it's somewhere between porygon2 being usable in OU and chansey
because kawaii desu ne??
uh the biggest problem for me is the 'soon' deadspace. without trying to call anyone out (and it's been the case with a few people here and there) i can get pretty annoyed when i'm continually assured that something is going to be done "soon", or regularly, or by a certain date, and it just doesn't because reasons
au-dunno. you must be at least this team-varied to get on this grind.
it wasn't really bad tbh, just unpolished. and parts of the game still are frankly, but it was recognizably the same game minus some features that made reborn stand out like the level cap and field effects.
the sad part is it's not too far from that
I'm not sure I would call the issues I had a 'sickness' even though I saw others were. Frankly nothing like a cold is going to stop me from doing stuff. But when people were saying I was sick it was because of my hands. My hands were totally fine for a spell, though the past few weeks they've hurt on and off. Nonetheless, at this point i'm 100% sure it's not due to overuse like I originally thought it was so I ignore it as best I can.
Good question! Reflecting on it a bit, I think mine has to be freeing Heather + the entire chase up Ametrine mountain. There's a few things that I think are done pretty well here.
First, the audiovisual component of Ametrine is pretty much on point to what I had built up in my head for it.
Second, keen players will notice that I've adopted a pretty distinct pattern in the last few episodes of having segments that continually alternate battles and story scenes, as opposed to earlier parts of the game where it's usually like, battle-battle-battle-battle-battle plotlplotplotplotplotplot. Modern game design is able to seamlessly blend story and gameplay elements because in games like Borderlands you aren't stopping to read text boxes-- the characters are just talking to you while you're shooting stuff. In a game without voice acting this is entirely impractical, but alternating battle-plot-battle-plot-battle-plot takes it as close to that modern integrated feel as I think we can get. The chase segment exemplifies this.
Third, we get to see some pretty clear development in all of Heather, Shelly and Cal. But more than that, in the case of the latter two, that development is expressed in ways besides just dialogue (referring to the changes in the teams they use). I like to think that most players pick up on the significance of Cal sending out that Medicham, or the fact that Shelly goes from having a Pokemon named after her one friend, to a whole team of Pokemon named after friends she's made. This will probably sound dorky since I made it that way, but that makes me tear up, even now. That is what I believe really sets this section apart.
Finally, it has replayability in both story and gameplay between the two routes in that section (and I happen to think the variance in the gameplay is pretty clever since either way everyone has the same teams, just it ends up being more difficult one way because of the order your partners come in).
Runner up would be the scenes you're travelling with Titania in the WTC for many of the same reasons + it has a pretty interesting puzzle (the one major thing ametrine lacks) ++ it's I think the only section in the game so far where you're cooperating with another character not just by battling, but in solving puzzles too.
Confirming the bug thing.
In line with the above I think my favorite is the music in Ametrine, which was a remix of Snowbelle City, a song I loved in the canon games too.
Other days I might say it's the wasteland music though.
EDIT: ah, i was ninja'd. took forever, deserved it.
I'm keeping my distance from Redemption because I have this urge to nitpick everything based on my experience with Reborn's League.
As for afterwards, check this: http://www.pokemonreborn.com/forum/index.php?showtopic=12032
I mean at the current pace, maybe not.