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Pokemon Sun and Moon Hopes and Speculations!

We have had a lot of multi-typed Champions. While Lance and Steven claimed to have specialized in Dragon and Steel, the former mainly had Flying-types while Steven also had Rock-types. Heck, even Iris was a Dragon specialist but mostly had Pokemon from the Monster Egg Group. The only real monotype Champion to me was Wallace.

Knowing me, we'll likely get another multityped Champion.
 
And please let the Elite 4 and Champion getting pokemons who hold items. The only items they holded in ORAS and XY were the megastones.
 
And please let the Elite 4 and Champion getting pokemons who hold items. The only items they holded in ORAS and XY were the megastones.

Black 2 & White 2 had Iris use a Haxorus holding a Focus Sash, which meant you had to try and be able to withstand its powerful Outrage or use a multi-hit move to break it. It added quite a great deal of challenge to her as a Champion.

And in Challenge Mode, the entire Elite Four used held items on all their Pokemon, ones included Quick Claw Bisharp, Life Orb Metagross, Flame Orb Conkeldurr (part of its strategy to trigger Guts) and a Choice Scarf Chandelure. Some others also held Leftovers, Muscle Band, Wise Glasses, Expert Belt and even type-boosting Gems.
 
I'll agree with this. I was quite disappointed in Gen VI only have Sylveon, and one of my biggest gripes with Gen V was the complete lack of link to previous generations. It just doesn't feel like Pokemon if it doesn't tie into previous generations in some fashion. I'd like at least four or five evolutions or pre-evolutions of past generation Pokemon in these games, to provide that solid link with the past. It gives a nice sense of continuity.

That's actually what I really enjoyed about Gen V was the completely fresh feel to the Pokedex. It was new and it had a ton of cool Pokemon. I enjoy links to previous Pokemon, but I hate when they overdo it. Gen IV comes to mind - I hate all of the evolutions to many of the Gen I and II pokemon. Lickilicky especially. It's horrendous.
 
But I fear with Gen 6+ the games will not be as challenging as Gen 5.

Masuda actually had a reasoning as to why 6th Gen was significantly easier, because he mentioned that people are busier these days and don't have as much time on their hands. So that's where they had to make some stuff faster to do, and one of those was the unfortunately broken Exp. Share of 6th Gen. I could imagine more stuff becoming easier in Sun & Moon if they really are keeping up with growing trends.
 
Five biggest hopes in order:

1. No HM's, but rather have abilities. I know this is popular among this community.
Instead a Pokemon can just learn for example "Surf, or Cut" and have it not take up a move slot.

2. Branching Story Paths

3. More Post-Game Content, similar to Platinum

4. Differnt Type Combinations For Starters

5. The Return Of Team Rocket!
 
That's actually what I really enjoyed about Gen V was the completely fresh feel to the Pokedex. It was new and it had a ton of cool Pokemon. I enjoy links to previous Pokemon, but I hate when they overdo it. Gen IV comes to mind - I hate all of the evolutions to many of the Gen I and II pokemon. Lickilicky especially. It's horrendous.
It's a difficult thing to balance, I suppose - Gen VI was too little, Gen IV was too much (although I loved Gen IV I will agree they probably overdid it just a tad) and Gen V just cut ties to everything and did its own thing. Which is a perfectly valid approach, but I prefer that continuity, plus it guarantees that there are at least one or two Pokemon I will enjoy using. I really struggled to put a team I liked together in Gen V, because I disliked all of the Pokemon along the earlier routes. I guess it's all a question of aesthetics, which is difficult to gauge when you don't know what the designs will be.

Masuda actually had a reasoning as to why 6th Gen was significantly easier, because he mentioned that people are busier these days and don't have as much time on their hands. So that's where they had to make some stuff faster to do, and one of those was the unfortunately broken Exp. Share of 6th Gen. I could imagine more stuff becoming easier in Sun & Moon if they really are keeping up with growing trends.

A lot of people have said this now, so it's not really directed at you specifically (you just happen to be the most recent person who said it, haha) but I just cannot get behind this idea that a game is easier if it is less time-consuming...the level-up system is exactly the same. Levelling up faster doesn't make the game easier; if you got to the same level in an earlier Pokemon game you'd still be able to win with minimal difficulty. If you didn't train at all you'd still get curbstomped. It just takes slightly longer in earlier games, but it's not harder to get there or anything, though.

