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Stat trainers - do you want them or not?

Stat trainers - do you want them or not?

  • They were good! I'd like them in other games, too!

    Votes: 31 81.6%
  • They weren't necessary. I wish they hadn't been made.

    Votes: 2 5.3%
  • They weren't good, but not bad, either.

    Votes: 4 10.5%
  • Other

    Votes: 1 2.6%

  • Total voters
    38
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If this already exists, please kill this topic as soon as possible.

In GenIV, we saw a new trait called the 'Stat Trainers', and they were positioned in certain dungeons - making every battle into a double battle, and healing you.

Were the stat trainers a good bonus to the games? Or were they nothing more than a new feature?
 
I love them. Before double battling was made readily available in the wild, they provided a great way to grind your party without the hassle of having to run back to a pokecenter. As well as increased your odds of finding a shiny pokemon (which I did :D).
 
This was one of the best ideas of Diamond and Pearl. The double battles were a nice change of pace, and the auto heal function was very convenient. I also liked the different personalities of the characters.
 
I really liked it, although I didn't find them till later so my guys were higher level but still great way to train! Really liked how they healed your party and i didn't even think of the shiny things as yourlilemogirl said!
 
Haha, I remember them! Really cool idea with the co-op thing, and later you could battle with them on the Battle Tower. Free healing was just an icing on the cake. It was a great addition definitely.
 
I thought it was a great idea, teaming up with another trainer to fight your way through a cave. It makes perfect sense than every trainer going it alone. It was so helpful when shit like Zubat/Golbat and Bronzor were around every corner, too. >.>

I liked the fact they were introduced into the Battleground later aswell, so you could battle their entire team. Pretty cool. I hope they introduce something similar in any new games that are created.
 
I liked the idea,but I hated auto healing bad. Those parts of the games were really dull for me. If they plan to reincorporate it in new games,they should make it optional with yes/no choice when you meet them.
 
While Emerald was the first to introduce Double Battles with random trainers, DP refined it and introduced new features such as those. Those helped make the game more interesting. Stuff like that made DP good.+
 
I enjoyed it. Was a nice feature in a pokemon game with so many stale elements. I found it refreshing and great way to train, especially all of the trainers you run into when you are in the dungeons.
 
I loved it as a mechanic, both for training AND because while it was happening I didn't feel like I was always doing everything alone. I would definitely like to see it again.
 
I really liked it, because of the healing and because I liked doing double battles with someone else. And Riley gave you a Riolu egg!
 
I liked the feature overall. It's a great and new way to introduce important and meaningful characters.
I liked the idea,but I hated auto healing bad. Those parts of the games were really dull for me. If they plan to reincorporate it in new games,they should make it optional with yes/no choice when you meet them.
I see your point, that things became overwhelmingly easy. As well, I'd offer that it turns other characters into doctors/nurses when they don't necessarily need to be. (As such, all these great and new, important and meaningful characters all have the same role and fill a similar mold.)

Alternatively, they could have characters who, instead of auto-healing your whole party, gave you the items appropriate for doing so. They could have a Pick-up pokemon/team, or Harvest pokemon or some other fruitful Grass pokemon. These new characters could also be shoppers, or "pokemon-moms" (pokemoms?) who stocked up on healing items. This would be a great mechanism to get items in general, and could be used for other purposes besides that of healing. (As well, if you're handed the items, you can save the items for another time a) outside the dungeon, or b) inside the dungeon. [You might want to maintain a pokemon's health/condition, if it has an ability like Blaze or Poison Heal or a move like facde or Reversal, for example.])
 
I liked the feature overall. It's a great and new way to introduce important and meaningful characters.I see your point, that things became overwhelmingly easy. As well, I'd offer that it turns other characters into doctors/nurses when they don't necessarily need to be. (As such, all these great and new, important and meaningful characters all have the same role and fill a similar mold.)

Alternatively, they could have characters who, instead of auto-healing your whole party, gave you the items appropriate for doing so. They could have a Pick-up pokemon/team, or Harvest pokemon or some other fruitful Grass pokemon. These new characters could also be shoppers, or "pokemon-moms" (pokemoms?) who stocked up on healing items. This would be a great mechanism to get items in general, and could be used for other purposes besides that of healing. (As well, if you're handed the items, you can save the items for another time a) outside the dungeon, or b) inside the dungeon. [You might want to maintain a pokemon's health/condition, if it has an ability like Blaze or Poison Heal or a move like facde or Reversal, for example.])

I like that idea! I also thought the auto-healing made it too easy to train, but how about having them "pick-up" items from time to time? While exploring the dungeon together, we could turn around and talk to them occasionally, and at some points they would say "Oh? PC, my pokemon is holding an item. Would you like to have it?" something like that.

Or, they could actually be merchants of some sort, and we can buy stuff from them. Like, they could sell limited items in bulk. For example, they could carry 12 Lemonades, and we can choose to buy one, six, or all 12. They could also sell different stuff everyday. Fresh Water yesterday, Soda Pop today, Lemonade tomorrow. And not only one kind of item, but perhaps up to ten kinds or so. Maybe berries, or even held items.


Anyways, I strayed off topic a bit. I certainly loved the change in gameplay - the double battle with an in-game character was a new thrill to me. I also loved the rematches on the Battleground. The only thing I wanted was... it would've been excellent if their speeches weren't so limited. Like, explaining what pokemon lives in this dungeon, or battle advices.
 
I like that idea! I also thought the auto-healing made it too easy to train, but how about having them "pick-up" items from time to time? While exploring the dungeon together, we could turn around and talk to them occasionally, and at some points they would say "Oh? PC, my pokemon is holding an item. Would you like to have it?" something like that.

Or, they could actually be merchants of some sort, and we can buy stuff from them. Like, they could sell limited items in bulk. For example, they could carry 12 Lemonades, and we can choose to buy one, six, or all 12. They could also sell different stuff everyday. Fresh Water yesterday, Soda Pop today, Lemonade tomorrow. And not only one kind of item, but perhaps up to ten kinds or so. Maybe berries, or even held items.


Anyways, I strayed off topic a bit. I certainly loved the change in gameplay - the double battle with an in-game character was a new thrill to me. I also loved the rematches on the Battleground. The only thing I wanted was... it would've been excellent if their speeches weren't so limited. Like, explaining what pokemon lives in this dungeon, or battle advices.
Good ideas/commentary, yourself.
 
I thought they were pretty neat, myself. The healing was handy, the Pokémon they used were interesting, and they had really cool designs that wouldn't have had a place in the game otherwise. The fact that they could turn up in the Battle Tower later was also a plus. Definitely one of my favorite parts of Gen IV, and it'd be great to see them return.
 
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