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Is it possible for you to create a mod that divides the overall exp yield provided by 1 foe-pokemon through the amount of one's own team-pokemon actively participated in battle, just like the good old formula was like?
Like, if a foe-pokemon would normally provide 100 exp after being defeated to eg all 4 actively participated pokemon (new formula since gen 7 I think it was), it would instead provide 25 exp to each of them, considering they are all the same level since the new formula gives level-dependent exp.
I ask bc in my "competetive" story-run, there is a static ruled max. grinding system which means that gain of exp is limited by setting a maximum in defeating wild pokemon in all areas, which worked just fine for all older games but now this annoying new formula doubles and triples etc. the base-exp by providing said base-amount for each active-been pokemon, which always indirectly "forces" me to play out every pokemon of my whole team against 1 pokemon just to get the overall max-possible amount of exp from that pokemon; maybe one can imagine how time-consuming and even strategically inefficient this becomes after a while..
Also, that new formula messes up the overall-average exp-gain by simply multiplying the base; for me especially noticeable in trainer battles. Now one might say I could use a 50, 60 or 70% exp-gain mod to "balance" this, but remember this would not fix the time-consuming effect I would still have by getting a benefit if I switch-in all of the team's pokemon at any given time.