But dungeon restrictions are supposed to be effective. What is the point of having a restriction if it doesn’t affect most of the playerbase? In fact, in the months I’ve been playing this game, the only time I had realized that there was a restriction was when I had purposefully decided that I wanted to keep things interesting by changing up my team into something that played significantly differently than what I was used to. So it’s too weak of a restriction to actually cause people to approach this dungeon differently, but overly restrictive enough to prevent exploration and variation in running strategies. That’s where the restriction fails, not on accounting for fairness (or lack thereof).
I thought it was Rock Climb. And not only do they give you Rock Climb for the explicit Rock Climb puzzle that’s right after the midpoint, they also give you a way to escape the dungeon without losing your items or requiring an Escape Orb. And considering that I ran the dungeon primarily with a Delphox at first, I don’t think there was any sort of type restriction. Regardless, I’m not sure this is a particularly useful example here.
Except again, the “bring a flying type” restriction isn’t very much a restriction at all. Set-level and no-item dungeons require a fundamentally different approach to completion than any other dungeon, and that’s okay. That’s good, even. But to just have “Hey, bring one (1) flying type” is to slightly inconvenience at best and have literally no effect at worst. And if SF was designed to be a challenge dungeon (as has been stated repeatedly in this dungeon), then this restriction definitely needs to be altered; either that, or it should be removed and the dungeon itself be looked at in order to preserve the feeling of challenge.
I don’t understand the relevance of this to your argument. Are you saying that the flying type restriction is what kept Sky Fortress popular? Or am I misinterpreting your point here?
I will repeat what I had said in an earlier post in this thread: There are plenty of different ways to increase difficulty without affecting annoyance levels. Truthfully, I enjoy a challenge every now and then. It’s part of the reason why I prefer training in Voltaic Rainforest over Mysterious Jungle, during the few times I do train. However (and I repeat this as well), the flying type restriction is less a challenge and more a push towards what the established metagame already is. It’d be like forcing people to bring “at least one Tapu” to Sun/Moon Smogon Singles OU battles — it’s something that most people do anyway, and only affect those who specifically wanted to try something different.
I think that, if the rate of PP restore and revive items were reduced, then Sky Fortress would easily be one of the most difficult dungeons in the game — and that’s even considering that your belly resets basically every 10 floors. But that’s a topic for another thread. Either way, the restriction affects the variation involved in tackling the dungeon, not the difficulty of running it. If the problem is, in fact, due to the dungeon being like every other dungeon, then this flying type restriction is not the way of fixing that problem.