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- Seen Mar 20, 2024
Never occurred to me this "flow of time" thought, but it does make sense.
Usually, when playing Pokémon, if my opponents manage to hit me, I feel like I'm playing it wrong, (at least in-game, not Battle Tower/Tree whatever) which kind of explains my fixation on Mold Breaker and my reluctance in using anything with base speed lower than 80.
In your hack, though, I guess I will eventually be hit by faster stuff, which I won't say I don't mind, but will probably be somewhat of a refreshing experience. I actually don't mind too much something surviving my hits because their defense is high, but the sturdy gets a little bit on my nerves. This run of US I did these days was quite fun, though, even if I used something quite slow and not that strong, my chosen duo for the run (I always choose two Pokémon and go with them, to leave room for training stuff for the dex and my Breloom and Smeargle catchers) being Malamar and Pelipper (just so I could not die immediately to Guzma's First Impression, mainly). I can't express how rewarding it was to topsy-turvy every single totem fight in the game. Turning their auras agains them felt SO rewarding. The Contrary was a nice thing, too, if only to laugh at Intimidaters.
One thing I came to notice in this run is that the A.I. simply don't know how to deal with Contrary. In some cases, they would keep boosting my stats even after they'd already triggered Contrary once. Poor A.I..
I believe I could do a similar thing with Hitmontop in PS/PM, but stealing the auras with Luvdisc and baton passing it seems a bit funnier. Powering through them might not be as easy with their higher levels, now, at least.
I'm still finishing hunting the wormholes legendaries in US, to have everything with my OT, in order to play PS (though I'd still rather see Giovanni use Mega Mewtwo Y, as I find X ugly, as well as it missing its signature move), so I will be here loathing the game designer who though it was a good idea to add curves to the Ultra Warp Ride minigame for a while before experiencing your changes.
As there's no National Dex (and I understand why), I'm wondering if I should simply insert my living Dex at the start of the game or if I should hunt for the Pokémon in-game. Maybe if I build a living Dex it will feel like completing the pages.
Did you change the Battle Agency Pokémon to fit with the hack changes, by the way? Though I suppose we wouldn't get the visitor Pokémon to complete the team, so maybe that's not worth the effort? Battle Factory style things are enjoyable to me, and I got a little curious about it now.
Trainers in my hack will eventually have full EV spreads, so there's a very good chance they'll outspeed you at some point. Contrary is nuts in game, the AI doesn't check for it at all. That seems to be the case for most gen 4+ abilities though; Dry Skin, Storm Drain, and Lightning Rod are all ignored, so you can get the AI to trigger them over and over. I suspect GF just stopped updating it with logic for the new abilities, which is a shame really (in Emerald it actually learns which ability your Pokemon has when it activates, and behaves appropriately).
Beating totems with Luvdisc is something I'd love to see, that sounds hilarious!
I haven't edited the Battle Agency at all, though pk3DS can edit the Battle Royal and Battle Tree, so it's probably possible (I'd assume it just pulls Pokemon from the same list as one of those). Might be something to look into for a future update.