Pokémon TCG: Sword and Shield—Brilliant Stars

TCG Design: What would you like to see in Pokemon?

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Can we smack the moron who decided that only legendaries can be Pokemon EX, and bring back evolving EXs please?

No such person exists. :nonono:

The video games work differently than the TCG. The real folly has come from the video games; despite all the unreal aspects of Pokémon including it being a video game, the designers feel the need to be "realistic" by not making all Pokémon more or less equal. So you get "übers" that are heads and tales above the rest. Legendary Pokémon unfortunately are thus depicted as being "better" than everything else, instead of simply more rare or with unique capabilities.

Yes... many video games do this, and if they have a TCG it becomes a problem there as well. :rolleyes: Of course, in such games, where there are teams, usually the "tiers" of characters are recognized, so there might be some crazy powerful boss character who fights on his own while normal characters result in a team of three, and the "joke" characters (who still have some capacity) get four players.

Get back to the TCG. The only way to make Legendary Pokémon "better" than the average fully Evolved Pokémon, is to add some other "cost" to them. In this case, Pokémon-EX are actually more balanced than the Legendary Pokémon they are based off of: they are mighty but worth two Prizes when KOed!

...but Otaku, they are ruining the format!

General complaint and obviously not directly quoting anyone, but it was useful for bridging into the next point: Pokémon-EX are not a problem this format. Remember... in the previous format we had mostly the same issues without them. Big basic Pokémon were dominating, and it wasn't because they were "too strong" or because Evolutions were too weak.

It was because of acceleration being stupid easy. Draw power is better. Search power isn't as good but it was crazy good just a format ago, so it still might be too good. Perhaps most blatant of all is the Energy acceleration. Rob Mewtwo EX and Tornadus EX of their Double Colorless Energy... they are hurting. Now cut Dark Patch and Energy Switch. Suddenly it doesn't really matter that an opponent uses Pokémon Catcher to force up your Evolving Basic T1... because they aren't going to KO it.

It helps to have experienced the game not just before Professor Juniper, but before Professor Oak's New Theory; shuffle and draw five was great back in the day with Professor Oak's Research, and drawing three while discarding one was the staple non-shuffle draw card for years in the form of TV Reporter.

...but old-school Pokémon-ex could be anything, and they were balanced!

No, they weren't. :frown: I played back then. The majority of Pokémon-ex were garbage, with few Basic ones being worth playing. The Evolved ones, however, were so crazy powerful that they thrived even with several supporting cards being incompatible, even with potent counter cards as well. I liked the older formats better... but I was here for them, and the things I complained about then that weren't addressed? Still causing issues now.

tl;dr: Some of the best formats we had were that good in spite of having Pokémon-ex of all Stages, not because of them.

I repeat, if we want a format where all fully Evolved Pokémon are balanced, they must be designed to be balanced against eachother without providing aides to specific stages. I don't say three guys are equals if they can only have a fair match if one player must handicap himself by not getting to use the best equipment.
 
I don't know if it already exists, but couldn't there be some sort of trainer card that is analogous to TM's where when you play it, gives your pokemon one extra kind of attack?

Each of the TM's will be type specific, and only certain types of pokemon can use it. It would mean that a fighting type can use a rock type move.

For example. The TM card will have an attack on it, just like the attacks that pokemon have. Before you declare your attack, you declare that you are playing the TM on your pokemon. When you do that, instead of using the existing attacks on your pokemon, you use the attack that is stated on the trainer card. Then you put the trainer card in the discard pile, and your turn ends.

On the side of Trainer TM cards could be a list of pokemon types that can use the card.

Or maybe make a rule where colorless pokemon can't use TM's, and there is no colorless TM.
Grass, fire, water, lightning, psychic, fighting, darkness, and metal can use its own type.
There is no dragon TM, but dragon types can use any TM.
 
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Technical machines were in modified for a few years.

They need to bring this kind of stuff back, but add a twist to it, such as what I said before.

Colorless can never use technical machines, or the new ones anyway.

The pokemon of a certain type except colorless and dragon can use only TM of their own type.

Dragons can use any TM.

They should make TM's more common.

They can also do HM's, where they stay on the pokemon, but are more rare.
 
I have to agree. I think that reprinting DRE and maybe even Desert Ruins would be beneficial, especially if you are going to insist that only Legendaries can be Ex Pokemon.

I think that it's harder to come up with stuff that's good, but I'd personally like to see Pokemon* return. They are doing it right now with Ace Spec, except it's trainers, so I think it'd be nice to see that.

Drew
 
Cooler basic energy. /Thread

I think that delta pokemon would be cool , I think it would add more layers to the game and make it better. And maybe something that would cut the effectiveness of big basic exs. Not to make them totally unplayable, but not so broken. If they raised HP on everything, I suppose that would help with the power creep.
 
