DNA said:
The new Pokémon-EX were a way for Legendary Pokémon to be as powerful in the TCG as they are in the video games, but without being overpowered like in the video games.
I think you have it backwards. They're OP in the TCG and on par with most other things in the video games (excluding the Ubers, of course).
I gave up playing the video games "seriously"... Gen I or II. I thought Legendary Pokémon had a high likelihood of being considered übers but if I got that wrong, I got that wrong.
Speaking of which, I think you misunderstood my point:
conceptually Pokémon-EX aren't a problem. In fact, many aren't issues. Just like regular non-Evolving Basic Pokémon, just like the select few Evolutions, there just are some overpowered examples, and they are dominating the format.
DNA said:
I wasn't around for the RSE era but I've heard it was quite balanced all around, as pretty much anything was playable if you built right.
Depends on what you mean by "balanced" and "playable".
Pidgeot from
EX Fire Red/Leaf Green was a huge problem, but you'll find I am in the minority who feel that way. Old
Rare Candy rules made it so that it was really easy to run a 1-0-1, 2-0-2, or 2-1-2 line in almost all decks. It was so potent that you basically had to run it, run the primary counter card for it (
Battle Frontier, a Stadium that shut off Poké-Powers and Poké-Bodies for (C), (D), and (M) Type Pokémon)
plus the one real alternative,
Magcargo (
EX: Deoxys 20/107).
Until
Battle Frontier released in
EX: Emerald the format was almost totally dominated by two decks: Dragtrode (
Dark Dragonite plus
Dark Electrode,
EX: Team Rocket Returns versions) and
Dark Tryanitar decks (three flavors; both
EX: Team Rocket Returns versions or selecting one or the other).
Battle Frontier was pretty much a hard counter to those two decks and
Pidgeot.
What made the bird so insidious was it basically allowed your opponent to pull the perfect TecH card from his/her deck to counter you. Once we got cards like
Scramble Energy it got even worse; you could make a skillful play and pull ahead... only for your opponent to drop a Basic Pokémon from hand, use
Rare Candy on it to Evolve into its final Stage, drop a
Scramble Energy so that you could now use any attack with a cost of three Energy or less... and did I mention
POW! Hand Extension if it was... handy?
It really was one of the best formats, but it certainly had issues... which were never really corrected and a source of headaches in later formats.
DNA said:
I was around for DP, however, and I think they did basic Legends vs Stage 2s the right way: you can either play basic Legends for a quick burst of power but a rather low overall attack power potential, or play Stage 2s that take a bit longer to set-up but the payoff is greater.
Except that wasn't strictly true due to Evolution acceleration, was it? You could hit hard and fast either way, Evolutions just required more cards. I've already stated that
nothing should hit fast, so while you are free to disagree with me, it shouldn't come as a surprise that it is disagreement.
DNA said:
BW is doing it wrong. It's giving basic Pokemon that give an even greater playoff than evolving. The 2-prize trade is not an adequate compensation if they're centralizing the game (which they are). DP did have this problem, to an extent, but it was not nearly as bad as it is now.
DP had other problems, but that isn't the main concern right now.
If you want a format where non-Evolving Basic Pokémon are balanced against non-Evolving Stage 1 Pokémon and both against Stage 2 Pokémon, you have to design them so that the end results are balanced and the means to getting to those end results have similar pacing. The non-Evolving Basic Pokémon needs to be a dud until it has had a few turns to set-up (Pokémon-EX or not) if it is meant to be a "main attacker". This gives time for the Evolutions to, you know, Evolve.
You then need the Pokémon that the Evolutions Evolve from to actually have a purpose
besides Evolving. Doing this means that the extra "slots" required by Evolving Pokémon are serving double duty; the Evolving Basic Pokémon can (for example) be a useful opener, which the "takes time to ready" non-Evolving Basic Pokémon attacker is also going to need (because it should be a huge target otherwise long before it can counter attack). If there is an Evolving Stage 1, it should probably contain an effect that is really only useful in a deck focused on the Stage 2 form, but that has the potency of a Supporter (if one and done) or an Item (if re-usable).