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Anonymous /v/715342686#715351283
7/13/2025, 3:13:41 PM
>>715343259
PMD annoys me a bit because the fundamentals of being a Pokemon x Mystery Dungeon crossover peaked with Explorers, and every game after muddies the water. Wiiware had the game be defined by the tower system, Gates cutting most of the roster creating less enemy variety, but Super's especially frustrating since it tries to be more gameplay-oriented to the point of also incorporating some usual MD-isms without considering the consequences of adding those to a Pokemon-styled game.
>the break system, which was meant to encourage teambuilding, ends up strongholding who you want to use since anyone can be unusable at any given time
>this can be bypassed by going into a dungeon and immediately giving up, causing the ingame days to pass, making it pointless tedium for the sake of
>enemies in dungeons with meta progression tend to be inflated statwise so you get instagibbed if you let them do anything, and will also prioritize range making mons without ranged attacks sitting ducks
>to counter this, the game gives you wands (paralleling Shiren's staffs) but due to how good their abilities are, the game devolves into spamming wands to get the broken enemies off your back instead of actually engaging with any of the Pokemon moves and mechanics
>IQ skills and dual abilities, which were originally used in PMD to give almost every mon a unique role, are gutted, leading to many species being homogenized and redundant.
>the Connection Orb system preventing species dupes means experimenting with team builds is also harder, since you now have to change a character's move setup and ability back and forth rather than getting a second one to use for a different purpose. Especially egregious with Pokemon like Smeargle.
>Level 1 dungeons are now Level 5, but Pokemon levelup pools are so bloated now move-wise that getting the right kit for these dungeons relies on RNG rolling the right one for you for a good chunk of the cast.
At least Shiren's still solid.