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(Little) Things that annoy you in Pokémon

I mean, you can count on one hand the amount of Pokemon you would genuinely be unable to solo a game with (and even as I write this, I'm thinking it's basically none of them - as long as you've a way to mitigate Struggle damage, it's basically possible for anything).

Like, sure there's stuff like Metapod which can't hit Ghost-types or stuff like Pyukumuku and Cosmog which can't deal direct damage, but at a high enough level and with the right aids (held items, healing and boosting items, etc) yeah you genuinely can solo a game with just about anything. This is why a lot of "can I beat the game with just Porygon?" or similar challenges are fairly uninteresting to me*, because yeah even Porygon can 6-0 a difficult boss with the right conditions.

*(yeah I know I did a solorun in X, but that was more for novelty and it DID end up being easy as piss for the most part)
 
Not to be *that* guy, but this is still a game aimed at kids.

It's fine if you can solo the game with your starter. It's kind of inevitable with how levels work.

There are many other problems that would be better to address instead of this. Someone mentioned how the games don't teach people about its intricacies well enough. That's a good point to start.
It's not so much that it's bad to be able to solo the game with your starter, but more the fact that most players will probably intuit at some point that doing so is a more optimal way to play the game than building a balanced team is.

There's this weird contradiction in the earlier games where team-building is arguably the single most significant component of the experience, but the player is basically punished the more that he or she experiments with it. The more you're splitting the Exp around, and the more you're swapping in and out new team members to learn more about your options, the worse you're making the grind on yourself. The player is disincentivized from engaging more thoroughly with the material. It's the sort of thing that makes it extremely obvious in retrospect why they forced stuff like Exp All in later games (regardless of whatever gripes we may have with the specifics of its implementation).

Also I think the devs mostly don't go into detail regarding battle system intricacies for two reasons. One, they know that dedicated players will put in the effort to learn them regardless, and those players don't need help. Two, lots of game developers seem to fear that they might scare away players if they drop too big of an info dump on them, which arguably makes doing so a net negative for the game overall.

When I was getting into the competitive side of fighting games in my twenties, I found it perplexing that almost none of the games that I played went to any length to explain themselves. Whether it was execution or strategy, you're almost always left to your own devices to figure things out. Like maybe you'll get some basic combo exercises to test your execution and give you a basic idea of what's possible, but the logic or precise mechanics behind why things worked the way that they worked seemed to be purposefully obfuscated, left to players to reverse engineer on their own time. And for a really long time I just found it strange that I "had" to seek out external resources for technical stuff like frame data in order to close the gap with more experienced players, rather than having some kind of in-game resource to help even the field. Like, I wasn't asking for baby mode auto-combo options, just some explanations for how the game actually worked.

My opinion started to change a bit when I noticed that such resources largely didn't help anything even when they did happen to exist. Virtua Fighter 4 has some of the very best in-game learning resources for any video game that I've ever played in my life, of any genre. More than twenty years later, it's still the gold standard for such resources for fighting games as far as I'm concerned. And... it largely didn't help. VF had--and continues to have--a rep for being very difficult to learn and technically demanding, and I think one of the reasons that that's the case is because it actually tried to communicate its depth to the player. VF is a 3-button game with no meter management and perhaps the most generous input buffer known to man; there are many respects in which I'd consider it to be easier to learn than its contemporaries. But it didn't shy away from showing its technical side and as a result got a rep for being technically obtuse. I've seen more or less the same thing happen in one or two other games in the genre where someone will decide to read and play the tutorial/reference section from start to finish before even trying to get their feet wet in the normal play modes and just get so overwhelmed from the jump that it drains any drive that they have to continue. And that's still putting aside the fact that any developer-made teaching resource still runs the risk of being made obsolete because there's always the chance that the players might eventually push the game into being unrecognizable from its "intended" state because they learned how to exploit both intended and unintended mechanics to a far greater degree than the developers had ever anticipated.

Same sort of thing applies across different genres, too. I've seen people spooked from Puyo Puyo, an incredibly straightforward match-4 puzzler of all things, the moment that they were exposed to any sort of high-level techniques.

