>>719829767
>basic attacks
its was pretty much only a thing around when the game launched, but it was the "normal" opinion, people would just deny any criticism on removing them as how they were useless, you can look at online discussion around the time of the launch and see it, was crazy to me.
>pushing
pushing allies is fine, its definitely stronger than swapping, but its not that big of a deal
pushing enemies was very exploitable and let you basically just force enemies to be outnumbered in many situations and made corridors of enemies far less dangerous.
together pushing is just very strong and made the game significantly easier if you were willing to exploit it, especially in the lvl 1 (or lvl 5 in this game) challenge dungeons
>accuracy speed
yeah I wasn't a fan of how strong they were in the originals so I like that they are toned down
not everything was a change for the negative
>hunger
the original also had swapping to have more bellies
the main difference was how long belly lasts, what gives it, and being able to increase it.
the fixed belly of 100, instead of being able to increase the max for that dungeon, which made extra food you didn't have space for wasted far less and made management far easier.
how long each belly lasts, each belly was 10 steps (so 0.10 a step) in blue/red, while you lose 0.15 belly a step in dx, which is a 50% increase in belly usage.
add in that blue/red had far more smaller belly restoration options, with every seed restoring 5 belly vs 2 in dx
dx also drains more health while at 0 belly (1 vs 3)
combine all this with the lowered passive health regeneration and it very much changes the game
it pretty much makes the tight belt even stronger, where before it was a strong item but you could lose a good held item, now its even more powerful.
add in the mega evolution/awakening and the game is far more about just annihilating your opponents before they even hit you and reduces viable strategies.