Generation I: Difference between revisions

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→‎Balancing issues: Please do not blindly copy-paste after an edit conflict... Most of the list are not "balance" issues
m (→‎Balancing issues: Please do not blindly copy-paste after an edit conflict... Most of the list are not "balance" issues)
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** {{type|Psychic}} Pokémon had virtually no match because their moves were resisted by no types other than itself and their only weakness was to the {{t|Bug}} type, of which there were only three damaging moves: {{m|Leech Life}}, {{m|Pin Missile}}, and {{m|Twineedle}}. Additionally, most of the Pokémon that learned these moves were part {{t|Poison}}, and therefore weak to Psychic types. {{type|Ghost}} moves are also completely ineffective to Psychic types instead of being super-effective, due to what may be a programming bug. This made it easy for the player to catch a {{p|Drowzee}} or {{p|Abra}} relatively early into the game, evolve it, and teach it the powerful move {{m|Psychic}}, allowing it to easily defeat most opponents.
** {{type|Psychic}} Pokémon had virtually no match because their moves were resisted by no types other than itself and their only weakness was to the {{t|Bug}} type, of which there were only three damaging moves: {{m|Leech Life}}, {{m|Pin Missile}}, and {{m|Twineedle}}. Additionally, most of the Pokémon that learned these moves were part {{t|Poison}}, and therefore weak to Psychic types. {{type|Ghost}} moves are also completely ineffective to Psychic types instead of being super-effective, due to what may be a programming bug. This made it easy for the player to catch a {{p|Drowzee}} or {{p|Abra}} relatively early into the game, evolve it, and teach it the powerful move {{m|Psychic}}, allowing it to easily defeat most opponents.
** Pure {{type|Dragon}} Pokémon had literally no weaknesses, as it was only weak to itself. However, since {{m|Dragon Rage|the only damage-dealing Dragon-type move}} always did a fixed damage of 40HP, there were no moves that were super-effective against pure Dragon types. Since the {{p|Dratini}} evolutionary line was the only series of Dragon-type Pokémon, {{p|Dragonite}} was the only Dragon type with a weakness, as it is also part {{t|Flying}}.
** Pure {{type|Dragon}} Pokémon had literally no weaknesses, as it was only weak to itself. However, since {{m|Dragon Rage|the only damage-dealing Dragon-type move}} always did a fixed damage of 40HP, there were no moves that were super-effective against pure Dragon types. Since the {{p|Dratini}} evolutionary line was the only series of Dragon-type Pokémon, {{p|Dragonite}} was the only Dragon type with a weakness, as it is also part {{t|Flying}}.
* The {{stat|Special}} stat represented both Special Attack and Special Defense, meaning that a Pokémon with a high Special stat had a decisive edge in battle. For example, {{p|Venusaur}} had a [[base stats|base]] Special stat of 100, used {{type|Grass}} (considered "[[Special move|Special]]") moves, and was weak to mostly Special types (except for {{t|Flying}} and {{t|Bug}} types).
* [[Critical hit]] ratios were based on a Pokémon's speed, allowing fast Pokémon such as {{p|Jolteon}} or {{p|Zapdos}} deal large amounts of critical hits.
** [[One-hit knockout move|One-hit KO moves]]s were also based on speed, making them useless if the user was slower than the target.
===Other issues===
* The [[Bag]] only had 20 slots, and each stack of items (including key items) occupied one slot. This forced the player to constantly store obsolete key items, TMs, and HMs into the PC in order to make space for new ones.
* The [[Bag]] only had 20 slots, and each stack of items (including key items) occupied one slot. This forced the player to constantly store obsolete key items, TMs, and HMs into the PC in order to make space for new ones.
* Except for the Elite Four, there were no Trainers who could be rebattled, meaning that, barring winning expensive TMs at the Game Corner and selling them or using {{m|Pay Day}} many times, the amount of money that a player could earn before reaching [[Indigo Plateau]] was limited.
* Except for the Elite Four, there were no Trainers who could be rebattled, meaning that, barring winning expensive TMs at the Game Corner and selling them or using {{m|Pay Day}} many times, the amount of money that a player could earn before reaching [[Indigo Plateau]] was limited.
* The {{stat|Special}} stat represented both Special Attack and Special Defense, meaning that a Pokémon with a high Special stat had a decisive edge in battle. For example, {{p|Venusaur}} had a [[base stats|base]] Special stat of 100, used {{type|Grass}} (considered "[[Special move|Special]]") moves, and was weak to mostly Special types (except for {{t|Flying}} and {{t|Bug}} types).
* {{m|Leech Seed}} and {{m|Toxic}} went off the same damage calculator when they were stacked alongside each other, allowing Leech Seed to drain twice as much damage.
* {{m|Leech Seed}} and {{m|Toxic}} went off the same damage calculator when they were stacked alongside each other, allowing Leech Seed to drain twice as much damage.
* Bad {{status|poison}}ing would revert to standard poisoning if an inflicted Pokémon was switched out.
* Bad {{status|poison}}ing would revert to standard poisoning if an inflicted Pokémon was switched out.
* [[Critical hit]] ratios were based on a Pokémon's speed, allowing fast Pokémon such as {{p|Jolteon}} or {{p|Zapdos}} deal large amounts of critical hits.
** [[One-hit knockout move|One-hit KO moves]]s were also based on speed, making them useless if the user was slower than the target.
* Due to a glitch, {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}}s ''cut'' the user's critical hit ratio by 75%, instead of doubling it.
* Due to a glitch, {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}}s ''cut'' the user's critical hit ratio by 75%, instead of doubling it.
* Critical hits would ignore stat-ups from both parties rather than just the target.
* Critical hits would ignore stat-ups from both parties rather than just the target.

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