So, like, I'm fine with Pokemon just dropping some in-game generic/vague hints about how "different Pokemon of the same species seem to grow at different rates" or how "different natures seem to influence different stats" and leaving it to the player to investigate the specifics rather than spelling everything out. Do I think it'd hurt anything if they just appended some more detailed explainers about EVs and other battle mechanics to the in-game Adventure Guide at the same time as they unlock the Judge function for you? Nah, I think that'd be cool, actually. But it's also something that I don't think makes much of a difference in any case. The players most in need of that information are going to find it whether the game itself explains it to them or not.

As I've gotten older I've also come to enjoy the "discovery" aspect of game mechanics more than I used to anyway. Like when Tetris 99 dropped for Switch I actually had a lot of fun figuring out how badge acquisition works and how best to prioritize targets, rather than having everything explained to me from the jump. There's a certain satisfaction to be found in chipping away at the mystery yourself.

Yeah I guess this is kind of a ramble and barely applies to the original comment, but I already typed it all up, so w/e.
 
I think that the mon designs also contribute to a lack of new players doing meaningful teambuilding. Most early-game mons aren't set up for late-game utility (if they find success in PvP it's usually through HAs which aren't feasible to get in an early casual playthrough), which ostensibly teaches a player that they should always be looking for new potential team members that improve on their existing roster. However, the starter being good and prominent undermines this, because it can give the impression that special mons are inherently a cut above anything found in the grass. End result is players that only use the mons expressly handed to them and there's no expression in casual teams.
 
One issue I think the IV system has for its original purpose of differentiating Pokemon is that it's not resource allocation like Gen 3-onward EV's are. Even without stuff like Trick Room or Foul Play optimization for complexity, there is an outright optimal IV set for any Pokemon to have (i.e. you always want 0 or 31 on a stat or as close as something like Hidden Power allows).

IV's would have been better served if, like/instead of EV's, they had a Zero-Sum to stats such that you can't optimize one without losing points in another somewhere. This trade-off design even manifests in small ways with old Gen Hidden Power usage (like how HP Fire is valuable coverage but the mon forfeits ties in its Speed Tier for the spread). You'd still have the obvious problems of Mixed attackers vs "mono" attackers getting a Dump Stat to free up points, but imagine if, for example, you had to choose between your Great Tusk having a little extra Defense to survive 2 hits from Kingambit and ease that match-up and retaining its maximum speed so it always outruns Gholdengo.

Pokemon Go PvP you see this at high levels where people will juggle dozens of Lickitung or Annihilape or Poliwrath IV spreads because they have a limited amount of power to fit into and there's give and take to hitting Registeel a little bit harder (so you beat it before it charges a winning move) but taking a bit more damage from Victreebel's Razor Leaf instead. I'm not even strictly saying this is better balanced or plays better in the MSG style, but it would simultaneously better capture the aesthetic idea IV's were meant for. On top of that, it adds a little strategic depth in that a Pokemon might have a Meta/Most common spread, but much less often will they have a STRICTLY optimal one (like maybe your team needs that little leg up on something so you trade a bit of bulk for a little more power)
 
Pokemon Go PvP you see this at high levels where people will juggle dozens of Lickitung or Annihilape or Poliwrath IV spreads because they have a limited amount of power to fit into and there's give and take to hitting Registeel a little bit harder (so you beat it before it charges a winning move) but taking a bit more damage from Victreebel's Razor Leaf instead. I'm not even strictly saying this is better balanced or plays better in the MSG style, but it would simultaneously better capture the aesthetic idea IV's were meant for. On top of that, it adds a little strategic depth in that a Pokemon might have a Meta/Most common spread, but much less often will they have a STRICTLY optimal one (like maybe your team needs that little leg up on something so you trade a bit of bulk for a little more power)
As someone who hasn't touched Pokemon Go in years, why Lickitung over Lickilicky? I remember top tiers being weird, but even then...
 
As someone who hasn't touched Pokemon Go in years, why Lickitung over Lickilicky?

