Pokémon TCG: Sword and Shield—Brilliant Stars

Is the current format the worst ever?

Status
Not open for further replies.
Here's a different way of looking at it:

As a mass-market product, shouldn't the game attempt to appeal to people with a variety of play-style preferences, either to attract more players (who, while a minority of sales, probably contribute more per capita), or to allow existing players to branch out and try new things? Is it currently doing this well? If not, how can it improve?
 
Here's a different way of looking at it:

As a mass-market product, shouldn't the game attempt to appeal to people with a variety of play-style preferences, either to attract more players (who, while a minority of sales, probably contribute more per capita), or to allow existing players to branch out and try new things? Is it currently doing this well? If not, how can it improve?

Actually the game is at its absolute easiest to pick up right now imo. You can build a competitive deck by spending at most $15 for the most expensive cards, bring it into a tournament, and immediately be in the running based on deck choice alone. While gameplay and deck building is very difficult, competitive decisionmaking and strategy is actually quite easy right now, making it simple to explain or teach to new players, and allowing them to grasp the mechanics of the upper tier of gameplay quickly.
 
Variations have probably already been said but this isnt the worst format ever. The game has seen better days but last season was much much worse.
 
...so?

Even if we're just to constrict to Pokemon (which is unfair because this is the most Pokemon-centric format I've ever seen - some of the older trainers are amazing and were very dominant), you saw a lot of Cleffa, Yanmega, Magnezone, Emboar, and Vileplume a couple years ago. Then you saw a lot of Luxray GL, Garchomp C, Sableye SF, Uxie, Crobat G, Unown Q, Dialga G...

I do not see how this reinforces your point.

Those pokemon all attacked from a different angle. Big Basic EX's all attack from the same angle. Literally the ONLY thing that makes them different besides numbers, is their types. They're all the same card from a design stand point.


Yes, you're correct. Again, how does this reinforce your point? If you want to play a competitive deck, choose a competitive card combination, a series of cards that work well with that combination, and tweak them into something that sets up and hopefully proves more powerful than your opponents' decks.
When the only choice you are making in a format is which beefy attacker you want attacking on turn 2, that is a problem. Those cards all do the exact same thing. Maybe their types and exact damage is different, but if you stop looking at cards at face value, and look at the cards from a design point, you'll see that all the cards are designed exactly the same. So, the designers were successful in alienating every single other card from the design spectrum.


Firstly, your definition of a card being bad is YOUR definition, not mine. Secondly, I find your definition linear and strict. What about Claydol GE? You either played Claydol, or you played another card that allowed you to set up FASTER than Claydol. Why does that make it bad? Claydol made a massive number of decks viable. Mewtwo gives a bunch of creative, bizarre combinations life by offering them a splashable and strong attacker.

Thirdly, Mewtwo EX is not SO centric as you're trying to make it out to be. You are simplifying my point to suit yours. Regardless of how good Mewtwo is or isn't, a deck either runs it, or doesn't. Now we acknowledge that it's good, so you need to assess whether you fear it or not. Many decks right now don't, for a number of reasons, varying from "I can 2hko it with cards I naturally run" to "It just overpowers it". Some still do - so you run something that can kill it... which happens to be itself (but also sigilyph and in some situations meloetta).

How isn't that how every central card works? Darkrai works like that. Rayquaza works like that. Terrakion works like that. Landorus works like that. Tornadus works like that.
First, you actually agreed with me here, at the end. All the cards work the same way. They are all basic pokemon that are naturally 2HKO'ing you or better. Where is the variety?

Now, my definition is not yours. I misspoke and I had no right to "define" what makes a format bad. I will re speak... Cards that warp formats to the point that you either run that card, or run an answer to it, are what cause people to say that formats are bad. Mewtwo EX is so good that every deck can run it without changing a single card in their deck. Splashability is pretty bad if you ask me, as now suddenly every deck in the room has access to the most powerful card in the format for no cost. I actually don't know why I'm arguing this point though, because I still don't think Mewtwo EX is the problem with the format. He's super powerful, but he actually requires a lot of skill to play correctly without just prize trading with theirs.


You are grossly misunderstanding the nature of both Basic Pokemon and this format. Did you play in any previous format without big EX pokemon or, more importantly, pre-BW?

The CURRENTLY DESIGNED Pokemon EX, in addition to being basics, actually require significant set up: three energy is not trivial. (They just need less set-up than most Evolutions do right now - but not less than, say, Empoleon. Empoleon is about on par with most EXs.) They don't seem to need much setup because there are lots of ways to get around their required setup time: Dark Patch and Dynamotor primarily.

They aren't super consistent. Nothing in this format is super consistent compared to, say, Gyarados or Luxchomp. ;_; I got the WC2010 Gyarados today so that format is on my mind.

They can only stop stage 2s from hitting play because Catcher exists. They themselves don't do that very well (except, in some distant alternate universe, Raikou EX).
Here's the underlying issue. It doesn't matter if I've ever played any format before now or not. First, Empoleon is not on par with any EX in the format. It has less HP, does less damage, and requires just as much set up, if not more. It actually takes 4 cards to do 20 damage. Mewtwo EX takes 2. Darkrai takes 4 to do 90. Look at basic card advantage numbers. How many cards does it take Empoleon to deal max damage, 120? 15 cards between your opponent and you. Thats SO MANY CARDS.

What big basics do is they give you free card advantage. Your opponent plays a Stage 2? That's 3 cards. Then Energy costs are the same 3-4. That's 6 cards minimum to attack, with less HP so chances of you generating prize advantage is lower. The big basics have more room to run cards that are already inherently more powerful (Eviolite) whereas Stage 2 Decks have to run far more cards just trying to set up, let alone staying power.

Look at the shell of some of the Big Basic only decks. We'll use the Ho-Oh list I copied from a forum, this deck Top Cut a Cities somewhere:
3 Ho-Oh EX
2 Terrakion
2 Mewtwo EX
1-1 Roserade
1 Bouffalant
1 Virizion

Thats 11 cards. Now, lets look at the Darkrai EX deck I've been testing, that runs a stage 2 line.

3 Darkrai EX
4-1-3 Hyedreigon
2 Sableye
2 Mewtwo EX

15... but wait! Can't forget the +4 Rare Candy, so now I'm at 19. I have 8 less cards available in deck design now to add techs, because I have run Rare Candy. I also am going to be less consistent because I have less access to cards like Skyla, Juniper, etc. I don't get to run Eviolites because well, I don't have room. Tool Scrapper gets rid of Eviolite, but do I even have room for that? What about a Stadium, can I get away with one? Probably not because I have so many cards to fit in the deck.

Big Basics, especially when they are this powerful, create FREE advantages. Not only do they attack FASTER and more consistently (only need 4 cards to attack, and 3 of those are Basic Energy) than a Stage 2 (Need 6 cards, and 3 of those AREN'T basic Energy) and you are starting to create advantages that can't be overcome. Now, you've got Skyla for Rare Candy, and Ultra Ball for the second evolution, but Ultra Ball adds 2 cards to the count. Why would you even waste your time playing Stage 2's? If there was an advantage to playing them, like, higher HP, more base damage, etc., then maybe I could see the format as balanced, but when you keep a format that is strictly about playing one type of card (Big Basics), with no advantage to playing other cards (Stage 2's), that to me implies that the designers just got lazy.


Who cares?

No, really, who cares? Why does it matter to you? Is the game fun as it is or not? Evolutions' relevance is... well... irrelevant!
Well, to be honest, the competitive pokemon crowd is not what drives sales. Now, when talking about making the jump from Casual to Competitive, if you really enjoy playing Stage 2's, and a format exists where you can't play them because basics are just better, then there is less of a chance of players making that jump. So, the relevance is, do you want the game to grow? If the answer is yes, then there needs to be a balance around Stage 2's vs. Big Basics. If one half is better than the other, things are going to get stale, and the game won't grow. Why play the game if you can't actually play the game fully?

You've brought an assumption to the game, which I have bolded for you. Why should "investing resources" in stage 2s give you some kind of reward? Only because you expect them to - not because that is some guaranteed aspect of the game.



