![]() a more structured and obvious soft level cap system (Adrienn is like 72-75, Titania is 77-78 as well as Amaria leaving a 12 level cap from the hard) overall higher exp yields to reduce time needed to grind (random trainers, wild mons, rebattable trainers, earlier exp share, lucky egg, etc) promoting the need to use different mons and swapping them up (right now you can beat the game once you settle with a static team) It's also hard to give suggestions as it grinds down to what someone wants to do but there's things that could be centered upon: ![]() Audino trainers will not resolve this issue. It's sad because there's so many really well made areas in the game that people have 0 incentives to try and work and explore those. Boring combat and big areas really don't go well together. This is a really detrimental factor to Reborn as it's heavily focused on exploration with the desert being the key highlight on top. The random encounters also really doesn't help (but it's a necessity for bigger games like Reborn due to heavy resource using). Add small amount of exp yields (post E15 is a bit ridiculous) and pathetically easy battles and it just all stacks together. Grinding takes too long because combat is boring. You say grinding takes too long, but everyone is skipping over the elephant in the room. These are bells and whistles that should be added to make grinding more enjoyable. I know some RPGs give rare monsters who drop really rare items, tons of gold, and exp but in modern RPGs it takes strategy to figure out how to take them down. You can add stuff to the game in order to help reduce the problem and issue that resides like a trainer with good exp, but the problem still exists. Personally from my standpoint adding a Blissey/Audino trainer is a bad move as it's merely addressing a problem instead of fixing it.Īddressing the problem is merely accepting that something is an issue. I suppose I can throw my cap in and explain what I meant earlier (I'm getting a little busy due to school so I don't always have time to respond). However, there is technically nothing stopping people from doing this already totally legitimately if they're willing to spend an extra hour or so at the grand hall/Indra. That said, making it easy to grind to level cap would make the game significantly easier-having lost a file and had to play through from a backup 6 gyms back, using the debugger to put my mons at level cap trivialized most encounters. It feels like I'm expected to do all the sidequests and very sparsely use repels, especially in Episode 17 content where there are very few random trainers (Titania's gym has like 5 trainers but each only have 2 pokemon, then there's a few random dudes hiding out in the desert). Once you get into Route 1, trainer density between major battles goes down despite requiring more battles to level up relative to lower levels. Personally, I feel the EXP problems stem from the lack of random trainers in the second half of the game. Episode 17 reduced money gain by something like 70-80% which makes this no longer viable, so even just using 6 pokemon you'll have to grind Grand Hall/Indra to not be mid 70s going into Titania, which is super unpleasant unless your team is basically ideal. My experience only using teams of 6 non-rotating (I have nearly 20 different files): In Episode 16 the EXP curve/grind was fine because we got so much money that one could spend a majority of it on Rare Candies and avoid the grind that way. Just catch/breed mons that you're gonna actually use for the story. A good solution is not having a rotation team composed of 4 generations worth of pokemons.
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