Lickitung has a pretty incredible amount of bulk in the Great League meta since it manages to get to the level cap before/at 1500 CP in most cases, while having a pretty good moveset with Power Whip to threaten water types that are rather common and Lick and Body Slam for general neutral pressure. Lickilicky loses a fair amount of bulk (20 less HP than an average lickitung for the best possible lickilicky) in exchange for other coverage moves (Shadow Ball and Earthquake, Shadow Ball being kinda redundant with Lick as the fast move, and Earthquake having been nerfed some time ago) and a little more attack
 
As someone who hasn't touched Pokemon Go in years, why Lickitung over Lickilicky? I remember top tiers being weird, but even then...
Because some of the Leagues have Combat Power (not necessarily Level) caps, you sometimes see pre-evolutions favored or able to compete due to how their stats are distributed while the cap removes the benefit of higher actual numbers on their evolutions. Lickilicky gains more ATK and DEF than it does HP on its evo base stats, and since ATK increases CP a bit more, you fit less stats into the same Cap with more ATK.

So the basic version is that Lickitung ~1500 CP takes a lot more levels, but has "more" stats overall than a ~1500 CP Lickilicky, making Lickitung better in this League (alongside things like movepool differences). Another common Pokemon for this is Charjabug, which fares better than Vikavolt since its ATK stat takes up less of its 1500 Combat Power.

Another part of it is that since Pokemon have fewer moves and coverage (1 Fast Move and 2 Charge moves that can vary how often they're useable), being able to win a neutral fight is a lot more important, which favors Bulky/Stat Stick Pokemon that you thus like to be as fat as possible while beating certain key opponents for your team.

This isn't the strictest rule since you get things like Greninja or Victreebel which are very ATK oriented and thus Glass Cannons, but have moves that compliment it such that even if they faint quickly, so do the bulkier mons they go against.

There's more details (Break/Bulkpoints and such) but the above is already rambly for trying to be the basics so I'll leave it there.
 
One issue I think the IV system has for its original purpose of differentiating Pokemon is that it's not resource allocation like Gen 3-onward EV's are. Even without stuff like Trick Room or Foul Play optimization for complexity, there is an outright optimal IV set for any Pokemon to have (i.e. you always want 0 or 31 on a stat or as close as something like Hidden Power allows).

IV's would have been better served if, like/instead of EV's, they had a Zero-Sum to stats such that you can't optimize one without losing points in another somewhere. This trade-off design even manifests in small ways with old Gen Hidden Power usage (like how HP Fire is valuable coverage but the mon forfeits ties in its Speed Tier for the spread). You'd still have the obvious problems of Mixed attackers vs "mono" attackers getting a Dump Stat to free up points, but imagine if, for example, you had to choose between your Great Tusk having a little extra Defense to survive 2 hits from Kingambit and ease that match-up and retaining its maximum speed so it always outruns Gholdengo.
Turning IVs into a limited resource to min/max strikes me as defeating the purpose of IVs.

IVs represent a Pokemon's inherent natural, unchanging ability. And some are just naturally better than others.
EVs represent their trained proficiency, which can be fluid and changing as the goal demands.

Making the two things function the same would just make them redundant. You might as well just remove IVs altogether then.

...Of course, hyper training gets you most of the way to removing them from consideration anyway, and it completely goes against IVs being "unchanging." But that's basically a case of Game Freak deciding to sacrifice the original intent in the name of gameplay convenience instead of just removing the original mechanic outright.
 
Turning IVs into a limited resource to min/max strikes me as defeating the purpose of IVs.

IVs represent a Pokemon's inherent natural, unchanging ability. And some are just naturally better than others.
EVs represent their trained proficiency, which can be fluid and changing as the goal demands.

Making the two things function the same would just make them redundant. You might as well just remove IVs altogether then.