I'm probably in a minority here in that I would love it if they kept the Exp. Share as it is, though. I'd like that option of being able to rapidly reach higher levels (especially if I'm catching something late game and want to bring it up to speed with the rest of my team) without having to invest hours into it. Maybe I'm just getting lazy in my old age; god knows training in Yellow is making me play it a lot less than I otherwise might. But I don't see why people feel they HAVE to use it.
 
It's a difficult thing to balance, I suppose - Gen VI was too little, Gen IV was too much (although I loved Gen IV I will agree they probably overdid it just a tad) and Gen V just cut ties to everything and did its own thing. Which is a perfectly valid approach, but I prefer that continuity, plus it guarantees that there are at least one or two Pokemon I will enjoy using. I really struggled to put a team I liked together in Gen V, because I disliked all of the Pokemon along the earlier routes. I guess it's all a question of aesthetics, which is difficult to gauge when you don't know what the designs will be.

A lot of people have said this now, so it's not really directed at you specifically (you just happen to be the most recent person who said it, haha) but I just cannot get behind this idea that a game is easier if it is less time-consuming...the level-up system is exactly the same. Levelling up faster doesn't make the game easier; if you got to the same level in an earlier Pokemon game you'd still be able to win with minimal difficulty. If you didn't train at all you'd still get curbstomped. It just takes slightly longer in earlier games, but it's not harder to get there or anything, though.

I'm probably in a minority here in that I would love it if they kept the Exp. Share as it is, though. I'd like that option of being able to rapidly reach higher levels (especially if I'm catching something late game and want to bring it up to speed with the rest of my team) without having to invest hours into it. Maybe I'm just getting lazy in my old age; god knows training in Yellow is making me play it a lot less than I otherwise might. But I don't see why people feel they HAVE to use it.

I kinda liked how 5th Gen did things a bit differently, and I can see your logic on why 4th Gen was overloaded with features and 6th Gen was the complete opposite. I never found putting a team together in 5th Gen that difficult, but that may be just me.

And for a moment I was worried you were directing stuff at me... but 6th Gen returns to the gens before 5th Gen in terms of levelling, while 5th Gen gave you drastically less as you got higher (which was one of the few features I didn't like from 5th Gen). Part of what made you gain EXP quicker in 6th Gen was the fact EXP was gained when you caught Pokemon as well.
 
I kinda liked how 5th Gen did things a bit differently, and I can see your logic on why 4th Gen was overloaded with features and 6th Gen was the complete opposite. I never found putting a team together in 5th Gen that difficult, but that may be just me.

And for a moment I was worried you were directing stuff at me... but 6th Gen returns to the gens before 5th Gen in terms of levelling, while 5th Gen gave you drastically less as you got higher (which was one of the few features I didn't like from 5th Gen). Part of what made you gain EXP quicker in 6th Gen was the fact EXP was gained when you caught Pokemon as well.
Yeah, as I said, it's pretty much pot luck regarding designs, and in my case I didn't like the starters, the early route normal-types, or the elemental monkeys. I flat-out refuse to use Pokemon I dislike, so I was stuck with my starter - which I didn't like - until I got my second badge I think. The fact that you couldn't trade at all until you got your first badge was quite irritating as well.

Gen V wasn't particularly challenging because of this though; it was just a mind-numbingly painful slog as you levelled higher. As long as all your problems in Pokemon can be solved by overlevelling, I don't think the games will ever be truly difficult. It can FEEL harder, because you're spending an awfully large amount of time getting to a place you could get to a lot faster in other titles, but it isn't really difficult persay. I guess I can't see why people wouldn't prefer faster EXP gains when it means they can get the training out of the way and explore the rest of what the game has to offer...it seems contradictorary when these people are the ones who complain about level grinding.

I didn't think the EXP gain from caught Pokemon was necessarily a bad thing; in fact it was probably quite a nice addition if you didn't use the EXP Share. On top of the EXP Share it felt like overkill, but it's a feature I hope they keep going forward; in the earlier stages of the game particularly where you're trying to flesh out your team it's quite a handy thing to have.
 