No such person exists. :nonono:

Yay! Let's talk about theory together for once. :)

The video games work differently than the TCG. The real folly has come from the video games; despite all the unreal aspects of Pokémon including it being a video game, the designers feel the need to be "realistic" by not making all Pokémon more or less equal. So you get "übers" that are heads and tales above the rest. Legendary Pokémon unfortunately are thus depicted as being "better" than everything else, instead of simply more rare or with unique capabilities.

I hadn't considered it this way. My explanation regarding legendaries has always been that the game designers made Mewtwo, Lugia, Ho-Oh, etc with the intent of them being "too good". That was always the point; they were "too good" and weren't meant to be part of normal competition, hence their consistent ban in official sanctioned play right now. I got complacent with their portrayal in the TCG as being showy but poor gimmicks at best and am taken by surprise at seeing them actually so good right now - nor do I like it. The game at its core has been about evolution; is it so wrong to continue to honor that unique and enjoyable mechanic?

General complaint and obviously not directly quoting anyone, but it was useful for bridging into the next point: Pokémon-EX are not a problem this format. Remember... in the previous format we had mostly the same issues without them. Big basic Pokémon were dominating, and it wasn't because they were "too strong" or because Evolutions were too weak.

It was because of acceleration being stupid easy. Draw power is better. Search power isn't as good but it was crazy good just a format ago, so it still might be too good. Perhaps most blatant of all is the Energy acceleration. Rob Mewtwo EX and Tornadus EX of their Double Colorless Energy... they are hurting. Now cut Dark Patch and Energy Switch. Suddenly it doesn't really matter that an opponent uses Pokémon Catcher to force up your Evolving Basic T1... because they aren't going to KO it.

We agree on some points here. Pokemon-EX are not the problem I might have with this format. I disagree with their design, however. They are so irritatingly linear; every one is "attach and do damage" with some variation on effects. Luxchomp at least had some greater strategy in terms of what to damage, and had a great deal of tricks up its sleeves in the way of Power Spray, Galactic Switch, and Flash Bite.

...though, thinking this point further, I guess I'm really a fan of Pokemon-based gameplay rather than Trainer-based. In this format we've got something less broken but still usable as Healing Breath: Max Potion. We've got Catcher to replace Bright Look. But I miss the Power- and Ability-centered decks like Palkia, Chandelure, ZPST and Cake. Right now we have Trainer-based gameplay. Pokemon are basic and linear. The interesting part is your trainer selection, which unfortunately is equally available to every deck and thus gives a less varied and more stale feel to me. And, I'd guess, to lots of people.

Thoughts?

It helps to have experienced the game not just before Professor Juniper, but before Professor Oak's New Theory; shuffle and draw five was great back in the day with Professor Oak's Research, and drawing three while discarding one was the staple non-shuffle draw card for years in the form of TV Reporter.

But what about Cyrus' Conspiracy, Otaku!? What about Roseanne's Research, Pokemon Collector, and Bebe's Search?! I want my search-based format back! That felt so much better.

Well, no it didn't; the thing is, back then we had Uxie and Claydol to give us cards on at least a semi-consistent basis, meaning we could utilize our supporters on more efficiently. It was actually viable to run 1-0-1 + 2 Candy lines in non-stage 2 decks back then (particularly Claydol era) because you could actually expect to find the pieces not just regularly, but quickly if you needed to. Search supporters were the best! I want them back.

Again, thoughts?

...but old-school Pokémon-ex could be anything, and they were balanced!

No, they weren't. :frown: I played back then. The majority of Pokémon-ex were garbage, with few Basic ones being worth playing. The Evolved ones, however, were so crazy powerful that they thrived even with several supporting cards being incompatible, even with potent counter cards as well. I liked the older formats better... but I was here for them, and the things I complained about then that weren't addressed? Still causing issues now.

Well, basic Pokemon EX right now bear little resemblance to basic Pokemon-ex back then as I understand it. Rayquaza DRV might've looked like one of those Pokemon-ex. Give him 20 more HP and he seems to be an appropriate analog, even.

Evolving Pokemon-EX, as I imagine them, would have HP amounts that sat around 160, maybe 170 if they are bulky, but their attack costs would be pretty much the same as Pokemon-EX making them just as difficult (easy?) to charge up. They wouldn't do more damage; let the big legendary Basics have their
niche of being just stupidly powerful. Instead, I'd have evolving Pokemon-EX carry good Abilities that made up for their lesser power. Things that made them more consistent. Synergy with the Discard Pile, abilities that benefit their owner upon being attacked, anything to improve the technical state of the game for their player. I dunno.

