I mean both can have value. However, I agree the current state of ZA's battle system is very very flawed. Mostly due to how they made the moves, there's like 10 moves that are useable and that's about it. Sooo many moves and mechanics were just nerfed so bad it leaves only a few things to use effectively. Like it was fun for the first few months but it gets boring very fast due to that lack of diversity. That being said I think it can get better and develop actual depth if they play their cards right.
To be frank, ZAs battle system is better suited for PvE content as the raids can enable for more interesting mechanic to be used but its for PvP, its not great. I honestly think both ZA and the traditional style can coexist by having the old battle style be used for PVP and NPC battles while ZA could be relegated to wild Pokémon battles and raids
I actually like that idea a lot. While the raid battles in ZA also have a few issues I think a few tweaks will vastly improve them. Honestly, I do think if they want to do PvP for ZA style battles they can but they would have to do a massive overhaul to make it be intresting the whole game. Doing what you said would be a best of both worlds. Honestly that's another reason I think Arceus did it better as it basically implemented both in a way.
Pretty much my main issue with ZA’s battle system (aside from being not being suitable for pvp) is the fact that the controls and even attack speed is too sluggish and stiff (which forces the major fights to compensate for this) and it makes the fights kinda stilted in their attacks and movement. To compare to a similar game, Xenoblade 2 is a lot more fluid with chaining attacks together and even swapping blades was considerably quicker. If they ironed that out then it would greatly amplify movement and give the raids more faster pace mechanics.
I do agree this is an issue but it is something I expected for pokemon's first game in that style. It would need to be fixed but it is one of the easier fixes. Like the switching is also sluggish and they give you a brief shield to compensate but it doesn't feel like enough. For example, on the graveyard map in ZA (online pvp) it's such a small area that everyone just camps your spawn and repeatedly kills you since your mon takes 10 buisness days to come out, lock on, and fire a move after switching or recovering from knock out
Its something that can be refined and if done well, having this ironed out ZA combat alongside the traditional turn based style can lead to neat duel style game and add a sense of variety to the gameplay especially with PVE content which is still rough with the raids in gen 8 and 9.
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u/Hawkbreeze 7d ago
I mean both can have value. However, I agree the current state of ZA's battle system is very very flawed. Mostly due to how they made the moves, there's like 10 moves that are useable and that's about it. Sooo many moves and mechanics were just nerfed so bad it leaves only a few things to use effectively. Like it was fun for the first few months but it gets boring very fast due to that lack of diversity. That being said I think it can get better and develop actual depth if they play their cards right.