Okay, okay. As always, let me know if anyone still cares about this, and I am so sorry for the massive delay. We really are closing in, and the conclusion will probably be disappointingly simple, maybe even obvious... but I thank you all for putting up with this. I've tried to skip straight to the conclusion before, but I usually then have to explain some or all of the above, with most having written it off long before I finish.
I normally try to wait for things to have slowed down, but I have a chance to further my clunky spiel, so I wanted to take it.
So far I've tried to explain why:
- It isn't good for them to have any Pokémon types be significantly better or worse than the others.
- Fully evolved Pokémon ought to be on more or less even footing with each other, regardless of actual Stage.
- It isn't good for a single Pokémon to fulfill too many deck roles.
- Evolving Basic and Stage 1 Pokémon need to be more than just filler, but are probably best left to supporting roles.
- Not all broken cards are equally broken
- Though unlikely, a broken card can actually go unused in a given metagame.
Next up is another aspect of
pacing, specifically the fact
the PTCG needs higher HP scores! If I just epically failed to see I'd covered this before, let me know. I really thought I had, but I couldn't find the post. >.>
Clearly it isn't that simple, since the game
has higher HP scores relative to past Formats. We need higher HP scores to that it takes
longer to score Knock Outs. This ties into the conversation on gusting effects: Gust of Wind was so broken back in the day it was nicknamed "Gust of Win". However, it is really just the opposite of Switch, a card that has been pretty well balanced since the beginning, and available in
most Standard Formats. Why was Gust of Wind broken?
Because of the rest of the metagame.
Evolving Basics had HP scores that were too low relative to the damage output from low attachment attackers. Even
without PlusPower, anything with 30 or 40 HP and [F] Weakness was a OHKO for Hitmonchan (Base Set). With PlusPower, Hitmonchan's range for OHKO's increased; up to 80 HP for something Weak, 60 HP for something "neutral", and... I don't remember how Resistance interacted with PlusPower back in the day (PlusPower worked differently prior to its re-releases). Even if your opponent had to rip through their deck, if they went first they might have a 2 Prize lead against a deck built around an Evolved attacker. Even going second, they probably had a single Prize lead. If you didn't Bench enough Basics at the same time, you might
never reach your fully Evolved form!
Things aren't as different as I would like from those days. Evolving Basics are still rather fragile. It makes some sense in the video games, where your HP scores rise as you level-up and/or Evolve. In the video games, though, you get to pick your opponents. Your Lv5 starter isn't staring down a Lv70 Legendary. The TCG is not like the video games in this way. So I think they need to stop "front-loading" HP scores in Evolution lines. Got a 160 HP Stage 2? Its Basic should have more like 100 HP, its Stage 1 more like 130.
Please note that the numbers were just selected for ease of conveying a point, I actually think 160 HP is far, far too low for most fully evolved Pokémon. If fast attackers can
reliably hit for 100 damage Turn 2, then typical evolving Basic Pokémon should have 110+ HP.
The
other reason higher HP scores are needed is to
increase attack variability. Without that factor, we could instead just nerf attacks while leaving HP scores alone, or even reducing them. The thing is, attack design it more constrained when key damage numbers are too low. If the metagame is built around OHKOs, then attacks need to hit hard enough to score OHKOs. If you have two attacks that are exactly the same, except one is 10 shy of the OHKO but includes a flip for Paralysis, the attack with the effect is automatically
worse. There's a little more wiggle room with 2HKOs, but not much; if getting to flip for Paralysis means my attack whiffs on the 2HKO in a 2HKO Format, I'm usually better off going with the vanilla attack. Even
drawbacks to attacks can be warped by this. Think of the metagames where, instead of using "vanilla" attacks, or attacks with
beneficial effects, players figured out how to overcome attacks with obvious drawbacks or intense setups because those more demanding attacks were scoring OHKOs in a metagame of mostly 2HKOs.
It is also important to mention that, for now, I'm still discussing "baseline" Pokémon. We'll worry about multi-Prize and other gimmicks later.