Energy generation unstable
Comments
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And what would you call the meta..? Cause thats what i call it
Everyone using the same pile of the best cards
They are not multi-type piles of cards. There are multiple meta decks in the format. They tend to be mono-type.
Using two or more types gives you the advantage of being able to access a wider pool of Pokémon and abilities than mono-type decks.
To balance this, the game gives you one energy at random from the types you have select each turn. The price of using multiple types is the loss of consistency that mono-type provides by ensuring you will always get an energy your Pokémon can use every turn.
Now we can discuss tweaking the mechanic, but making it too reliable, or even entirely predictable and consistent by letting players choose the energy type they get each turn, would mitigate the advantage playing mono-type provides.
Why play a mono-type deck when you can use the best Pokémon of every type and always rely on having the correct energy?
Hence, decks would decend into the same generic piles of the same subset of the best cards I described.
Unreliable energy in multi-type decks is a feature, not a bug.
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They are not multi-type piles of cards.
so what lol? In the current meta, weaknesses almost never make a difference.
Using two or more types gives you the advantage of being able to access a wider pool of Pokémon and abilities than mono-type decks.
This is such a none argument as the first half of it is literally the point of a multi-type deck… to have multiple types. Second half is not even really true. People can throw greninja, shaymin, magneton, hypno, butterfree, weezing, leafeon-ex, glaceon-ex, dusknoir, unown, crobat, just to name a few, into a mono-type deck and still benefit from the ability, in some cases even being able to attack with them.
Mono-type decks do not gatekeep multi-type abilities nearly as much as you seem to think.making it too reliable, or even entirely predictable and consistent by letting players choose the energy type they get each turn
idk if anyone ever suggested “let me pick the energy that comes next” cause yeah that would defeat the purpose of random energy.
However, i dont think 10 rounds of one energy in potentially a 3 energy deck is really ideal design either. Yes not getting the energy you need every single turn should be expected. But across multiple games for multiple people, not once getting a required energy, is not just unreliable, thats unusable. If a drawback of a mechanic in a game makes that mechanic unusable then you either need to fix the drawback or remove the mechanic.A good fix? Have the game track all the previous generated energy (easy) if it notices:“the last 3 energies have been <x energy>”
or
“across 10 turns <x energy> has come up 9 times”
then the next generated energy should be weighted towards <y energy>.
That way it doesnt ensure the next energy is needed, but theres a better chance it is, meaning theres a better chance you get to, yaknow, actually play the game?Why play a mono-type deck when you can use the best Pokémon of every type and always rely on having the correct energy?
Because many mono-decks would still be vastly superior to many multi-type decks even if multi-type decls guaranteed the best energies every turn
decks would decend into the same generic piles of the same subset of the best cards I described.
phrase it how you want, this still describes the current meta. The same generic piles of the best cards. Thats what meta is.
Meta: the most effective strategies, tactics, characters, or builds that the community or professional players have identified as the best way to maximize success in a particular game or game mode
You’re saying “but the meta would devolve into the meta!”
Unreliable energy in multi-type decks is a feature, not a bug.
Unreliability is fine. Unreliability to an unusable detriment is not. See my other comment:
unreliability for the sake of unreliability is bad game design. If its just there to punish the player with no trade-off then thats bad design. The only thing worse than bad game design with no benefit is defending bad game design with no benefit
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In the current meta, weaknesses almost never make a difference.
I never said anything about weakness.
The main advantage of multi-type decks is having access to more Pokémon and abilities. Versatility is invaluable in card games. Certain types have access to stat lines and abilities others do not. If you can play every type, you have access to all the best abilities. A key advantage over mono-type decks that must be accounted for and balanced.
People can throw greninja, shaymin, magneton, hypno, butterfree, weezing, leafeon-ex, glaceon-ex, dusknoir, unown, crobat, just to name a few, into a mono-type deck and still benefit from the ability, in some cases even being able to attack with them.
I consider these design mistakes. But they still do not represent access to every single Pokémon regardless of type, which would be the main issue.
Because many mono-decks would still be vastly superior to many multi-type decks even if multi-type decls guaranteed the best energies every turn
How? Why would you restrict yourself to one type when you could use the best Pokémon, regardless of type, in that scenario?
phrase it how you want, this still describes the current meta. The same generic piles of the best cards. Thats what meta is.
Meta: the most effective strategies, tactics, characters, or builds that the community or professional players have identified as the best way to maximize success in a particular game or game mode
You’re saying “but the meta would devolve into the meta!”
I have rephrased this twice now because you keep failing, or are unwilling, to understand the point.
Meta decks are not piles of the best cards, regardless of type. Why does this thread even exist if that is the case?
I will try again.
Presently, energy is not reliable unless you put Pokémon that all need the same type in your deck. So people do not tend to choose the best Pokémon from the entire card pool and make a deck of them. (Which is what I mean by a "generic pile of the best cards". Not just a "meta deck".) They tend to make mono-type decks.
Obviously there are exceptions, decks that can work around multiple energy type requirements through the use of things like trainer cards and abilities. But even those decks do not let you put any Pokémon in them and have reliable energy generation.
The unreliability of multi-type decks is a disadvantage over mono-type. It disincentivises their use. If this did not exist, people would ignore types, pick all the best Pokémon and put them in one deck. This is what I mean by a "generic pile". It does not describe meta decks in the current game.
A good fix? Have the game track all the previous generated energy (easy) if it notices:“the last 3 energies have been <x energy>”
or
“across 10 turns <x energy> has come up 9 times”
then the next generated energy should be weighted towards <y energy>.