Hypnotoxic Laser just screws with everything =/
 
I want to see more cards like power spray that are played during your opponent's turn. Like instant speed abilities and spells in MTG. This would make the game more interactive and skill based.
 
Type-specific technical machines were in modified for a few years.

Well, I think TM's should be in modified again, or make them mainstays, but change it so that colorless TM's are never printed, so colorless pokemon can't use TM's, and only have TM's of the 8 types of pokemon that use their own energy. Dragons can then use any TM of any type. There would be no dragon TM. Energy has type, so do pokemon, and now trainers can have a type too. A fighting TM can be used on fighting types and dragon types, for example, just like how fighting energy can be used on fighting cost, or colorless cost.

I think TM's would be a cool mechanic.
 
Yay! Let's talk about theory together for once. :)

Groovy. :thumb:

I'll try to be on my best behavior. :rolleyes: Just a reminder (especially for those watching from the sidelines), I've got a long history with this game and when I seem to go into information overload, it is because like a history professor I know all the things that lead up to an event and then were triggered by it... and can't assume everyone else knows this (experience says they don't).

I hadn't considered it this way. My explanation regarding legendaries has always been that the game designers made Mewtwo, Lugia, Ho-Oh, etc with the intent of them being "too good". That was always the point; they were "too good" and weren't meant to be part of normal competition, hence their consistent ban in official sanctioned play right now.

That is how they are in the video games... which I consider pretty poor game design. I seriously can fill a thread, all on my own, about all the simple (e.g. requires just minor revision) aspects I consider design flaws or at least outdated but formerly acceptable concepts and mechanics with the video games. The fact that for a bizarre mixture of style and realism they intentionally fail at character balance is a big one.

If it happens, it happens but don't try and make it that way! Besides making the video games less fun and complicates our lives over in the TCG.

I got complacent with their portrayal in the TCG as being showy but poor gimmicks at best and am taken by surprise at seeing them actually so good right now - nor do I like it.

My friend, this is why I stress the need to learn the history of the game. Besides being educational, playing older formats is often fun and affordable in real life. You know me; I've been playing since the earliest days of the English game (even if it took a few years to access the online community and Organized Play).

Ugh... resisting going into too much detail, Legendary Pokémon are almost always hit or miss; to some extent it is the nature of Basic Pokémon in the game. Back in Base Set, we got two Legendary Pokémon, and ultimately neither wear competitive (though they faked it for a bit). Two sets later, we got three more; two whiffed but one (Fossil Articuno) is why Rain Dance was considered one of the strongest decks of the time, possibly second only to Haymaker.

Then we got "Movie Promo" Mewtwo before the fourth set (fifth if you counted Base Set 2) and it was a major force largely defining the game until Neo Genesis brought us the original Sneasel... which as you may know was banned from Modified play at the inception of the original Modified format!

So sadly, overpowered Legendary Pokémon date back to the first full year of the game! Nor am I saying I like that; as ever I want balance. I want Legendary Pokémon worthy of their status... but I still want them ultimately balanced within the conventions of game play. It is tricky, but it can be done, and without nerfing them.

The game at its core has been about evolution; is it so wrong to continue to honor that unique and enjoyable mechanic?

Here we disagree; Pokémon at its core has always been about finding the "pocket monster" that suits you best and doing whatever it is you do with them (collect, battle, etc.). One of the elements that goes with that is raising a Pokémon so that it "Evolves" and grows stronger, but not every Pokémon Evolves. Plenty of Basic Pokémon (even disregarding Legendary Pokémon) have been popular and strong... to the point that popularity results in them getting "baby" forms and/or Evolutions!

Now if you recall, I repeatedly have explained how to not only honor the Evolution mechanic within the TCG, but how to actually make it effective again... or at least my best guess as to how. :lol: I fear you are presenting a false choice; "honoring" that mechanic has nothing to do with creating Evolved Pokémon-EX. I have identified several elements I consider design flaws within the TCG (imbalanced power creep, improper acceleration, and filler).

If we wish to restore the Evolution mechanic to a place of prominence, the steps I've outlined repeatedly (even in this thread) seem like a good start. Otherwise, we don't have equality. "Sameness" does not equal "equality". At the same time, external balancing agents aren't really making things equal either; you're just burdening whatever is currently dominating with so-called "counters" or providing crutches that don't really make whatever is weaker "equal" either.

The fix involves working within the core mechanics of the game. Phase out early game Energy and Evolution acceleration while also dialing back the speed of damaging attacks (I would also like to see HP scores across the board go up). Doing this means you can now slap better Abilities and attacks on lower Stages that Evolve, and when they aren't just placeholder for their final forms, Evolution becomes an alternative to a strong Basic Pokémon backed by Trainers; no better but no worse.