...Of course, hyper training gets you most of the way to removing them from consideration anyway, and it completely goes against IVs being "unchanging." But that's basically a case of Game Freak deciding to sacrifice the original intent in the name of gameplay convenience instead of just removing the original mechanic outright.
Well I say resource allocation but I wasn't advocating for this hypothetical system to make IVs something you could manipulate like EV's or Hyper Training later allowed, so much as having a limit such that they can't all be maxed at once as they currently allow. It's just a simplified word choice and honestly how it works for so many of us playing on Sims or with a Genning.
 
IVs represent a Pokemon's inherent natural, unchanging ability. And some are just naturally better than others.
And at that point, you might as well look at Natures and say "Hey, that actually does what I need without being a pain in the ass"

IV's should be removed already.

Also I think the devs mostly don't go into detail regarding battle system intricacies for two reasons. One, they know that dedicated players will put in the effort to learn them regardless, and those players don't need help. Two, lots of game developers seem to fear that they might scare away players if they drop too big of an info dump on them, which arguably makes doing so a net negative for the game overall.
They don't really have to go in-depth. Small things go a long way.

For example, why is the whole game Singles "6v6" (Hardly any opp uses 6 mons, but you get it , yet VGC is Doubles Take 6 Pick 4?

Or even a smaller example. Remember Emerald Tate and Liza? Y'know, leaders that actually do the bare minimum when it comes to strategy? Using shitmons, no less? We need more of that. Gotta have people actually thinking before battles beyond "Oh, this is a Fire gym. Gotta put my Water-type as a lead."
 
IV's should be removed already.

Personally I think IVs are fine to add some random variation in-game, but at this point IVs should just auto-max for VGC and eliminate getting specific IVs as a reason to gen mons. Trick room mons should just have to deal with not being absolute min speed anymore.

Solrock and Lunatone are neither of those types.

Pretty sure DrPumpkinz has been around long enough to know and is just making a joke.
 
Personally I think IVs are fine to add some random variation in-game, but at this point IVs should just auto-max for VGC and eliminate getting specific IVs as a reason to gen mons. Trick room mons should just have to deal with not being absolute min speed anymore.
Natures already exist for the random variance.

And if you're gonna force max IVs for comp you might as well just cut out the middle man at that point.
 
This is what I needed to see today, now I shall vent,
1. FUCKING Yanmega not learning fly, like bro it says in the dex it In-fact CAN support a human in flight. and it's flying type as well, so it not having a HM move kind of makes it useless for teams.
2. Porygon Got banished from the Anime Porygon2, and Porygon Z (My fav mon) died off in the anime, but was still in the manga. Which is just a tease honestly
3. Getting shiny mon in tutorial. (This has become a threat to my very existence since I get it commonly)
4. Original cartages having laggy music, This itself is self explanatory, they really sucked but the improved versions over the years goes nicely for an OST to chill to.
Else wise it's a pretty good game and has an AMAZING OST for the older games.
(Edit I forgot mons that take like postgame to obtain rendering it mostly useless, and most of these mon r Powerful.)
 
Natures already exist for the random variance.
If only natures differentiated the stats of Pokemon of the same level and species there would only be 21 variations (5 choices for stat up times 4 choices for stat down, plus neutral). IVs add a lot more variation.

And if you're gonna force max IVs for comp you might as well just cut out the middle man at that point.

"If you're gonna force level 50 for comp you might as well just cut out the middle man at that point."
 
:sv/flareon:
The powerful OG Eeveelution
Hidden ability: boosts power when statused
Normal ability: boosts power when hit with type

:sv/vaporeon:
The defensive OG Eeveelution
Hidden ability: heals status
Normal ability: heals HP when hit with type

:sv/jolteon:
The fast OG Eeveelution
Hidden ability: boosts speed when statused
Normal ability: heals HP when hit with type

If only they had thought of Motor Drive one generation sooner
 
If only natures differentiated the stats of Pokemon of the same level and species there would only be 21 variations (5 choices for stat up times 4 choices for stat down, plus neutral). IVs add a lot more variation.
21 variants is still more then enough. If I did the math right (probably didn't tbh) you have a ~0.23% chance of rolling the same Nature twice in a row. This isn't even taking the fact there are 5 duplicate neutrals into account, and even then those all have different food flavor preferences. Do you really need the literally over a billion combinations created by IVs purely for flavor most people don't really care about, especially since Pokémon themselves are already pretty diverse?

