Triumphant Light is transforming the dynamic of Pokemon TCG Pocket, setting a new course with its unique rare cards that create seamless synergies with the mighty Arceus. This shift is particularly advantageous for those keen on cultivating formidable decks. Even though Triumphant Light is compact, it’s brimming with potential for both novices and seasoned players, thanks to the way it complements the Space-Time Smackdown collection from Gen 4. As the game expands with its fourth set, it’s becoming clear that some previous decisions, especially regarding pack points from earlier expansions, might need re-evaluation.
Given its relatively short lifespan, Pokemon TCG Pocket is still evolving, and it’s natural for some systems or features to undergo tweaks. Yet it’s crucial that changes are made sooner rather than later, especially concerning solo battle events and stamina systems. Despite being early days, one pressing issue stands out—the management of pack points across new sets, particularly smaller ones like Mythical Island and Triumphant Light.
Currently, the pack point system is straightforward: players earn five points per booster pack, excluding event-exclusive packs like those of Genetic Apex, which assure rare cards. While this scale fits larger sets such as Genetic Apex well, the same structure applied to all sets can lead to imbalances, especially for smaller collections. For instance, acquiring a single Ex card demands 500 pack points, equating to opening 100 booster packs, which can seem steep when dealing with a petite set.
The non-transferable nature of pack points complicates matters further, as players often end up with unutilized points tied to specific sets. To rectify this, the game could adopt either of two strategies:
1. Adjust pack point gains or costs based on set size—for example, awarding 10 pack points per pack for smaller sets like Triumphant Light or setting a lower point threshold for Ex cards.
2. Make booster pack points universal, allowing their use across any set, albeit with restrictions when a new set launches.
The first approach would allow the game to dynamically adjust with new releases, offering a fair chance to secure desired cards. This would significantly enhance deckbuilding, where precise card selection is vital. The second solution holds equal appeal, even if it means a brief waiting period before points can be used on new sets, akin to how trading has limitations on new additions.
The need for change is underscored by the barriers posed by sets like Mythical Island and Triumphant Light. These packs restrict progress due to their exclusive pack points, especially when said sets comprise under 100 cards, including secret rares. This situation can make it exceedingly challenging to save up for crucial cards due to high Ex prices. While lavishly priced cosmetic effects like Crowned rares are acceptable, Ex cards should be within more reasonable reach to enrich the gaming experience.