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Nightmare casino poor design


Linark

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So, I'm already having some issues in rejuvenation, compared to reborn. Even when it feels "easier" than Reborn, Reborn feels much more keen on creating inteligent challenges, while Rejuvenation is just a "derp derp lets put more pew pew". F.e, Thunder raid on the electric badge was just insanely overpowered as a move and the only challenge it provided was "get a faster pokemon or die". 
I'm now in the Nightmare casino were you must challenge random trainers with Ultra beasts and Legendary dogs in their teams. That's already scary enough. The problem is that the battles are random between 3 trainers which would require COMPLETELY different set ups. And as they use legendaries, you can't just go by with random mons: you really need counters, specially for some of the legendaries they can use, like Entei or Nihilego, which will kill most of your mons with ease. In the end it's a damn gamble were you quick-reload until you get lucky. It adds nothing to the game as a tactical challenge and keeps the "pewpew" artificial difficulty so usual in Rejuvenation. Bets reset also between battles, so if you are a fast typer you'll miss it and fight a pointless extra battle

The game would seriosuly improve if some mroe thought were put in battles.

 

Edit: With this post I'm not saying it's too difficult or not doable. It clearly is (specially if you are lucky with the match up). The complaint is about the way they are handling battles. With the abuse of toxic and bounce it was quite easy...just not very interesting.

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I had zero problems with this area. I swept them all second try. Like the fights are free if you have good mons and go in with a varied three Pokemon. If you (unlike me) allow yourself to use items or play on set mode then the fights will be pretty trivial if you have decent and varied Pokemon. 

 

Honestly, the Aelita mirror match was harder for me, since I play with no items + set mode, it was basically "win the speed tie or lose", which sadly a lost the speed tie something like 5 times in a row before I won... 

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On 2/10/2022 at 1:33 PM, Pokeman54 said:

Personally I didn't find the nightmare casino hard, I did it on my first try. But I was surprised to see that other trainers used legendaries.

I didn't find it that hard neither, but because I was lucky to train some mons that worked well there. That's why I said it's more about how many battles are handled. Would love more encounters that make me think like in Reborn, instead of just power battles. 

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Nobody is really going to take you seriously until you mention the team you used.

 

Also while there is clear inspiration this game is different then Reborn. Rejuvenation is way more open to you regarding encounters then Reborn. At the same time grinding a whole new team will take less than 10 minutes as opposed to Reborn. 

 

I do agree some battles are unnecessarily difficult but this is does not feel one of them.

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  • 2 years later...

With switch style and and items it's not hard (by the way, did you know Revive resets Mimikyu's Disguise?), but with set style and no items, if you build a good 3v3 team that uses the chess field well, you can probably pull through, but realistically, build for one matchup and F12 'till you roll is your best bet. That it happens while you're locked in GDC, so you can't exactly travel around the region to build the perfect 3v3 chessboard team doesn't help (seriously, the GDC arc existing is more than a good reason to catch any new pokemon on sight).

 

Anyway, I find the gym battle, which happens immediately after, to be way harder.

 

Reborn does do creative stuff time to time (like PULSE Camerupt), but there the difficulty most of the time is from PULSE having absurd stats, PULSE2, opponents abusing the field so that everything OHKOs every possible counter, and hellish gauntlets, and the game throws 6v12s at you like they're rice and you've just got married. Currently, Rejuv only has one hellish gauntlet, and it's a Paragon exclusive.

Edited by dudeguyman
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As a veteran of Intense mode/no items/no switching from v13 where they had the same set up, they're mostly there as a test of skill. The gym after that was the land mark for how much more difficult the game was going to get, and if you couldn't handle beating down some C tier legendary beasts and ultra beasts, then you weren't ready for the butt kicking the future boss fights were going to bring out(v13 Intense mode Souta had a T-Thundurus for crying out loud and that wasn't even his strongest). It meant you needed to stop and think about what you were bringing to the table and probably train more stuff for variety.

 

They're a relic from when the game was "harder" but also still a good bench mark for future fights. It only goes up from here and if you don't have any passwords that make the game more difficult then really they shouldn't be as much of an issue if you're catching and training a large variety of Pokemon. If you're only running a handful of your favs I can see it being an issue but that's ultimately a you problem not a "the game isn't handling the fights well" issue.

 

The ONLY issue I see with this set of fights is: well for being a bench mark on whether or not you need to raise more Pokemon, your options are fairly limited to say the least. It's a little bit of "too late to fix it now" kind of thing because you do not have access to the mainland so if you haven't been catching Pokemon you are stuck with whatever is in GDC, Route 7, and adjacent areas. If you missed and items or TMs, you're out of luck until after multiple VERY difficult boss fights(at least how it was in v13 Intense, in 13.5 the fights can be almost trivial without difficulty passwords, even on Normal mode). Great now I'm making myself nostalgic for v13 lol

 

TL;DR They're just there leftover from the v13, they may be changed in the future. Remember v13.5 isn't a full version update. 

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