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Pokémon Super Mystery Dungeon Community

memitomodachiman500

11/29/2015 10:53 AM ·Spoilers

Open Closed

I am loving the game.It has beautiful history,It's better than any of the mystery dungeons I played.[i played all of them,since red rescue team to GTI]oh,And the part i like the most:the lots,lots,LOTS of references.also,I fell that the mecanics are way better.and,I didn't even finished it.the only thing i don't like is that is too hard.well,what about your opinion?put it in the comments.see ya!

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  • The fact that it's more difficult is an immediate turn off for me. To me, it was never about the difficulty, but strategy. I don't like how every enemy I encounter is as strong or stronger than I am, effectively FORCING me to use items just to survive. Since I can't even train myself, due to the lack of a dojo, I'm gonna have to rely on item usage. They don't even give you a decent amount of EXP

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  • to compensate for their strength, Remember how in the rescue team and explorers games that certain items couldn't be used during boss fights, such as orbs? Well now, especially since they love to outnumber you in GTI and SMD, you pretty much have to do it. I don't like relying too heavily on items...or random status effects that I have little to no control over. I just don't understand why they

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  • felt that they needed to nerf your capability in the field (still missing the OH-SO-USEFUL linked moves system), just to turn around and do stuff like this: *Ranged attacks go through allies now, which eliminates the need to be careful that was in the previous titles. It also eliminates logic. *Sometimes, your partners inexplicably do things that you have no control over (I hope I'm

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  • wrong in this case) such as heal your status problems or take hits for you. The IQ system? Has it just been dealt away with entirely. Yeah, the effects are nice, but I don't like how I don't have control over them. Therefore, relying on it is a bad idea. Also, what if my partner takes a hit for me that was ineffective against me, but super effective against him? *Those gem-band things...

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  • In short, there are several things that I felt didn't need changing from the Rescue Team and Explorers games. Certain aspects of GTI and SMD just rub me the wrong way.

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  • you're right in that.i remember that I couldn't use orbs in boss battles,true.but,at least,my moves were stronger.now,your moves against the dungeon boss are like magikarp using splash against giratina. also,in the old games there was lack of items like reviver seeds.you only found one from 1–10 dungeons,and in SMD every 2 steps you found a tiny reviver seed.but in the old games you only needed

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  • them in a pinch.but i liked that now you can choose if you want or don't revive your partner.i HATE when my partner takes a hit for me.and,the belly is very strict in this game. every dungeon have something stronger than you.the IQ of ememies is intelligent,while the IQ of your partners it's like a 7 years old kid.at least,he knows wen to use effective moves.those are the negative points.

    Yeahs1
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  • Yeah. It's not a bad game, by any means, but it certainly doesn't feel as fun. Then again, I'm probably biased, since Red Rescue Team was the first pokemon game I ever played. Maybe the novelty has worn off? Also, you could prevent teammates from using Rev. Seeds in the old games too. Uncheck their "item master" IQ skill.

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  • On the bright side...sound test. I think every game should have one. :D

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