>>34349486The only reason it was hard in the past was because your own pokemon sucked so much dick. Gen 3 was hard as shit because nothing you got in the first third of the game, besides Shroomish, Abra, and Zubat, were good.
Come then gen 3 remakes, every single pokemon from the beginning of the game has been optimized to the point where you could have a party worth settling on before you get to Brawley.
In the earlier generations, the primary challenge was the fact that usually, most of your team were jobbers. You had maybe your starter and one other early pokemon that could actually pull their weight. It was exciting to see something new, because it meant a shitmon could be benched.
The challenge then was that your enemies usually had much better pokemon on their team than you had access to. They played by the same rules as you, but had better stuff.
Given that making pokemon shit again probably won't go over well, the answer is to make opponents stop playing by the same rules as you. We need to be facing evil team leaders with teams of ten different and well-leveled pokemon, legendaries and other boss battles with multiple health bars and buffed stats. Gym leaders with bullshit terrain and field effects that they abuse that you need to either brute force or puzzle your way through.
Ultra Necrozma worked as well as it did because it was the most cheesy thing that has been in a Pokemon game to date. There is a real chance that if you didn't check ahead, the team you bring to that battle will be wholly incapable of beating it, and you will be forced to go get a Magneton or an Alolan Muk or something to handle it. That's what pokemon needs. It needs to make teambuilding have consequence, not just be an autistic design choice. Now, especially with things like reusable TMs, held items with real effects, and a pokemon selection that breaks 100 a third into the game, there is no excuse for players to have a team of 6 pokemon as the only ones they use with regularity.