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Pepperton July 3rd, 2014 7:13 PM

Haha I wouldn't label Surf or Fly as 'interesting', but rather logical necessities to travelling the various regions of Pokemon. The other ones, like Rock Smash, Strength, and others, add to the environment, but could be removed. Don't know, I think I'd like HMs to stick around. They're not as annoying as having to open your Bag screen every time after a Repel runs out, which is something they fixed recently. I would be in favor of changing the mechanic so that players can teach new moves over HMs.

Yato July 3rd, 2014 7:27 PM

If TMs were like they were pre-Gen. V, then I'd be more for keeping HMs around since they're reusable. But now they're no different from TMs with the exception that they do stuff in the overworld. Plus, Flash and Rock Smash are now TMs, though they aren't needed often. (Not to mention it's possible to get through dark caves in Gen. III and later without using Flash.) At the very least, it'd be nice if the ones that aren't used often--Cut, Waterfall, and maybe Strength--could be taught over, while Fly and Surf cannot in case the player is in a place they can't get out of without either move. (There haven't been many of those for a while, if memory serves, but Mossdeep in Hoenn is a good example of this.)

Hiatus July 3rd, 2014 10:09 PM

I'd definitely be on board of removing HMs all-together. Regular attacks could help doing whatever that you do outside of battle, logically, so if that's the case, why do we need hidden moves? For example, you use Cut to chop small trees down, but same could be done with other similar hits, such as Slash, X-Scissor, and Metal Claw. To break-down rocks, you use Rock Smash, but if they wanted, they could have made attacks like Karate Chop, Mega Punch, Dynamic Punch, and High Jump Kick behave the same, exact way. Of course, this would require a lot of coding, but I'm pretty sure that all of it is possible. I would be sort of sad to see HMs disappear, personally, due to how used to I am to the system, but I'd still adapt; it's for the betterment of Pokémon games in general.

Universe July 3rd, 2014 10:24 PM

I'm afraid I can find nothing worth keeping as far as HMs go. Though I guess admittedly I'm being butthurt about them because I've spent the last.. uh.. every generation, having to take up a team slot or two for HM slaves. I really want to be able to stop doing that someday in the near future so I can actually carry around just my team members the whole game. It's not fun having to run back into the Pokemon Center all the time just for the sake of swapping out my team members for HM slaves to get past certain areas or to go certain places or whatever. :I

They really need to think of a better way to do this HM thing or consider getting rid of it all together. If nothing else just allow Pokemon to be taught how to do the different HM techniques without taking up an entire move slot. That would be way easier to work with.

Hiatus July 4th, 2014 12:24 AM

Nowadays, I keep HM salves with me at all times. I'd swap them only when battling against somebody online, but aside from that, they're always on my team, haha.

Hikamaru July 4th, 2014 9:26 PM

I did sometimes keep an HM Slave with my team in the past, but given 5th and 6th Gen don't need HMs required as much to get around I can pretty much get away without the HM Slave. My HM Slave of choice would be Bibarel, or pretty much any of the early Normal-type rodents.

Hiatus July 4th, 2014 11:14 PM

Bibarel is arguably the best one there is. It learns so many HMs, it's unbelievable.

Khoshi July 4th, 2014 11:17 PM

I loved how HMs were barely necessary in X/Y...I only needed to use HMs like...twice throughout the whole story, haha. I used HM slaves extensively in Gen IV though, I used Bibarel as my primary HM slave. It's...honestly an amazing HM slave. I mean, it gets every HM except the Flying-type ones. I thought it was so good that I used 2 Bibarels to cater for most, if not all my HMs.

Yato July 4th, 2014 11:21 PM

Bibarel's by far my fave HM Slave, and I agree it's the best (if you don't count Mew, anyway). It can learn Cut, Surf, Strength, Waterfall, Rock Smash, Dive (Gen. V), Rock Climb (Gen. IV), and Whirlpool (HGSS). I also liked using Binacle in XY. They can learn Cut, Strength, Surf, and Rock Smash; they're not too hard to find; and they can be obtained fairly early on (pre-second gym).

Hiatus July 5th, 2014 2:10 PM

Oh, I've had no idea about Binacle! Should definitely give it a go someday; it's been getting sort of bland to be using Bibarel constantly, to be honest.

Pendraflare July 5th, 2014 6:14 PM

I liked how the Unova games and XY hardly had any requirements of HMs, haha. BW only had one explicit use and that was at the beginning of the game, while BW2 had two and they were both after your final badge. But XY did require more uses of Surf, but I didn't mind that personally.

And Binacle? I've always wanted to use Barbaracle in-game, it's like a one-sided Cloyster that doesn't have many options and an arguably better typing. One of these days...

Fairy July 5th, 2014 6:32 PM

Lmao I use my Helioptile as my Surf slave just because of how absurd it is. But I've definitely appreciated the lack of heavy HM use in X&Y. It makes the little animations that follow kind of fun and special to look at, as opposed to tedious like prior generations.

Hiatus July 5th, 2014 10:57 PM

Didn't BW2 require you to use Cut, too, just so you could get through some route? I remember teaching this move to Samurott just because of it; would've thought it to someone else, but I didn't have much other Pokémon with me at the time that could learn this HM.

