Yeah, you usually shouldn't be in that position, but given the unpredictable and sometimes laughable trainer AI, herbing your way victory, being caught in that loop, is sometimes a workable strategy. This happens with pokemon too sometimes, except in pokemon, trainers are smart; if they have a move that will hurt, they'll stick to it usually, particularly bosses. And in pokemon, that move usually )but not always) has perfect accuracy, so the herb-till-you-win strategy doesn't work. Aaron's half-failure here is in part due to the speed mechanics he's using and in part due to the friggin' wild battles that result in all kinds of silly accuracy issues, coupled with some really under-represented types and manamon where you're stuck using a far-less-than-optimal move which doesn't allow you to one or two-shot a foe or something.
Having to use herbs, sometimes even revives. Okay sure. Everyone gets that unlucky critical hit, or gets a m atch they don't like and is outraced to a KO. That's absolutely fine. But the game is really starting to show its technical issues now. This game was designed, I think, with somebody's gut and a few hours of playtesting, not with tons of math and battle-testing for viability. Unless, of course, we just happen to be dealing with people who think randomness is epic. In which case, I can only shake my head.
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