We agree on some points here. Pokemon-EX are not the problem I might have with this format. I disagree with their design, however. They are so irritatingly linear; every one is "attach and do damage" with some variation on effects. Luxchomp at least had some greater strategy in terms of what to damage, and had a great deal of tricks up its sleeves in the way of Power Spray, Galactic Switch, and Flash Bite.

I have issues with their design as well, because it doesn't match what I have suggested and what I believe will work. To be fair, they aren't completely homogenous... but the one's that see play come close. Notice that with Energy acceleration and Energy removal both being factors in the game, "attach and do damage" is about all that can be successful.

I am a bit confused; first I don't know what "Galactic Switch" is; congrats you're dealing with a format I largely missed. :lol: Yes I have tried to learn of it, but if that is a card name I don't recognize it and can't find it and if it is a strategy name... it is a strategy name.

Power Spray is an Item... yes a "themed" Item but an Item, barely more creative than Enhanced Hammer. Flash Bite was an abused Basic Pokémon with a Poké-Power. If you want to know why Abilities on Basic Pokémon aren't what they used to be... you just named it. Flash Bite was arguably "too good", at least in light of the rest of the card pool.

In fact, you example of fun game play undermines Evolution based game-play. The Luxray and Garchomp in questions were Basic Pokémon with Level-Up forms. Level-Up cards are not Evolutions, despite superficial similarities. It is a different mechanic akin to a personalized, permanent Technical Machine/Pokémon Tool.

...though, thinking this point further, I guess I'm really a fan of Pokemon-based gameplay rather than Trainer-based. In this format we've got something less broken but still usable as Healing Breath: Max Potion. We've got Catcher to replace Bright Look. But I miss the Power- and Ability-centered decks like Palkia, Chandelure, ZPST and Cake. Right now we have Trainer-based gameplay. Pokemon are basic and linear. The interesting part is your trainer selection, which unfortunately is equally available to every deck and thus gives a less varied and more stale feel to me. And, I'd guess, to lots of people.

Thoughts?

Most of what you mentioned isn't what I consider "Pokémon-based gameplay". Something I learned from Yu-Gi-Oh is that when one card type behaves too much like another card type, it functionally becomes that card type, or the worst of both card types.

It holds true in Pokémon as well; slapping an HP score and requiring you play it to your Bench doesn't make it truly a Pokémon from a game play/experience perspective, which is basically what we discuss when we say things like "feels like" and focus on the fun factor. A few of the cards/decks you mentioned were Pokémon oriented, but when a Pokémon is used purely in place of a Trainer (Shaymin and Pachirisu in ZPST) or is a Trainer that "happens" to have a useful Pokémon attached to it (Luxray [GL] and Luxray [GL] Lv.X).

But what about Cyrus' Conspiracy, Otaku!? What about Roseanne's Research, Pokemon Collector, and Bebe's Search?! I want my search-based format back! That felt so much better.

The above quote was preceded by the text when I commented how draw power has also, alarmingly been hit by power creep... despite decks still containing 60 cards and most cards lacking new "to play" requirements (or anything else to mechanically account for the increase). I was referring to draw power and giving examples of draw power.

I had hoped it would be clear the same thing applies to search. Search cards are always a bit tricky, especially in Pokémon. If they are too good, they outclass general draw power... and since Pokémon basically is structured so that you kind of need your draw power each turn, the search has to be good enough to compensate.

Some search cards are flat out too good; Cyrus Conspiracy snags three cards... that's the same yield as Cheren! Yes they were specific cards (so you couldn't get Pokémon with them), but two of the three were often immediately useful for generating advantage, and the third (the Supporter) just helped set-up for next turn.

Pokémon Collector isn't as overpowered, but three Basic Pokémon is quite a bit and only seems "balanced" when the format is out of whack and you can't run a deck built largely around basic Pokémon. Actually, given the formats where it saw play, Pokémon Collector was overpowered; you had draw Supporters pretending to be Basic Pokémon!

Notice what I held up as "balanced" draw power; Professor Oak's Research and TV Reporter. They are generic draw power, the former shuffles and draws five cards and the latter draws three then forces you to discard a card from your new, larger hand. Think of what that meant to the pacing of the game. There were bigger draw Supporters that existed with them, but they were circumstantial; Steven's Advice was usually good, but not to the point you ran it to the exclusion of something more reliable. Same thing goes for Copycat.

So getting back to the search cards, Roseanne's Research is borderline depending upon the card pool (again, if you have a Supporter masquerading as a Basic Pokémon it causes problems, or a format like the current dominated by big, Basic Pokémon :rolleyes:). Bebe's Search is more in line with the older, more balanced search that would go alongside Professor Oak's Research.

