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Which games had good level curves?

Which games had good level curves?


  • Total voters
    66
Besides, ain't my fault USUM throws like, 30 mons on the first two routes.
most of them are dogshit i'll be for real

in fact i'd consider half of your party in that screenshot to be extremely mid at best

You do realize that this makes your argument even worse, right? With less mons, these levels would be even higher.
no they wouldn't, you gained a shit ton of exp from spending more time in the early game doing way more encounters, getting more exp from catching mons

The older games usually had people sticking with one 5-6 mon team because experience was an actual resource.
you will not see most playthroughs of pokemon switching mons because it is disruptive to the player experience to change out their pokemon

the average player (not even just player, this literally applies to anything in any casual sense, even in regular software dev) wants to do less menuing, not more, and having more than a full party is more menuing

And again, you're really making your argument look a lot worse here. :totodiLUL:
not really

My point is that no games are actually balanced around the Exp. Share, especially in gens 6 and 7. If the game can be thoroughly broken that easily, that proves my point that the modern Exp. Share is beyond busted.
if you play the game normally you will be at or under the bosses in USUM
 
I dunno, USUM with the Exp. Share on at all times feels really bad. I had to use a 12-mon rotation just to be even with the bosses.

To put it in perspective, this is how my party looked when I first gave USUM a shot. I was at the first Totem.
View attachment 669407

The catch? The first Totem was Lv. 12 and I battled no wild mons that I wasn't catching. It just kept getting worse from there.

The Exp. Share is really bad unless you're actively grinding tbh.
That is true; it’s admittedly been a while since I played but in XY I often feel myself getting overlevelled with exp share… I just can’t bring myself to turn it off because I like training other mon for the dex haha
 
It's interesting to me that BDSP gets less votes than the Johto games with their infamously awful level curve, despite having essentially the same level curve as DPPt. Is it just that people didn't really play those games?
 
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It's interesting to me that BDSP gets less votes than the Johto games with their infamously awful level curve, despite having essentially the same level curve as DPPt. Is it just that people didn't really play those games?
unlike USUM which I just defended, it is basically impossible to not severely overlevel in BDSP

that is a game where you ACTUALLY need several teams in your box
 
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unlike USUM which I just defended, it is basically impossible to not severely overlevel in BDSP

that is a game where you ACTUALLY need several teams in your box


Does it not have the same level curve as DPPt? I genuinely don't remember DPPt's level curve being that bad but it's been a long time since I played them (at least non-hacked versions) so it could be nostalgia glasses kicking in.
 
This is an interesting element of early-game level curve design in the newer games. Pretty much all of us rejoiced when XY gave the player experience for captures, because it feels right to be rewarded in that way, but I kinda hate that now my Pokemon immediately get overlevelled while I'm catching everything in the first couple of areas, especially with the mandatory Exp Share. It feels like your gameplay experience is undermined in direct proportion to how much the game asks you to engage with it, and I hate feeling like I need to micromanage how I play the game to avoid trivialising it.
It definitely feels like a Monkey Paw, it really makes sense that catching exp is a thing, but man, there's already too much exp going around, and that only makes it a lot worse.
if you play the game normally you will be at or under the bosses in USUM
Maybe, maybe not. I sure as hell don't want to experience that game ever again. Once was way more than enough.

But context matters. Someone said that the exp share was good for USUM's level curve and I showcased why it wasn't. I dunno why you're so deep in your feelings over it if we both agree that the exp share breaks USUM's level curve. :mehowth:

It's interesting to me that BDSP gets less votes than the Johto games with their infamously awful level curve, despite having essentially the same level curve as DPPt. Is it just that people didn't really play those games?
It's precisely because they have the same level curve... in theory.

In practice, forced exp share is on at all times, and you know that OG DP wasn't built around it. As a result, it's significantly worse than even base DP.
 
