![]() ![]() I suppose I can throw my cap in and explain what I meant earlier (I'm getting a little busy due to school so I don't always have time to respond). However, there is technically nothing stopping people from doing this already totally legitimately if they're willing to spend an extra hour or so at the grand hall/Indra. That said, making it easy to grind to level cap would make the game significantly easier-having lost a file and had to play through from a backup 6 gyms back, using the debugger to put my mons at level cap trivialized most encounters. It feels like I'm expected to do all the sidequests and very sparsely use repels, especially in Episode 17 content where there are very few random trainers (Titania's gym has like 5 trainers but each only have 2 pokemon, then there's a few random dudes hiding out in the desert). Once you get into Route 1, trainer density between major battles goes down despite requiring more battles to level up relative to lower levels. Personally, I feel the EXP problems stem from the lack of random trainers in the second half of the game. ![]() Episode 17 reduced money gain by something like 70-80% which makes this no longer viable, so even just using 6 pokemon you'll have to grind Grand Hall/Indra to not be mid 70s going into Titania, which is super unpleasant unless your team is basically ideal. My experience only using teams of 6 non-rotating (I have nearly 20 different files): In Episode 16 the EXP curve/grind was fine because we got so much money that one could spend a majority of it on Rare Candies and avoid the grind that way. Just catch/breed mons that you're gonna actually use for the story. ** This is not a fully inclusive list.A good solution is not having a rotation team composed of 4 generations worth of pokemons.
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