Reading responses from Rcxd9999,
@Yaginku @snoopy369 and
@Wailord's Pokemon I realized I needed to clarify or explain a few things. I may also have to edit my earlier comment, because I phrased some stuff
really bad. >_< I'll mostly just be quoting Rcxd9999, to avoid this post being even more massive than it already wound up being: if anyone thinks I missed something they said, just let me know.
1. Expanded is quite good but due to the massive amount of playable card and multitude of ever increasing combinations, meta problems can arise with newer cards working with older cards in ways that weren't anticipated, requiring a card be banned or errataed. But to Pokemon's credit, expanded works and only has a minimal ban list. If you want to see what hell on earth looks like, look at Yugioh, which is entirely expanded and has a massive ban list as well as a limited list.
Yeah, I don't think I said what I actually meant. XP Basically, there are a bunch of things
like my #6 point, where it is clear they just weren't thinking far enough ahead before introducing or dropping a mechanic.
2. I personally think further nerfing for T1 start is a good thing, but we have yet to see it in a competitive meta just yet, so can't say much about it's effects just yet.
I'll also be addressing what
@Wailord's Pokemon said.
Long time players have been through similar things before, hence expecting more or less the same outcome. This will be our
fifth set of T1 rules, if we don't sweat very minor differences and count repeats as a single instance.
All were supposed to bring balance to the game, and but they've failed four times before. They're also forcing us into a troubling T1 situation, similar to a past one they had to abandon. Put it all together, and I don't see much hope of it working out how they think it will. =/
3. Agreed. At the moment entire decks can be locked out of the meta simply because they're weak against another deck, not because that deck plays better. If weaknesses went back to DP era weaknesses like +10 for evolving basics, +20 for first evolutions and non-evolving Pokemon, +30 for second evolutions and x2 for EX,GX and V Pokemon, I think that would be best.
Again, only quoting one person, but I'll address what Yaginku and snoopy369 said.
It might seem like a double-standard, pointing out what hasn't worked in the past with respect to one thing (losing a T1 action) versus another (Weakness). I do
not think returning to the "variable Weakness" of Gen IV is a good idea, because it didn't work. Please understand, I've been wanting to see this change for at least a few years now;
before the official change that was coming to Resistance, it was even going to make things simple; +20 for Weakness, -20 for Resistance.
Some Pokémon are currently only balanced out by damage doubling Weakness. I'm
not suggesting errata for the older cards; just like all the other times Weakness/Resistance has changed, older cards use the rules printed on them. So existing cards where part of what balances (or is supposed to balance) their HP scores is how their Weakness can be exploited, that stays the same.
New cards just shouldn't rely on this method of balance, because it honestly isn't all that balanced.
Oh, and Yaginku? I actually
agree with you on how Weaknesses found on Pokémon within a Type ought to be more diversified; designing the game so that Type-matching grants only a modest bonus actually
lends to that. Being stuck with a mono-Type deck and all the same Weakness doesn't seem right... and neither does being able to score crazy good advantage because your deck could splash in the right off-Type attacker. I'm
not doing away with Weakness and Resistance all together
but I am trying to make their use more... technical.
4. I think the types in the TCG are fine as it is. Not particularly sure why they dropped Fairy type, maybe to reduce the number of cards printed, I don't know, but the TCG definitely can't copy the videogame types, even if there was only singular types, since rock and grass types have 5 weaknesses, and some might have up to 7, if there were dual types. I can easily imagine how much card space would be used just for the weakness area.
Too many Types makes things awkward for Type representation in sets; the Limited Format isn't as big in Pokémon as it is in some other games... and part of that
is because there are so many Types that need to be squeezed into a set.
However, if it makes things easier for PCL to adapt from the video games - because they
do take inspiration from them - I'm okay sacrificing Limited Format play.
Unfortunately, I lost my spreadsheets where I went through various Type combinations, to see how much "error" was created from combining certain Types, versus how much there would be if each VG Type was a TCG Type. This was before the Fairy Type was a thing as well... but what I discovered was things got wonkiest when you tried to squish more than two Types together, and that Poison Types would work best in the Darkness Type while the Rock Type belonged with Steel Types. I never got around to seeing how it would affect actual Pokémon Type representation but... well... at a glance, I think it would work out okay, if not quite well.
Merging more Types helps by giving the developers less to deal with when designing cards at the macro level. Instead of "Oh man, we gave [insert Type] a boost by allowing it [insert mechanic]... what equivalent to we do for each of the other Types?"
Their answer has been to just gloss over most other Types, for the record. Maybe come back and recycle it a few years later. XP Merging the most closely related Types together, to get the game down to a lower official Type count,
might help with this.
Either approach lends itself to "correcting" something Yaginku said:
It's not like Types in Pokemon are like Colors in Magic, with their own set identities and a very rigid Color Wheel - more often than not, Pokemon Types are allowed to do whatever they want. They could literally add every Pokemon Type into the card game and it wouldn't have a huge effect - maybe splashing would be a bit harder, but that's it.
Okay, back to Rcxd999:
7. I think the new phase name might be used on cards down the line for effects but otherwise, not sure why it needed a name change either.
Probably for that reason.
9. The "once during your turn" sticking in the card text is a good thing because even if abilities were once a turn unless stated otherwise, those 4 words minimise confusion, especially for younger and/or newer players.
I think it does more harm than good
but I don't think it does much harm
or good, so okay. XD
One more from snoopy369:
Well, let's see what happens, perhaps? It might end up with a bit more "luck" introduced, certainly, but I for one would like to see the luck of the first coinflip be minimized; if going first worries you that much, then go second!
...what if your
opponent wins the coin flip so you
still don't get to choose?
I think going second does need a
small change to help it compete with going first, but I'd rather do it through managing the pacing of the game coupled with tweaking the Evolution rules. Instead of no evolving T1, make it so that Pokémon can only manually evolve if they were in play during other player's last turn. So nothing can manually evolve T1, but anything from pre-game set up or that your opponent had you Bench T1 can be evolved T2 (Player 2's first turn).