Maybe, maybe not. I sure as hell don't want to experience that game ever again. Once was way more than enough.
eyeroll

But context matters. Someone said that the exp share was good for USUM's level curve and I showcased why it wasn't.
you didn't lmao. the exp share in USUM is still a good curve

I dunno why you're so deep in your feelings over it if we both agree that the exp share breaks USUM's level curve. :mehowth:
we don't agree, and you're making up the "deep in your feelings"
 
Red and Blue, FireRed and LeafGreen: Good level curve! I don't think there's anything exemplary about it, but I think the game scales smoothly overall. The levels do jump up come up the Elite 4, but this is actually pretty reasonable to balance out all the badge boosts and stat XP you've accumulated at this point.

Yellow: Bad! The levels suddenly spike the moment you're done with Eirika, and unlike RB, you don't really have a bunch of stat XP at this point to justify such an escalation so quickly. Teambuilding becomes much more centralized around early-game Pokemon that you can train for the first few gyms, as even with areas like Silph Co to train against, it becomes much harder for mid and late-game catches to catch up. I don't really get how they screwed this up, but GF were new to this at this point in the series, so I get it.

Gold, Silver, Crystal, HeartGold, and SoulSilver: Abysmal! What can I say on this topic that hasn't been said already? I see the design rationale given that Kanto is a second half to the game, but the levels scale so poorly there that you don't stand a chance of standing up to Red. You don't need to match his levels to beat him, but it's a huge difference going from Level 50 to Level 80.

Ruby, Sapphire, Emerald: Good! Again like RBY, there's a bit of a level jump come the Elite 4, but it's balanced out by EVs and badge boosts.

Diamond and Pearl: Good, until the escalation at the Elite 4 like RB and RSE before it. Given the precedent it's easy to see why they did this, but the death of the badge boost means that your 'mons just don't scale well at all. I won't comment on BDSP because I refuse to play them and thus have no experience.

Platinum: Good, all the way through. I think GF realized their error with DP and adjusted accordingly - to illustrate this, in DP the levels of the aces from Volkner -> Aaron -> Cynthia are 49 -> 57 -> 66, while in Platinum they're 50 -> 53 -> 62. Cynthia is still a large jump, clearly, but the difference isn't nearly so drastic as in DP.

Gen 5: The apex, for reasons already gone over in this thread. No other Pokemon game does such a good job of keeping you on pace while also soft-blocking you from overleveling and snowballing, and the EXP formula is to thank for that.

Gen 6: Pretty bad across the board if the EXP Share is on, good if you have it turned off. I think they were trying to figure out the impact of the EXP Share at this point, so it doesn't terribly surprise me that you start snowballing if you leave it on.

Sun and Moon: Good, though I find that you tend to snowball as in Gen 6 if you leave the EXP Share on.

Ultra Sun and Ultra Moon: Superficially similar to Sun and Moon, but the increased EVs and IVs of trainer Pokemon means that the level curve with the EXP Share is much more even-keeled - you might end up with a slight lead, but it's compensated for by trainer Pokemon being strong enough to put up a fight. Ultra Necrozma is an annoying bump in the road, but is addressed well enough by the Focus Sash.

Sword and Shield: Pretty bad? it's been a long time since I played these games so my memory is a bit hazy, but I recall the same problem existing as in X and Y where you snowball super quickly - only this time, you can't turn the EXP Share off. I had to use a rotating team of 14 when I last played in order to avoid barreling through the game, and while one could argue there's merit in encouraging you to use more 'mons, I think this is a pretty clumsy method of doing that.

Scarlet and Violet: Pardon the hyperbole, but I'd say the level curve is game-ruining. Frankly, I don't think GF was ready for the task of an open world game, and the level curve really kills it for me. Any bit of exploration out of the way means that your entire party is just packing on a bunch of EXP, and you just blow through boss fights without any resistance whatsoever. The game is in conflict with itself: if I rush to do objectives, I'm missing out on seeing the open world, but if I do go out of my way to explore every nook and cranny in search of Gimmighouls and stakes, I'm going to become so absurdly overleveled that the main objectives no longer put up any fight at all. GSC's level curve is bad, but there at least seems to be design intent there - Scarlet and Violet's level curve acts such that it kneecaps the entire experience. Granted, the level curve isn't the only culprit here - SV's boss design pre-Blueberry is laughable across the board, and I think Paldea itself isn't terribly interesting to explore - but it is a major contributor to why these games simply do not work for me.
 