Well, no it didn't; the thing is, back then we had Uxie and Claydol to give us cards on at least a semi-consistent basis, meaning we could utilize our supporters on more efficiently. It was actually viable to run 1-0-1 + 2 Candy lines in non-stage 2 decks back then (particularly Claydol era) because you could actually expect to find the pieces not just regularly, but quickly if you needed to. Search supporters were the best! I want them back.

Again, thoughts?

Consider what you are saying, and how Supporters are meant to be balanced. You need to have a significant investment for "alternative" draw/search mechanics, but it isn't just the once-per-turn mechanic that balances Supporters; it is also how this game is designed to need a steady supply of cards to hand that the manual once-per-turn draw cannot meet. Then non-draw effects in Supporters can be balanced not by discarding cards from hand or other penalties, but because you are giving up some or all of the normal draw yield.

I've got some bad news for you; you are the victim of a cruel hoax. Uxie (Legends Awakened 43/146) isn't really a Pokémon. Look at that effect; clearly it is a Supporter in disguise. I think it may be a cos-playing Pokémon Professor myself. Hrm? Only a foot tall? Okay so its small robot acting on behalf of...

Kidding aside, I hope the point is actually clearly illustrated by this gag; Uxie was rarely used "as a Pokémon". It ultimately behaved a "second Supporter" for the turn. Claydol wasn't much better, trading being a Stage 1 for being reusable and having a decent attack (back then). They weren't the first supporting Pokémon to be "too good", and not even the first to be too good that basically provided a pseudo-Supporter to use on top of your real one for the turn.

If you don't like how this format is turning out, you can thank how some of the cards you liked played out. :frown: I am not saying such effects can't exist, but Uxie is to basic based draw power as Mewtwo EX is to beatsticks now! Both could be balanced in the right card pool, but Mewtwo EX doesn't have and Uxie didn't have such card pools.

Well, basic Pokemon EX right now bear little resemblance to basic Pokemon-ex back then as I understand it. Rayquaza DRV might've looked like one of those Pokemon-ex. Give him 20 more HP and he seems to be an appropriate analog, even.

Not entirely true; if you find a noteworthy Pokémon-ex from back then, it will likely resemble a Pokémon-EX from now. You brought up Rayquaza... have you looked at an actual Rayquaza ex? There were three different versions, and the good one (also the first) you can see here. Rayquaza from DRV does resemble older Pokémon-ex that saw less play, but you have it backwards: subtract 20 HP from it. Old school Basic Pokémon-ex never exceeded 120 HP; odds are that Rayquaza would clock in at 100, though 90 or 110 aren't out of the question. 120 probably is, based on a list of what did hit that mark.

Evolving Pokemon-EX, as I imagine them, would have HP amounts that sat around 160, maybe 170 if they are bulky, but their attack costs would be pretty much the same as Pokemon-EX making them just as difficult (easy?) to charge up. They wouldn't do more damage; let the big legendary Basics have their
niche of being just stupidly powerful. Instead, I'd have evolving Pokemon-EX carry good Abilities that made up for their lesser power. Things that made them more consistent. Synergy with the Discard Pile, abilities that benefit their owner upon being attacked, anything to improve the technical state of the game for their player. I dunno.

This wasn't how Evolved Pokémon-ex did things, however; they were to Basic Pokémon-ex as regular Evolutions were to regular Basic Pokémon; 25% more HP (roughly) and attacks that did more damage for the same cost, plus access to effects that weren't seen on their less Evolved brethren.

What plagues most Stage 2 Pokémon right now is a stupid fast format. I know at times it seems painfully slow, but if you didn't get to enjoy the game in the days when going first was about using "set-up" attacks that built your deck and having a Stage 1 attacking for more than 30 points of damage second turn was "broken" (and yes, it was; it was an example of the acceleration creep that led to what we have now), it is hard to appreciate exactly how "stupid fast" the game currently is.

Basic game mechanics like Evolution don't work with the game's current pace... and it is the pace that needs to go, not those old mechanics that help define Pokémon. Dial things back a few notches so that you have time to Evolve. Imagine if the fastest any Pokémon-EX could attack was on that player's second turn? While not perfect, just that one change in overall game function, how would it change things for Evolutions?

Now factor in lower Stages not being filler, mere stepping stones. Evolving Basic Pokémon you enjoyed opening with because even if they were quickly KOed, they were worth a Supporter or two in terms of set-up or disruption. Stage 1 Pokémon that were likewise worth at least the Item that a big, Basic Pokémon is running in it's stead plus is a competent back-up attacker.

Hypnotoxic Laser just screws with everything =/

Not sure on that one; the format is already so screwy that sometimes these things actually help, but that's just speculation on my part.

tl;dr: Kayle and I are discussing complex things that aren't easy to summarize or simplify. If you can handle the length, feel free to weigh in. :biggrin:
 
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1. "Make the TCG more like the video games!" Why?