Give me an example of a game that balances EVERY aspect of itself so that you can play towards almost any angle and have it be competitive. I don't expect you to find many examples because that's incredibly hard to do. Take any example you find afterward, and ask yourself: is this game meant to be 100% competitive? Is it meant to be a competition between the players that everyone can approach on an equal level? Because Pokemon is not that kind of game. Cards are designed frequently just for the sake of being pretty and fun to look at. See the Shiny Collection.
Magic the Gathering. 20 years in the making. Sometimes they mess things up, but the design cards with balance in mind. The past 3 years or so, minus one card that was a mistake, have been incredibly balanced. Tons of things have been viable all at the same time, and they all attacked each format differently. They must be doing something right. Look at every other TCG and ask yourself why they fail? Poor game design is what chases people away. WoW TCG had some incredibly poor design over the years. People fled the game. There was a control deck that set up on turn 2-3 and actually prevented your opponent from playing any cards for the rest of the game, all the while hitting you for 1 point of damage for the next 30 something turns until the game ended. This was a very consistent deck. The design during that time actually caused the game to almost die off.

In Pokemon balance is probably the easiest of any game I've ever played. You make the investment in Stage 2's worth the time, while simultaneously making Basics strong enough that you can punish your opponent for playing said stage 2's, without actually preventing them from being playable. If you swapped the HP on Darkrai and Hydreigon, this is achieved. Suddenly, Hydreigon, if fully powered up, can KO a Darkrai, but if you fail to get set up quick enough, the Darkrai will punish you. The simple solution to prevent this from having to happen is just get rid of Pokemon Catcher, as now you can set up with the safety of your bench to look towards, but if the card is going to exist, swapping their HP is actually fine. You aren't going to set up Darkrai turn 1 most of the time, and the Hydreigon wont be attacking on turn 2, but by turn 3 both will be attacking (should be) and the trade is fine. If Hydreigon gets KO'd, you lose card advantage, but only lose one prize, where if the Darkrai EX gets knocked out, then you don't lose card advantage because you should get a return KO, but you do fall behind in the Prize Count. It's a fair trade. How many cards is one prize worth? These are the questions that go deeper into basic game theory than anything, but they are absolutely irrelevant because Basic Pokemon are actually just stronger than Stage 2's right now, so you are not only up in Card Advantage, but you are going to be taking 2 prizes before they even have the chance to return KO and get their prizes.

They have completely different target markets and therefore the comparison between them is tenable at best.
Special cards that are fun don't influence competitive play. However, if you just make cards because they are fun, then that alienates your competitive crowd, which in turn diminishes the amount of players playing the game, which diminishes the amount of FREE advertising you get from them playing your game. Pokemon will be around as long as the Game Boy Games and the franchise remain popular, but the card game could die off if it eventually just stops being profitable. Alienating the competitive crowd by not balancing your game and just printing "cool" eventually leads and entire community to quitting the game and moving on to something different.

Wow, there are so many things wrong with this (in my eyes)...

Let me be clear. If the example you described above happened, I would probably agree that it was a very stupid and bad idea. But the analogy and comparison is just... ugh.

1. If Magic decided to do that, you still have to judge the game based on what is competitive. Are there several different blue decks that run in different ways? One of the ways Magic prevents this from happening is by giving each color a "theme" in game mechanics, that they adhere to loosely if they like. Assuming they stopped doing that for the purpose of this set, then, you have to ask yourself if the game you're playing - where it's really just "one-color Magic" - is still fun. Knowing WOTC, it probably would be.

2. They are under no obligation to care whether or not you play "all white" in every tournament. (or just primary white.) The target audience of Magic is people who play a competitive game. If they decide to make other colors moot or secondary for a while to make the game interesting and different, their target audience is likely to follow that (as long as the resulting game is still interesting as in part 1). If you don't care for the competition and just like making good white decks, you're outside the target audience, and your opinion is not as important to them as you might like it to be.

3. "Ignored four colors and a lot of design space... lazy work by RnD." Making bad cards isn't any easier than making good cards, you know. You have to be careful about what you do to make them interesting - especially in a game like Magic, but also in a game like Pokemon. You can't just release a set of 10 Pokemon EX and 90 Pokemon with low HP and high-energy-cost low-damage attacks. There have to be some interesting concepts even if they aren't good. If you give them some interesting properties without paying attention to how those properties work together with everything else, a broken combination can emerge and the game can be truly, completely destroyed, rather than just centered around one color.

4. "4/5ths of the design space is wasted." This is a point where the comparison is invalid. I'll elaborate after your next quote.
I'm only responding to number 3. Look at the current format. Apply the " You can't just print 10 Pokemon EX and 90 Pokemon that [suck]. Because that's exactly what they did.

I've bolded misapplied or misunderstood ideas, and underlined opinions.

In regards to point 4 above, you assume that Basics and Evolutions should be considered competitively equal, which is an assumption. To be clear, I'd like it better that way too, but that isn't a symptom of the game being bad. Stage 2 Pokemon are expected to make the sets complete from a collector and casual appreciator's point of view, in the same way that a Magic collector would be disturbed if they found a set that consisted ONLY of blue cards.

You have misinterpreted the nature of this game such that you think that Basics and Evolutions should be on equal footing when there is no reason to believe that. You have assumed that Stage 2s take more investment for setup, firstly, which isn't necessarily true (and only happens to be POSSIBLY true in this format because of how conveniently the support matches up with EX Pokemon), but secondly, you have also said - let me quote it again -
Not at all actually. I don't believe they should be on "equal" footing. I believe they should be close enough though that the Big Basics or the Stage 2 Evolutions don't completely make the other ones irrelevant.

When a card requires more investment than its return is worth, that's called a bad card. Sorry. Cards are bad sometimes. In fact, cards are often bad. That is a natural part of TCG design. Not every card can be competitive. That'd be a nightmare both from a marketing and a design point of view.
Yes, I know this. However, MOST stage 2's are Bad. Empoleon, Blastoise and Hydreigon are about all when it comes to Stage 2's in this format. Only Empoleon is used to attack, and even then, it wouldn't be played if it didn't have it's ability. So, when all cards of a given type are bad, do you think that means a format is healthy?

I don't want to give the impression that I am ignoring any part of your post, but I want to point out that this is not a sound statement for reasons I have outlined already, namely that the idea that they "should" balance it around both evolutions and legendary basics is fabricated. Indeed, the idea that evolution is a focal point of the TCG is up for contention, as well. Energy manipulation is an extremely important aspect of the game, too, one that is sometimes quite neglected in other formats (see SP, imo). And many formats from several years ago saw very few competitive basic Pokemon, and even fewer decks based around basics.
Energy Manipulation is not a core concept of Pokemon TCG. It is not in the rule book, it is not fundamental to the game. It exists because they decide to incorporate it into many formats. Evolving pokemon is part of the game down to it's core. You can either create exciting evolutions, or you can ignore them.

The things we know to be true about Pokemon TCG is, every set will have Basic Pokemon and Every set will have Evolutions for Basic Pokemon. Nothing else in this game is guaranteed.

So all that said, I find the idea that the design is "lazy" not only off-base but honestly really obnoxious.
I'm sorry you find an opinion obnoxious. If parts of the game are ignored, to me, that's lazy design. I find the idea that games designed around one of the two core concepts and not both and accepted as "healthy" obnoxious.

"I agree it's skill intensive, but not because it's skill intensive."

...what???
I was agreeing with you. It's skill intensive not because it requires PLAY skill to be good, even though it does, but you wont even be in those situations if you haven't correctly predicted the metagame. I fully believe the first step to being good at any game is being prepared for whats in the room. This format is especially skill intensive in that regard.

EDIT: Also, lol at the idea that any of the EX Pokemon are "viable in a vacuum" - implying that they're just naturally good. Mewtwo EX is the only card that maybe fits this definition. Remove Dark Patch and Darkrai becomes okay at best. Remove DCE and Tornadus becomes significantly less attractive. Remove Blastoise and Keldeo is just sort of eh. If you were to translate Abilities back into Bodies and Powers, I bet an appropriately retooled Luxchomp could wreck most of the decks you would try to play from this format (without removing cards, mind you).
The fact that Keldeo is showing up in non-Blastoise based decks is proof enough that he would be fine in a vacuum. There is not a single EX that is heavily played right now that would not survive to attack. This is because they are all over inflated HP monsters.

