In just a few months, Pokémon TCG Pocket has really started making waves, especially with the launch of its fourth set, Triumphant Light. This release has been a game-changer, shaking up the game’s meta while complementing the Space-Time Smackdown set that’s based on Gen 4 creatures. Players, both new and seasoned, are finding Triumphant Light particularly rewarding thanks to its rare cards that seamlessly align with Arceus and Arceus Ex, offering a fresh angle on deck building. As this game evolves with its growing list of features and gameplay options, there’s a crucial decision from earlier expansions that could benefit from a reassessment.
Given that Pokémon TCG Pocket is still in its early stages, it’s no surprise to anticipate tweaks and adjustments as it matures. Yet, the longer certain systems stay unchanged, the more challenging they become to revamp. Take solo battle events, for example – changes there seem unlikely due to their current framework revolving around battle stamina and packs with exclusive promo cards. However, a system ripe for reevaluation is how pack points are managed, particularly in smaller expansion sets like Triumphant Light and Mythical Island.
Currently, earning pack points in Pokémon TCG Pocket is straightforward. Players receive five points for each booster pack they open, except for those exclusive event packs like Genetic Apex, which come with guaranteed rare cards. For larger sets like Genetic Apex, the balance seems fair as the points reflect the card values accurately. But this same approach, when applied to all sets regardless of their size, can be problematic. For instance, obtaining a single Ex card requires 500 pack points or the equivalent of opening 100 booster packs, which can be a daunting task in smaller sets where you might not need that many packs to get all you want.
The main issue is that these pack points are not transferable, often leaving players with unused points tied to a specific set after completing their collections. There are two potential ways to address this:
1. Adjust the pack points system according to the size of a set, such as awarding 10 pack points per pack for smaller sets like Triumphant Light and Mythical Island, or reducing the cost of an Ex card to 250-300 points.
2. Allow pack points to be stored and used across any set, with limited spending options immediately after a new set release.
The first solution could adapt the game dynamically with each new set, enabling players to acquire desired cards at a more reasonable price in terms of pack points. This would greatly aid in deck building since players often rely on pack points to complete their decks. The second option is equally appealing, even if it means restricting the spending of these points in the initial weeks following a new set’s debut, similar to how Pokémon TCG Pocket currently limits trading for newly released cards.
The need for change is particularly evident with sets like Mythical Island and Triumphant Light, which, although exciting, introduce a significant hurdle because of set-specific pack points when there’s a limited number of cards available, including secret rares. This structure can be quite taxing, if not unrealistic, for players trying to stockpile necessary mechanical cards for their decks. While it’s reasonable for visual effects like Crowned or Immersive rares to come with a higher price tag, making Ex cards more within reach is crucial for maintaining player interest and accessibility in Pokémon TCG Pocket.