While there are good elements in the VG that could be carried over to the TCG it is important to note the VG isn't a perfect and balanced system itself. The types aren't at all balanced, look at Ice type for example... why is it so bad? A pile of crippling weaknesses and 1 resistance... to itself! Look at Kyurem, it's a big "game mascot" Legend in stats but it's poor compared to other Legends due to its typing.

The TCG was often a chance for poor Pokemon from the VG (either by stats, poor typing or movepool) to make an impact. One of my favorites is Banette who is pretty bad in the VG but throughout the TCG he's been a legitimate threat several times with cheap, aggressive attacks, Banette ex was the first super rare I ever got 4 of, good times :)

I think ignoring a Pokemons actual stats and giving it a power level to suit it's Stage and overall feel is a better approach for the TCG. e.g. Hypno and Blissey are both defensive Stage 1s so I feel they should both be printed with large HPs but balanced with lower attacks. Blissey outclasses Hypno in the games by a huge margin, but they could both be equally good in the TCG. In fact, Blissey should probably be slightly weaker to make up for being Colorless, an advantage that is never penalized anymore.

I've always found it odd how Lugia is printed as a huge attacker when really he's one of the Great Walls among Legends. This is something I would like to see carried over from the VG, different roles for different Pokemon! I'd really like to see a viable defensive element in the TCG rather than just utility or attacker (or attacker WITH huge HP -_-)

2. Combat power creep, with more power creep?

Overall I like the suggestions Otaku has made but I don't really want to see HP increase across the board. As someone into Unlimited formats, power creep is something I particularly hate as it harms the viability of older cards. Apart from the Legends in the B&W series (normal and EX), the power creep since HGSS isn't That bad. If they were to go with the reintroduction of LEGEND cards you could move into the next series without any/much power creep on normal Pokemon, IF there was a hard rotation that is. They wouldn't have to compete with the B&W big Basics but wouldn't have to be any stronger to deal with the LEGENDS as they'd have their own forms of balance.
A decrease in power may turn some people off, but it staying the same in regular Pokemon would probably be fine, especially if they went with interesting effects over pure power.

That said, it would be nice to see more useful Pokemon that evolve, "stepping stones" rather than filler. Imagine if Eelektross was a good, competitive Pokemon... it'd introduce a layer of strategy of when you'd Want to evolve your Dynamotor-ing Eelektrik. An extreme example there but it would be nice if more of the inbetweeners could be playable in their own right.

3. "Bring back evolved EXs"

Why would this help given the current design team? For example, even if you were to remove the EX Pokemon we have currently from the format, evolutions are still the under dogs because so many Basic Pokemon have been given too much power and too much speed compared to higher stages. If there were evolved EXs at the moment they'd probably follow the same pattern, they'd have about 160-170 HP and thus just be outclassed by Basic EXs that do the same thing for less.

4. "Pokemon based gameplay" and "Hypnotoxic Laser just screws with everything =/"

Even when a Pokemon is serving the purpose of a Trainer or Supporter, when done well this can be better than the alternative of every deck running an almost identical selection of Trainers. Uxie wasn't a good example, any deck could run it, so most did, so just the same problem there. But putting those sorts of effects on a Pokemon is fine if it shapes the deck it's put in, Luxchomp was a good example in a way but it's just the effects were too powerful in combination as well as Garchomp being Colorless therefore not forcing the deck into multiple types.

These concepts could tie in with what some people were saying about type specific TMs. More type specific Trainers might be the way forward, rather than Hypnotoxic Laser how about something like:...

Roxie - Supporter
You may only play this card if you have 3 or more [P] Pokemon in play.
The defending Pokemon is now poisoned. Flip a coin, if heads the defending Pokemon is also asleep


5. Side note. Lessons from 150

Playing 150 has really made me see the extent of power creep, even when Primes and B&W holos are upgraded to ex status, many old exs have trouble competing. It is true many old exs just weren't powerful enough, but I'd rather have more conservative design over the current reckless attitude of "print what ever, they'll deal with it!" because the exs are but a small number, when those few become over powered they obsolete the much larger numbers of regular Pokemon. All the exs in Dragon Frontiers are still playable in 150 (Kingdra probably the least so due to the singleton nature of it), it really was the "furthest reaches of offense and defense!" to stand the test of time. Even at that point though, power creep had very little impact, true Unlimited play (with a fairly small anti-turn1-combo banlist) was still playable. Now we have had to resort to the sometimes complicated rules of 150 to enjoy a varied and fun Unlimited game.
 
Call those Ultra power cards (EX, LV X), Uhh

An omega pokemon?
a § pokemon¿
a XY pokemon?
A ! pokemon?