And your point is? That sounds exactly like the ideal skill-intensive game to me. The time you invest in practicing and understanding the game comes back around to reward you with wins and success. Please explain why this is bad.
Again, I was agreeing with you. I actually have said it, and I will say it again, I truly believe this is a fun format. From a player stand point. From a design stand point, I would say this is an incredibly lazily designed format. I enjoy formats where I can win a match based on the leg work I put in before the tournament, whereas in bad formats, I can lose because my opponent picked up an auto pilot deck, copied the list from the internet, and walked all over my heavily tested and tuned deck, just because I lost the rock paper scissors. This format? Skill from start to finish.

But, stage 2 decks firstly aren't all that donkable - t1 or t2 60 is actually quite hard to do bar an amazing Tornadus start, or a decent Mewtwo start coupled with really terrible luck for the stage 2 player. Secondly, stage 2s aren't prevalent enough that games actually end all that quickly. Are you seeing a lot of turn one or turn two wins? Because I see hardly any!
If you start with one 60 HP pokemon, and have a poor hand, chances are I'm KO'ing you on turn 2 and taking the match. That was my point. Outside of blistering starts, or incredibly slow ones, this format is incredibly slow.

I fail to see why you are debating me on points where I start by saying "I agree." That's poor arguing.
 
Actually the game is at its absolute easiest to pick up right now imo. You can build a competitive deck by spending at most $15 for the most expensive cards, bring it into a tournament, and immediately be in the running based on deck choice alone. While gameplay and deck building is very difficult, competitive decisionmaking and strategy is actually quite easy right now, making it simple to explain or teach to new players, and allowing them to grasp the mechanics of the upper tier of gameplay quickly.

To this point I strongly disagree... Any Meta-game relevant single can easily cost between 10 to 30 bucks on it's own, and you have a whole deck to buy, not just one card. Not to mention that most competitive decks don't stay competitive for long after the next set is released; most of your line becomes obsolete and you have to restuff your deck with the newest attackers, the newest OP Item cards, and an all-new strategy. While I like seeing a format remain fluid and evolving, I rather hate the sudden drop in my purchased cards value, which often leaves me with no cash to buy the new hyped cards.

From an aesthetic standpoint, I like the current format, as Legendaries have become must-plays. But I definitely diverge from Kayle's "tough-luck" stance towards Stage 2s. By making them more or less irrelevant in this format except for the chosen few who can support big attackers from the bench, you've eliminated a great number of Pokemon from play altogether, along with a core mechanic of the Pokemon universe. Gamester2488's idea is to me pretty common-sense, Evolving takes more time and cards, but should ultimately prove more beneficial, at least in a few ways. Yet we have a format with cards geared specifically towards Basics, with absolutely no printed perks for Evolutions (that I am aware of) in the metagame. IMO, we need double Rainbow Energy back, we need Mewtwo Lv. X's Pokebody, and the Evolution equivalent of an Eviolite, beefed up and not watered down like Giant cape.
 
I wrote a really long post but ended up not really liking it. I've trimmed off most of the areas that weren't really relevant and made the TL;DR at the beginning.

IN SHORT: You don't seem to understand a lot about how the game works and have made unfounded statements and opinions based on those misunderstandings. Stage 2s are actually pretty viable right now, they just aren't viable attackers, and I'm not sure why you would make that qualification. Or any qualification, for that matter.

Additionally, I am baffled that you would say a format is fun to play and very skill based, but would also say it is designed badly. I do not think you know a whole lot about how designing games works, and I don't know why you have any authority to say the game is designed poorly or lazily, OR how that translates to it being a "bad format".




Those pokemon all attacked from a different angle. Big Basic EX's all attack from the same angle. Literally the ONLY thing that makes them different besides numbers, is their types. They're all the same card from a design stand point.

Here's an example of where I both agree with you and disagree with you. It's frustrating how linear the game is right now. All EX pokemon have the same general premise: attach energy, do damage.

But the simplification of "they're all the same card" is definitely not founded. They are different types, as you noted, and where once that might not have mattered so much, in the current game, it absolutely makes a massive difference. Terrakion NVI would be "eh" if it didn't land type advantage on Darkrai. In turn, Shaymin would be a massive gimmick if it didn't land type advantage on Keldeo and Terrakion. Tornadus' Colorless typing lends it massive splashability, and its great attacking power is impressive, but it doesn't have any clear advantages due to the same thing - its typing.

Small, key differences like HP, attack damage amounts, and the compatibility of attacks with acceleration like DCE, Dynamotor and Dark Patch set cards apart right now. Ignoring those differences just because the cards all have the same basic idea hints at tunnel vision. Whether the style with which different decks take prizes differs or not, the fact is, the cards are pretty varied in their own intricate and detailed ways. Certainly enough that it matters which one you choose.

When the only choice you are making in a format is which beefy attacker you want attacking on turn 2, that is a problem. Those cards all do the exact same thing. Maybe their types and exact damage is different, but if you stop looking at cards at face value, and look at the cards from a design point, you'll see that all the cards are designed exactly the same. So, the designers were successful in alienating every single other card from the design spectrum.

Okay, I disagree with everything about this. Firstly I just described how the cards are pretty different in their own ways, but to be fair, they are not different in terms of "I do X damage for Y energy". However, if you think the "only choice" you have to make in this format is which attackers you want to run, I find it hard to believe you know much about the game on a competitive level. Please re-examine the format and come back to this.

Here's the underlying issue. It doesn't matter if I've ever played any format before now or not. First, Empoleon is not on par with any EX in the format. It has less HP, does less damage, and requires just as much set up, if not more. It actually takes 4 cards to do 20 damage.

Mewtwo EX takes 2. Darkrai takes 4 to do 90. Look at basic card advantage numbers. How many cards does it take Empoleon to deal max damage, 120? 15 cards between your opponent and you. Thats SO MANY CARDS.

Haha okay hold on.

1. It does matter because it devalues your argument and your opinion. I don't mean to say that we should ignore your point of view, but when discussing how good a format is or isn't, it usually helps to have played in several different formats so you have a lot to compare against. How can you say this is the "worst ever" if you've only ever played in this one???

2. You don't know very much about Empoleon, do you?

a. Empoleon's lesser HP literally doesn't matter. It is still a 2HKO at best for most attackers in the format. Show me an EX Pokemon that you see frequently doing 140 damage in one attack. There isn't one.
b. Empoleon actually does more damage than most EX Pokemon, if conditions are right. It has the best energy-to-damage ratio in the game right now. It's better even than Rayquaza EX.
c. Empoleon requires 4 cards to do damage: the three evolution stages (or a Candy) and an Energy. Darkrai requires the same number of cards to do damage, and it requires MORE cards (Dark Patch) in order to do it in 2 turns, where Empoleon can feasibly do damage in two turns without additional help.
d. If Attack Command is ever doing less than 50 damage, something has gone terribly wrong. You should have 4-5 basics in play pretty much at all times. Your opponent can try to weaken you to 70-80, but by doing so, they limit their own options and their own setup, and make themselves N weak. Only a few decks can actually safely do this. (I will ignore your bizarre "15 cards is so many to have in play!!1!" point, which just shows me you've never actually played Empoleon and taken it seriously as a competitive option.)

All of this, plus Empoleon is the only Pokemon right now with built-in draw, giving it access to tech cards that most other decks could only dream of.

This definitely isn't a "what's-the-best-deck-out-there" debate, but I felt a need to clarify that Empoleon is more than capable of playing with the big boys. :)

Look at the shell of some of the Big Basic only decks. We'll use the Ho-Oh list I copied from a forum, this deck Top Cut a Cities somewhere:

[lists, including the d/h pokemon line]

15... but wait! Can't forget the +4 Rare Candy, so now I'm at 19. I have 8 less cards available in deck design now to add techs, because I have run Rare Candy. I also am going to be less consistent because I have less access to cards like Skyla, Juniper, etc. I don't get to run Eviolites because well, I don't have room. Tool Scrapper gets rid of Eviolite, but do I even have room for that? What about a Stadium, can I get away with one? Probably not because I have so many cards to fit in the deck.

