>>48750320All right, well for one, the game has difficulty modes. If a player is feeling 'demoralized' or 'unsatisfied', they shouldn't be playing on a higher difficulty mode, the game advertises itself well as hard, if they need to remove some limitations on themselves to make it more fun then so be it.
Second, RR's bosses do use actual strategies. Giovanni uses sand, the gym leaders in the mid section of the game use terrains and Sabrina uses Trick Room, Koga Tailwind, Blaine sun, etc. I'm not sure what more you want past that.
This also ties into the next point, which is that if the player abuses strategy themselves, such as Trick Room, weather, terrains, etc. that will naturally do much better against the gym leaders that would otherwise try to rely on that strategy. In your DS3 example, Blaine might do well against me if I have mostly Bug or Steel types, but if I have a rain team I'll kick his teeth in. And that's how most RR bosses go - it incentivizes the player to consider their options beyond just basic 'bring a supereffective mon' or 'bring a mon that's strong to each member of the opponent's party and completely restructure your team each time'. The latter is in fact what you have to break from if you want to beat the E4 since they genuinely have so many options against you.
This is why I also disagree with you that it could ever be an impossibility to beat a boss in RR, or indeed any game that's remotely structured like RR in terms of difficulty, simply because the player is always, always smarter than the AI, and can always reset, and always has more options, and can always figure out what the AI can do. And it's also why I disagree with you that RR gives too many advantages to the opponent in light of those factors on top of RR's absurd QoL and move tutors. I've seen many blatantly unfair or unfun hacks, RR is not one of them.
I do appreciate you gave me a real response though, and I'd be curious to know how the teams in your game are coming along.