Khoshi July 6th, 2014 4:16 AM

Had to get rid of Rock Tomb for Strength on my beloved Krookodile in X just to get Alakazite...never again. I have a Bibarel in my PC box though, so I might make him my HM slave for after game stuff. <3

SuperEspeon July 6th, 2014 10:43 AM

Guys, today while I was swimming I got this brilliant idea: what if, instead of teaching our pokemon annoying HM moves, we had an item in the key items pocket that would do what that HM did.

For instance: A flashlight instead of flash, a knife instead of cut, a surfboard instead surf, steroids instead of strength (Hah, just kidding), or rock climbing kit for rock climb. What do you guys think? I think it'd take a lot of annoyance out of the game, but I'm not sure, maybe it would take away some of the nostalgia and charm of the game. Thoughts, opinions, suggestions? Quote me and tell me.

Fairy July 6th, 2014 1:02 PM

Quote:

Originally Posted by SuperEspeon (Post 8333769)
Guys, today while I was swimming I got this brilliant idea: what if, instead of teaching our pokemon annoying HM moves, we had an item in the key items pocket that would do what that HM did.

For instance: A flashlight instead of flash, a knife instead of cut, a surfboard instead surf, steroids instead of strength (Hah, just kidding), or rock climbing kit for rock climb. What do you guys think? I think it'd take a lot of annoyance out of the game, but I'm not sure, maybe it would take away some of the nostalgia and charm of the game. Thoughts, opinions, suggestions? Quote me and tell me.

See, this is an idea I would love to see happen but is a prime example of something that is destined to never be. I feel like I've heard it in the past though, replacing HMs with key items, and I'd be lying if I said it didn't appeal to me. I'd love to be able to forgo teaching one of my beloved Pokemon -shudder- Strength. That said, I don't know what my Azumarill would be good for in battle without Waterfall though. So it ends up being one of those "six in one, half a dozen in the other" kind of deals.

Interesting concept nonetheless though!

Yato July 6th, 2014 1:17 PM

iirc, in the first gen. games, there was going to be a surfboard item that allowed you to travel on the water, but it was ditched for Surf. I think the idea of using items instead of moves would be so much better, namely for moves that aren't needed too often (e.g., Cut and Strength). I wouldn't need to replace one/two of my team members with an HM Slave or two, nor would I need to worry about teaching one of my main Pokemon a move that can't be forgotten (except via Move Deleter) just to get through an area.

Hiatus July 6th, 2014 1:42 PM

An item for surfing would be pretty cool, yeah. I'd suggest some boat, but I'm not exactly sure how they'd fit into your backpack. Maybe they could implement those rubber kind of ones that you blow to expand (forgot what they were precisely called), and include a fold-able row?

Fairy July 6th, 2014 4:41 PM

Quote:

Originally Posted by Endless (Post 8334034)
An item for surfing would be pretty cool, yeah. I'd suggest some boat, but I'm not exactly sure how they'd fit into your backpack. Maybe they could implement those rubber kind of ones that you blow to expand (forgot what they were precisely called), and include a fold-able row?

An inflatable raft?

Yeah that would be neat! But using your Pokemon to surf is like a pretty fundamental part of the game, not to mention the move itself is pretty good in a battle setting. Mainly what I want to see is a way to avoid teaching any of my Pokemon cut lol.

Hiatus July 6th, 2014 10:39 PM

Quote:

Originally Posted by Fairy (Post 8334272)
An inflatable raft?

Yeah that would be neat! But using your Pokemon to surf is like a pretty fundamental part of the game, not to mention the move itself is pretty good in a battle setting. Mainly what I want to see is a way to avoid teaching any of my Pokemon cut lol.

Oh, yeah, there you go. XD I agree, but if HM system were to ever get removed, though, I feel that this would be good surf replacement. Either that, or maybe they could put in some surfboard-type key item, which would allow you to do the same, exact thing.

Khoshi July 6th, 2014 11:36 PM

Quote:

Originally Posted by Endless (Post 8334671)
Oh, yeah, there you go. XD I agree, but if HM system were to ever get removed, though, I feel that this would be good surf replacement. Either that, or maybe they could put in some surfboard-type key item, which would allow you to do the same, exact thing.

Hmm..replacing HMs with items/key items. Doesn't sound bad at all :o I hate replacing good moves with HMs/looking for HM slaves anyway, so this sounds like a lovely change to me. Give me a katana instead of Cut and I'll be eternally pleased. :3

Hiatus July 6th, 2014 11:50 PM

Quote:

Originally Posted by Marisa (Post 8334715)
Hmm..replacing HMs with items/key items. Doesn't sound bad at all :o I hate replacing good moves with HMs/looking for HM slaves anyway, so this sounds like a lovely change to me. Give me a katana instead of Cut and I'll be eternally pleased. :3

You wouldn't really need something big as a katana to cut small trees; a knife or scissor would do, I think! They'd probably go with latter, though.

Yato July 7th, 2014 6:13 PM

A katana would be soooo much cooler, though, you gotta admit XD Scissors seem too small for the trees unless they used the gardening ones, which would definitely work!

Trying to think of what item could be used for Strength; the only things coming to mind right now are Power Bracelets/Gloves (Zelda references ftw). Given how the technology in Pokemon can be advanced, it could be possible, but I dunno if I can see humans using it. Could have a Pokemon use it, maybe.

Hiatus July 8th, 2014 12:17 AM

Quote:

Originally Posted by Yato (Post 8336175)
A katana would be soooo much cooler, though, you gotta admit XD Scissors seem too small for the trees unless they used the gardening ones, which would definitely work!