Idk I didn't overlevel much in SWSH

I was about on par with the trainers through most of the game

The real bad part of SWSH was the trainers are 0IVs so my pokemon would snowball anyways. I had this Salazzle that learned Dragon Pulse and Nasty Plot, and I literally used it for 90% of my blind playthrough

I tend to skip some optional trainers, depends on my mood at the time and the pacing

also SV level curve is good, literally just understand basic design language. people overthink this so hard. It's literally a donut. Whenever I saw wild Pokemon 10+ levels above me I was like "damn that might be a dangerous area" and then tried the other side of the donut, and if you do that it fits the levels essentially perfectly

i only found myself overleveled for one gym and then i found myself a bit under or even with the bosses for the majority of the game
 
the exp share in USUM is still a good curve
Based on what? I can easily explain how I played that game with the Exp. Share on and I had to run 12 mons to keep on par with the bosses.

So far, you haven't made any kind of counter-point or actual argument for why USUM's level curve works with the Exp. Share.

If you can explain what kind of playstyle would lead to a 6-mon team not overleveling USUM's bosses with the Exp. Share on at all times, I'm all ears. :mehowth:
 
Based on what? I can easily explain how I played that game with the Exp. Share on and I had to run 12 mons to keep on par with the bosses.
my fucking experience, duh. in a fight between your experience and my experience, sorry! im picking mine!

So far, you haven't made any kind of counter-point or actual argument for why USUM's level curve works with the Exp. Share.
your argument is literally a screenshot of "i went out of my way to do what is, in every game since XY when they added exp gain to catching mons, effectively grinding in the early game and i went above the level of the first boss. this is crazy."

ou can explain what kind of playstyle would lead to a 6-mon team not overleveling USUM's bosses with the Exp. Share on at all times, I'm all ears. :mehowth:
literally just play the game
 
Idk I didn't overlevel much in SWSH

I was about on par with the trainers through most of the game

The real bad part of SWSH was the trainers are 0IVs so my pokemon would snowball anyways. I had this Salazzle that learned Dragon Pulse and Nasty Plot, and I literally used it for 90% of my blind playthrough

I tend to skip some optional trainers, depends on my mood at the time and the pacing
Fair, and I could be misremembering on this front - but the impression that I got that I had to keep rotating in order to stay at something resembling the power level of the enemy trainers stuck out to me.

For what it's worth, I think the level curve is just one aspect of difficulty, and that trainer stats matter just as much as the level curve. Hence why I rate SM and USUM differently, despite being pretty similar in terms of strictly the level curve; the level curve simply fits USUM more considering the stronger trainers that offset any advantage you've gained.

also SV level curve is good, literally just understand basic design language. people overthink this so hard. It's literally a donut. Whenever I saw wild Pokemon 10+ levels above me I was like "damn that might be a dangerous area" and then tried the other side of the donut, and if you do that it fits the levels essentially perfectly

i only found myself overleveled for one gym and then i found myself a bit under or even with the bosses for the majority of the game


I'm not talking about waltzing to Glaseado from Mesagoza and getting mad when I'm too strong for Katy, because that's counter-intuitive and I'd just be brute forcing the game, which is silly and not a fair way to evaluate the game. I'm talking about going to see all the stuff in the overworld, fighting trainers on the way and catching new 'mons, then just plowing through any and all resistance, as part of the natural way the game encourages you to play. Again, the weak boss design is a piece of this, but EXP being baked into everything you do in this game via trainer battles, catching Pokemon, and mechanics like Let's Go means that your entire team is gradually accumulating levels that I don't think the boss trainers are accurately designed around. EXP being a reward for exploration is obviously a good thing; the problem boils down to boss trainers, the checkpoints of this game, not being adequately scaled around it. In that sense, I think the level curve falls on its face.

