>>50431174>Oh no! Not having to put thought into the Pokemon you use! Anything but that!What the fuck are you talking about?
>A level cap is the most cumbersome way to go about trying to "balance" a player's party.Care to explain why? Provide some examples?
>You might as well have move damage limits as well.What the fuck does that have to do with my post? Besides, you're forgetting the fact that already exists through TMs, Breeding moves, move tutors, and simple level requirements on learning moves.
>Having a disobedient Pokemon is a risk, but it's still one that can be powered through if the player so wishes.It's a risk that makes zero sense in the context of the game and its world. The pokemon who's been with you every step of the journey suddenly starts throwing fights because it beat up one too many ratatta? Absolutely retarded.
You're also ignoring the entire point I made against this kind of "risk" from a game balance standpoint.
>There is also nothing saying the disobedience needs to be an on/off switch, it could easily be gradual depending on how far a Pokemon strays from the recommended level.And there is also nothing saying the level cap needs to be an on/off switch. It could easily be significantly reduced gains depending on how far a pokemon strays from the recommended level, while the obedience system could be applied to pokemon you acquire that are already above this level.
>it makes absolutely zero sense in the context of the game and its worldDisobedience makes even less sense than an inexperienced trainer being less efficient in training their pokemon.
A level cap is simply the best in-game system to use for your own pokemon. The only place Obedience has is with pokemon caught/traded that already pass the current level cap, as well as with pokemon that have low friendship but are near/on/above the cap. It makes little sense for a pokemon that hates you to follow orders, but a friend from the start has no reason not to.