Main Series:
- Trivial difficulty (since Gen 6)
Since Masuda took over the level design of the official games, the difficulty has dropped drastically. The games are balanced so that a 7 year old can complete it. The main culprit is the Exp All (see below), but other factors play a role such as the ability to spam healing items in combat until PP stall the AI.
Special mention to the type chart that we no longer need to know since Gen 7: the effectiveness of the attacks is written in large under each of them.
It is generally necessary to wait for the post-game to find a difficulty finally suitable.
- The Omni-Exp (Exp All for all party)
The modern Exp All applies to the whole team, and which mathematically multiplies the experience gains by a factor of 3.5 with a full party (100% Exp rate for the fighting Pokémon + 50% for each of the 5 others instead of a 100% rate shared between each fighters). +250% experience, it's a huge gap and I constantly find myself in overlevel without forcing.
Still, you could disable Exp All on 3DS games to maintain the old difficulty, but the switch to Nintendo Switch has definitely put the nail in the coffin.
- Poor and Childish Story
Since Gen 5, there haven't been any real mature scenarios that make you think about life concepts. The Delta episode and the (too short) Ultimate Weapon's arc are the last two screenwriting pearls we had the right to see.
To play devil's advocate, it's in line with Nintendo's marketing strategy, which primarily targets a very young audience.
- HM slaves
Today is a thing of the past, but having to sacrifice moves slots or even a team slot just for an HM Slave was more of a handicap than anything else. Add to this that these moves are often weak and could not be forgotten (an abberation knowing that the HM can no longer be thrown out of the bag: it is therefore possible to relearn them at any time.)
- The four moveslot syndrome
I have always railed against the limit of four attacks since the first generation. The Anime has shown that Pokemons can clearly use more than 4 attacks in a single fight. There is a huge potential to be exploited if we can find a way to balance the stamina of the Pokémons with more moves available. This would make the battles more strategic.
Unfortunately, none of the alternatives to Pokémon (Temtem, Nexomon and Coromon to name a few) have broken this syndrome.
I will add in this category the energy partitioning with PP. (The mentioned competitors have all opted for a manapool, which solves this problem)
Fun fact: Junichi Masuda had planned to increase this limit when the game was upgraded to the third generation, but he changed his mind at the last minute, aware of the balancing problems it would cause.
- Harmful Status attacks (debuff moves) that totally ignore type affinity
The one and only exception that takes affinity into account is Thunder Wave (and just for immunity). Everyone else completely ignores the type chart. Sand attack can freely blind a flying target, Stun Powder has the same chance to paralyze a Swampert (double weakness from Grass) as a Crobat (double resistance) ... In short, the type attributed to Status moves is purely decorative.
That's why I liked the powder immunity for the Grass types from Gen 6. This broke Spore's hegemony in Gen 5 and created an "immunity mesh": the same debuff will not have the same chances of success depending on the affinity of the target.
- The Haxx added by Affection (Poke Amie, Poke Camp ...)
The idea itself is great, and I personally loved it. This emphasizes friendship with his creatures and shows that being loved by them has a real impact, just like in the Anime. The problem is with the Game design: it's very clumsily implemented. Statuses can be healed without having had time to take effect for 1 second, or a Pokémon can survive (taking zero damage would be a more accurate term) several times in a row with 1 HP.
By limiting the amplitude of the haxx (for example by letting the statuses take effect for at least one turn or by modulating the probability of surviving according to the remaining health), it would be much better accepted. Ditto if NPCs can take advantage of these bonuses and show that the player is not the only one to benefit from them.
- Stealth Rock
Considered the most powerful of all attacks (at least in 6v6 PvP), Stealth Rock deals massive damage to creatures weak to the Rock-type, automatically disqualifying many species. The problem with Stealth Rock is not taking into account the affinity (it's a good idea), but the amplitude too large of damage.
Spikes is an example of a better balanced Entry Hazard move. Some Pokémons are immune to it (immunity mesh) and percentage of HP removed is never more than a quarter.
Fortunately, the Heavy-Duty Boots nerfed this attack.
- Trade Evolution
Or how to handicap players who have a weak circle of friends, or just can't afford Nintendo Online.
Special mention to the trades that must be made with a held item (which will of course be destroyed).
- Breeding and EV distribution
The reproduction mechanics consist of producing eggs by the hundred until having the correct RNG for the 6 IVs. I have the impression of being in a hatcher of laying hens where all the male chicks are killed.
I would have preferred that the quality be privileged to the quantity (Temtem is much better balanced on this point), and give the player the opportunity to make their adventure Pokémons competitive, even without having any "perfect" genes. Hyper training is a nice feature (too bad you have to wait for level 100) but ability pills are still too expensive (especially the Ability Patch) and that clearly encourages cheating.
In parallel, hiding EVs is very annoying. The Super Training from Gen 6 was the best thing it could be. In Gen 8, the only way to distribute your EVs without making a mistake is to use vitamins (and wings). And for that, you have to start from a zero base. Please, Game Freak, give a way to reset the EVs to zero easily (e.g: Perillous Soup or anti-EV Berries buyable in unlimited quantities).
Our heart Pokémons are the ones who made the adventure with us, not the ones we had mass-reproduced using eugenics methods.
- 20 minutes timer on PvP battle
No comment. Having said that, it makes the joy of Showdown which has recovered all the disappointed players.
Fan Games:
- Aberrant difficulty
Tired of the ease of official games, many makers want to make a difficult game. Except that often, they aim too high and we end up with a very unstable difficulty, sometimes stratospheric (Dark Rising ...)
Afterwards, there is bad difficulty and good difficulty:
The bad difficulty is to put enemies at statospheric levels or with punitive mechanics (e.g. the attack with 100% accuracy that OHKO and erase your Pokémon).
Conversely, the Reborn series with its Field Effects brings its share of novelty. Even if they are part of the most difficult fangames, these new mechanics are very popular and encourage the player to surpass themselves (in particular by using the battlefields to their advantage).
- Spelling and grammar
It follows that fangame is an amateur environment, but please be careful with the writing.
- Bugs
The reason is the same as for the spelling. Developers do this as a hobby and the bugs are much more common than in professional games. But if there is one thing to avoid, it is the crash that causes you to lose all your progress since the last save. This can definitely discourage a player.
As much as a texture or collision bug can leave a smile on your face, a crash can definitely discourage a player, because he lost all of his progress since the last save.
- Uglymons (and poor artistic direction in general)
It is better to be satisfied with the official assets rather than to absolutely seek to make Fakemons without having the artistic level. Seeing poorly drawn creatures is a pity for the eyes. Afterwards, if it's intentionally parodying, it can be a lot of fun.
- A scenario that takes place in an official region in the present (especially Kanto)
The Let's Go series definitely gave me a Kanto overdose.