Also like, the nature of how bosses are placed in the overworld means the donut argument doesn't make sense to me. Take Katy and Brassius, for example; the map does show you markers indicating the order you should be fighting trainers in, but regardless of whether I follow that order or not, something doesn't give. If I do the bosses in linear order (or close to it; you don't have to be religious about it for this to impact you), the game is corralling me into a specific order anyways, and that kinda defeats the point of the open world. If I do things in whatever order I choose - roughly following the donut, maybe backtracking here and there when I run into something too strong like Iono or Tulip might be - I'm going to inevitably run into a brick wall with certain bosses and just steamroll over others because of the mismatched arrangement of bosses. Let's say I go to the left from Mesagoza and travel roughly clockwise; I'm mostly likely going to get my face kicked in if I venture south to Tulip, but that's fine, I can come back later, and I just travel north. This is facilitated fairly well by Titan placement; Bombirdier gives me the ability to surf, and gliding and climbing from the Paradox and Dondozo let me scale Glaseado fairly well. If I go back down the right side from there, there is nothing that can put up a challenge;

I want to engage with the game on its own terms, but I feel like I'm being punished no matter what I do, and the level curve is a contributor to this. If I explore the open world, fighting trainers I see, catching Pokemon along the way and taking the scenic route, I'm going to wind up in one of two scenarios when I run into a boss: getting my ass handed to me because this boss is meant to be fought later, or obliterating the boss in front of me because their team is a joke and I got overleveled from all that exploring. Neither is a satisfying outcome, unless I'm able to overcome the very difficult boss - but when that happens I'll be overleveled for their neighbors, and that brings us back to the core problem. If I follow the game's established boss order, even loosely, then I'm just getting a linear experience out of the game anyways and the open world becomes extraneous. Neither choice I make in this regard is particularly fulfilling, and that's why I think SV fails as an open-world game; the level curve being one aspect of that, but not the entire picture.

...I ended up typing a lot more than I anticipated, so just to be clear I'm not picking a fight or anything. I just don't agree that I'm overthinking it somehow or that I'm misunderstanding basic design language, whatever that means. That said, I'm not going to act like I'm infallible here, and I only played the game the one time back in 2022 (and came back to it for the DLC releases) so I could be misremembering things.
 
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It's been forever since I last logged on here, but seeing the level curve discussion going on kinda spurred me back on.

In regards to USUM's level curve, I do agree with Volt here that Alola's curve is definitely whack. I typically run a 15 mon team for SM/USUM, and with experience share I don't really have to grind to keep on par if slightly below the bosses. If I were sticking to a 6 mon team, I would definitely be overleveled at points. Even ignoring that, the issue of Ultra Necrozma in USUM is the biggest nail in the coffin for USUM's level curve. Yes, if you know it is coming up, you can just prepare an answer to it and cheese it, but if you don't have a specific answer to it (probably going to be the case if you go in blind or want to go with favorites), the answer is going to be grinding to get past it, and since it's high level than anything in the main game after it, once you do get past it, the rest of the game is ran over by your overleveled mons. That's a legitimate problem.

BW's level curve is solid until you get to the postgame and suddenly you are down 15 levels, which usually isn't a problem since most of the mons are babies, but if you run into a lv. 64 Hippowdon or heaven forbid pick a fight with the Gamefreak devs... RIP. BW2 alleviates it somewhat with less of a gap.

Colosseum is... weird. Most of the game has a decent level curve until the end of the game, where you suddenly go from fighting high 40's to a boss with mid 50's to the final boss with low 60's... while your guys are likely mid to high 40's themselves. And given that said final boss has mons which are likely to already outclass yours even without the level boosts since they have semi-competitive moves and strategies, you either have to level grind like mad, pray he doesn't send out Slowking+Slaking at the same time at the start, come in knowing exactly what is up ahead and how to deal with it, or pray his AI goes full stupid.
 
