>>37427028It's not good game design to have your game be piss easy right up until the 11th hour, then force the player into a scenario where they go up against a 754 BST legendary that's 10 levels above their whole team and starts the battle with stat boosts across the whole board. That's just a random slap in the face. There's no way you can really see it coming, so you can't strategize very effectively outside of "burn up all my full restores/revives while toxic stalling" or feeling like you have to turn back and grind because the game conditioned you to believe that there would never be any real roadblocks, because the game goes out of its way to pamper the player and teach them that they're exceptionally talented without having to do anything special to deserve it. The finest fights in the Pokemon series (and the ones with the most rewarding sense of difficulty) are not those when you have to send one party member after the other into a slaughter against one highly overpowered foe. It's when you're facing trainers who also have a party of six strong and evolved Pokemon just like you, diversify type coverage and account for weaknesses just like you, carry four useful moves per Pokemon and utilize held items just like you, and have access to their own healing items just like you. Fundamentally, Pokemon is at its best when the player is essentially fighting their equal; a well-composed and prepared team. That's when the challenge becomes "how can I outmaneuver my enemy in a skillful way" instead of "how many more levels do I have to grind until Necrozma stops OHKOing me on turn 1"
I'm not saying it's an insurmountable fight, and I'm not saying that people can't enjoy when games randomly bend them over on the table and fuck them from behind, but it just feels really inappropriate and goes to show the incompetence of a high profile game studio not taking into account such a glaring difficulty spike, and not naturally easing the players into that level of challenge.