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A tale of Gyarados and a bunch of rats that don't care about exp, basically

 

Time to clear (Kanto): approx 7 hours

Time to clear (Johto): approx 5 hours + half an hour farming money in Kanto to prepare

Time to clear (Hoenn): approx 8 hours

 

Kanto:

 

Final team:

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Pewter:

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Cerulean:

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Vermillion:

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Celadon:

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Fuchsia:

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Saffron:

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Cinnabar:

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Viridian:

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Indigo1:

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Johto:

 

Violet:

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Azalea:

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Goldenrod:

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Ecruteak:

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Cianwood:

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Olivine:

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Mahogany:

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Blackthorn:

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Indigo2:

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Hoenn:

 

Rustboro:

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Dewford:

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Mauville:

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Lavaridge:

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Petalburg:

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Fortree:

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Mossdeep:

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Sootopolis:

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Ever Grande:

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Bugs:

 

There is a bug where switching after a KO sometimes sends in a Pokemon that has previously fainted rather than the correct Pokemon.

There was one instance where levelling up in a trainer battle did not yield an evolution prompt after the battle.

Multiple movement tiles now calculate at the same time and result in the player moving diagonally; the vectors seem to be summed.

 

Overall Thoughts:

 

There is nowhere near enough EXP to not play like a total rat, but Pokemon is an easy game where you can abuse a number of multipliers and interesting game mechanics to win for free. Early to mid game felt fine, but lategame EXP is about a fifth of what it should be and became very noticeable after Saffron. The traditional grinding spot in Victory Road yields approximately 1000-2000 EXP per battle, which is frankly a joke. This level of difficulty is fun for me because it allows me to justify abusing the AI with Sturdy + Rocks + Thunder Wave + Flash + Intimidate + Eerie Impulse into +6 into win, but is not realistic for casual play whatsoever. People cannot be expected to relog four times against Giovanni's Mewtwo for a full paralysis turn to Curse with a level 20 Gastly and trivialize the fight.

 

The EXP share is great QOL and let me level Electrode from approximately 20 to the 40-45 I needed while clearing Victory Road without extra pain. The EXP bar also seems to be a little quicker, which is nice. I do appreciate the ability to evolve in general as looking forward to these power-spikes is part of the charm of the genre. Overall, just fix mid-late game EXP and it would be a lot better.

 

Some routes in Johto have level 15 wild spawns and level 40+ trainers, further exacerbating the situation and effectively creating a limited EXP pool in the region. The clear would not have been possible (without a painful grind) without bringing the single copy of the Swords Dance TM available in Kanto and picking Totodile to abuse Surf + Ice Beam + Dig earlygame and Swords Dance + Agility + Ice Fang + Earthquake lategame to bypass the deficiency in raw stats and levels. Also, Feraligatr sucks in comparison to Gyarados, and switching out and setting up approximately four times for a Smokescreen miss from a certain Skuntank was not very fun.

 

There is significantly more EXP available in Hoenn, though it is not enough, and does not redeem the region in any way whatsoever. I was evidently happy to consign the memories of the atrocious Jackson-Magma-Aqua storyline to an abyss where I'd never have to contemplate it again, but... the entire region's story should be looked at for a rework. The sheer amount of backtracking and unnecessarily repetitive combat against grunts that pose no real threat while simultaneously draining resources (on this rework, you are perennially underlevelled if you care about your sanity) is an unreasonable chore. Mt. Pyre in particular no longer fits with the apparent design philosophy of the current team - after all, the trainers there can still be skipped using the relog exploit, indicating they weren't touched in recent reworks - as a device where previous Scripters evidently hoped to bore players to uninstall. Similarly, the monotony of the three raids on the Weather Institute, Magma Hideout, Aqua Hideout, and Seafloor Cavern fulfill no real gameplay purpose, and many areas simply have too many trainers for no reason. The difficulty curve in general is also completely out of sorts - Deoxys is capable of wiping a team; Brawly, Wattson, Norman, and Winona are significantly threatening... while the final two gyms fall over to a Masquerain 20 levels behind curve and the Elite Four is an utter joke. Regarding the subject at hand, it's likely possible to raise 3 Pokemon with all the trainer battles available in the region, but it would be quite a painful experience. The EXP Share was sufficient for keeping Electrode and Masquerain serving their respective purposes to allow for Quiver Dance + Baton Pass to make up for Swampert's lack of raw stats.

Edited by Idkup
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Thanks to MadFrost for the signature!

KANTO FINISHED

 

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Feedback

Lets start with Bugs:
I experienced a few bugs when it came to the switching after a KO. Where it sent in the wrong poke, mostly the poke that died recently.
The vectors in Rocket Hideout was a complete mess where you didn't stop on the ''sand'' or whatever it is. You just kept rolling around.

My OV. Thoughts:

First of all i would love to kick of by saying that the EXP gathered and taken is a bit to low.
It makes it very hard to go thru some places at the game. For example: Rock Tunnel & Fuchsia + Saffron Gym.
The beggining of the journey was completely fine imo but the longer you went a huge difference in earned EXP changed in comparison to what you were facing.

EXP. Share:
Worked imo extremely well mid game and close to around 40-50 lvl.
Really liked the share when it could lvl up some low lvls while u had high lvl mons to sweep copycats and so on.


My only advice would be to change mid-late game. If that gets a little bit ''easier'' it would run much much more smoothly and you would score a ''Stunner''!

Thank you for doing this and I will be back with more the second I finish Johto!

Dear Regards, GP! :PikaLurk:
 

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Before E4 Kanto

 

Before Lorelei

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Before Bruno

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Before Agatha

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Before Lance

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Before Gary

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And finally, after beating Gary

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I tried to play like a newbie would, with a random multi-colored team until gym 6, where it got incredibly hard. XP gain after Fuschia got really hard, so I ended up using the traditional gyarados set - up mons. I strongly think the xp gain must be buffed in the mid - late game part, as I think new players will find it really hard.

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