Trying to think of what item could be used for Strength; the only things coming to mind right now are Power Bracelets/Gloves (Zelda references ftw). Given how the technology in Pokemon can be advanced, it could be possible, but I dunno if I can see humans using it. Could have a Pokemon use it, maybe.

Maybe they could allow you to buy some spring of sorts, which you could attach onto your shoes to jump over big boulders like this? That would be pretty cool, if you ask me! Though, it probably won't be such a good idea when put into works, because logically, you should be able to get past pretty much anything with it, including trees and rocks.

Universe July 9th, 2014 1:05 AM

.. Welp the only thing I can think of for Strength is a hammer. (mallet?)

You know how in the games Mario uses a giant hammer to smash boulders? And in Harvest Moon you smash boulders with a hammer to make those little stone blocks? .. But I guess the problem with that is we aren't exactly trying to break the boulders...

Unless we could just combine Strength and Rock Smash into a single move instead of getting all complicated and junk.

Hiatus July 9th, 2014 2:26 AM

Quote:

Originally Posted by Mario (Post 8338690)
.. Welp the only thing I can think of for Strength is a hammer. (mallet?)

You know how in the games Mario uses a giant hammer to smash boulders? And in Harvest Moon you smash boulders with a hammer to make those little stone blocks? .. But I guess the problem with that is we aren't exactly trying to break the boulders...

Unless we could just combine Strength and Rock Smash into a single move instead of getting all complicated and junk.

I think it'd be nice if you could use this hammer to smash rocks and push big boulders--killing two birds at once! Boulders wouldn't be that easy to break considering how big they are, but by whamming something heavy, they could definitely be moved around.

Khoshi July 9th, 2014 4:02 AM

All I could think of for Strength could be, idk, some form of power glove? That could also combine Strength and Rock Smash into one item xD
I don't think Strength can have an item substituted for it though, even a freakishly huge hammer...I think that'll have to stick to a Pokemon :(

bobandbill July 9th, 2014 4:43 AM

Sure, it would be less annoying to be able to go without HM slaves or the like. But if you could do stuff like sail the seas wherever you want, fly around the world, move giant boulders, break rocks, go up waterfalls, clear fog from entire routes, transverse whirlpools, climb cliffs, dive underwater, light up dark caves, etc, all by yourself or with technology...

...then what is the point of the Pokemon? The whole game is about these creatures you can control to fight and do amazing things with like that, so replacing HMs removes that appeal, or, if you will, the romance behind the whole concept.


An alternative would be that you could just delete HMs on the go. That would be trickier for them to code it so you couldn't just end up in a spot where you are stuck in the game (that's why they prevent you from releasing your last Pokemon with Surf, for instance), but it would be far more convenient. Not that the Zigzagoon line would agree, it's their best chance to get out of the box for a while after all.

Hiatus July 9th, 2014 1:31 PM

Another thing they could possibly try their hands on is to maybe have a separate move-slots for "outside attacks," things that you'd be able to use out-of-battle. You could still use HMs while battling, but only if you have them in your primary move-set. I'm not sure how complicated this would make things for people (does sound like a lot on paper), but when put into actual works, I'm sure it'd all be easy to figure out.

I've seen people mention this idea plenty of times before, and personally, I really like it; it seems like a great middle-ground to me.

Yato July 9th, 2014 3:59 PM

I like the idea of being able to give them slots for outside attacks; it sounds very JRPG-esque and would be very useful. Two slots would probably be best, as there are certain areas *cough*Victory Road*cough* that require quite a few field moves to pass through, and if you only have one Pokemon that can learn two required field moves (e.g., the one that allows you to surf and one to scale waterfalls) then you'd still need a slave. To make it even more JRPG-esque, the second slot could be obtained after the Pokemon reaches a certain level or you hit a certain point in the story, but that might be too complex XD

bobandbill July 9th, 2014 5:34 PM

Quote:

Another thing they could possibly try their hands on is to maybe have a separate move-slots for "outside attacks," things that you'd be able to use out-of-battle. You could still use HMs while battling, but only if you have them in your primary move-set. I'm not sure how complicated this would make things for people (does sound like a lot on paper), but when put into actual works, I'm sure it'd all be easy to figure out.

I've seen people mention this idea plenty of times before, and personally, I really like it; it seems like a great middle-ground to me.
I have also heard that idea and also like it. Easy to fit the explanation for it in a couple of text boxes too imo.

Hiatus July 9th, 2014 11:16 PM

Quote:

To make it even more JRPG-esque, the second slot could be obtained after the Pokemon reaches a certain level or you hit a certain point in the story, but that might be too complex XD
Actually, I really like that! If you go with level idea, then perhaps you could unlock an extra slot every time you reach twenty more levels? First one would be open initially, and to unlock second, you'd have to hit level twenty. For third, it's forty, and for fourth, it would be sixty. Either that, or they could make it based off gym badges.

Braxien July 10th, 2014 12:18 PM

Rock Smash = Hammer
Cut = Scissors
Surf = Speedos
Boulder = Boxing Gloves
Fly = Jetpack
Waterfall = Goggles

They're a few of my ideas for items which could replace the need for enslaving Pokémon or destroying your team with a weak move.

