>>53955305Yeah, thanks, that's a fantastic example of what I was talking about.
Also the fact people got filtered by that fight is really funny
>>53955328I don't really know, honestly.
I think this is one of the advantages of the main games on how they're designed, when you see a fight that's well designed it sticks out pretty well. Crasher Wake is a good example, it's a tight Water team that covers Water's weaknesses effectively, you can't sweep through with a grass or electric mon easily, he has counters for both of those types. Winona is another example, covers Flying's weaknesses well, makes the player explore to find a good way to beat her (New Mauville, Ice Beam), has a decently threatening ace. Colosseum has well designed fights in the context of that game. None of these are 'harder' than Clover fights but they feel a lot more interesting and notable.
Clover at almost every point except maybe, I don't know, the Trick Room Shadow Council member just felt like overinflated stat totals with no synergy half the time that you just smash with broken overpowered mons. If you're going to ramp up the difficulty/powerlevel of your trainers, they really should feel like different fights. Every boss past Guy or so literally just feels like the exact same thing over and over, just boring fast attacker spam that prohibits you from using your own fast attackers because of the faggot statflation.
Except of course when the game shits the bed and throws incredibly disappointing fights like you like Nomel and Lil Bro (all of the Ebin gyms, actually)