Regarding Too short Battlepass

Hello Pokémon TCG Live team — thanks for the great game! I have one suggestion to improve long-term engagement with the Battle Pass.
Context: the Battle Pass cap recently moved from 75 to 100. I reached level 100 within two weeks of the season, which left seven weeks of the season with little incentive beyond daily tasks. While dailies are helpful, they don’t replace the excitement of unlocking packs and seasonal rewards over time.
Suggested improvements:
- Stretch progression: Increase XP requirements for higher tiers, so the Pass takes longer to complete.
- Stagger rewards: Lock some packs/rewards behind weekly or mid-season milestones, so players keep getting new content across the whole season.
- Refresh/rotate content: Consider refreshing part of the Battle Pass or adding rotating mini-pass objectives when the rank ladder refreshes.
- Add “long-tail” goals: Introduce optional endgame objectives (weekly challenges, cosmetics, or timed milestones) that keep players engaged after reaching level 100.
Benefits: these changes would maintain player engagement, give more value to a season-long Battle Pass, and reduce the sense of “there’s nothing left to do” for players who progress quickly.
Comments
-
This is great feedback @Bhramavi, thank you for sharing! I'll pass the suggestions along to the rest of the team 🙌
0 -
I don't disagree that there is lost or reduced incentive to play after the battle pass is completed. On the other hand, I did greatly appreciate the boosted trainer points and credits for each quest, the quests being slightly easier, and getting a break from the daily slog of getting quests (sometimes it's fun but sometimes it's a chore). And completing the three daily quests (even after finishing the battle pass) basically already gives 800 trainer points, which is about equivalent to 4 packs in the shop, so it's not nothing (though the feeling of "just getting" points may feel less fun). Previously, it took playing at least a few games every day during the season to complete the daily quests, and I would finish with a buffer of 5 days or so, which really isn't a lot. It's nice to be able to take a break without feeling like you're losing out on a lot of stuff.
If any changes are made in this regards to address the valid concern of reduced incentives for very active players, please find a way to do them so it doesn't have other folks feel like they are missing something (or too much) if they don't keep going. Even with all the packs given through tier 100, I've only collected about 250 of the 450 or so cards in each BB / WF master set, so making it harder to get packs or special cards in my view is not ideal. FOMO is obviously a part of the system, but if there is too much, it can work the other way and drive people away. Interest in the game for a person wanes and flows, but once you're pushed to just stop, that person will likely not pick it up again.
So I might support ideas like extra long-tail goals that are nice but don't impel people to feel forced to keep grinding, like giving deck cosmetics, or adding crafting credits to the quest rewards. Or super rewards — a milestone that is really quite hard, but gives you something good, so it's a clear message that very active playing is rewarded, but it's ok for ordinary mortals to not go for it.
On this line, while I could understand the developers wishing to get players to use certain decks, the last of the three quests is sometimes rather annoying (but better than it used to be), like pushing people to play Jellicent ex (which basically happened around the time I finished the battle pass), or to attack with psychic pokemon. We don't really need more Gardevoir out there and sometimes you just don't want to play it … (and if you play anything else, it's probably a loss, given the meta).
0