Hiatus July 10th, 2014 1:23 PM

Quote:

Originally Posted by Braxien (Post 8341616)
Rock Smash = Hammer
Cut = Scissors
Surf = Speedos
Boulder = Boxing Gloves
Fly = Jetpack
Waterfall = Goggles

They're a few of my ideas for items which could replace the need for enslaving Pokémon or destroying your team with a weak move.

If they were to go with these ideas, I can't really imagine them adding jet-packs; it's too much of an advanced technology for them, so things like that wouldn't be too common. Then again, this is the Pokémon world we're talking about, so I suppose anything could happen! If it does indeed not wind up becoming a thing, then perhaps they could add gliders instead, or maybe even parachutes. Jumping off huge mountains to travel to places would actually be pretty fun, no?

Pendraflare July 11th, 2014 7:07 PM

Yeah, it could. I'm pretty sure the anime had stuff like that, and as one who played the first two Pokémon Ranger games I think it would be a neat mechanic to carry over to the main series, even if it's not something that would be too likely. Gliders? Oh, that is something I would be sold if they did.

Hiatus July 15th, 2014 1:31 PM

If they did add things like gliders, they would have to take other stuff into consideration, such as wind speed. I'm not sure how those would work, but I'm sure they could figure out a way.

Yato July 15th, 2014 2:26 PM

If gliders were to happen, we could be given the option to play a flying minigame when traveling places. In those we'd have to take wind speed and direction into account, and we could find items or something in the sky XD ('Course, how would they get there? Maybe people made technology to have floating devices that carry them? Idk, pft.) Though, the same could be done if flying on Pokemon. Could see it maybe happening as a general minigame and not an option every time you take off, if anything.

Hiatus July 15th, 2014 3:19 PM

Haha, I don't think anybody would go as far as sending items to the sky. Though, I could definitely imagine us finding feathers there, which would be very useful to those who are EV-training. Having it as some mini-game could definitely work! Alongside, perhaps they could also have other things, such as digging tunnels underground (sort of like how it's done in Diamond, Pearl, and Platinum, but more interactive). Another idea would be to perhaps have some cooking contest? This would be like making Poffins and PokéBlocks, but here, it would be actual meals.

Crystal Glaceon July 19th, 2014 10:17 AM

I wouldn't mind better minigames in newer series. I never liked the fossil hunts in D P PT due to the few hits you could make to try to unearth anything of real value

Hiatus July 19th, 2014 12:40 PM

I wasn't too fond of that game, either, personally; in some way, it wound up devaluing fossils. They're actually meant to be rare, and not opposite.

Succubus July 19th, 2014 1:02 PM

Fossil hunting was an annoyance in that game. ¨Oh hey! a fossil! next to...another fossil¨ *tic tic tic* ...¨man, the wall crumpled before I could get any of them¨

Altairis July 20th, 2014 6:58 AM

I was thinking that maybe instead of secondary slots or HMs, Pokemon could have traits like in Pokemon Ranger. Granted, maybe they would only be able to have one, but it would fix the confusion we have over why our Bird Pokemon aren't able to fly us without us teaching them.

I actually really liked the fossil hunting in DPPt. It felt like a real hunt, and although it could get annoying when you managed to unearth a fossil but it wasn't the one you wanted, it just felt like more of a minigame instead of having the fossils handed to you.

Hiatus July 20th, 2014 1:21 PM

Quote:

Originally Posted by Altairis (Post 8359763)
I was thinking that maybe instead of secondary slots or HMs, Pokemon could have traits like in Pokemon Ranger. Granted, maybe they would only be able to have one, but it would fix the confusion we have over why our Bird Pokemon aren't able to fly us without us teaching them.

I actually really liked the fossil hunting in DPPt. It felt like a real hunt, and although it could get annoying when you managed to unearth a fossil but it wasn't the one you wanted, it just felt like more of a minigame instead of having the fossils handed to you.

Oh, the game itself was definitely fun (seriously loved smashing those tiles with my stylus), but only thing that bothered me is that they wound up ruining rarity of fossils, in some way. Every time I'd break some wall, I would find at least one. If they weren't that easy to find, then it would've been a lot better, I'm sure.

I haven't played Pokémon Ranger that often (been a while since I did), so I don't really know how traits work, sadly. Although, I do remember some bits, and if what I'm thinking is indeed correct, seeing such a feature make its way to main series would definitely be an improvement.

Pendraflare July 28th, 2014 7:19 AM

Thread hasn't been posted in in over a week? I'd better fix that!

So here's a question I have for you guys: how close do you tend to feel to your Pokémon most of the time? When you're using lots of Pokémon (like if you're doing a challenge) you might find it hard to like a particular one, but if you have a team of six and stick with them it's likely you'll want to keep close to them most of the time. How about you guys?

Sorry for the bland question, just wanted to keep this thing active.

Pepperton July 28th, 2014 6:14 PM

Love my Mienshao to pieces, I definitely give it the favorite treatment constantly. If there's a pokemon multiple team members can beat with super effective STAB attacks, I still may just throw Mienshao out, haha.