"If you're gonna force level 50 for comp you might as well just cut out the middle man at that point."
This is false equivalence and you know it lmao.
 
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This is false equivalence and you know it lmao.
It really isn't. IVs make far more of a difference than natures in how a specific Pokémon plays, nature barely does anything it's barely noticeable on weaker Pokemon. Especially below level 50 where most story content is.

Also in that scenario a Pokémon's HP would never vary.
 
They don't really have to go in-depth. Small things go a long way.

For example, why is the whole game Singles "6v6" (Hardly any opp uses 6 mons, but you get it , yet VGC is Doubles Take 6 Pick 4?

Or even a smaller example. Remember Emerald Tate and Liza? Y'know, leaders that actually do the bare minimum when it comes to strategy? Using shitmons, no less? We need more of that. Gotta have people actually thinking before battles beyond "Oh, this is a Fire gym. Gotta put my Water-type as a lead."
I've thought for a while now that a really cool way to freshen up the in-game quest would be to merge the Pokemon League and the Battle Frontier into a single concept.

Like instead of having 8 gyms built around different elemental types, you instead have 8 gyms built around different battle gameplay styles. Like one city's gym functions in the same manner as the Tower, another like the Pyramid, etc. Have a successor to the Dome that basically functions as a VGC tournament simulator, where instead of it being "bring 3 pick 2" like it was in Emerald, it's instead "bring 6 pick 3" for singles or "bring 6 pick 4" for doubles. Maybe even use the Dome in place of a traditional elite 4, where instead of facing off against 5 preset characters for the endgame sequence it instead serves as an endgame tournament that also features a bunch of different and strong characters, some of which you've already met over the course of the game.

You'd have to dumb things down enough compared to a traditional Battle Frontier to make it easy enough for the average player to clear, like maybe lean more toward traditional in-game rules and not level-cap the player or restrict item usage like a Frontier would, but then in the post-game you could flip all of the gyms back to having traditional Frontier rules and difficulty for the rematches with the goal of upgrading your badges to silver/gold versions.

Not like I'd ever expect this to actually happen, but the series is so formulaic in structure that the mind can't help but wander.
 
Not like I'd ever expect this to actually happen, but the series is so formulaic in structure that the mind can't help but wander.
Unfortunately, I know this sounds weird, but the fact the series is so formulaic is also what keeps it going.

Pokemon has had a interesting case of "if it aint broken don't fix it".
The fact the series maintains extremely recognizable gameplay patterns is also what keeps getting people going back to it.
As much as I like series that experiment, they are easy to cause controversy and even despise between long time fans.
Take a beloved series like Final Fantasy. I will defend FF12 and 13 until my last breath, and still consider 16 bordering a masterpiece, yet I am quite confident a very significant chunk of the online considers FF dead after FF10 cause "it's no longer a turn/ATB based game", and will trash on every attempt to change the series have done since that time.

Pokemon itself has a fair share of people who criticized Legend Arceus for having dared to "change how the series work". Legend Arceus is a very solid game all things considered, one of the better GF has produced in this decade, but since they actually changed how several key concept work (expecially the combat, but also the focus on exploration and capture over just beating everything into a pulp), a lot of people criticize it for "not being Pokemon".

While I do know several "veteran players" would actually like some changes to the formula in order to not just always get the same game with slightly better graphics, in the end the fact that Pokemon games are "always the same" is part of why they're successful.
 
21 variants is still more then enough. If I did the math right (probably didn't tbh) you have a ~0.23% chance of rolling the same Nature twice in a row. This isn't even taking the fact there are 5 duplicate neutrals into account, and even then those all have different food flavor preferences. Do you really need the literally over a billion combinations created by IVs purely for flavor most people don't really care about, especially since Pokémon themselves are already pretty diverse?

