Actually, I've started thinking about how SS and SV are bad in every different ways, but the way in which they're bad leaves SV at a huge advantage.
In SS, you're very quickly let into a large area with a lot of Pokemon of different levels, and the natural human response is to explore as much as you can of this cool new area. The result is you get overleveled if you engage with any mechanic, higher leveled Pokemon, catching EXP, and using Camp will probably cause you to go over the level curve of the game. This creates a snowball effect because you're going into every stage or the game with more resources, which in turn causes you to get more of a stockpile of stuff which makes even the end of the game fairly easy.
On the other hand, SV immediately drops you in a large area with a lot of Pokemon with different levels, but the key difference is the non-linear progression means that you have a larger chance of running into content that's more appropriate to your level. Yes, you will probably trivialize some content, but it's also possible you'll hit something actually impossible to come back to later, or something that is technically beyond your limit but you might just find a way to beat it anyway. SV is more interesting in that regard, but it comes at the cost of making huge portions of the game worse.
I guess to simplify it, in SS the difficulty is bad if you engage with the games mechanics, in SV you have no choice but to be at the whims of the game and your own curiosty to have any sort of challenge. Neither are great, but SV is the more interesting one to think about.
>>53688559So when did that happen to you in any post-DS era game? Exactly Ultra Necrozma? Yeah, that was pretty difficult if you didn't bring a dark type, genuinely one of the hardest battles in any Pokemon game. XY and SS wish they had anything like that.