally give us a competent battle system in PLA, just to rip it away from us in the new main line entry. I really have a Stockholm syndrome relationship with this franchise...
Thats why I asume gen 10 will take a lot from arceus. Its always like that.
>no spread moves
>no double battles
>Crobat casually takes 4 turns in a row
Stockholm syndrome describes you well
The PLA battle system was only good in single player, I can't imagine it being a good competitive format
@@nerdyfalco408 Even in singleplayer it's only really good, as a side type of deal. There is nothing that makes it inherently better than the current battle system, all they did was remove 90% of it. It's entirely limited and actively encourages the playstyle people consistently complain about. Nobody would still be singing it's praises if they had to play another game with the same battle system. It's fun because it's different, not because it's better.
@@Whispernyan I honestly found it fun and I wouldn't complain much about its defects. However The only thing that I would have liked to stay in gen 9 were the very fast amimations (and the mons getting closer to attack) because that certainly increased the immersion and the speed of battle, but this is more a game design thing and not a gameplay thing
Has anyone else noticed that gym battles dont have levels on the pokemon? Theres been alot of rumors that battles dont scale and im hoping its just a sort of stadium esque cup battle type of thing.
I'm pretty sure it's confirmed level scaling won't be a thing unfortunately
@@nerdyfalco408 yeah all leaks are saying gyms dont scale specifically. Since you can hit them in any order and theyre the only battles without levels im wondering if it just places you in a suspended state where youd be at a battle facility and just have maxed out stats on both sides or something? The lack of levels showing up only on gym battles and those being the only things leakers have said dont scale with your level is a bit intriguing.
@@GhengizKanye I never thought about that before. The technology canonically exists, Gym Battles SHOULD make use of level capping technology.
They just reuse 80% of code and the rest is map, story, extras, they fear making Pokémon better, because they have to launch another one the next year :( they should just call Bandai.
Bandai namco is the gamefreak of anime games
I heard one piece odyssey won’t even be dubbed. Despite them all having English voices now
If you're asking for Bandai then you want the exact same quality as were getting right now.
@@Toaster6942 exactly
Happy for the ones that got this treatment, but still sad for Talonflame, who never got to touch the ground in the first place.
It has standing animation for Amie.
4:37 I honestly don't mind seeing what stats are boosted near the healthbar for convenience. But GF already added a UI to check the Pokemon's stat buffs, weather turns, and terrain turns since S/M. They could've just showed us that UI instead rather then send 5 screenshots. But yeah. I can def see them simplifying the 'stat buffs' text in a single sentence similar to legends.
Buff icons will make it easier to see though. You don't really have to check which stats got increased unless you want to check the level of increase the buff has (which still can be reduced by adding a set of icons that indicates the level next to the buff/debuff icon).
The separate UI screen to check stats is so useful in competitive. The addition of the UI helps players track the exact stat buffs, debuffs, and terrain effects going on. Plus, it's easier to see on a big screen. The addition of icons next the HP bar would be convenient depending on how they implement it such that it doesn't take up a lot of space and ruin the gameplay (you need account for 7 stat changes and other effects like taunt, disable effect, etc)
I think game freak is learning from past mistakes. They are improving from what I can tell, I can imagine trying to mix Legends Arceus with modern Pokémon can be a bit tricky but I think they are hitting a balance. I do wish that physical moves would actually hit the opponent as that was much more immersive in legends Arceus. Other than that, I’m cautious, but VERY optimistic
I just hope they bring back contact moves like in PBR and PLA. Watching tackle not making contact with the opponent is just aggravating to me
Its already comfirmed they still look bad. We saw Grafaiai using poison jab from a mile. and Lechonk using Tackle.
Don't worry multi hit will be fixed in Gen 20 (and return in 21).
But improvements are there. We can hope
I love your videos!
Scales do matter, I'm more excited for the upcoming mods to this game than the game itself
MY MAN, I love Eelektross as well, easily my favorite Gen 5 Pokemon, love to see him return in a proper non-floating form, i find his floating fine but it makes him look smaller than he actually is.
