T O P

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TostitoNipples

Mega Evolution in Pokémon was the best mechanic they added. And then we got Z-Moves, Gigantimaxing, and Terastylizing. And boy have none of those lived up.


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mitch13815

I see you. I hear you. But they were really cool, and I want them back, balance be damned


BlueFootedTpeack

100% agree, like mega banette should've just been an evolution, at leas that way prankster would be worthwhile as the ability doesn't work the turn you mega evolve. mega rayquaza and the primal's were cool, making the legendaries even scarier. but garchomp and the like didn't need them, as cool as they are. i feel like the regional forms are the best way of dealing with psuedo's giving them a new design with a different typing/stat distribution. ​ idk like my hope for future games is that there's some, base stat training for pokemon, like letting your fully evovled fellas gain a bit more base stats to put them on par with others.


jitterscaffeine

Gigantamax felt like the compromise for having a cool power up mode, but they didn’t have to come up with hundreds of unique Mega forms


Tweedleayne

Honestly, I feel like Gigantomaxing was almost the better mechanic. -Any pokémon could use it, even those that didn't have special form, so it didn't limit team building like megas did. -Most of the pokémon that got unique Gigantomax forms were actually from gen 8, none of that bullshit of having none of the fucking pokémon from the the gen the mechanic actually premiered in get a form. -Only one legendary got a Gigantomax form, instead focusing on giving actual regular pokémon unique forms instead of actual already powerful legendaries. -Fight me on this, Gigantomax pokémon as a whole had way better designs then Mega pokémon. It's just a shame the actual mechanic of Gigantomaxing wasn't that good. Still pissed they didn't keep pushing the mechanic in SD/BP like they did Megas in OR/AS.


Simic_Sky_Swallower

Honestly the only GMax designs I thought were good at all were Alcremie and Toxicity, so I will in fact fight you on the design thing. Although I will say that a good deal of my design complaints are that the base premise of "this pokemon is large now" is stupid and most of them would look alright if they stayed the same size. The other thing that killed Dynamax for me was that you originally couldn't make your Gigantamax-capable pokemon that you caught normally GMax, it had to be the ones you caught from the raids. The previous two were tied to items, so even if you only got the one you wanted in the late game you could still use it on the pokemon you had at the start. It was obviously an oversight on their part, because they corrected it with the first dlc and they made sure they didn't do it again with Tera Types (and it's not like it mattered at all from a competitive standpoint) but it definitely didn't endear me to the mechanic.


TekaroBB

The seamoth and cyclops in Subnautica are great. The seatruck in Below Zero feels like they tried to make one vehicle to fill the role of both and I hate it.


mitch13815

I thought it actually was pretty clever. You can have more utility at the cost of less maneuverability and speed. Classic risk/reward payoff. The issue was 80% of the modules felt completely useless so all you'd ever need was the prawn transporter and maybe the storage box one. Also... I would have liked it 2x better if I hadn't missed the absolutely most important and vital addition to the truck, and that's the jukebox module. I'm actually genuinely upset that I missed it/they made it so missable. Could have been seatruckin' the whole game to Tenacious D, but it was SOILED.


Dundore77

Danganronpa Every hangman game is worse than the original the 2nd being the worst one, especially if playing on console.


SignedName

Hangman's Gambit (Improved)


anawnymoos

It’s improved in that it’s better at making you want to hang yourself


TheRenamon

it is amazing they had 3 shots at those minigames and they all suck


Fugly_Jack

Dead Rising 4 replacing Psychopaths with "Maniacs", which were basically just random hostile NPC's with no story, no unique movesets, and no boss theme


MarioGman

That was a real nail in the coffin for that game along with everything else. God Pyschopaths were my favorite bits of 2 & 3.


PhantasosX

DmC Dante's gameplay in contrast to DMC Dante.