Y'know I can actually see them doing Pokemon XY, they love that "X" sound in card names :p We don't know what the XY games will be about but there's a definite genetics theme going on (see the Japanese logo). Genetically modified Pokemon?
 
1. "Make the TCG more like the video games!" Why?

First and foremost, the video games should be ignored when it clearly harms TCG game balance and design. Otherwise, the point of the TCG is to be an adaptation of the video games, ergo when it is at least "neutral" towards game design, it should be the standard.

That being said, I do agree the video games are not perfect, however I also am less worried about bringing over those imperfect elements. The Type taxonomy system in the video games is terrible. Even before we have one Type crossover with another Type, we have issues; sometimes a Type indicates body composition, other times it just indicates an affinity for/limited control over a the respective element, and other times it a form of movement. Not sure if all three apply to any one Type, but several have two of those three, but I think Ground comes close.

Then when we do look at Type versus Type, we've got classical elemental Types (especially when you span various cultures) mixed with Types more geared towards method of locomotion against Types about method of combat and some styles that resemble more traditional taxonomical classifications. I really don't think being made of rock should be equivalent to simply being an over-sized arthropod should be equivalent to possessing psychic powers should be equivalent to chi manipulation/unarmed fighting techniques should be equivalent to flying should be equivalent to using venomous attacks.

Whew! :eek:

Now when it comes to things such as Base Stats, I think they make an excellent guideline. Note that I said "guideline", not "impossible to violate rules". TCG HP should reflect video game HP, Defense, and Special Defense (unless a card effect is simulating either of the latter two). All three are about absorbing damage without being KOed, and the TCG doesn't usually lend itself to doing it any other way than with HP.

Attack and Special Attack should reflect damage output; something with high scores in both should be doing some tremendous damage. Speed is probably best indicated by focusing on "smaller" attacks (in terms of Energy costs) and a better Retreat score. The attacks and Abilities should probably reflect what the Pokémon can do in the video games.

However these should never stand in the way of making a good, balanced card. If the HP needs to be abnormally higher or low, or some other Stat influenced aspect needs to be tweaked (even significantly altered), that is how it should be done.

2. Combat power creep, with more power creep?

Combat power creep with HP inflation. Use the [DEL]force[/DEL] accounting tricks, [DEL]Luke[/DEL] Hez! :lol:

If we don't want to lower attack damage... simply raise HP scores. Besides tying into above, the end result is to make sure that the same pace is kept. If the "average" attack hits for 30 points of damage, then a Stage 2 with 120 HP takes four average hits to KO. If the average attack is 100 points of damage, then a Stage 2 with 400 HP takes four average hits to KO.

See how that worked out? Each time I had different amounts of damage being done by attacks, and each time I had different HP scores... but each scenario required the same number of "average" attacks! :thumb: That means no true power creep occurred... barring of course old cards interacting with new cards.

Our current situation also includes acceleration issues as well, but even stripping those away, when the game began you got approximately 10 points of damage per :colorless: Energy requirement, and 15 points for each non-:colorless: Energy requirement. There seemed to be bonuses for some cards and penalties for others (e.g. Stage 2 Pokémon got more from the same Energy investment than an Evolving Basic or Stage 1).

Average damage has steadily risen over the years, as has average HP... but the former has risen a little faster each time, and by now it has added up.

The rest I largely agree with.
 
The rest I largely agree with.

I thought the first point was just agreeing with me anyway :S Follow the VG in a "for inspiration" sort of way not "stat for stat" way. A cards power level should be decided by how it would work in the TCG, only it's "role" should be copied over from the VG really. Like in the example, there's no need for a Blissey stage 1 card to be any more powerful over all than a Hypno stage 1 card, just that they should both represent "defensive" Pokemon. There's also no reason for a regular Basic Groudon card to be any better than a Basic Throh card, if the Groudon must be better in some way then it should have a balancing factor (ex, Lv.X, LEGEND etc.)

The power-creep / HP-inflation part though, when I say power-creep I don't just mean attack power, I mean the power level of the card as a whole. Being an Unlimited player power-creep does affect me, as you said, because old and new cards interact. Old and new interact in a Modifed format too, especially at a generation cross-over. Such power creep like that found in B&W essentially "bans" all but the strongest few Pokemon from the previous series and of course the Trainer/Supporters (which tend to remain fairly constant) to the point where you may as well hard rotate.
I would rather see a hard rotation this time but because of a "power stop" I guess. Cut out the big Basics in the new series and carry on with a new super rare mechanic but maintain the same power level on regular Pokemon. The rotation would merely be to allow the new series to shine away from the big Basic weirdness of B&W rather than the virtual hard rotation of another power creep.
People will always buy Pokemon, collectors and an always rotating Modified mean people will buy the cards regardless, you don't actually NEED to power creep in this game so much. A new generation is usually a good enough selling point alone!
 