You ARE aware that Darkrai/Hydreigon is probably the most powerful and all-around stable deck in the format, right? Last I heard it was 2nd in most wins ever (losing out to the growing-in-popularity Landorus/Mewtwo) and before that it was first, in contention with Keldeo/Blastoise which has a similar premise and similar problems with space.

The stage 2s DO give you an insane reward for the extra energy you're required to get out. Underestimating how stupidly powerful Deluge and Dark Trance are does not do your argument any favors, it just makes you look like you don't really know this format all that well.

Big Basics, especially when they are this powerful, create FREE advantages. Not only do they attack FASTER and more consistently (only need 4 cards to attack, and 3 of those are Basic Energy) than a Stage 2 (Need 6 cards, and 3 of those AREN'T basic Energy) and you are starting to create advantages that can't be overcome. Now, you've got Skyla for Rare Candy, and Ultra Ball for the second evolution, but Ultra Ball adds 2 cards to the count. Why would you even waste your time playing Stage 2's? If there was an advantage to playing them, like, higher HP, more base damage, etc., then maybe I could see the format as balanced, but when you keep a format that is strictly about playing one type of card (Big Basics), with no advantage to playing other cards (Stage 2's), that to me implies that the designers just got lazy.

Firstly, the format is balanced. Just not between Basics and stage 2s. Let's be clear.

Regarding your whole thing about Basic Pokemon having a natural advantage, what do you think of this card? Do you think this guy was playable at the time of his release? To give you an idea of the metagame around this card, stage 2s at this time did 80-90 damage or so at best, making him a 2hko for pretty much everything. They did 80 damage for 1 or 2 energy, but had no acceleration. 150 damage OHKO'd literally everything worth playing. The only things that survived were like, Dusknoir Lv. X (which I don't think anyone played seriously) and Wailord.

So... I'm leading you on here. This card was never played. When it was included in a Luxchomp article as surprise energy acceleration, people chuckled a little, and the idea was never considered again. Why, though? It has all the advantages you describe in a functional sense: it's 2hko'd by most attackers in a format where things were often 2hko'd or 1hko'd. It had superior damage, it was unique in possessing energy acceleration, and it was a Basic. You could play it in a Lightning or Fire deck (which did exist here and there, but were kind of rare) and try to accelerate energy onto it late game for a surprise 150. That sounds awesome, right? But it never happened. This card was just understood to be bad.

It has the Basics' natural advantages of needing less cards to attack, it had functional HP, and it had higher damage than anything else out there. It's not an EX that gives up two prizes for being KO'd. It has built in energy acceleration. According to what you just said, there are no reasons not to play this card over the Stage 2s that existed at the time (I believe the big decks that were emerging were this and this, but I'm sure I'm forgetting most of that format, it was IMMEDIATELY before I started playing competitively). So why was it so bad?

Your understanding of this format and the way the game works aren't convincing to me.


Special cards that are fun don't influence competitive play. However, if you just make cards because they are fun, then that alienates your competitive crowd, which in turn diminishes the amount of players playing the game, which diminishes the amount of FREE advertising you get from them playing your game. Pokemon will be around as long as the Game Boy Games and the franchise remain popular, but the card game could die off if it eventually just stops being profitable. Alienating the competitive crowd by not balancing your game and just printing "cool" eventually leads and entire community to quitting the game and moving on to something different.

But didn't you just say that the competitive crowd doesn't drive Pokemon's sales? So do we really matter that much?

I kind of think this level of the discussion has certainly left the realm of "is the format good or bad". We got into this because I brought up the idea that stage 2s are weak right now by design, and you are trying to say that that is a symptom of the game being unhealthy. The fact that we have to get into PCL's heads to make some judgment on this - that we have to delve into territory that is irrelevant - kind of speaks to the irrelevance of your point, in my mind.

I'm only responding to number 3. Look at the current format. Apply the " You can't just print 10 Pokemon EX and 90 Pokemon that [suck]. Because that's exactly what they did.

Yeah, you don't really know a lot about how Pokemon works, do you. I mean... they print sets of 10 good Pokemon and 90 terrible Pokemon pretty much constantly, for one thing - but they have to make the 90 Pokemon interesting at least, but still not making them good (despite being interesting, unusual, and thus possibly having unforeseen potential). That's what I meant by that. And that's difficult to do without a lot of thought and planning, which you seemed to disagree with by saying that the design was "lazy".

But I'll bite, and answer the point you were TRYING to make.

Format-relevant Pokemon EX:
- Ho-Oh
- Darkrai
- Mewtwo
- Landorus
- Keldeo
- Tornadus
- ...Cresselia?
- S... shaymin, still, maybe?

Format-relevant non-Pokemon EX:
- Tornadus EPO
- Bouffalant DRX
- Rayquaza DRV
- Terrakion NVI
- Virizion NVI (debatable)
- Sigilyph DRX
- Hydreigon DRX
- Klinklang BW
- Blastoise BCR
- Meloetta BCR
- Sableye DEX
- Empoleon DEX

So... yeah. 8-ish really good Pokemon EX. 10+ good-to-really-good non Pokemon-EX. At least 4 viable-to-good Stage 2s.


Not at all actually. I don't believe they should be on "equal" footing. I believe they should be close enough though that the Big Basics or the Stage 2 Evolutions don't completely make the other ones irrelevant.

Wait, wait, but Hydreigon and Blastoise make up some of the best archetypes out there right now, Klinklang won Nats and is returning in force, the stage 2s coming up in Plasma are some of the most threatening I've seen in a while, and Empoleon is a strong deck all by itself. So what's the problem???

Energy Manipulation is not a core concept of Pokemon TCG. It is not in the rule book, it is not fundamental to the game. It exists because they decide to incorporate it into many formats. Evolving pokemon is part of the game down to it's core. You can either create exciting evolutions, or you can ignore them.

Energy manipulation is a core concept of the TCG to anyone who looks closely at it from a competitive standpoint. It has been there since day 1 as at least one other person has already said, and it has never gone away. Energy is such an important mechanic that being able to control and modify your energy has always been equally important. Whether it's Dynamotor and Dark Patch giving you multiple attachments, or cards like Scramble Energy and Double Rainbow Energy mitigating high attack costs, there has pretty much always been some form of manipulation.

Again. Your point of view on this makes me wonder how much experience you really have in this game.

Again, I was agreeing with you. I actually have said it, and I will say it again, I truly believe this is a fun format. From a player stand point. From a design stand point, I would say this is an incredibly lazily designed format.

I don't think you know much about design. I also don't know where design came into the conversation. I also don't like that you wouldn't give credit to PCL for designing a fun game just because you have a predetermination about what they should be doing with said game. None of those things are things I like or agree with.
 
I wrote a really long post but ended up not really liking it. I've trimmed off most of the areas that weren't really relevant and made the TL;DR at the beginning.

IN SHORT: You don't seem to understand a lot about how the game works and have made unfounded statements and opinions based on those misunderstandings. Stage 2s are actually pretty viable right now, they just aren't viable attackers, and I'm not sure why you would make that qualification. Or any qualification, for that matter.

Additionally, I am baffled that you would say a format is fun to play and very skill based, but would also say it is designed badly. I do not think you know a whole lot about how designing games works, and I don't know why you have any authority to say the game is designed poorly or lazily, OR how that translates to it being a "bad format".

Okay, I think you and I have different idea's about what "viable" is. So, lets define what I consider viable, and what a few other people have said about it... Viable doesn't mean a bench sitter. I want to actually play with my cards, instead of just spending a ton of resources to put them on the bench and hope they don't get catchered. Remember before you respond to this, I am merely defining MY definition of viable. Yours may be different, and you are entirely entitled to that opinion.

First, before I continue, if this is going to turn into an "I'm right your wrong" discussion, as your comments are starting to sound, then I'm going to step away from it. If you want to continue to discuss the different points with legitimate respect for the others opinion, and have a civil conversation, then I'm game, but as soon as this starts turning into a contest to see who can say the most irrational things out of frustration, I'm out.

As a consumer, I have every right to have whatever opinion I want on the game. I also, as a human being, have every single right to express said opinion ESPECIALLY on an internet forum, which by definition is a place to express and discuss idea's.

