Triumphant Light has brought a fresh breeze to the landscape of Pokemon TCG Pocket, reshaping its dynamics by introducing rare cards that blend with Arceus, making them favorites among deckbuilders. This latest set, the fourth in just over four months, aligns closely with the Space-Time Smackdown series, rooted in Gen 4 creatures. Even though it’s not a massive set, Triumphant Light has proven to be a treasure trove for players of all levels due to its practical card combinations. As the game evolves, particularly with its four complete sets, it’s evident that certain initial decisions, especially concerning the expansions like pack points, might need re-evaluation.
Given that Pokemon TCG Pocket is still in its formative stages, we can expect certain mechanics and features to shift over time. Yet, as it stands, some existing frameworks might be trickier to tweak the longer they’re entrenched. One such aspect is the solo battle events which likely won’t see drastic changes given their current setup. However, the allocation and usage of pack points across different sets, particularly for smaller ones like Triumphant Light and Mythical Island, necessitate reconsideration.
The mechanics of pack points in Pokemon TCG Pocket are straightforward: for every booster pack opened, players receive five points, except in exclusive event packs like Genetic Apex, which come with guaranteed rare cards. For larger sets like Genetic Apex, this system feels just right regarding the correlation between pack points earned and cards purchased. Yet, applying this uniform system across smaller sets doesn’t balance well. Since one Ex card requires 500 pack points, which translates into buying 100 booster packs, acquiring just one card can be costly if done through smaller sets, where the complete set is obtainable with fewer than 100 packs.
A major issue arises as these points can’t carry over between sets, potentially leaving players with waste points after each purchase tied to the specific set they originated from. There are two feasible ways the game could address this:
1. Adjust the gain or cost of pack points according to the set size—for instance, awarding ten pack points per pack in smaller sets or reducing the Ex card cost to 250-300 points.
2. Implement a system where pack points accrue in a player’s account, usable across any set, perhaps with purchase restrictions when new sets debut.
Both these solutions offer promising avenues. Adjusting the pack points would let players amass desired cards appropriately for each set’s scope, benefiting deckbuilding pursuits. Meanwhile, making pack points universally applicable would also be advantageous, even if they’re temporarily inactive upon a new set’s release, akin to the current limitations in the Pokemon TCG Pocket trading system for fresh cards.
Even though Mythical Island and Triumphant Light are excellent sets, they pose challenges with their pack point progression, especially considering that their collections are compact, under 100 cards, including secret rares. Frustrations mount when necessary cards become prohibitively costly to save for, particularly Ex cards, which are essential for constructing competitive decks. While premium cards like Crowned and Immersive rares can reasonably come at a higher price, Ex cards should ideally be more attainable, enhancing the overall experience and balance in the game.