I thought the first point was just agreeing with me anyway :S

My bad? :confused:

The power-creep / HP-inflation part though, when I say power-creep I don't just mean attack power, I mean the power level of the card as a whole.

I was literally just discussing this with LegendCallerL via chat. Because of the nature of Pokémon, while I recognize that general stat inflation will be true power creep with respect to older cards... Unlimited was in pretty sorry shape the last time I tried it. Did we ever get an official ruling on if old vs. new Computer Search usage in Unlimited?

Anyway, again last I checked, actual Unlimited was a format dominated largely by decks that win first turn. Some of those decks (like sabledonk) are indeed affected by rising HP scores... but even that can be adjusted. Already decks built upon the Sabledonk formula, have begun running Drifblim (HS: Undaunted 12/90). Due to things such as "the Baby Rule", keeping one or two Crobat [G] (and a means of spamming them) would still be necessary, but for anything without attack nullifying protection, Seeker away the opponent's Bench and still win first turn with Take Away. :frown:

To really enjoy Unlimited requires mutual agreement not to use certain cards (or the desire for silly first turn win fun)... such as the 150 or my preference, simply playing older formats (possibly with format specific bans or restrictions). Ultimately though, the current welfare of the game should not be held hostage to preserve Unlimited. I can understand you not liking that... but is preserving a fan format worth not fixing problems not just of one format, but all future formats?

Unlimited is already a wreck and would likely remain a wreck, because small potent Pokémon would still have "broken" effects, so it really is just down to can you live with 150 saying "Anything past [insert set/] can't be used?"


Old and new interact in a Modifed format too, especially at a generation cross-over.

Yes, but if handled properly, it can be minimized. Options include slowly raising HP scores and/or carefully controlling mechanics; for example, if all the changes I wanted made happened immediately in the XY sets, such Pokémon would probably be on par with what is currently useful in the contemporary card pool. It is largely a matter of making the newer cards less friendly towards current acceleration. Then once the change-over happens, we are in the new era.

People will always buy Pokemon, collectors and an always rotating Modified mean people will buy the cards regardless, you don't actually NEED to power creep in this game so much. A new generation is usually a good enough selling point alone!

Again, relative terms are relative. When I say power creep, I mean the effectiveness of the cards. Even if all the hard stats of the cards not only failed to rise but even went down... but effects were tweaked we would still have power creep. Imagine if Slowking from Neo Genesis was reprinted with the (purportedly mistranslated) effect and the only changes formatting issues for modern releases (e.g. Ability instead of Pokémon Power); even if it is just restoring it to a past level, that is still power creep because that is how powerful Mind Games was.

With various forms of acceleration, you can lower HP scores and damage output, and still have power creep.

Stat inflation in the long run isn't power creep, and there are benefits. What do I mean? One of the things that constrains Pokémon right now are the units we have to work with; as damage and HP are in increments of 10, it is like the numbers are all smaller, and leave designers less wiggle room. When HP and damage are larger numbers, attacks can be fine-tuned; instead of 10 damage or effect smaller Pokémon can have 10 damage plus an effect as the norm, or have two useful weaker effects, or just do 20 points of damage.
 
^ To summarize:
Scaling everything up means more control, more control means more options, more options means more variety and interesting card design.

This translation brought to you by LCL Services, for all your summarization needs.
 
^ To summarize:
Scaling everything up means more control, more control means more options, more options means more variety and interesting card design.

Ok, so maybe lower evolving stages could be scaled up a little, this has been done here and there already, but we still get 30HP basics for some reason (Solosis? What the...) We should be far past the days of 30HP Basics considering we got other, non-ex Basics running around with 130HP! As far as fully evolved Pokemon though... they tend to max out at around 160HP, I think there's plenty of room to design in. I think it's fine to climb all the way to 200 here and there, but on a *defensive* Pokemon, not something that also hits for 100+!

It all comes down to sensible balance really, that's what most of the posts here are saying whereas the current design team has little interest in producing overall balance. They're quite happy to print a few Pokemon with huge HP and attacks at fairly cheap costs... often on Basics! Then there's the other 90% of Pokemon, the "filler" cards which serve no purpose other than to not be the good cards when you open a pack.

I realized this early on in B&W and just stopped buying... simple as. (Ok, I DO get *1* pack of each new set just to try my luck, I won't lie :p Hoping for a FA Colress next week!)
 
Quick response: more abilities. The game has really been dumbed down and simplified since Black and White. When abilities do exist, they are largely useless and only a handful of Pokémon actually have them.

Our format has perhaps the most wide range of decks ever, but most of the decks are more similar than they are different.
 
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