Now that this is out of the way, I've been around TCG's for a very long time, and for a few projects in college, and then with some friends who were working on (and eventually published) their own games, I understand quite a bit more about game design then you seem to think. You have not once brought up a valid reason as to why my opinion on game design are flawed, so saying things like this fail to promote civility in discussion. Unfounded arguments are just that, unfounded.

A poorly designed format differs from TCG to TCG. In Pokemon, my personal opinion is that a well balanced format, where stage 2's and basics both have their advantages, is a well designed series of sets. As a player who's focal point is on competitive play, the more skill the better. As a consumer, and someone who can look at a format objectively, I see a format that is dominated by one set of cards. To me, that is poor design. Poor design however does not dictate enjoyment of a format from a competitive stand point. At least for me. I very much can have the opinion that this is a fun format while simultaneously having the opinion that the cards that make up the format are lazily designed.



Here's an example of where I both agree with you and disagree with you. It's frustrating how linear the game is right now. All EX pokemon have the same general premise: attach energy, do damage.

But the simplification of "they're all the same card" is definitely not founded. They are different types, as you noted, and where once that might not have mattered so much, in the current game, it absolutely makes a massive difference. Terrakion NVI would be "eh" if it didn't land type advantage on Darkrai. In turn, Shaymin would be a massive gimmick if it didn't land type advantage on Keldeo and Terrakion. Tornadus' Colorless typing lends it massive splashability, and its great attacking power is impressive, but it doesn't have any clear advantages due to the same thing - its typing.

Small, key differences like HP, attack damage amounts, and the compatibility of attacks with acceleration like DCE, Dynamotor and Dark Patch set cards apart right now. Ignoring those differences just because the cards all have the same basic idea hints at tunnel vision. Whether the style with which different decks take prizes differs or not, the fact is, the cards are pretty varied in their own intricate and detailed ways. Certainly enough that it matters which one you choose.

When the only counter play in the format is which basic you want to play to exploit the weakness you expect to see the most of, there is a problem. For example:

Darkrai running the format in your area? Landoros
Landoros running the format? Keldeo
Keldeo running the format? Mewtwo EX or Grass type (Shaymin, Virizion, etc.)
Mewtwo EX running the format? Sigilyph/Mewtwo EX/Darkrai EX

What do all these statements have in common? They are all big basic pokemon that attach energy and attack. They all also have a weakness that is exploited easily in this format by other big basic pokemon. All of those big basic pokemon that can exploit said weakness can be played as techs in any deck in the format... outside of Blastoise EX.

I think you are trying to hard to separate the cards. Instead of looking at the differences in the cards, why not tell me the differences in how said cards play out a given game? What is the difference right now between how Mewtwo EX plays out a game and Keldeo EX? Does Keldeo EX have some special advantage I don't know about? It even has the most diversity of any EX in the format right now because it has Rush In! Yet, it still only serves on purpose. Get charged up as soon as possible and attack for as much as possible. This is the most basic underlying concept of all of these cards. They are all designed exactly the same. To hit hard and fast with minimal set up required. What type they are is irrelevant from a design stand point.

Okay, I disagree with everything about this. Firstly I just described how the cards are pretty different in their own ways, but to be fair, they are not different in terms of "I do X damage for Y energy". However, if you think the "only choice" you have to make in this format is which attackers you want to run, I find it hard to believe you know much about the game on a competitive level. Please re-examine the format and come back to this.
This isn't an argument, it's a finger point. Therefore, it's not worth responding too outside of this: What is the most important decision you can make going into a tournament right now? Is it what engine you want to play, or is it what techs you want access to in order to attack the predicted metagame. I'm going to guess the engine you use doesn't matter much as long as you are able to take advantage of the weakness in the format.

Haha okay hold on.

1. It does matter because it devalues your argument and your opinion. I don't mean to say that we should ignore your point of view, but when discussing how good a format is or isn't, it usually helps to have played in several different formats so you have a lot to compare against. How can you say this is the "worst ever" if you've only ever played in this one???

You seem to forget that I've never once said this is the worst format ever. I also don't believe that my credentials vs. yours actually matter with what we are talking about. This conversation isn't actually about whether or not this is the worst format ever... It hasn't been for a while. Regardless of thread title, the discussion has evolved into whether or not this format is 1) Healthy and 2) Well designed.


2. You don't know very much about Empoleon, do you?

a. Empoleon's lesser HP literally doesn't matter. It is still a 2HKO at best for most attackers in the format. Show me an EX Pokemon that you see frequently doing 140 damage in one attack. There isn't one.
b. Empoleon actually does more damage than most EX Pokemon, if conditions are right. It has the best energy-to-damage ratio in the game right now. It's better even than Rayquaza EX.
c. Empoleon requires 4 cards to do damage: the three evolution stages (or a Candy) and an Energy. Darkrai requires the same number of cards to do damage, and it requires MORE cards (Dark Patch) in order to do it in 2 turns, where Empoleon can feasibly do damage in two turns without additional help.
d. If Attack Command is ever doing less than 50 damage, something has gone terribly wrong. You should have 4-5 basics in play pretty much at all times. Your opponent can try to weaken you to 70-80, but by doing so, they limit their own options and their own setup, and make themselves N weak. Only a few decks can actually safely do this. (I will ignore your bizarre "15 cards is so many to have in play!!1!" point, which just shows me you've never actually played Empoleon and taken it seriously as a competitive option.)

All of this, plus Empoleon is the only Pokemon right now with built-in draw, giving it access to tech cards that most other decks could only dream of.

This definitely isn't a "what's-the-best-deck-out-there" debate, but I felt a need to clarify that Empoleon is more than capable of playing with the big boys. :)
Empoleon has less than 2 cities top cuts as of 12/24. That's not even wins, it's top cuts. I would say it's capability in the format is pretty nil.

Now, let me talk about Empoleon as a card.

140 HP is low. It's not often relevant, but relevant sometimes is still relevant. Considering for 1 card you can get 170 HP in Rayquaza EX and it takes 3 cards in order to get 140HP on Empoleon, it seems your investment is already not paying off.

Now, lets look at maximum damage. Empoleon can do a max of 120 Damage. All for one energy. However, it will probably never do the full 120, as any competent player will play around this. So, you'll probably have 2-3 pokemon on the field at once. That's 30. Then they'll have a full suite, so that's 90 damage for one energy. How many cards though does it take to do 90 damage? Well, for starters, it takes 3 cards just to put Empoleon on the field. Then, it takes an additional 5 cards to get 70 damage (since your opponent has to have at least one pokemon, but for the sake of this argument, we're going with 3). We're at 8 cards. Now one energy, and voila, 9 cards for 90 damage. That's 10 damage a card. Yes, it's 90 damage for 1 energy, and that's great. However, it takes almost 1/6th of your deck. Including your six prizes, you are actually 1/4th of the way through your deck, just to do 90 damage. Now, lets look at Raqyuaza EX.

One card to get it on the field. 3 Energy to do 120 damage. No other requirements. We're at 4 cards. That's 30 damage a card. We still have 50 cards left in our deck too (counter the prizes).

So, while you say that Empoleon is competitive with the EX's, and you used Rayquaza EX as your arguing point, I see here that it takes less than half the cards to do more damage with Rayquaza EX as it does with Empoleon. This is NOT a non-factor.

You ARE aware that Darkrai/Hydreigon is probably the most powerful and all-around stable deck in the format, right? Last I heard it was 2nd in most wins ever (losing out to the growing-in-popularity Landorus/Mewtwo) and before that it was first, in contention with Keldeo/Blastoise which has a similar premise and similar problems with space.

The stage 2s DO give you an insane reward for the extra energy you're required to get out. Underestimating how stupidly powerful Deluge and Dark Trance are does not do your argument any favors, it just makes you look like you don't really know this format all that well.
Darkrai/Hydreigon 6 wins/38 top cuts. That puts it tied for 5th in wins and puts it in 3rd for top cuts over all. This is taken from Sixprizes.com where they compiled this information. Link found: http://www.sixprizes.com/2012/12/21/the-decline-of-darkrai-a-closer-look-at-the-evolving-format/

There are two stage 2's, 3 if you count Empoleon, but I feel that argument is getting bleak, that are competitive right now. That would be Blastoise, as an engine, and Hydreigon as an "engine".