Yeah, that Klawf description was really obnoxious with the amount of screenshots.
PLA didn't even have multihit moves and I wouldn't be surprised if it was because they knew it would slow things down, most things in that game were kept to keep the game moving.
Actually, if anything PLA just didn't have a reason to have Multihits. Their main function IS the fact they hit multiple times, and can activate abilities and items in between hits. Otherwise they're functionally pointless, even at their best most normal moves outclass them. It would like be like saying you use moves like Wrap or Whirpool because they do damage every turn, when in actuality their only use is them trapping the opponent and preventing switching.
Other than that, a lot of Multihit moves have flawed animations to begin with, with the animation showing multiple hits in of itself, and that just might not have worked well in it's Battle System.
@@Whispernyan Multihits did exist in Gen 1 so they're more like RNG attacks with a high risk/"high reward" (although their Base Power aren't that big) rather than the caveat of having triggered events.
4:35 hell, even Legends Arceus did that
Lots of Promising things to expect from S&V both Good and Not-so-Good...
The Grounded Pokés (that always were flying in past 3d titles) is a Refreshing sight to see and Size Scaling is very Great as well, it looks like they took notes from both the Genius Senority but Especially Legends Arceus
They might do something similar to Legends as well, where if you fight a Pokémon over water and yours can fly or swim, they’ll start a flying/swimming animation and if not, a pontoon spawns under them during the fight. Really loved that feature since most battles that happen while surfing in the other games just showed the fight walking on water.
He's back....
My boi Eelektross is back!!!
Most of the stuff with the improved models for Salamanca, Tropius, and Eelektross, make me very happy. As for the Battle System, as someone who has been playing Pokémon for years, I couldn’t care less. Not saying it shouldn’t be improved (cause it definitely could) it’s one of those things that I’ve become used to, besides most people shouldn’t really use multi-hit attacks anyway
Lalo best Salamanca
That was my Salamance's name!
Pokémon is that franchise for me were, despite the flaws, I still get enjoyment out of these games. Though with all the talk about the mainline games over the past few years, makes me wonder if I have a problem…
I said before, I'll say it again. Make stat changes and multi-hit attacks work like they do in Pokémon Masters. Also implement the battle speed option from Masters as well. The battle system respects your time
4.55 - won't that makes it even worst? Since you need to know what stat the opponent boost, making it said "xxx's stats increase" only cause people to be confused as what stat did it gets, like; "what did it gets??? Attack? Defense? Speed? What stat did it boost???". Plus, they already have the display stat boost feature ever since in Sun and Moon.
5.08 - it is a multi hit move after all, it has to show how many time it hits no matter what. It helps player to know how many hits it do.
Not really, since the buff icons will speak it for you. You don't need to go to the stat check screen just to check it (though it's still an option) and you also can tell what buffs the enemy has. No need to send pop-ups just to explicitly tell the players which stats have been increased. The only thing that would be a minor annoyance is thay they do have to explain what the buff icons mean and it will take a bit of time to get used.
Also, if they want to trivialize the stat check screen even more, they can add vertically stackable arrows right next to the icons to show the level of buffs (sharply being 2 arrows, drastically being 4 arrows, different colored or shaped arrows to show something higher than that if available, something like that).
There are ways to display what stats have been raised, like what was LITERALLY mentioned in the video (you dense fu-) and the literal stat screen that Game Freak added in a few generations ago that tells you everything. Furthermore, there are better ways to show multi-hit moves than the system currently in use.
@@trainershade1937 It's hilarious how Pokémon Master and PLA (to mention some) all can apply buff icons but the mainline Pokémon games still can't lol.
@@dindapriska that is true...however, that might have to with display cluttering where too many stuff cram in to a certain spot where visual UI can be discomfort for some players. Because the icons are small, it can be hard to see and given that Pokemon have 7 stats to boost, it can messy display on screen.
The games that you and DK provided may sound in theory but there is some issues that might not work.
PLA - the game only gives simple stat boost icon due to their stats boost only increase only 2 type of stats; offensive(attack and sp.attck) and defensive(defence and sp.defence), and they don't have speed, accuracy and evasion stats. Because of this, it is much more easier to display since player can only see 2 stat boost.