A'ight, bet. :mehowth:

Anyone got team recommendations?
For USUM? I'd probably go mono-ghost since that type feels like the highlight of the (non-UB) gen 7 originals. Probably ending with something like Marowak-alola/jellicent/dhelmise/palossand/sableye/mimikyu.

If we're only nominating one mon each, I'm picking Dhelmise.
 
A'ight, bet. :mehowth:

Anyone got team recommendations?

If you're playing Ultra Sun specifically, Totem Alolan Marowak is a lot of fun, since A. it's big, B. it gets Rock Head for Flare Blitz shenanigans in late-game, and C. it's the only way to use Alolan Marowak with Shadow Bone before the Elite 4 in the Alola games. Make sure to Thief off the Thick Club from the Totem Marowak during the fight itself - you get to keep it! Just keep in mind you need 40 stickers to claim it, which isn't an unreasonable ask but you'll be getting it later than a normal Alolan Marowak and you'll need to be pretty thorough about finding stickers - but I think Shadow Bone and the HA are worth it.
 
The one thing I'll say about Gen 5 is that the level curve is extremely smooth except in the leadup to the first Gym. In BW the gift monkey kinda papers over the issue because it can usually beat the Leader's ace without any training, but actually trying to catch and raise a wild Pokemon alongside your starter in either pair of games can be a struggle. The dropoff in exp feels the most extreme at this point in the game, presumably because even a couple levels' difference between you and your opponent represents a pretty hefty ratio. For the same reason, it feels the most necessary to keep your levels up at this early stage; being outlevelled even a little bit by the first or second Gym Leader has a sizable impact on your relative stats (with few EVs and limited strategic options to compensate) and in Gen 5 specifically it gives Cress/Chili/CIlan/Cheren more time to spam Work Up.

If you beat every trainer and still want to grind a couple more levels, your best options are Route 2 in BW and Floccesy Ranch in B2W2, which both average a little over 30 exp points per battle if you're training a Level 12 Pokemon. Getting that mon to Level 13 would take between 10 and 16 battles, depending on its experience group. This isn't completely horrible, but it does sap your momentum at a point when you really want to be moving on to the next thing, and imo it feels particularly bad relative to how snappy and fluid Gen 5 generally is.

EDIT:
A'ight, bet. :mehowth:

Anyone got team recommendations?
Umbreon is fun. Once you have access to it, the remaining Totems (besides Araquanid and Ribombee) all get pretty well neutralised by Baby-Doll Eyes (or Charm, but the priority is often more important than the extra stage imo). It also acts as a great Toxic user for Necrozma, and if you're using the Exp Share anyway then raising a defensive mon is much less of a slog.
 
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I wanna say SWSH's level curve is the worst to me not because it's particularly painful to go through, but because it feels like it was designed for the hypothetical most uninterested player in existence. If you go even slightly off of the beaten path, fighting (the very few) optional trainers or catching Pokémon in the Wild Area, you're pretty likely to be overleveled. If you do absolutely NOTHING but go from the main objective to the next, then you'll get just enough experience to match each Gym Leader.
 
It's interesting to me that BDSP gets less votes than the Johto games with their infamously awful level curve, despite having essentially the same level curve as DPPt. Is it just that people didn't really play those games?
People have already mentioned it, and it wasn't as bad as XY on my playthrough (and you can bet I'm never doing another again), but it's exactly because they have the same ĺevel curve as the originals...with the Exp.Share slapped on it without consideration on how it changes things. Which would be a good way to sum up how these games were made, really.
 
I typically judge the games by the required stuff you are suppose to do (so Trainer battles and gym leaders) with minimal grinding considered (i.e. not catching Pokemon 24/7

I really like Scarlet and Violet's level curve. By just doing the required shit, I felt my mons were mostly on par with the enemies and the difficulty spike of the league rivals isn't impossible to overcome. EXP candies and rare candies might push it over the edge a bit, but I only used those at the end so IDK.

Sword and shield's level curve was also great if you only fought all the route trainers. There is a bit of a difficulty spike in the fifth gym, which I think was a good thing.

LGPE had a really nice level curve as well.
 
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