Much Needed Improvements
- Energy type drawn should be the player's choice when running a 2 color deck - Currently, when you run a single card from a different element you automatically start drawing energy from either element at random. This is bad for decks that want to splash in Pokemon with interesting abilities, but don't want to actually use them to attack. This also makes dual-color and multi-color decks a lot worse due to the RNG with what energy you get.
- Tapping or double tapping to view a card - Click and hold sometimes refuses to work. It would be nice if you had an option to view a card on the board by tapping it or by tapping it twice.
- Cards missing from the collection should display a greyed out version of it - It's weird that you can see related cards that you don't own greyed out, but you can't see the card you're looking at greyed out
- Battlepass - the game needs something replenishable that offers more substantial rewards than just the daily +4 Pack Hourglass, which isn't even enough for 1 pack. After going through the AI battles, there's really nothing you can do to get more pack hourglasses. The game economy slows down a grinding halt and interest in the game goes with it
- Event Match rewards for reaching each tier (bronze, silver, gold) - Apart from Emblems, there's only dust reward for reaching each new tier. I'd really like to see Pack Points or Pack Hourglasses rewarded to incentivize battling people
Comments
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1 that’s a disadvantage for multitype decks in general not just pocket it is based on pure luck
2 I really don’t think the way you do it matters that much
3 this would actually be nice for people who are trying to collect the dex
4 I don’t really have an oppinion on that
5 again I don’t really have an oppinion on this one
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We run multi energy decks as common place in Live, their are cards that allow us to get any energy cards we want.
I will agree with one thing pocket is 100% pure luck - Turn 1 misty, going second drangonite, Turn 1 ralts + mewtwo - just to name a few.
It's 20 cards and because of how short it is, with the exception of pure RNG dragonite - the moment you get steamrolled, there is very little you can do.
My suggestion is they focus on finishing expanded and leave pocket to the whales.
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You are correct about luck being more relevant because the game is simplified and fast...
But that’s one of the reasons this game works and exists otherwise it would be basically a copy of TCG Live and would make no sence to have 2 games doing essensially the same.
That said this games works very well and it's more fun than I previously thought, look at the amout of money they did in the 2 first weeks after the final release, the game it's a success already essensially because it's easy to get into and more casual, it has room to improve and they will improve it for sure but I believe the game formula wont change... it just works.
And the Expanded has nothing to do with TCG Pocket they have distinct dev teams behind it, running on separated budgets.
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