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Quoted By: >>42048705 >>42048715 >>42048735 >>42048812 >>42049317 >>42049340 >>42049414 >>42049713 >>42050375
>Select move
>"Pokemon used Move!"
>Animation plays
>Watch HP bar fall
>"A critical hit!"
>"It's super effective!"
>"Pokemon fainted!"
>Fainting animation
Why do battles still take so long and why is information communicated to us so awkwardly?
Why not just have "CRITICAL!" or "SUPER-EFFECTIVE!" pop up over a pokemon when they're critically hit or hit super effectively etc. instead of using a text box?
Why not just have what move is currently being used at the top of the screen instead of using a text box?
Same with Poison damage, weather damage etc. There's more effective ways to communicate this without bringing up a text box to tell us every turn. Do I really have to be reminded every turn when a pokemon is sleeping or frozen when you can clearly see it both on the model and on the UI?
This is basic quality of life stuff JRPGs learned in the mid 90s why is pokemon still so awkward and slow-paced.
>"Pokemon used Move!"
>Animation plays
>Watch HP bar fall
>"A critical hit!"
>"It's super effective!"
>"Pokemon fainted!"
>Fainting animation
Why do battles still take so long and why is information communicated to us so awkwardly?
Why not just have "CRITICAL!" or "SUPER-EFFECTIVE!" pop up over a pokemon when they're critically hit or hit super effectively etc. instead of using a text box?
Why not just have what move is currently being used at the top of the screen instead of using a text box?
Same with Poison damage, weather damage etc. There's more effective ways to communicate this without bringing up a text box to tell us every turn. Do I really have to be reminded every turn when a pokemon is sleeping or frozen when you can clearly see it both on the model and on the UI?
This is basic quality of life stuff JRPGs learned in the mid 90s why is pokemon still so awkward and slow-paced.