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No.47671604 View ViewReplyOriginalReport
So let me get this straight. You only like HMs because you believe
>that the supposed quality of DPPT map/route design cant be replicated
>oldgen exploration cant be replicated
>seeing shadow blobs or pngs of your own mons while a cutscene plays out felt adventurous
>planning HM trips and managing movesets felt strategic
Player expression will always be better than the brainlet move managing cope. Having HM slaves isnt hard nor is it hard to play the game with 3 moves. Its just obtuse and I rather make fun movesets or unique team compositions.
Gen 5 debunks the level design cope since BWs Victory Road demolishes Mt. Coronet in level design without spamming 20 HMs.
SM had plentiful exploration and no going to your PC to get your HM slave when you see a cut tree doesnt make the exploration better. Also HM exploration is intrinsically unrewarding. You see an obvious HM signifier, go to it with ease, press A and watch an animation play out. The exploration would be so much more rewarding, if getting to the destination was a challenge in and of itself instead of just noticing it. Thats why something with gameplay sections like pokeride feels much more promising since it has actual room to grow mechanically and level design-wise.
>just make HMs forgettable
Retard