I didn't think the EXP gain from caught Pokemon was necessarily a bad thing; in fact it was probably quite a nice addition if you didn't use the EXP Share. On top of the EXP Share it felt like overkill, but it's a feature I hope they keep going forward; in the earlier stages of the game particularly where you're trying to flesh out your team it's quite a handy thing to have.

I found the annoyance of needing the first badge before trading in 5th Gen as well, but with the added EXP gain when you catch Pokemon in 6th Gen it actually made me want to catch a lot of Pokemon, even if I was overleveled (but I didn't care about challenge so yeah). In X I was actually able to get my planned team completed even before I took on the second Gym (my last team member was an Eevee which was only on the nearby route) while in AS it did take me a bit longer (I wanted Altaria and Camerupt so it went a bit slower-paced) but thankfully my first four of my mains, and the filler Linoone and Beautifly I had before adding the final team members did me well in that time.
 
I found the annoyance of needing the first badge before trading in 5th Gen as well, but with the added EXP gain when you catch Pokemon in 6th Gen it actually made me want to catch a lot of Pokemon, even if I was overleveled (but I didn't care about challenge so yeah). In X I was actually able to get my planned team completed even before I took on the second Gym (my last team member was an Eevee which was only on the nearby route) while in AS it did take me a bit longer (I wanted Altaria and Camerupt so it went a bit slower-paced) but thankfully my first four of my mains, and the filler Linoone and Beautifly I had before adding the final team members did me well in that time.
Yeah, I hope Sun and Moon follow in XY's footsteps in terms of the variety of Pokemon on offered - routes were overloaded in some cases, but that meant it was a lot easier to put a satisfactory team together, and you had plenty of choice...unlike in Gen V, where you had hardly any choice at all.

The two gens seem to be parallel extremes of one another, so hopefully Sun and Moon will take a comfortable middle ground - variety in Pokemon available, and a slightly more stable EXP growth rate. The diminished returns of Gen V would actually complement the growth rate of Gen VI perfectly: you'd be able to level up rapidly, bring your other Pokemon up to speed quickly because of the EXP Share and capture EXP, and if you wanted to level up beyond that it wouldn't feel quite so arduous.
 
I actually did the Battle Chateau 100% even before getting the second badge, I kind of steamrolled the rest of it since my Pokemon ended up around level 70 at the second gym.
 
Things I hope they put Sun and Moon is
  • A Dark Type Gym Leader
  • Elite Four be a combination of Fairy, Grass, Flying, Rock, Electric, Normal
  • Make the exp system similar to how it was in gen 5
  • Have two types of exp shares - one like the Gen VI exp share where all get exp and one where its a held item
  • a Multi type champion that is difficult to defeat
  • A rival similar to Blue/Green
  • Some kind of character customization
  • More fairy type moves and pokemon
  • Conests or the underground from sinnoh
  • Maybe something like the Pokewalker from HGSS
  • And a Gen VI Mega Evolution
 
Things I hope for:

1. Difficulty Option - I want my battles to be more than hitting something 1-3 times so that it faints. Pokemon have always been too weak, including unfortunately, Legendaries.

Type advantage would need a huge rebalance as it's far too overpowered. Ever since I was a kid I played a "single mon per gym" style, for example. This means that as long as you have a type advantage on that gym, you can beat it entirely using only that single Pokemon. I used to play this way to catch up stragglers on my team in levels. "Hm, my fire type is lagging behind, I'll let him solo the entire Ice gym".

Trainers/Gym Leaders/Elite Four should always have access to items just like you. The fact that even the "highest ranking" trainers use, at best, two items just makes them seem absolutely incompetent. You always have access to an abundance of potions, stat boosts, etc, yet the trainers in that same level range do not? Makes no sense.

Elite Four members need to no longer use same-type teams. This goes in line with the type advantage's critical flaw and making "powerful" opponents look like they're fresh out of their hometowns. Any competent trainer is using a mixed team, not a single-type one. Training wheels should be taken off for the highest level of competition.
Items against the Elite Four/Champion will also be restricted. You may only use what you're provided. Example: 5 Revives, 20 Super Potions, etc is all you get for the entire thing. This puts more emphasis on building proper teams and less item dependency.