Actually, I'll give you Empoleon. It is the ONLY stage 2 right now that both has an Engine, the draw, and an attack that is the focal point of the deck. If you look at the number of stage 2's that are competitive vs the number of basics, you'll find the numbers are incredibly lopsided in favor of basics.

Firstly, the format is balanced. Just not between Basics and stage 2s. Let's be clear.
That is your opinion and you are trying to pass it off as fact.

Regarding your whole thing about Basic Pokemon having a natural advantage, what do you think of this card? Do you think this guy was playable at the time of his release? To give you an idea of the metagame around this card, stage 2s at this time did 80-90 damage or so at best, making him a 2hko for pretty much everything. They did 80 damage for 1 or 2 energy, but had no acceleration. 150 damage OHKO'd literally everything worth playing. The only things that survived were like, Dusknoir Lv. X (which I don't think anyone played seriously) and Wailord.

So... I'm leading you on here. This card was never played. When it was included in a Luxchomp article as surprise energy acceleration, people chuckled a little, and the idea was never considered again. Why, though? It has all the advantages you describe in a functional sense: it's 2hko'd by most attackers in a format where things were often 2hko'd or 1hko'd. It had superior damage, it was unique in possessing energy acceleration, and it was a Basic. You could play it in a Lightning or Fire deck (which did exist here and there, but were kind of rare) and try to accelerate energy onto it late game for a surprise 150. That sounds awesome, right? But it never happened. This card was just understood to be bad.

It has the Basics' natural advantages of needing less cards to attack, it had functional HP, and it had higher damage than anything else out there. It's not an EX that gives up two prizes for being KO'd. It has built in energy acceleration. According to what you just said, there are no reasons not to play this card over the Stage 2s that existed at the time (I believe the big decks that were emerging were this and this, but I'm sure I'm forgetting most of that format, it was IMMEDIATELY before I started playing competitively). So why was it so bad?

Your understanding of this format and the way the game works aren't convincing to me.
First, that card is awful. I wouldn't play that card with 180 HP. It takes 4 energy to attack, and they are incredibly specific energy. Second, the "acceleration" built into the card is completely random. You can't just pick a random card and say, "is this card good?" just because it's 1) A basic and 2) does a lot of damage. Not every card is going to be good, and never once have I, or anyone else, said that every card needs to be good. If you quote me saying that, then I will concede every point and drop this discussion.

Now you are attacking me, without actually knowing anything about me. I am anonymousI on the internet. I very well could be the defending world champion and you would be none the wiser. Making statements based on your assumptions invalidate any argument made with those as their base.

But didn't you just say that the competitive crowd doesn't drive Pokemon's sales? So do we really matter that much?
However, if you are going to support competitive play, and give out prizes in large events and world championships and the like, creating a game that isn't balanced around the competitive play will absolutely be bad for the game. If they stopped creating an environment that people wanted to play competitively, how long do you think Pokemon TCG would last? Not long as people would have nowhere to jump. They would buy some cards, mess around and collect them for a bit then move along. This is why Baseball cards are failing these days. Collectors drive sales, but if there is no value to the cards, which the secondary market is driven by competitive play, then collectors can just buy complete sets online for 60 bucks and call it a day.

I kind of think this level of the discussion has certainly left the realm of "is the format good or bad". We got into this because I brought up the idea that stage 2s are weak right now by design, and you are trying to say that that is a symptom of the game being unhealthy. The fact that we have to get into PCL's heads to make some judgment on this - that we have to delve into territory that is irrelevant - kind of speaks to the irrelevance of your point, in my mind.
On the contra-ire. I think discussing design in any card game is important. Understanding the fundamentals behind card design will help you when you go to start play testing. Understanding patterns in design will help you in undiscovered formats because you will have a starting point that other players who cannot recognize design patters, will not. Take the Garchomp deck that was hyped at the beginning of the BW format. Did it pan out? No, but if you looked at design pattern, and understood where certain design space fell in the realm of playability, you could have quickly recognized that the big basics are actually more efficient and more consistent than multiple evolution based decks. However, if you feel that this is irrelevant, I will think no less of you if you choose to no longer discuss design. Again though, saying something is irrelevant is an opinion and not a fact.

Yeah, you don't really know a lot about how Pokemon works, do you. I mean... they print sets of 10 good Pokemon and 90 terrible Pokemon pretty much constantly, for one thing - but they have to make the 90 Pokemon interesting at least, but still not making them good (despite being interesting, unusual, and thus possibly having unforeseen potential). That's what I meant by that. And that's difficult to do without a lot of thought and planning, which you seemed to disagree with by saying that the design was "lazy".
Again, you are making assumptions based on your own personal beliefs. You are taking what you believe to be true, counting it as fact, and comparing that to what I believe to be true. This gives you the sense of knowledge over me that you can't actually know is true or false. My argument isn't that this series is any better or worse than previous. We are here and now, and so we are talking about the design for here and now. Whether in every previous set there was one playable card is not what we're talking about here. We're talking about what poor design actually is. 10 out of 100 is pretty bad. That means only 10% of the cards are actually "playable." That's pretty bad actually, as far as TCG's go. In Magic, which is more popular and World of Warcraft, which is less popular, and the two other TCG's I'm most recently familiar with, greater than 10% of cards are playable in every set. In magic, we're talking closer to 25-35% of every set. In WoW we're talking around 20-25% pretty consistently.

But I'll bite, and answer the point you were TRYING to make.

Format-relevant Pokemon EX:
- Ho-Oh
- Darkrai
- Mewtwo
- Landorus
- Keldeo
- Tornadus
- ...Cresselia?
- S... shaymin, still, maybe?

Format-relevant non-Pokemon EX:
- Tornadus EPO
- Bouffalant DRX
- Rayquaza DRV
- Terrakion NVI
- Virizion NVI (debatable)
- Sigilyph DRX
- Hydreigon DRX
- Klinklang BW
- Blastoise BCR
- Meloetta BCR
- Sableye DEX
- Empoleon DEX

So... yeah. 8-ish really good Pokemon EX. 10+ good-to-really-good non Pokemon-EX. At least 4 viable-to-good Stage 2s.
The argument isn't really about EX vs. Non-EX. It's Basic vs. Evolution. So, that would be 16 basics vs. 4 Stage 2's. 80% of the format relevant pokemon are basic. Here is where opinions differ though. You believe that the format is balanced around each individual card. I believe that a format should be balanced around individual cards, and then beyond that basics vs. evolutions. Both of our opinions differ though, so, if I was trying to argue a point with someone who believed the game should be balanced the same way I did, then this would prove my point. However, since you believe in balance around individual cards only, then you are correct in the statement that yes indeed the game is balanced the way you see fit.


Wait, wait, but Hydreigon and Blastoise make up some of the best archetypes out there right now, Klinklang won Nats and is returning in force, the stage 2s coming up in Plasma are some of the most threatening I've seen in a while, and Empoleon is a strong deck all by itself. So what's the problem???
Upcoming sets are not part of the current discussion. I think Magnezone is sweet and will be very powerful in the upcoming format. That is not this format though. Klinklang is not returning in force based on statistics (which are actual facts), Empoleon has been discussed, but also is not a relevant part of the metagame, Hydreigon is only important until you get to top cut, then it falls off quickly, and Blastoise is the exception. Blastoise actually only has to be in play one turn to do all it's damage. Hydreigon has to stay in play to continue to be important. Regardless, this again, is not what we are discussing. Both are relevant as far as being engines. They don't attack unless absolutely necessary, and they are the exceptions to the rule in this format.

Energy manipulation is a core concept of the TCG to anyone who looks closely at it from a competitive standpoint. It has been there since day 1 as at least one other person has already said, and it has never gone away. Energy is such an important mechanic that being able to control and modify your energy has always been equally important. Whether it's Dynamotor and Dark Patch giving you multiple attachments, or cards like Scramble Energy and Double Rainbow Energy mitigating high attack costs, there has pretty much always been some form of manipulation.
Within the rules of the game, energy manipulation is not guaranteed. It exists because the designers decide that they believe it to be important enough. You actually made an example that had no acceleration/manipulation in a particular format. So, your point is actually wrong. Manipulation/Acceleration is privilege, not a rule.