Pokemon Master and Xenoblade - while it has small icon to indicate what stats, but they also have status ailments display along with them as well which makes the UI display very cluttering even with the fade in and fade out display to show more detail. Not to mention, both games are action(QuickTime for Pokemon Master)rpg which some people tends to focus less the buffs and debuffs while attacking the enemy quickly as possible. However, that doesn't mean there is no strategy. Both games give players to set up a skill rotation so they can perform a cycle in battle. Which won't be an issue for status effects. Main line pokemon games are strategy turn-based rpg where their pacing are much more slower due to being it gives player more time to think in single player. In online competitive however, it requires quick info dump due to the dreaded timer. Using the way how Xeno and Master display their statuses, it will cause player a hard time to tell what status they get and wasted a few seconds for them to imput commands.
I also like to point out that both Xenoblade and PLA has not buff stacking, so status effects is not much of an issue (for PLA atleast, Xenoblade is just maintaining it visibly just so the player can consistently quickly dps the enemy and sustain long period hits per second).
Pokemon Showdown - is the same as well. Not only does it displays stat boost, it also displays ailments, weathers, terrains and hazards as well, which is worst imo. You can't bombard many visual info around the screen, it can be distracting and uncomfortable to the eyes. Atleast with the status screen, you can hide and show it to the players without having the screen looking like a bunch of stickers that kids plastered on. It may be a hassle to open and close it, but it is an option for you to see. Not all players need to know since single player aren't quite the compitive type, while some competitive players and older players are used to play how it is in older games.
Again, it is not a bad concept in theory, but it needs some understanding how visual works in certain game genre to lay out their information.
@@trainershade1937 1. Which generation game are you referring to? SnM? SwSh? PLA? Cause those 3 games have status effects window which I know of and I have mentioned it in my post where Sun and Moon introduce it.
2. How so? Cause the current multi-hit moves work as it intended. It is just how animation works, Pokemon attacks and projectile VFX appears after that. Plus, it help letting players know how many hits since if the pokemon moves, it indicates the chances of hit success and continues, if it stop after few sec, then the hit chances fails and conclude the attack.
Personally I'd like a togglable battle UI where if I want to see the stats changes effecting every pokemon on the battlefield I can press one of the trigger buttons or something to bring it up.
I think thatd be better than having them permanently displayed.
+ or - in battle shoul;d do that.
The fact people don't know that has existed since Gen 7 is exactly why we can't have nice things.
This exists, you press Y and you see a menu detailing every stat change to every pokemon, weather, field, and bonus effects like if the opponent is currently trapped by wrap or something.
I seriously wouldn’t be bothered if they had on every generation a game with half the Dex, added the rest in 1 or 2 dlcs the year after and spent the next 1 or 2 with a smaller game with fewer mons. Or at least across the full generations (new gen + dlc + smaller game) they had all mons
Loved electross in gen 5, then refused to use it after because it looked like a wind sock in 3d. Hopefully they do my boy justice.
Once again- SALAMANCE IS FINE. Its a homage to Devilman and he also rarely used it wings. He just floated.
They are others though that clearly have their idle swaaped with their standing animation. Swellow, Skarmory and Tropius from my head.
Electross animation was great - its problem was it was sized badly (WAY too small)
I never got Eelektross being too small. It's not a large pokemon, you only saw it standing up, in 2D Sprites. Do you see how small he is compared to the trainer here.
One solution is to take the Doodle World approach and make multi-hits have shorter animations. In Doodle World a lot of multihits have a short animation to register the hit that lasts like half a second, then it just does the next one, only pausing to note crits.
This seems like a step in the right direction
Man can you imagine how cool it would be multiple hit attack is the move that make pokemon running around and do the attack from diffrent angle to the target
I have a fix for Multihit moves.
Have each one look similar to bullet seed - where the pokemon is shown hitting the enemy multiple times, then at the end of the animation, have it say "it hit the opponent X times".
Simple. Done.
Breloom used Bullet Seed!
