>>58894915>there's no investment or optimization aspect like there is for EVs, since you always want them to be either maxed out or 0 in any given statI can name the amount of times you want an IV that isn't 0 or 31 (or for hidden power) on one hand
uuuuuh
>Some defensive wall in a gen 4 tier (not OU) I don't remember needing it to manipulate a porygon evolution's download>Underspeeding specific things in trick room while still outspeeding certain things outside of itThat's it.
All they do is be a shittier uncontrollable version of EVs, which already exist as a mechanic for customizing stat spreads. And tera types not being bound to IVs proves that you don't need IVs for hidden power anymore.
They should just put 31 IVs as baseline into the stat formula and remove random IVs entirely for being annoying and obsolete.
There could be the idea of random IVs being changed to have everything have an equal amount of combined IVs but that's just the EV system with extra steps, and players will just want to run minmaxed spreads most of the time anyways (31 in most important stats, who cares about the rest) like with EVs
Some retard's gonna try and bring up the campaign but let's be honest when was the last time (outside of some self imposed challenge the game wasn't designed to care about, or romhacks/fangames) IVs mattered during a campaign playthrough (not battle facilities) in a way that couldn't be chalked up to player decisions, unknown EVs, or damage roll RNG
The campaigns are already really easy regardless of randomized mon stats, and if some fucktard claims "it makes mons more unique" then 1: nobody checks their mons' specific stats outside of competitive breeding, 2: EVs, natures, and level differences would make stats different anyways, and 3: there are plenty of methods for mon individuality besides IVs; nicknaming, pokeball used, EV spreads, natures (original or minted), shininess, cosmetic forms, the list goes on. IVs are genuinely worthless.