Again. Your point of view on this makes me wonder how much experience you really have in this game.
Again, you resort to petty insults instead of legitimate arguments. Let me be clear. Anyone who has played any card game, and spent any time discussing, reading, or trying to understand design space and how it fits into TCG's, who also had a basic understanding of the rules, would be able to have valid opinions on design balance. The credentials you are seeking are not actual requirements to understand design theory for games. I've personally spent many years reading forums and participating in panels and discussing design theory with many, many people who are more qualified than either of us. I actually applied for an internship at WotC and was a finalist in a design search contest that very much a public event.

I don't think you know much about design. I also don't know where design came into the conversation. I also don't like that you wouldn't give credit to PCL for designing a fun game just because you have a predetermination about what they should be doing with said game. None of those things are things I like or agree with.

I don't think you know what you are talking about, and you yet again discredit yourself by using insults as arguments. This discussion is not about crucifying PCL or saying that they have a terrible game, and have gone as far as to say MULTIPLE times that I enjoy said format, so you saying such is coming off as completely disgruntled and somewhat desperate. Also, what you like or don't like regarding how I feel about PCL is 1) none of my business and 2) not relevant to the conversation. My "predetermination" of what I believe they should be doing with the game is just as valid as any other consumer who cares about the direction their game or hobby is taking.


-------------------

I want to separate this from the rest of the reply, because I feel what I'm about to say is the most important.

I want to start by reiterating that if you are going to continue to throw insults and insinuations into your arguments, then I will walk away from this. It is not healthy discussion anymore, and some of your replies have started tiptoeing the line of insulting and condescending.

Next, I want to explain where I see the conversation, so that if you believe that the discussion should head in a different direction we can just end it right here. The discussion is not about where this format ranks in comparison to other formats. I didn't jump into the conversation except to make a point about the original format, and then again when the discussion changed from best/worst ever into what is right/wrong wit the format. This in turn leads to design theory being a key component to the discussion, as you cannot identify what is wrong in a format without first understanding the design that went into the format. Understanding the shortfalls of design (which I want to emphasize is not easy to prevent. WotC has an entire division who's sole job is playing Magic a year or more in advance to catch problem cards. I do not know if PCL has a similar department) is important when determining why people do or do not like a format as well as the over all health of the format. Add tournament data to that information, which can only be determined by discussion, and you suddenly paint a pretty clear picture as to what really is going on in the format.

Once you get a clear picture of what is going on with the format, you can start to dissect it, and then in turn begin to piece it back together and "solve" the problems in the format. One thing leads to another and suddenly you have a pretty good idea what is going on with any given format which will make you more apt to selecting the correct deck for the given metagame and increasing your results.

You say you feel like this discussion is pointless, but you aren't looking at the bigger picture. This discussion is important because it helps more players than just you and I at understanding where different camps believe the format, and all future formats, will head. This information is incredibly valuable to a number of people, but if you feel like it's "irrelevant," then I see no further reason to continue this discussion.

After saying all of that, I hope that civility will find it's way back into the discussion and it can continue, if not then happy holidays.
 
Viable doesn't mean a bench sitter. I want to actually play with my cards, instead of just spending a ton of resources to put them on the bench and hope they don't get catchered.


Because you made a point of asking for a "return to civility" (I tried really hard not to sound mean or anything, despite my rather harsh words! I really did. ._. ) I want to point out that I just outright haven't read the rest of your post yet. I saw the last bit, and I saw this sentence, and I immediately understood that I'm not going to make any leeway against your point of view.

My definition of "viable" has no relation to yours. My perception of the game has no relation to yours. So naturally, my point of view isn't going to make sense to you, and yours mine.

If a card can be played to significant effect in a competitive metagame, it is viable from my point of view. I do not know anyone that would claim to another definition, but then, I haven't asked since I kind assumed that this was the agreed-upon definition.

Hopefully that clears up some of my points, even if it doesn't actually make any concession between our beliefs.
 
Merriam Webster:

"3 a : capable of working, functioning, or developing adequately"

This is the applicable definition of viable. When people speak to viable, this is what they mean. Now let's move on : ).
 
Merriam Webster:

"3 a : capable of working, functioning, or developing adequately"

This is the applicable definition of viable. When people speak to viable, this is what they mean. Now let's move on : ).

What I consider "functioning" within a TCG and what others consider "functioning" can differ slightly, not at all, or in the case of Kayle and myself completely different. Is Durant NVI viable in this format? It did Top Cut one Cities according to a thread on sixprizes I read. Does that make it viable? To that person, absolutely. To me? Nope. Not even remotely.

Because you made a point of asking for a "return to civility" (I tried really hard not to sound mean or anything, despite my rather harsh words! I really did. ._. ) I want to point out that I just outright haven't read the rest of your post yet. I saw the last bit, and I saw this sentence, and I immediately understood that I'm not going to make any leeway against your point of view.

My definition of "viable" has no relation to yours. My perception of the game has no relation to yours. So naturally, my point of view isn't going to make sense to you, and yours mine.

If a card can be played to significant effect in a competitive metagame, it is viable from my point of view. I do not know anyone that would claim to another definition, but then, I haven't asked since I kind assumed that this was the agreed-upon definition.

Hopefully that clears up some of my points, even if it doesn't actually make any concession between our beliefs.

I've learned not to give the benefit of the doubt on the internet, so I apologize that I may come off a little more "defensive" than normal.

I also believe I stated that in the post, that we probably won't actually see "eye to eye" on this because we have different perspectives and, IMO more importantly, different backgrounds with TCG's and with Pokemon. You'll get there though if you are still reading ;-)

Edit: Oddly enough, on a Magic forum I'm in a very similar discussion, so some of my arguments are actually starting to blend... Like when I recommended that Mewtwo EX was important enough to have an answer too... Only, on a Magic site :p I got quoted on that one.
 
Last edited:
My post was meant to dispel the idea that viability had anything to do with whether a Poke sat on a bench. I do not mean to comment on anything else, including whether Durant is viable. Yes, ideas about viability differ from person to person. But ideas regarding what viability means should not. That's all!
 
My post was meant to dispel the idea that viability had anything to do with whether a Poke sat on a bench. I do not mean to comment on anything else, including whether Durant is viable. Yes, ideas about viability differ from person to person. But ideas regarding what viability means should not. That's all!

I understand, however in the context of the discussion the personal definition of viability is the important part.
 
Edit: Oddly enough, on a Magic forum I'm in a very similar discussion, so some of my arguments are actually starting to blend... Like when I recommended that Mewtwo EX was important enough to have an answer too... Only, on a Magic site :p I got quoted on that one.

Hey Gamester, could you PM me a link to that discussion? I'd like to see what you have to say about Magic at the moment, is it a Standard discussion? I've been out of Standard a little as I got sick of RtR Standard quite quickly (Thragtusk Thragtusk Thragtusk -_-) but that didn't mean I had to quit or anything, I'm just playing a lot more Modern and Commander at the moment.

I think Pokemon could really benefit from supporting some extra formats. Currently, as you might be able to tell I'm really not into the design of the B&W series and so I'm pretty much not buying cards. If I had something else to compete in though I might still be buying product, I still play 150 format, but without a true competitive scene for Unlimited I have no need to push the deck to it's max.

I think if other formats were supported they might not be quite so reckless with power creep either. At the moment it doesn't really matter what they print from one year to the next as anything too strong can just be superseded without any long-term ramifications, then in not too long it'll just be rotated and never seen again.

I agree with what you said before though. A knowledge of game design isn't just useful for chatting on forums, it helps greatly when assessing the game and new releases. When all the hype about Garchomp was going on I knew it wasn't going to take off, it involves far too much set up compared to plenty of other viable options out there. You could set up a Garchomp but you've always got to ask "why bother, is there an easier way to this goal?". If your decks aim is to power up quickly and beat down, like most of the current meta, you choose something which is the best combination of speed, power and consistency, Garchomp isn't this. Empoleon has been constantly cited as THE Stage 2 attacker of the moment but does it cover all these bases as well or better than a Basic based deck? A Stage 2 will Always loose to a Basic in terms of consistency regardless of any other pros it may have.
 
