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Finished my Super replay and honestly didn't like it much. For what it's worth, I liked it conceptually but the execution was botched.
>game incentivizes item use by underpowering the player. You have barely any HP and constantly get outclassed by generic dungeon mobs.
>game also encourages teambuilding by letting you ditch player/partner before postgame in missions
>Connection Orb lets you get guaranteed mons for completing missions
>but no dupes means no alternate moveset/ability kit experimentation, which isn't too great for single-mon lines that have no overlap
>Experimenting is costly because changing abilities costs tokens and tutor moves are postgame and pricy
>break system in theory tries to prevent stagnation/using the same 3 mons, but even Pokemon you don't use go on break which leads to being unable to make teambuilds you want
>player/partner never go on breaks meanwhile so you end up just using them anyway
>dungeon mobs refuse to approach if they have ranged moves, meaning they'll consistently distance themselves and get in line-range to snipe you (this also ends up making the tutorial for using the A attack to approach a lie)
>Speed stat and its mechanics means you more or less miss everything since you're slow throughout the game
>long winding hallways that eat at your belly meter, even early-game which makes every dungeon a marathon
>meanwhile the items (specifically, the wands) you get have line-range and have effects like petrify, sleep, multi-enemy warp and petrify AND warp, along with movement wands that let you zip across rooms in one turn and ones that show the stairs
>all this combined means every encounter is solved by spamming overpowered items to dodge everything instead of actually engaging in combat and strategizing teambuilds (which the game also expects you to do) since fighting things is always a losing battle.
>game in general doesn't respect your time, 5 continent travel and connecting with people take a ridiculous amount of time.