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#76 | ||||
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I said a "no damage" rule would be too complicated for new players and that we have already seen that this bothers TPC. It isn't just me trying to be picky, but pointing out that arguing for it is like arguing for full tournaments of best two of three: we've basically been told "no" already. I will add that it feels like we are giving TPC another chance to make bad cards this way. Bad cards can be overpowered to me, they can be underpowered to me, and they can be technically balanced but horribly boring and serving no purpose in the game. I fear an increase in the latter because of a "no damage first turn" rule; cards will keep being designed as is and while the format will hopefully improve, instead of filler because the format is broken we'll be getting more filler where the excuse is "we have to make cards like this". You may write that off as a "me" thing if you wish. Quote:
Don't worry, I am not going to make any claims that the current format does not require skill. I do wonder if skill would be higher in the game worked out I believe it should, but if the game were supposed to be exclusively about skill the rules would be radically, radically different. I do argue that there are certain kinds of skill that are under or over utilized in the game. This can be most understood when someone tries to put forth arguments for a sideboard in Pokemon; Pokemon is not really designed for such a mechanic and when the game is properly run it really shouldn't be an issue. You cannot and should not have a "strong" match against every deck you face. It is the wrong part of the tournament structure being questions (again, these are my opinions). And now for Ignatious... Quote:
The things you don't like because you don't find them enjoyable to play are the things most of us normally find enjoyable to play but also are finding significantly underwhelming this format. You choose to love the format and blame this failing on the inherent design of the Evolution mechanic; we choose to love how the game has worked in the past and could work in the future and write of the format as failing. Quote:
Crazy, am I right? Seriously though, that's what it comes across to players like me when we try to argue for a better paced format. You've got some people who just want a format where the game is over by a player's sixth turns tops, while others want it to go the distance.You can think of it like you would a video game. Some people enjoy "microgame" based game play... and I am one of them. I can also enjoy epic, lengthy gameplay. The difference? Microgame based gameplay is for video games. Not TCGs. Not where you spend time testing your deck, trading for cards, driving to events, etc. Plus most Microgame based gameplay isn't one mistake equals instant game over. |
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#77 | |
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My love for a faster paced format has nothing to do with the discussion. The format takes skill. It has an effective metagame. It allows for creative deck types and deck construction. I have played this game since it came out, an played competitively since Neo Destiny. My greatest achievements come from this era. I know how the game used to be, the formats took skill, had a metagame and allowed for creativity all at the same time. The games were slower, which allowed for stage 2s to exist, but again, some people like that, and others don't. I don't. My whole point from the beginning was that our format is fine the way it is. Even if you did make stage 2s playable, some would complain and others would enjoy. Truth is, the formats don't get much better than this, even though it's not satisfying your (any many others) personal niche. |
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#78 |
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#79 | ||||||||
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![]() You know what? That's fine by me; while I'd love to be a champ I know I my ego inflates like a balloon filled by mechanical methods. Thing is, whether I am winning or losing will affect how I view the game, I admit this. I admit this so that I can then try to adjust for it. Right now I am neither winning or losing a lot. In fact, I've had a hard time getting to play lately, and I only bring that up to point out I am talking to people. I hear people's complaints, and I look to see if there is a way to solve them. Perhaps TPC has already done this, run the numbers, tested the ideas, and the game really is running the best it can. In which case I kindly ask them to quick making so much filler. Kind of hard to complain about useless Stage 2 Pokemon eating up space when they aren't in a set, you know? For that matter, hard to complain about useless Stage 1 and Basic Pokemon if they aren't getting made, either. Just checking: how long have you paid attention to what I said? Just curious; when the formats have been dominated by Evolutions, save those times I'd been on hiatus, I've then made the similar arguments for "restoring fully Evolved Basic Pokemon" to their rightful place. Plus right now, I actually am arguing for all fully Evolved Pokemon to be on an equal playing field; Stage 2 Pokemon have it worst right now, then Stage 1, but even many Basic Pokemon have been reduced to nothing but set filler because the power creep became the power leap.
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Last edited by Otaku; 04/26/2012 at 07:01 AM. |
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#81 | |
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#82 | ||||
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The method here, is to make others complain as well. It's an endless cycle. Why not complain about something that doesn't have such a solution, perhaps when the format itself actually is bad, and everyone (more or less) can agree. The release of BW rules with the existence of Sableye was a perfect example of how the format would have been terrible, and everyone agreed (more or less). |
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#83 |
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Global Moderator
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A bunch of posts on here are starting to stray from the topic, guys.
You're supposed to be talking about benefits for evolution cards. Not format balancing. Kindly steer it back in that direction, please.
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CDN Nationals: 2007 Top 8, 2008 Seniors Judge, 2010 Masters Judge, 2011 Masters Head Judge USA Nationals: 2007-2013 Staff Worlds 2008-2012 Staff |
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#84 | |
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The purpose for bringing up benefits for evolution cards is an attempt to balance the format. We are exploring other ways of balancing the format as well. After a page, the original topic was pretty well used up. So, we moved in a natural direction. There are times when the natural evolution of a topic is still on-point with the original purpose. This is most definitely one of those times.
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#85 |
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If this gets out of line again it will be locked.
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#87 |
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As a life motto, I usually say 'don't complain, just adapt'. You realize for anyone to be within this 'benefiting group' they must have first adapted to the format, then proceeded to benefit. I am in fact asking for you, and those that dislike the pace of the format to adapt. The only other alternative is to change the game to make other people complain instead. Even if the format were stage 2 dominant, I would advocate adaption over complaining. I would play a stage 2 deck and have fun with it as well. In fact, history would suggest I already have.