>1 loop of Animation
It hit Blissey 4 times!
Done. Why do they need to have each hit be represented by its own hail of seeds?
4:47 yeah ikr ..
I battled a wild Pokémon recently in Sword and it had Weak Armor. I used an attack that hits multiple times .. EACH HIT of the attack, that my Pokémon used, showed the Weak Armor effect and since the attack of my Pokémon hit five times it showed the effect also five times. Not at the end when the attack was finished of my Pokémon. NO, IN BETWEEN each hit .. god I was so done
But that's the entire point of Multihits. They activate items and abiilities multiple times.
If you get hit by the move and it activates the ability, the next hit is that affected by that ability.
That's the only practical usage they have.
@@Whispernyan idc if it's the point. it's annoying cause the battle takes like 5 minutes longer then
@@FemboyLevi And that's understandable, but you're not required to use those moves than. They're outclassed by pretty much everything else, if you're not using it specifically for it's multi-hits, you should be using literally anything else.
For the stat UI thing, they could also do what SwSh did, but more obvious. In SwSh you had to press Y and go into info, which was neat, but it should just be a separate menu at this point to avoid so much button clicking
I am hopeful that things are improving. Love your vids!
The new Elektross looks really cute
I never even noticed those small flabebès
Whilst I completely understand that multi-hit attacks slow the pacing to a halt, a small part of me would find it weird and miss the feeling of getting those 5 hits off on an opponent. It makes the attacks feel meaty and worrying when they come in. "Am I going to survive this" "please don't hit 5 times".
There are obvious middle grounds, they just need to speed up the time between the move and the mon being hit, and accelerate the animation, like in PLA (there are no multi hit moves in it, but all the animations are sped up and the pacing of that game is, as matter of fact, amazing)
Also why do Pokémon still have 8bit sounds
because Gamefreak is stuck in the past
rotom wash being that small is just annoying man. its a washing machine and you wouldnt even be able to put a pair of socks in it.
That was never an option
Zard was on the ground in the trailer today
Gosh Tropius looks so cool moving on the ground like that
Lechonk's ears have yellow insides???? omg
meh the UI is still dookie compared to the awesome UI from the DS era of titles is pretty much a standard for me
I feel like you can keep the stats buff hidden in backgrounds cause you can already check stats in game so yeah stats raising in one text would make more sense
We will truly only know about size scaling once we see the big boi himself, Wailord
While I agree with most of the battle system complaints, the one I heavily disagree with is the stat changes being displayed on the UI. There are too many variables in pokemon for that to be viable. For example, how would you go about displaying all 5 main applicable stats, as well as accuracy and evasion, the number of boosts or reductions, and move based effects such as Focus Energy and Safeguard? Coming up with icons is a lesser issue, but definitely one that should be mentioned, what would you use for a Sp. Def icon?, what about evasion? In recent games, starting from Gen 7, Pokemon has given us an info screen that displays all of these effects and more by pressing a certain button or tapping a certain icon. Is it the fastest method?, no, but is it the most organized?, likely.
My proposed solution to the text related issue shown in the Ninetales vs Ponyta clip is to have all raised stats displayed in 1 text box, and all lowered stats in another. If a pokemon gets an omniboost, say from Ancient Power, it just says the user’s stats were raised like it did in the video. You would only need 3 screenshots to show off the effect of something like Anger Shell rather than the 6 shown previously. It’s not the lowest it could go, but it still optimizes the number of screenshots required while still showing the effect of the ability clearly.
Yea you could easily display any number of stats using icons alongside numbers to indicate number of boost/ drops
The stat screen is fine too I guess. Biggest gripe is just the clunkiness as a whole
@DistantKingdom
“For reasons unknown”
They’re everything but unknown, these reasons are the same one that led to the absolute failure of the the battle frontier in ORAS.
You still seem to not understand that gamefreak legit doesn’t even need to try, or like in the most recent cases which you pointed out, they try whenever they feel like, it’s really not that hard of a concept to accept especially when there’s no other ways to put it. And you still haven’t mentioned anything about the overwhelming amount of people that quit Pokémon right after S/S.