Pendraflare July 28th, 2014 7:40 PM

Most of the time, when I have my starter I almost always keep it, just because I tend to really like it for being my first Pokémon, even if it tends to not be as good as some of the later ones you can get in the game. Sometimes it sticks out, others it doesn't, but it's there. They do have good stat totals, admittedly. /me wants Contrary Serperior

Hiatus July 28th, 2014 10:33 PM

The closest I feel to any Pokémon while playing some game is my starter, whichever it may be. In some way, they tend to give me a feeling like no other. One reason could be is that, well, I kick off my journey with this particular monster, and more battles I do with it, the closer I seem to get. Love for it would continue growing, to a point that I'd have no intention to put it into my PC box at all, whether it be I'm trying to build myself a competitive team or not. Strangely, though, when I transfer said Pokémon to a new game or save file, the feeling goes away in an instant, somehow.

From all Pokémon that I have so far, aside from starters, one that I've always liked is my Metagross, which I've had since RSE days. It mostly stays stored within PC, but every time I move onto a some new Pokémon game, I always carry it over. Was sort of afraid that PokéBank wouldn't accept it (considering how old it is), but thankfully, I've managed--hooray for that!

Pendraflare July 29th, 2014 7:52 PM

Yeah, even when it comes to Monotypes, I tend to stick with my starter even if it's not the best choice. And sometimes I just feel attached to Pokémon that the species of I really tend to like, such as Houndoom, Scolipede, Medicham, Hydreigon, etc, and i'll have a tendency to use them a lot.

Hiatus July 30th, 2014 2:00 AM

Speaking of mono-types, I've been planning to start some challenge based off it in Pokémon Emerald for quite some time, but haven't gotten around to it. OmegaRuby and AlphaSapphire are just around the corner, though, so if I play Emerald again, I probably won't be able to enjoy them as much; I'd most likely have to stay away from it. Not sure what else I'd pick, though. Maybe Platinum? Either that, or Black.

Pendraflare July 30th, 2014 3:28 AM

Or X and Y, because they have a gigantic amount of options to utilize and can be rather challenging without the Exp. Share. I'm currently doing a Normal Monotype that i'm trying to zip through, and ended after beating Olympia's Gym and my team is Level 41-43. So yeah, X and Y are pretty good. Black 2 and White 2 have lots of Pokémon and make for good Monotype plays as well.

Hiatus July 30th, 2014 4:49 PM

I've just finished a new XY run recently, so at the moment, I don't believe playing again won't be much fun, sadly. I might wait another couple of months before I give it a go again.

Pendraflare July 30th, 2014 5:09 PM

Ah yes... Although i'm the guy who can play BW2 or XY many times and still not get bored (mostly because of their variety), I do get how that feels. I keep intending to give the previous regions like Hoenn and Sinnoh plays, but haven't really occurred to.

And I have my Anime Style Challenge I want to do on XY, but after I just finished a challenge on Y today, it's not something i'm gonna eagerly jump on. I love the new games but I want to give the older ones a chance, surely.

Silver Soul of Johto July 31st, 2014 6:47 AM

I still haven't completed my first run through X yet. I'm in victory rpad, but I have little motivation to do much else

Hiatus July 31st, 2014 6:55 PM

I've gotten myself stuck in Victory Road once in Ruby first time I had played it; thought that it was impossible to reach the end, and quit for almost a month. Then, I decided to pick the game back up again one day, explore the location deeply, and finally managed to reach Pokémon League. Victory Road is extremely tough to get through (in my opinion), but in RSE, I've felt that it was even more difficult.

Khoshi July 31st, 2014 9:00 PM

I got trapped in Diamond's Victory Road, but that might just be because I barely understood Diamond at all. Had to rely on one of Marriland's walkthroughs of the place to navigate to the Pokemon League. Took me some time, but I finally reached the Pokemon League.

Hiatus August 1st, 2014 12:07 AM

Speaking of Victory Road, Pokémon that are located in these places are of very high level, and provide a lot of experience once defeated. Have you ever trained against them? Trainers that lurk here are quite tough, too, and also make it easy for you to level-up--what are your overall thoughts on them?

Personally, I enjoy trainer in Victory Road, whichever game it may be. One good side is experience, as I've already stated, but along with that, you also have some chance of contaminating yourself with PokéRus, which is a very rare status effect. With this, you're able to gain exp even easier, and also boost your EVs faster, if I'm not mistaken. If I remember correctly, this is where I got this virus from in my last run of Pokémon Diamond.

As far as trainers go, they're great. Very challenging. Unfortunately, they're not re-battle-able--unless if you have Versus Seeker, I suppose? (not sure)--but would have been awesome if they were. Not just in some games, in all.

Auserk August 1st, 2014 1:35 AM

I used to train on the Onyx in FireRed that would appear even with repels, however when just trying to get through victory road its was very annoying and wiped my last few team members more then once.

Pendraflare August 1st, 2014 5:07 AM

For training in Victory Road, I would usually do that in HGSS, given how flat those are with training spots. And when it comes to RSE that's often where I do my endgame training, but sometimes it gets hard when you can't OHKO stuff. Same with XY's, the levels there are super high.

With BW2's, in the post-game I like to use it for EV training most of the time, there are Ghost and Dragon-types for Attack and Grass-types for Special Attack, and Basculin for Speed. Has whatever you need basically.

The Ruby Of The Sea August 1st, 2014 8:50 AM

I hate victory road. It's great to train, but I always wind up getting turned around somehow

Hiatus August 1st, 2014 6:15 PM

I've never thought of EV-training in Victory Road before; just basic one. In these places, I always imagine there to be a handful of rock-, ground-, and steel-types (considering that it's a cave, usually), and not much of a variety.

