Just a little detail that it seems no one’s really seemed to pay attention to. In pve everything sounds fine(although I think some stuff like stealthbane and Don Rilla’s whole moveset is sold awfully short by the sounds they make), but in pvp, I’m not sure why, but there’s several condition based moves that when they deal critical damage, still play the non critical sound, for example blood moves, dreamhunt, poison eater, sneak attack, etc. I’m not sure why it happens, but I feel it kind of diminishes the impact of the battle in a subtle way. Just curious if there’s any plans to fix this.
Also while we’re on the subject of sound, even in pve it often feels like the game can’t make up its mind whether a move like double eater or double dreamhunt deserves to be treated as critical when only one target is asleep/poisoned. It’s just kinda strange, doesn’t seem super clear what condition it actually goes by to determine what sound it uses.