A Stage 2 will Always loose to a Basic in terms of consistency regardless of any other pros it may have.
This is where you lose me. I'm not partial to the magic discussion, so I'll leave that where it is. However, there is no way Empoleon, as a card, is less consistent, or contributes less to consistency, than a non-ability basic in the late game. Yes, early game, basics that just swing will be more "consistent." But as soon as Driving Draw rears its shiny head, Empoleon will be contributing more to a deck's consistency than something like Mewtwo.

More generally, in regards to asking the question of a stage 2, "Is there a basic that does this better?" In many cases in the current format, the answer is a resounding "no." Hydreigon, KlinKlang, Empoleon, Eelektrik and Roserade are all evolutions, that have been in multiple winning Cities lists, that don't have a basic that does what they do better.
 
This is where you lose me. I'm not partial to the magic discussion, so I'll leave that where it is. However, there is no way Empoleon, as a card, is less consistent, or contributes less to consistency, than a non-ability basic in the late game. Yes, early game, basics that just swing will be more "consistent." But as soon as Driving Draw rears its shiny head, Empoleon will be contributing more to a deck's consistency than something like Mewtwo.

More generally, in regards to asking the question of a stage 2, "Is there a basic that does this better?" In many cases in the current format, the answer is a resounding "no." Hydreigon, KlinKlang, Empoleon, Eelektrik and Roserade are all evolutions, that have been in multiple winning Cities lists, that don't have a basic that does what they do better.

I could be wrong, but I believe "consistency" here is heavily focused upon and referencing actual "set-up". If not, then I an unsure of what is being spoken about as well.

Basic Pokémon, barring some very odd an exceptional game mechanics produced by specific card effects, will always require less space in one's deck than a Stage 1 or Stage 2 Pokémon. They will require less effort to put into play than either Stage 1 or Stage 2 Pokémon as well, and especially with the reduction in Evolution acceleration, they will also enjoy between one and three turns before having to deal with Evolutions.

Even when dealing with a multi-Energy attack, you will just find (all other things being equal) a Basic Pokémon able to more consistently set-up. Whatever the portion of the combo being represented, it is just easier to play a Basic Pokémon from hand, deck, or discard than it is to play one and follow up with Evolving it. You also have extra slots available for cards that can boost consistency of set-up for each non-Evolving Basic Pokémon you run over an Evolution.

Once a Pokémon has Evolved, as most decks now are geared toward similarly efficient attacks, in terms of moving a player to a position of "winning", things tend to be on more even footing, perhaps in the favor of the Stage 2. That is before again, the additional "slots" in the deck available factor in; some might see this as potentially increasing win "consistency" as well because when running a Basic Pokémon over an equivalent Stage 2, the Basic will enjoy more room for powerful supporting Trainers and Energy.

Which all ties into my desire to make lower Stages more useful, to offset the difference in speed, effort of setting up, and increase in deck space an Evolution needs over a basic... yet my desire for the end results to be quite similar so as to avoid one Stage dominating another.
 
[...]Which all ties into my desire to make lower Stages more useful, to offset the difference in speed, effort of setting up, and increase in deck space an Evolution needs over a basic

...for what purpose? to what end? just because you want stage 2s to do better? because that'd be cool, and I'd like that too, but there's no reason to believe that would improve the format, which is as I understand it the core of this discussion.

I don't understand why people equate "stage 2s are bad right now" with "the format is bad right now". Stage 2s != the format. It's okay if Basics are THE BIG THING for a while, because the game is still fun to play, still balanced, and still in active growth and evolution (pun intended).
 
...for what purpose? to what end? just because you want stage 2s to do better? because that'd be cool, and I'd like that too, but there's no reason to believe that would improve the format, which is as I understand it the core of this discussion.

I don't understand why people equate "stage 2s are bad right now" with "the format is bad right now". Stage 2s != the format. It's okay if Basics are THE BIG THING for a while, because the game is still fun to play, still balanced, and still in active growth and evolution (pun intended).

I think here it's really just the difference between how people want their game balanced. If people want it balanced between two camps, Basic vs. Evolutions, then I think they are entitled to say this format is not balanced. However, if you look at the game strictly from a competitive aspect, and not a "casual competitor" then the game is balanced as there isn't anything (my opinion here) that is really detrimental to the health of the format right now.

As far as the consistency issue, Empoleon is less consistent than any Basic EX in the format right now because it requires more cards to set up than any EX in the format. By turn 3-4 consistency shouldn't be an issue though, with all the search effects available, but the point still stands, you are far more likely to be facing down a fully charged EX than a fully charged Empoleon on turn two.
 
...for what purpose? to what end? just because you want stage 2s to do better? because that'd be cool, and I'd like that too, but there's no reason to believe that would improve the format, which is as I understand it the core of this discussion.

I don't understand why people equate "stage 2s are bad right now" with "the format is bad right now". Stage 2s != the format. It's okay if Basics are THE BIG THING for a while, because the game is still fun to play, still balanced, and still in active growth and evolution (pun intended).

I dont think it has much to do with the format being bad but the game being bad right now because of how the game was designed at its core. Evolving Pokemon is part of the game at its core. The game was designed for evolution so they can be on par with big legendary Pokemon and in some cases better but it can work in either the legendaries favor or the final evolutions favor-both basic, basic legendary, stage 1 and stage 2.

What they have done was removed that core part of the game and replaced it with 'zombie' cards, which is bad for the game and tournament play alike. All Pokemon in their final stage of evolution should be playable or viable in some way but they are not, instead they feed us with zombie cards and combos like Blastoise and keldeo and related cards.

The format is bad to those who can't get what they want out of the game and its skill-based intense matches and useful unique cards and not cards that overrun everything. I find myself playing yugioh more and more now because of how easy Pokemon is. I need a more complex game and yugioh is feeding that need.

I can now understand how competitive Super Smash Bros Melee players feel about brawl. They feel brawl is bad because of how easy it is for new players to win. Does it mean brawl is a bad game? No it does not. I like it but they feel its bad. This making games easier for newer players is bad for tournaments.
 
I dont think it has much to do with the format being bad but the game being bad right now because of how the game was designed at its core. Evolving Pokemon is part of the game at its core. The game was designed for evolution so they can be on par with big legendary Pokemon and in some cases better but it can work in either the legendaries favor or the final evolutions favor-both basic, basic legendary, stage 1 and stage 2.

What they have done was removed that core part of the game and replaced it with 'zombie' cards, which is bad for the game and tournament play alike. All Pokemon in their final stage of evolution should be playable or viable in some way but they are not, instead they feed us with zombie cards and combos like Blastoise and keldeo and related cards.

The format is bad to those who can't get what they want out of the game and its skill-based intense matches and useful unique cards and not cards that overrun everything. I find myself playing yugioh more and more now because of how easy Pokemon is. I need a more complex game and yugioh is feeding that need.

I can now understand how competitive Super Smash Bros Melee players feel about brawl. They feel brawl is bad because of how easy it is for new players to win. Does it mean brawl is a bad game? No it does not. I like it but they feel its bad. This making games easier for newer players is bad for tournaments.
So Paragraph 1 and 2 are you pulling things out of thin air about Pokemon. Last paragraph is you pulling stuff out of thin air about Smash Bros.

If Pokemon is "easy", I'd like to hear what your tournament record is this season. And don't tell me it's random when you have players like Pooka going undefeated for 27 games in a row or whatever ridiculous amount with a deck like Ho-oh which few thought viable before the set was released.

"This making games easier for newer players is bad for tournaments." <- This statement is offensively wrong.
 
I think here it's really just the difference between how people want their game balanced.

That is exactly my problem with your/vaporeon's argument right now.

How you WANT the game balanced is irrelevant. Whether you WANT it balanced one way or another or not does not matter.

It is balanced.

If people want it balanced between two camps, Basic vs. Evolutions, then I think they are entitled to say this format is not balanced.

If people want their apples to be red, and they see a granny smith apple, they are "entitled" to say that that is not an apple. That does not make them right, and when they attempt to argue with you about the idea that apples should be red and therefore this can't be an apple, all they accomplish is looking ignorant and stubborn.

(edit) Now it's another thing entirely to say you don't LIKE this format - or a certain kind of apple. I actually like Fuji apples the best myself, but the fact is, an apple's an apple. And this format is fine, even though there are things about it I might like better if they were different.
 
Last edited:
Status
Not open for further replies.
Back
Top