>>45383349I like Clover, and it's EV/IV system is a step up than the average romhack, but even that's not good enough.
If I have to train an entirely new Pokémon for a new nature rather than being able to switch my current one's at will, it's too much. If I have to breed whatsoever to get certain IVs, it's too much. If I can't redistribute all EVs instantly by simply talking to a NPC, it's not good enough.
I know this post will get a lot of flak but remember these *are* ROMhacks, they usually include a healthy amount of jank (I know Clover is pretty polished but bear with me for the example), they often have saves break between updates, and become outdated within a year when a newer more refined romhack with better mechanics is released by someone else. These games, especially given their difficulty, are already asking for a big time investment from players to see what's good about it; every single hack asking me to spend time with all the padding trying to get good EVs/IVs just to deal with the Smogon-tier NPC fights it has frankly gets too much.
Another thing about IV/EV/Nature breeding/training is that it forces you to get heavily invested in your team, and not in a good way. You can't just think "hm, let me try a new composition. Maybe replace this Ampharos with a Magnezone; I know I can catch a Magnemite two routez back", because if you're replacing a member you're going to have to invest in all those hidden stats all over again for the new 'mon. Pokémon is fun when you're catching random things and seeing what works in your team or against the local gym leader, but in difficulty hacks that expect you to have perfect hidden values you can't do that without an enormous time investment per new Pokémon you add before it starts to feel useful.
Again, it's simple; if you want your game to feel like Showdown then you should let players have tools that resemble team-building in Showdown (strictly when it comes to hidden stats/Natures, and egg moves w/o breeding)