Eelektross floating isnt even all that bad if the pose was just more dynamic
To be honest I was completely fine with Eelektross' 3D battle stance. It just kind of makes sense to me that a pokémon that can learn Levitate, y'know, actually Levitates. I also think the stance really heightens its dangerousness, giving you a nice, big look at that giant, gapping maw that you and the opponents pokémon are messing with. I also just kind of like its swimming motion, it's very eel-like and dare I say rather lively.
The only downside that I can give it is that its colors are a bit washed out but even that doesn't seem to be an issue anymore because its colors looked much more vibrant in the recent trailer. Things are looking up!
The downsides is in its size. The animation is cool and unique.
Yeah I liked Eletkros, he's clearly not designed to be standing, and only does so in gen 5 because generally you want to keep things as Square as possible with that limited room.
i don't mind having the flying idle "animations" but it would be way cooler if each pokemon had multiple animations depending on type of move used. would be cool if flying and levitating pokemon could switch to their flying idle when using flying type moves, same for pokemone that learn magnet rise, and then return to ground when using roost or other "grounded" moves. imagine if there were "defensive" and "offensive" idle poses that reflected the category of move a pokemon uses during a turn. would be pretty cool imo
TY FOR THIS, NOW I CAN USE THESE POKEMON AGAIN after black and white
i personally like the flying animations, though i agree some like tropius's need to be better. that way it makes sense that flying-type pokemon aren't affected by ground-type moves. although i think the grounded animations would definitely work if the pokemon used roost.
At 2:25 while I agree that the true scale mod brings pokemon back to their dex size, with the washing machine Rotom is still wrong. Rotom in his normal form is fine but when he takes stuff over his size will adjust based on the item in question.
But until TPC and Gamefreak prove that they care about their gaming audience and prove that with listening to the fans I will not expect much from them in the slightest. Hell I would love for them to apologize for lying about the dex cut in the first place as well as bring back older mechanics like berry farming and such. Better yet they need to get rid of pokemon home for a game that allows us the players house and care for our pokemon instead of paying money and holding them hostage. At least we can cherish them without their influence.
i think your choice of words can be rather overdramatic - making rotom a bit bigger isn't a bastardisation. a bastardisation would be if they gave rotom the bike clown suit to wear. however, i would like to see proper scaling and they could easily get around this by making use of more camera angles in battles. the game boy angle can be just one of many. colosseum was good for this by using shot/reverse shot for attacking and defending pokemon.
i wasn't referring to just rotom. i was referring to all the pokemon, as they are all affected - some more than others
I've always loved tropius since the day I encountered it in platinum's safari zone. Might finally use it again if it stops looking derpy like in the flying animation, and most importantly, if it looks BIG.
They absolutely did not fix the scaling, did y’all not see the tiny Tyranitar in the competitive battle trailer?
My dude, Tyranitar is only 6'7 and is clearly taller than the humans surrounding him. Actual normal human can be taller than him. Even in Sword and Shield, which had true scaling in the overworld for the most part, Tyranitar was only like a foot smaller in battle. He's not that big.
ah good point, I forgot tyranitar was canonically tiny... so maybe there is a little bit of hope then.
@@RedyyChuu It happens, he really does feel like he should be larger
I was hoping they will somehow keep changes that were in arceus - the icons with stats rised - and even more Making physical/special buffs a one thing but temporary,
casually saying that my switch might want to explode is my new moto
I always enjoy your analyses of the games! Keep up the great work 😁
Gotta give Legends and Pokemon Masters credit for at least *trying* to shake up the formula. Legends is the real time battle system that the games always needed and Masters definitely feels more fast paced and energetic. While I don't like how buff focused Masters is, I get that it's for the sake of the more team based game play.
PLA is not real time, it's still turn based. Real Time Combat would be something like Xenoblade.
Pokemon models are improving, but the camera in the battles are regressing in this game.
I already miss walking and setting my own view. PLA is so good.
I think the PMD games nailed the pacing of the multi-hit attacks. So quick that most of them time I’m dead before I can react. Oh Fearow’s fury attack…..