I think the key item Exp. Share should be given post-game. That was its still useful for EV training or setting up a new team full of poekmon you didn't have room for in the main story. But you should also have a held item exp. share available during the main story. That way it makes you commit to your team while playing the main game. It feels stupid when everyone goes on what a special bond you have with your pokemon, but you've only used some of your current team for like two routes.
As an aside, what's so wrong with and RPG making levelling up a little difficult?
As an aside, what's so wrong with and RPG making levelling up a little difficult?
Its nice, but it needs to be toned down IMO. It takes so little time to raise low-level pokemon that you don't get that sense of spending time with or thinking about the early stages at all. But when you're trying to get a bunch of lvl 80 pokemon to lvl 100 it slows down to an absolute crawl. No matter how well optimised for grinding you are. It really bored me, especially with the sheer number of legendaries you can only get postgame, and the requirement for lvl 100 for hyper training. Either reduce the scaling, or give us some postgame wild pokemon that make grinding easier,like lvl 75 chansey instead of lvl 50s.The beauty of a scaling exp system is that it essentially auto-corrects level imbalances. You can use tons of pokémon, you'll be a bit lower level than if you use only a few, but you won't end up way behind because you'll simply get more exp to catch up. When you're quite a bit behind you'll just get a level every time you defeat a pokémon, so you'll catch up quite quickly. While if you're a bit ahead you'll get very little exp and the enemies catch up so you won't be in easy-mode for long.