Yes. Flavor is absolutely a valid reason for something to exist in a video game that is primarily causal. Having that much variability between different members of a species that you catch makes the game world feel more real and lived in. But even beyond flavor, IVs can absolutely have an impact on the in-game experience, good or bad. In X I ended up replacing a Tyrantrum I had because it wasn't pulling its weight, and I later discovered I got one with a 0 attack IV. Sucked for Tyrantrum, but it meant I tried out Goodra, which was a fun mon to use in-game. In other cases mons I've caught had lowish IV in their higher attack stat but decent IVs in the other, encouraging using mixed sets. Just because you don't care doesn't mean it doesn't deserve to be there.

Frankly, I see "get rid of IVs (including in the in-game experience)" as another example of the pathological desire some Pokemon fans have to oversimplify the game, just like claiming that ground and rock should be merged into one type. Why? Why do people have such a distaste for flavor and complexity in a fantasy/sci-fi video game series? Can they not feel joy?

This is false equivalence and you know it lmao.
Of course, but you didn't offer any actual argument for why auto-maxing IVs for competitive should have any bearing on the existence of IVs for the in-game experience, so your statement comes off as saying that something that has no relevance in competitive should be removed, which is silly, so I made a silly statement in response.
 
Unfortunately, I know this sounds weird, but the fact the series is so formulaic is also what keeps it going.

Pokemon has had a interesting case of "if it aint broken don't fix it".
The fact the series maintains extremely recognizable gameplay patterns is also what keeps getting people going back to it.
As much as I like series that experiment, they are easy to cause controversy and even despise between long time fans.
Take a beloved series like Final Fantasy. I will defend FF12 and 13 until my last breath, and still consider 16 bordering a masterpiece, yet I am quite confident a very significant chunk of the online considers FF dead after FF10 cause "it's no longer a turn/ATB based game", and will trash on every attempt to change the series have done since that time.

Pokemon itself has a fair share of people who criticized Legend Arceus for having dared to "change how the series work". Legend Arceus is a very solid game all things considered, one of the better GF has produced in this decade, but since they actually changed how several key concept work (expecially the combat, but also the focus on exploration and capture over just beating everything into a pulp), a lot of people criticize it for "not being Pokemon".

While I do know several "veteran players" would actually like some changes to the formula in order to not just always get the same game with slightly better graphics, in the end the fact that Pokemon games are "always the same" is part of why they're successful.
That’s more of a people problem than a gameplay problem. If they can’t accept changes, they can’t decide what is for the best of a franchise other than “ain’t broke don’t change it” mentality.

Pokémon, for all their problems, is in the right to not change the gameplay style for their mainline series, notwithstanding Legends Arceus. What could it benefit is instead a more balanced take on what gameplay is already established, but we all know how untrustworthy Game Freak is with balancing even if it is casual-minded game to begin with.
Yes. Flavor is absolutely a valid reason for something to exist in a video game that is primarily causal. Having that much variability between different members of a species that you catch makes the game world feel more real and lived in. But even beyond flavor, IVs can absolutely have an impact on the in-game experience, good or bad. In X I ended up replacing a Tyrantrum I had because it wasn't pulling its weight, and I later discovered I got one with a 0 attack IV. Sucked for Tyrantrum, but it meant I tried out Goodra, which was a fun mon to use in-game. In other cases mons I've caught had lowish IV in their higher attack stat but decent IVs in the other, encouraging using mixed sets. Just because you don't care doesn't mean it doesn't deserve to be there.

Frankly, I see "get rid of IVs (including in the in-game experience)" as another example of the pathological desire some Pokemon fans have to oversimplify the game, just like claiming that ground and rock should be merged into one type. Why? Why do people have such a distaste for flavor and complexity in a fantasy/sci-fi video game series? Can they not feel joy?


Of course, but you didn't offer any actual argument for why auto-maxing IVs for competitive should have any bearing on the existence of IVs for the in-game experience, so your statement comes off as saying that something that has no relevance in competitive should be removed, which is silly, so I made a silly statement in response.
The issue with IVs is the fact that it can end up making the players’ Pokémon less viable than they could be, or way stronger than appropriate, purely by RNG the moment the player obtain their Pokémon, with almost no control off to make them higher or lower at the start aside of Destiny Knot. Doesn’t help that the Bottle Caps, at least initially, were way more grindy than they should be.