Yato August 1st, 2014 7:47 PM

When I was younger, I had a difficult time getting through Victory Road in Yellow because I wasn't aware I could push the boulders down the holes in order to create paths XD I thought there was no way out, and I hated how I kept encountering wild Pokemon (I wasn't smart enough to use Repels at the time).

As for training, I've only really trained Pokemon in Victory Road in FRLG and GSC. Given, I still had trouble training Pokemon in FRLG, since it felt like it took forever for them to level up. (They were definitely at higher levels, but I still had difficulty fighting the Pokemon League with them.) It was also sometimes hard beating some of the Pokemon if you didn't have any moves that were super effective against them, especially since quite a few found in FRLG's/GSC's Victory Roads were defensive. Not really fond of training there otherwise, especially since there are ways to battle Trainers, especially in the later games (e.g., the Battle Chateau and restaurants in XY and the sports domes in BW/BW2). You get experience AND money (and sometimes items), plus you don't always have to worry about wild Pokemon, so it's much better, in my opinion.

Hiatus August 3rd, 2014 6:38 PM

I wish they'd make it so that difficulty of passing through Victory Road depended on whatever gameplay mode you happen to choose. For example, in BW2, they had options to select how tough you'd like your game to be; now, from that, if you wound up going with easy, it would've been great if Victory Road's path would automatically change, having you utilize less HMs.

Pepperton August 3rd, 2014 7:07 PM

Victory Road in X and Y was laughably easy, but I don't know if I want that to change. In the past, Victory Road has been extremely annoying and I usually dread having to go through it. Like all beat all the gyms, get to Victory Road, save, and not play the game again for like days haha.

Yato August 3rd, 2014 7:14 PM

I like the idea of having Victory Road's layout and overall difficulty change depending on what mode you choose. Of course, I love Challenge Mode and dislike when Victory Road's annoying, so I'll probably end up complaining about how much of a pain it is to get through, haha. At the same time, though, it wouldn't be a complete drawback since the Trainers'll be challenging and will help with boosting my Pokemon's levels :3b

Altairis August 4th, 2014 4:51 AM

I think this ties into one of our previous discussions, because I would really love the Victory Roads to be adventures and challenging, however, that usually comes with the price of sacrificing 3 of your team members with HM slaves in order to be able to get through. Gamefreak acknowledged this and reduced the number needed in newer generation Victory Roads, however, it still wasn't the same as having to rock climb/surf/navigate boulder mazes in the depths of caverns. This would all be fixed if Pokemon were given HM traits instead of moves, or we just had items. :p

Pendraflare August 4th, 2014 5:12 AM

Quote:

Originally Posted by Pepperton (Post 8384166)
Victory Road in X and Y was laughably easy, but I don't know if I want that to change. In the past, Victory Road has been extremely annoying and I usually dread having to go through it. Like all beat all the gyms, get to Victory Road, save, and not play the game again for like days haha.

Really? I actually found Victory Road in XY to have a lot of very scary trainers, especially the Fighting-type ones and the Veterans at the very end. And there was a tiny bit of Strength and Rock Smash to be utilized, although the trainers I find a lot worse than the puzzle parts.

Judge Mandolore Shepard August 4th, 2014 6:11 AM

I recall the only time I got trapped in Victory Road was back one time when I was playing Blue. This was because I saved and turned off in Victory Road, then turned the game back on. Apparently the boulders did not stay on the switches.

Yato August 4th, 2014 12:57 PM

DPPt's Victory Road was a pain to get through because of the number of HMs needed x_x Six HMs (though you could get away with five if you were able to get through the foggy area) meant at least one HM Slave (unless you taught all the HMs to your Pokemon). I think one time I didn't have a Water type or a Pokemon that could learn Surf or Waterfall, so I had to grab two HM Slaves, orz Also didn't like that BW2's Victory Road had an area for Cut; at least it wasn't required, though. (Plus, I liked that there was a forested area since previous Victory Roads were nothing but caves/cliffs.)

Hiatus August 4th, 2014 5:55 PM

DPPt's Victory Road was indeed tough, but to me, its pathways seemed to be more fun to explore than in previous games, so to speak. I'm not sure what, but for me, something about it just clicked. Though, there were a lot of wild Pokémon; you'd encounter something on almost every step, which was sort of annoying. Thankfully, though, I'd manage to avoid this in my later runs, by filling my bag with dozens of Max Repels.

Pendraflare August 5th, 2014 7:05 PM

Ah yes, Victory Road is pretty nasty with encounters, especially in BW with those Durant. But XY has it the worst, since the wild Pokémon range from Level 57 to 59! In my challenges I couldn't use Repels most of the time because even if I would they would still bypass that.

Hiatus August 6th, 2014 3:39 PM

Pokémon bypassing repels is new to me; was never aware of that it existed. I might've experienced it a couple of times before, but don't exactly remember, though.

Yato August 6th, 2014 7:57 PM

Aside from using Sweet Scent/Honey/fishing/etc., wild Pokemon only bypass Repels if their level is the same as or higher than your lead Pokemon's. iirc this applies to legendaries, too, but I can't remember. It can be a pain if you're underleveled or are trying to raise underleveled Pokemon by fighting Trainers (particularly in caves or water routes), that's for sure XD

Pendraflare August 6th, 2014 8:00 PM

Haha, that's kinda what I meant to say, that they'd bypass my Repels due to being higher leveled than me, sorry if that wasn't clear. xP

But I also noticed that when you spray a Repel in XY, it says "The likelihood of encountering wild Pokémon decreased!" Whether that means it guarantees you won't run into anything lower leveled than you or not I don't really know, but if it does then it's a bit weird. Perhaps it helps against higher leveled foes?

