Yes, it was my choice, but I don't want to be punished so severely for something that shouldn't be punished.Īlso, if we suppose the level cap is 100(which seems the most reasonable) and I caught a lv.77 temtem that needs 18 levels for its first evolution, it'll evolve at lv.95 and then will be able to evolve again after 5 levels once its level caps out, which. I want to be there watching when they evolve from baby to teen and from teen to adult, and I want to enjoy that without thoughts of 'Still need 10 more levels?! I could have had Ralcan 5 levels ago if I'd dumped this one for a wild Raize.' popping up in my head.
For me, at least, raising something from the first growth stage and seeing it 'grow up' as my team becomes stronger in these types of games is a big part of the game. Evolving later might not seem like much, but game mechanics-wise there's a difference in stats, and aesthetic/satisfaction-wise knowing you are going through an additional whopping 15 levels' worth of time missing out on having its evolved form on your team/following you around is not that great. This mechanic greatly penalizes players who want to use the first-stage temtem they caught rather than discard it and replace it with the evolved version of the same level. The difference becomes even bigger with breeding a bred Raiber(which I assume would start from lv. Raising it from Raiber stage becomes bleaker once you remember that Raize has one more evolution stage and that leveling up becomes progressively harder. 22~24 Raizes that are already evolved in the same area. For example, a wild Raiber would need to become lv 35~37 to evolve into Raize, while there are lv. While I understand why the changes to the evolution mechanic happened, currently the disparity between a wild evolved tem's level and a wild unevolved tem's required level to evolve, as well as the levels needed for a temtem with two evolutions to evolve even once, feel too big.