Better enemy AI, including wild encounters. Pokemon are more likely to combo attacks, avoid using less effective moves unless they have to, etc. Trainers will switch out if a better option is available to them, just like the player is often going to switch out their Grass-type when the opponent has a Fire-type.

2. More fleshed out game content - I'm honestly tired of the bad post-game Pokemon games have. I don't want any more luxury resorts as a reward for beating the Elite Four. The Elite Four shouldn't even be as low level as they are. The last 40-50 levels in Pokemon seem wasted every single time. Either structure the game so the Elite Four are upwards of Lv80-100, or actually provide challenging, rewarding (exp and so on) content after you beat them. Though, the best idea is to just make the Elite the absolute end-goal, since it honestly doesn't make much sense that there are so many trainers in these resort areas, because that implies they're all champion-level. I doubt that.

Make it so the game isn't just about going from gym to gym. There should be more along your journey than just gym towns, that way you progress enough and see so many different Pokemon before finally reaching the Elite. You can have "side quests" be part of the main experience. Instead of the next thing on your list being "the next gym", it could be helping this group of scientists with their research, which leads you to __ Island, and you encounter all sorts of things there. After everything you go through there you eventually return to land and progress to other towns, which still don't have to be gym towns.
I want the game's progression to feel more organic, and like a huge epic adventure rather than just going on a gym-tour. I think the adventure aspects feel better in the anime from what I remember, as an example. More things happen along the way to the gyms and whatnot than the games offer.

3. Fewer Mega Evolutions - This is a neat concept, but it honestly feels more like padding than proper content, especially since some of them are still quite bad and anticlimactic because of it. It's also wasted on Pokemon that were already great to begin with, while the many Pokemon that could actually use a boost get nothing whatsoever.

4. Day/Night cycle like GSC - This isn't huge but it'd be a nice return, and fitting with the "Sun and Moon" theme.

5. Tone down HM dependency - Wasted slot in your team, or wasted slot in a Pokemon's moveset. Abilities like those should be inherent ones in Pokemon anyway. A Water Pokemon should always be able to "use Surf" in the field without needing to know a specific skill, for example. Could even get creative with that and have flying/levitating Pokemon be capable of taking you over water as well; burning down shrubs instead of needing Cut. This way at the very least you have more options to get through things instead of needing one specific skill/Pokemon as much.

---

Overall though, I just want a whole new place with a brand new attitude. A place where I feel like I kind of still have to catch them all and be the best that I can be.
 
I hope that they make the Big Bad a mystery from the get-go this time. We all knew right away who Lysandre was(his planning to wipe out Kalos was the real shocker). The best example that I can think of is how they played up Es Cade in Pokemon Colosseum. I remember being taken by complete surprise when he revealed himself to be the true leader of Cipher. Yes, that was a side-game not created by Game Freak, but I hope that they can take some pointers from that.
 
I wouldn't mind a twist along the lines of Giovanni where the final gym leader isn't currently at the gym but is actually apart of that the evil team of that reason not necessarily as the boss but at least high up the in the food chain of the team
 
I wouldn't mind a twist along the lines of Giovanni where the final gym leader isn't currently at the gym but is actually apart of that the evil team of that reason not necessarily as the boss but at least high up the in the food chain of the team

Or have more than one Gym Leader; IIRC wasn't there quite a few Kanto Gym Leaders and even E4 members that were originally members of Team Rocket in one of the manga series? I remember Lt. Surge and Sabrina being amoung them. I think it would be an interesting change of pace, since they done it with Malva in XY... so why not include more than one member of the whole League system of the region?
 
Or have more than one Gym Leader; IIRC wasn't there quite a few Kanto Gym Leaders and even E4 members that were originally members of Team Rocket in one of the manga series? I remember Lt. Surge and Sabrina being amoung them. I think it would be an interesting change of pace, since they done it with Malva in XY... so why not include more than one member of the whole League system of the region?

It was the Pokemon Adventure Manga and it wasn't just Lt. Surge and Sabrina but also Koga and Blaine as well. And I reckon something like Malva would be good.
 
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