Hiatus August 7th, 2014 3:28 PM

Ah, okay, that makes sense! As for Repels in XY, I don't think I've been able to exactly notice that bit of text; whenever I use things like this, I always keep pressing A without noticing what's going on on-screen. By the looks of it, it doesn't seem as if it's guaranteeing you, though.

Tetra August 9th, 2014 6:49 AM

When I hit a part that has a ton of grass, I look through my inventory and I use a Repel (If I have one). My team generally does be a higher level then wild Pokémon, so all I would need to worry about it battling the trainers. Definitely comes in handy when you arrive at Victory Road. Some of them are just plain annoying >_> (yes you hoenn)

Hiatus August 9th, 2014 3:38 PM

I wish there were some Pokémon that could produce Repels themselves. This way, you don't need to buy any (and save a lot of money) and use them instead. Of course, they would have to put some limitations so that things don't become too easy.

Having Pokémon with Intimidate ability in your first team slot does work to some degree, but I'm personally not too comfortable with that; it doesn't always work, sadly.

Tetra August 9th, 2014 5:21 PM

Quote:

Originally Posted by Endless (Post 8393963)
I wish there were some Pokémon that could produce Repels themselves. This way, you don't need to buy any (and save a lot of money) and use them instead. Of course, they would have to put some limitations so that things don't become too easy.

Having Pokémon with Intimidate ability in your first team slot does work to some degree, but I'm personally not too comfortable with that; it doesn't always work, sadly.

I'd like to see some natural decrease of encounter rates if the first Pokémon in the party is several levels higher then the wild Pokémon. This could come really handy at times, but slightly annoying at some times. Still would be a really cool mechanic though. Would really wish they would implement something like that, but I doubt it. Gamefreak will stick to the tradition.

Yato August 9th, 2014 6:02 PM

Quote:

Originally Posted by Endless (Post 8393963)
I wish there were some Pokémon that could produce Repels themselves. This way, you don't need to buy any (and save a lot of money) and use them instead. Of course, they would have to put some limitations so that things don't become too easy.

Technically, there are Pokemon that can do this! As of XY, Pokemon with Pickup may find a Repel. Of the items they can find, there's a 30% chance of finding a Repel if they're between levels 41-50, and a 10% chance if they're levels 1-40. (If they're 51 and higher, they won't be able to find a Repel anymore.)

A natural decrease in encounter rates would be really nice; it wouldn't be too much of a pain if you're looking for Pokemon to capture so long as you have Honey or a Pokemon with Sweet Scent. (Of course, if it's raining in the area, neither will work x_x)

Hiatus August 10th, 2014 4:12 PM

Oh, that's pretty cool! They might still find other things, though, which makes chances of them getting a hold of Repels is sort of low, doesn't it? It's still better than nothing, though, definitely.

Tetra August 10th, 2014 5:54 PM

Quote:

Originally Posted by Endless (Post 8395492)
Oh, that's pretty cool! They might still find other things, though, which makes chances of them getting a hold of Repels is sort of low, doesn't it? It's still better than nothing, though, definitely.

If you compare one Repel to a place like Victory Road, oh how quick that Repel will run out. And like you said, you won't always get a Repel. I guess the best way is to rely on Super Repels as of now. I would really like if any Pokémon, high or low levelled every once in a while get a really useful item, like a Super Repel or a Hyper Potion. This can be useful when going through caves and you have underlevelled Pokémon ^-^

Pendraflare August 11th, 2014 1:57 PM

I've also read stuff about abilities that can lower the chances of running into weaker wild Pokémon, like Intimidate. Keen Eye does the same thing, i've heard. I do remember how Pickup worked in RS, you could have a ton of Zigzagoon and get Hyper Potions and Rare Candies early on, haha.

Hiatus August 11th, 2014 3:49 PM

Unfortunately, I don't believe I've ever been able to score Rare Candies with Pickup. Did get a hold of recovery, berries, and also Poké Balls, if I remember right, but never that. I didn't know it was possible, either, honestly, considering how much of a valuable thing Rare Candy is portrayed to be.

Pendraflare August 12th, 2014 5:29 AM

Yeah, in RS there were only a few items it allowed for but you'd always get them. In FRLG it was a bit different, but in Emerald onward it started to change based on the level of the Pickup Pokémon. They may have wanted to adjust from the former...

Hiatus August 12th, 2014 3:19 PM

I'm personally more fond of latter; picking-up items depending on what level your Pokémon is does make more better of a sense. Well, at least for me, anyway!

Pendraflare August 12th, 2014 7:25 PM

I think they realized that. Also, how bad do you guys tend to find the encounter rates most of the time? There are some games, like HGSS and BW, where it really feels at its worst, but in some, like BW2 and XY to me I feel they've been a bit more merciful with it. Some people hardly notice a difference between any of the games, but to me I just feel like the two I mentioned throw the worst at me.