I don't see some form of 'magical solution' being possible. Where the game is both short and lengthy. I don't find that realistic what-so-ever. Take out the fact that I enjoy the game as it is and look at what I'm saying; don't nit pick at a good format. By nit picking I mean making a large issue out of something that is not a large issue. The things I find to be large issues have been already stated, but I'll recap here; Skill intensive; Luck minimized; good deck options; innovative deck creation. If those 'large issues' are getting out of hand, then that would be when even I would complain. Or I would simply stop playing (a form of adapting). There's a time and place for everything. Here and now; not the time for complaining. PS. Evolutions and lengthy games tend to go hand in hand. I'm against making evolutions more powerful (or basics less powerful), Otaku is for it. I feel as though we are in fact discussing the topic at hand. |
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#88 |
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I don't feel we need any new abilities for Stage 2's. I predict anything we add would be too confusing for new players and, ultimately unnecessary.
I'd be happy just seeing some more of the awesome things we already had in the past. Speedy Evolutions (Pre-nerf Rare Candy, Broken Time Space), free retreat (Jumpluff HGSS), Playable Ability/Power/Body (Empoleon DE, Magnezone TR, Vileplume UD), decent and low energy attack (Empoleon DE, Jumpluff HGSS, Machamp SF), and nice hp score (Tyranitar Prime). I feel that if more of these come into play in future sets and especially with a Broken Time Space reprint, then there'll be a lot less complaints about useless/dead Stage 2's and a lot less discussions about what should be done to fix that.
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#89 |
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All the stage 2's now have pathetic attacks that are easily overshadowed by basics. If there's a Stage 2 that's worth setting up to give you an edge in winning (like how Magnezone was in the pre-EX format), maybe the format would be better balanced. Maybe a Stage 2 that does 100 damage for 2 energy? It's just a thought.
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#90 |
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Aw yeah, Garchomp. Combined with Altaria it could make a tier 2 deck at least.
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#91 |
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I've been meaning to post in this thread but haven't had a chance to read through the whole thing so forgive me if this was mentioned already. I did a quick text search and didn't find anything related to it.
How about taking away X2 weakness on evolutions and give them back +10 ~ +40 like back in the DP series? +30 on Stage 2's was the norm but some things (like Machamp Lv. X) had a +40 weakness. It makes sense to me, and we could keep the big basics with X2 weakness. It doesn't seem fair for a basic to have the same HP as Stage 2, and both of them are just as easy to KO. Imagine some of the current Stage 2's with only a +30 weakness. Empoleon wouldn't have to worry about Thundurus and it could work around Zekrom's Outrage. Magnezone could take a hit from a fully loaded Terrakion and Landorus. I can't think of many more common examples, but I mean still Typhlosion could attack a Kyurem (non-EX) and not have to worry about the Outrage OHKO, Gothitelle might be viable, Chandelure might still have a chance after Dark Explorers is released, etc. I'm sure there's more, but you get the idea. This seems like a fair way to go right now to me. We've completely done away with the additive weaknesses, I don't get why we bother printing "X2" on the cards anymore as it's pretty much implied. Everything has a X2 weakness... except, I believe, there's a legal Pikachu with a +10 weakness lol. Still, we should bring this mechanic back. It would balance evolutions/basics and it wouldn't make match-ups as weakness dependent. Also, I think it would be a bad idea to introduce something like Lucario GL or Lake Boundary that gave everything a X2 weakness in this kind of format UNLESS it was given through the ability of a Stage 2 Pokemon.
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Last edited by Shen; 05/02/2012 at 10:30 PM. |
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#92 | |
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#93 |
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The + Weaknesses were a great method for designers to set the power-level of a card, as said above, if evos had + weakness and the big legendaries had x2 there'd be some sort of balance returning. x2 weakness increases the role of luck in a tournament as you can get paired against a deck you have a type dis/advantage with, forcing the outcome of the match in one direction before it begins. Weakness is a useful mechanic to keep certain decks in check in a meta, but the deciding factor in matchups should be the actual decks strategy (e.g. Disruption vs Setup or Control vs Aggro) and of course, the players skill.
Anyway! Back to the exact title of the thread, no Evolutions don't need any extra benefit (except maybe the above weakness point) they are fine, the benefit to evolving was once to obtain stronger Pokemon, but that's no longer the case due to the ridiculous Basics that were printed this year. The solution to the problem from the OP is hope that these "Big Basics" eventually cycle out and don't return and/or play another format/game in the meantime. It's not a matter of fast formats = good or slow formats = good, a healthy format features decks that operate at different speeds and with different strategies. There's a place for Basic "haymaker" decks, but there should be other playable archetypes included in the sets design.
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#94 | |
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Really love to see Tomb back. Or some sort of hard ex-stopping stage 2. Or un-nerf of candy. Really, I don't see why candy was ever changed.
If candy isn't un-nerfed, however, Machamp would have little benching potential and still be a pretty legit card to bring back. You wanna play 170 hp 2-prize basics? Haha, Take Out etc. Or of course, there is the chance to print evolved ex's, which we still haven't seen in this second ex format (and some of which were quite good back in the day). The only thing that makes me hesitate here is that I don't think Stage 2s ought to RULE the format either. So, I think a better idea is to increase the HP threshold for stage 2s. When 130 hp basics (let alone exs) are running rampant, it only makes sense to have there be more stage 2s with 140 hp + (and not just bulky ones like T-tar). I don't see why a stage 2 shouldn't have HP in the neighborhood of a basic ex, if you're not gonna print stage 2 ex's (which I think they ought not to, but the moneymaking potential is so high I think it's inevitable) Yes, this is still more power creep but PCL keeps putting themselves in situations where the power creep of some aspects of the format is so great that the only way to offset it is more power creep.
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