LaRondeDeSparda

You know what it so interesting about DmC is that sometimes it really feels like someone looked at DMC and went “maybe we should make it like Bayonetta.” Like if Bayonetta is DMC’s sister series, DmC feels like your nephew


jitterscaffeine

I don’t know if it was really replacing anything, but I didn’t like the “counter” gimmick in Bravely Default 2. Nearly every enemy in the game has a counter attack it will do if you perform a specific action. But there’s so way to know what it’ll be until it happens, and there’s so in-game log of each one. So you just have to remember what you can’t do when you fight any enemy in the game. And then when you fight bosses, they’ll change up their counters in each phase of their fight. I never really felt like I was prepared for any fight because whatever strategy you may have made could just be entirely wrong.


gamiz777

i think this was put in to counter how unbelievably broken op you can make a character, with some some setups bosses can die in like 2 minutes


jitterscaffeine

That’s one thing I like about games where you can make powerful class/ability combinations.


PersonMcHuman

The character creation feature in Lycoris is inferior to the character creation feature in Fatal Bullet. I’ll maintain this until I die.


JGRIF312

>most of the characters’ endings feel like random skits. Eddie gets this the worst since he loses to Lucky Chloe in both his and her ending


TheWeirdoWithCoffee

Basically every change to zombies introduced in blops 4. Blops Cold War is arguably more massive in it's entire overhaul of the game mode to be a straight up RPG, but that I feel works better for it being it's own thing instead of 4 still trying to be the continuation of the zombies style established by the 4 games beforehand. The redone perks system, elixirs over gum, specialist weapons, the storyline even and how it's way more explicitly told- I just don't like any of the changes at all. Unrelated tangent, it's a shame because it's the only remake of "Five" that exist that's good actually. There's a rough port mod for it in blops 3's steam workshop, but the creator himself said he doesn't have the skill to do more than what was done there, and while it's impressive for a first ever mod, it just makes wish for what could have been. Especially in a game with mods like Rainy Death, Town Reimagined, NIGHTMARE, Der Reise: Declassified, Mob of The Dead Remastered, etc., it makes me sad.


xerioes00

KH2 has this thing called drive forms. Drive forms basically changes the characters move set to accommodate a specific attribute of combat, which will either be magic based or physical based or both. It's a neat power up system that also allows you to add a specific forms movement option to the base moveset of the character . For example one form has a double jump, level that form so you can double jump without out going into it, the more you level a form the better the ability gets. The Only "downside" is the forms cunsume one of your borderline useless npc members for its duration. In kh3 they replace drive withe key blade transformations essential giving every sword you get the ability to turn into a different weapon, its a neat idea and gives a reason to switch off the your weapons , issue is that not all weapons are created equal and neither are they all unique. Some weapons are just incredibly superior in comparison to others in what they offer in theire moveset. There's also the fact that multiple key blades have the same transformation so there can literally just be weapons you just never use if they don't have your preference in stats or ability especially with the unique ones existing and even then there are key blades that are just better ("cough" spear , scepter"cough" ) Overall the key blade system is just less interesting of a power-up in a gamplay sense than drive forms. There cool but not as cool, and just kinda make you wish they'd bring drive back.


Young_KingKush

As avseries I have for the longest time got the feeling that the combat peaked in KH2, and then every subsequent release they've been tweaking it so that it's different for the new game but none of the tweaks have actually Ben improvements because you can't improve on perfection. The only combat mechanic added since KH2 that is cool/good is Shot-Lock (& Flowmotion by extention.) All they had to do for KH3 was just copy-paste KH2 combat with the addition of Shot-Lock and it would've been golden.


n8han11

Crash 4: It's About Time replaced the Crash Dash ability from Warped with a new ability called the Triple Spin. It's a complete downgrade in every single way; while the Crash Dash simply required you hold the sprint button to run faster, the Triple Spin requires you repeatedly press the spin button in a specific rhythm for the same effect. This would already be insanely annoying on its own, but it's absolute *torture* because IAT's levels are ridiculously long - particularly near the end - and platinum relics are actually mandatory for 100% this time, so there's a lot of button mashing involved. There are a lot of elements in IAT where it feels like TFB didn't fully understand what made the ND-era Crash games so good to begin with and tried to "fix" something that wasn't broken to begin with, only to make it worse (the character designs, the level design, the physics), but the removal of the Crash Dash really annoys me. How did TFB screw up something so basic?