If getting rid of them is not an option, then why not making raising or decreasing IVs easier while giving a flavor justification? Something like an inverse Bottle Caps in case one want minimal Attack and / or Speed IVs, while also making Bottle Caps easier to have access, with later Trainers and boss Trainers have maxed or at least increased IVs to either encourage use of the Bottle Caps, or give players not using the Caps a slightly bigger numerical challenge.

It is a problem when the complexity is part of the issue, and no amount of flavor makes them more tolerable. You can improve upon the disliked or overly complex mechanics while maintaining the flavors.
 
Yes. Flavor is absolutely a valid reason for something to exist in a video game that is primarily causal. Having that much variability between different members of a species that you catch makes the game world feel more real and lived in. But even beyond flavor, IVs can absolutely have an impact on the in-game experience, good or bad. In X I ended up replacing a Tyrantrum I had because it wasn't pulling its weight, and I later discovered I got one with a 0 attack IV. Sucked for Tyrantrum, but it meant I tried out Goodra, which was a fun mon to use in-game. In other cases mons I've caught had lowish IV in their higher attack stat but decent IVs in the other, encouraging using mixed sets. Just because you don't care doesn't mean it doesn't deserve to be there.
There is nothing wrong with flavor. Flavor is supposed to enhance the world. The problem is when the flavor in question starts actively detracting from the gameplay experience, and IVs are a net negative impact on an aspect of the game that TPCi actively promotes. Plus your Tyrantrum experience could have easily been replicated by it having a Modest nature.

I play Dungeon & Dragons. There is a lot of flavor in the game, especially with certain classes and subclasses. However, some things like 3.5 Paladin are so chained to their flavor that playing them is an active hinderance and less effective than your Wizard throwing a Fireball and getting their power trip from ending the encounter before you get to do anything, or a Fighter just swinging their sword without being beholden to an oath like Palaidn is.

Speaking of D&D, do you know what IVs reminds me of? Rolling your stats. Instead of point buy, you used to have to roll your stats (3d6 per stat), effectively giving you IVs in tabletop. Which is cool until you realize this leads to heavily polarizing experiences where players either get screwed and cannot play what they want effectively or get god rolls and are so good at everything that they outshine everyone else. And guess what? D&D got rid of rolling stats because barely anyone liked it.

Frankly, I see "get rid of IVs (including in the in-game experience)" as another example of the pathological desire some Pokemon fans have to oversimplify the game, just like claiming that ground and rock should be merged into one type. Why? Why do people have such a distaste for flavor and complexity in a fantasy/sci-fi video game series? Can they not feel joy?
I am not against complexity. Complexity, when used properly, encourages you to interact with the game systems more and master them. My favorite tank in FFXIV is one of the more technical ones that forced me to learn how to play the game better, and I greatly enjoy the obtuse Eureka area.

The thing I am against is bullshit. IVs do not encourage you to learn anything, they tell you to fuck off because you have no control over them. And when you do learn of them, it makes the experience worse because you'll want perfect stats but know your favorite Pokémon isn't as good as it could be.

Of course, but you didn't offer any actual argument for why auto-maxing IVs for competitive should have any bearing on the existence of IVs for the in-game experience, so your statement comes off as saying that something that has no relevance in competitive should be removed, which is silly, so I made a silly statement in response.
First of all, it's an admittance that it's superfluous.

Second of all, as I stated to earlier, they don't actively provide a benefit to any given player; you probably won't notice unless you've been stat screwed. It is inherently polarizing and creates the ability to have a negative experience. And due to how IVs work, you also probably won't figure out the starter you got at the beginning of the game and probably got attached to ended up with shit stats until 10 hours into the game.

And there is such a thing as too much complexity anyway. Just because something is complex does not automatically make good.
 
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