Hiatus August 13th, 2014 6:14 PM

I don't believe I've noticed any difference, sadly. Only thing I have is that while you're running, Pokémon encounter rate would be more high than normal. If you're simply walking, then it wouldn't. I've read it online somewhere and have tested it, and that indeed seemed to be the case. Now, whenever I'm in tall grass (or anywhere else you'd be able to bump into any Pokémon), I try my best to just walk. That is, if I don't happen to have any Repel with me.

Arc August 13th, 2014 9:16 PM

I always felt that the random encounters was at it's worst before Gen V. In Gen IV, I remember just taking a few steps in any cave-like area, and bam! Random encounter. Gen V, I felt that it was dialed down to a certain degree, for example, I almost always had enough time to catch shaking grass or swirling sand without getting interrupted by a random encounter. Of course, this is just from personal experience and I could just be imagining things.

Christos August 14th, 2014 2:17 AM

I don't really mind how high encounter rates are except when in caves or sea routes, especially if I don't have any Repels with me. Caves and sea routes are usually big, and since I like exploring maps carefully, frequent wild encounters put me off so I eventually just rush through the map.

BeachBoy August 14th, 2014 4:10 AM

Quote:

Originally Posted by Christos (Post 8400400)
I don't really mind how high encounter rates are except when in caves or sea routes, especially if I don't have any Repels with me. Caves and sea routes are usually big, and since I like exploring maps carefully, frequent wild encounters put me off so I eventually just rush through the map.

Agreed. I used to feel like it was fun to see if you could just survive a route back in the day (though Mt. Moon was always especially challenging for me as a kid because I always care about getting magikarp to Gyarados), and then there's so many pokemon that show up that it's more frustrating than invigorating.

Altairis August 14th, 2014 1:48 PM

Same, I'm always put off from exploring sea routes because the repels get used up so fast and the random encounters are so annoying. It's a shame because sea routes are usually pretty interesting, but I always want to get off of them as quickly as I can.

Nakasu August 14th, 2014 3:07 PM

I agree. Especially when traversing through Hoenn Victory Road. The Encounter Rates are off the charts! Repel's should be cheaper or more common around routes. The Encounter Rates and prices of Repels made it annoying to go through places like Mt.Silver which sometimes leads to stupid dead ends. I know that Repels don't work if your Pokemon is underleveled, but in Pokemon Black leveling up underleveld Pokemon through Trainer Battles was a pain. I would try to get to a Trainer but on every single tile I stepped on, instant Wild Battle.

Hiatus August 14th, 2014 3:14 PM

Quote:

Originally Posted by Altairis (Post 8400989)
Same, I'm always put off from exploring sea routes because the repels get used up so fast and the random encounters are so annoying. It's a shame because sea routes are usually pretty interesting, but I always want to get off of them as quickly as I can.

I feel similarly when it comes to sea routes, but have a ton of bad experiences with them, sadly. Every time I travel through these places (well, at least in most cases), I always find myself running into Tentacool. I personally find their cry to be sort of… strange, to say the least, and if their level happens to be higher than mine, you probably won't be able to escape, and they'd wind up poisoning you with Poison Sting.

Yato August 14th, 2014 6:55 PM

I swear I always get low encounter rates when I actually want to find Pokemon but get high encounter rates when I don't + lack Repels on me. The latter is usually the case when I'm in caves or water routes; I'm bombarded by Zubats and Tentacools every few steps I take x_x Of course, encounter rates in JRPGs frustrate me in general (thank you Bravely Default for having an option to adjust the encounter rate), so I'm glad Pokemon has an item that wards off wild Pokemon.

Hiatus August 15th, 2014 3:51 PM

pokémon have a mind of their own, and always hide when we want them to be encountered lol

Arc August 16th, 2014 3:02 PM

Except for Zubats and Tentacool. They seem to have an unhealthy attraction to us.

Hiatus August 20th, 2014 6:28 PM

Oh, wow, your signature is so amusing, Arc. I've never imagined someone using Lotad to water Thunder Stone. xD

Anyway, let's keep this thread moving, yeah? So, if you were ever given some chance to create a Pokémon game for Wii U, what would it be? How would its plot be? What are some features that it would be having? Would it be sequel to any previous home-console game, such as XD: Gale of Darkness and Colosseum?

Aether★ August 21st, 2014 8:54 AM

Really, an actual Pokemon MMO for Wii U wouldn't be a bad idea. This is what people need, and Gamefreak didn't satisfy some people still. Sure X and Y was innovative in many aspects, still lacks the MMO nature I would love to see in Pokemon game. You ask too many questions at the time Endless :)

Arc August 21st, 2014 11:30 AM

I did come up with an idea of an original Pokemon game back in the GT 2013, for the Game Design contest. Although, I had the 3DS in mind when I planned it, the Wii U would be a perfectly fine platform for it as well. Link to the post here.

Quote:

Originally Posted by Endless (Post 8408703)
Oh, wow, your signature is so amusing, Arc. I've never imagined someone using Lotad to water Thunder Stone. xD

I did cut out some panels, so I guess it does look like that, haha. But here's the actual full source on where I got it.

Hiatus August 21st, 2014 6:33 PM

An MMO for Wii U wouldn't be such a bad idea, to be honest. The console's got enough power to handle it all, I'm more than sure.

Aether★ August 21st, 2014 10:37 PM

Something like Pokemon Mystery Dungeon wouldn't be bad as well. Imagine for example Explorers of Sky with actual 3D graphics and awesome effects respective to WiiU graphics and I'm pretty sure the gameplay would be really good.


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