That way it doesnt ensure the next energy is needed, but theres a better chance it is, meaning theres a better chance you get to, yaknow, actually play the game?
It is a delicate line to tread. Making energy generation more predictable and reliable strengthens multi-type decks. Even if it is still not as reliable as mono-type, if it is streamlined to the point that it became consistent enough, mono-type decks would be rendered unviable. There would be no reason to restrict yourself to one type.
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Versatility is invaluable in card games.
yes, and a player should not be punished for trying to build a versatile deck. Should if be easy? No, but the there is a blatant disincentivization to the point of unusability
I brought up weakness because, mechanically, really, what else is the function of the “colours” or “type” in the game? In general, you can look at a card colour and know “this card colour going to be more effective against this colour”. Remove the card colours and the only thing that goes away is the +20 damage weakness. Nothing else changes.
Certain types have access to stat lines and abilities others do not
so many cards have identical abilities. Before drudigon there was poliwrath. Before leafeon ex there was gardevoir, before crobat there was greninja, before unown there was porygon, before the reigis there was cloyster and melmetal. Abilities are not unique to a given type. All those examples have nearly, if not, identical abilities, and are from different types. And most of the abilities people care about are the ones that are on cards that can go into any deck without even needing to attack. See list from previous post.
I consider these design mistakes. But they still do not represent access to every single Pokémon regardless of type
You could quite literally make a deck consisting of every type using that list, excluding fire because fire has been shafted hard when it comes to abilities
Drudigon (dragon), Greninja (water), weezing (dark), magneton (electric), hypno (psychic), butterfree (grass), melmetal (steel), regirock (fighting) and then literally any colourless with an ability. Is the deck good? No, but would it have the capacity to win some marches. Yeah probably, with enough luck. Youve got some walls, and some pokemon that can generate their own energy for attacks regardless of what you pick for energy types, and some healing.
Thats not a design flaw. Thats intentional, and honestly, good game design. Versatility and creativity in deck building should be encouraged, not punished.How? Why would you restrict yourself to one type when you could use the best Pokémon, regardless of type, in that scenario?
are we assuming the limit of three energies in a deck remains in effect? Because if so, multi-energy decks would still be slower to set up. Even assuming you get the best energy for every turn, you still have more colours to work with, and have to manage which card gets that energy to get your bench up and active. In a mono-type deck you could have your whole bench ready by turn 6 with minimal decision making cause you can just slap the energies on willy-nilly. with multi-colour deck, even with ideal energies, your team is getting active slower just because of the range that needs to be filled.
I have rephrased this twice now because you keep failing, or are unwilling, to understand the point.
Its not a comprehension or understanding problem. I understand what you’re saying. I simply disagree from a game design perspective.
Meta decks are
not
piles of the best cardsBy literal definition, yes they are. That is what makes them meta. They are the best cards. If they werent, they wouldnt be in the meta. <j>And what is a deck, if not a pile of cards? </j>
So people do not tend to choose the best Pokémon from the entire card pool and make a deck of them.
in your minds eye, what does this “pile of best cards” even look like. Keeping in mind theres a limit of three different energies to a deck. If i had to guess, it’s going to just be some amalgamation of all the meta decks?
even those decks do not let you put
any
Pokémon in them and have reliable energy generation.just to clarify… im not saying remove the 3 energy limit to a deck. Im not saying you should be able to reliably use a chromatic deck (a deck containing every colour). because that seems to be what you think im implying. If i wanted that i would just say make every card colourless and remove colours all together. Thats not what im saying. What im saying is i should be able to, somewhat reliably, use cards like <literally every dragon card> whose whole function relies on multi-coloured energies
The unreliability of multi-type decks is a disadvantage over mono-type. It disincentivises their use.
it disincentivizes them to the point of unusability. Thats the whole problem, unusability.
I will say again: If a drawback of a mechanic in a game makes that mechanic unusable, then you either need to fix the drawback or remove the mechanic. Otherwise, thats wasted, useless, and overall bad game design.
If you want a relevant example of this, look at bug type and ghost type in the original pokemon games, and flareon just in general.
Bug types and ghost types were your main way to deal super-effective damage to psychic types, however your strongest bug move was Twineedle with 25bp on beedrill who had not the stat to back it up, and your strongest ghost move was lick with bp 20 on the gastly line. Both of these were largely unusable and failed to do what they were designed to do.
mechanic: counter psychic types
Drawback: no consistent or reliable moves to actually meet that end
Result: effectively unusableThen theres flareon. Oh poor flareon. Even still there is no use in sight for flareon due to being a physical attacker with no supporting moves. Not only does it barely learn fire moves, but its only two stat-relvant fire moves are flare-blitz and fire fang, only getting those at gen 6 and 4 respectively.
mechanic: an attacker to match vaporeons health and jolteons speed
drawback: no supporting physical attack moves
Result: still unusable to this dayThats the whole problem, and brings us back to the thread topic. It is too unreliable to the point of unusability. It makes it so unreliable that i find it kind of funny and sad that they even bother making cards that have multi-energy costs. As soon as I see a card that requires two energies, unless it has an ability like drudigon, i know it’s going to see basically 0 use. How many times have you seen someone use the dragon Giratina? Probably never.
im not saying make multi-coloured decks as reliable as mono-coloured. Im saying make multi-coloured decks usable. Because as it stands right now, they are not usable in any meaningful way.0