>>55677811I'm not focusing on mid fight ability changes
I was talking about team building, choosing a core that makes a mega work or building a team around a mega and checking it's counters was the best part of the experience, the closest we had to choosing an ace
Megas were pivotal for team building to a point you could pinpoint roles and spreads on team preview if you knew the meta, heck you could even tell who was trying to make a non mega team member work just because of how they made their team
Megas and Tina lesser extent z moves gave us an incredible amount of player expression that we just couldn't find with other mechanics moving forward
An instant type change or double hp+set up for 3 turns abusing weakness policy just doesn't cut it, if anything it made a lot of things more mechanical and swingy than fun, that's the reason Megas are so fondly remembered over them