>>55438389Things that heavily alleviate this issue:
>Gen 5 exp scaling based on level differenceMakes Pokemon that are below the current curve catch up very quick, making adding new members to your party easy. Also decreased exp when above level curbs the overleveled starter issue.
>Gen 6+ exp shareThis gets a lot of flak, but it isn't an issue in a vacuum; it's only when it's implemented poorly that it trivializes difficulty. Many challenge rom hacks keep this, along with the exp scaling above, to let the player keep a diverse party. And both of these pair really well with-
>level caps for major bossesClover was the first to do this and it's a great idea. You basically have to have a diverse team and are greatly disincentivized from trying to rely on a single ace. I'm sure many who love everything about older gens (not just the aesthetics) will scoff at the idea of implementing this and the above things in a Gen 2 hack, but it just makes the gameplay better; you can also use your favorite Pokemon more often without worrying that it'll become too strong by the next boss, knowing your team won't be far behind because of exp scaling and share.
I'm sure people will say "This game isn't for you" and they're probably right. But if the game isn't "pure gen 2" enough to still have the physical/special split, no HMs, reusable TMs etc. then it's not some violation of original essence to also have these other elements. There are other things I would generally like such as making the IV(or DVs here) system fixed since these games aren't multiplayer (like RR's Minimal Grinding mode), and not allowing trainer items in battle whatsoever (revives are already banned in this hack; should go all the way since Full Restores are also straight cheese) but I won't get into that. Again I'm not looking for le next smogon autism hack, I just want experimentation to be easy.
Props to the dev team either way, it's clear a lot of work was put in
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