Triumphant Light is really shaking things up in the Pokemon TCG Pocket world. With its introduction, we’re seeing a big shift in the game’s meta. This set brings a collection of rare cards designed to work perfectly with Arceus, making it an excellent choice for both budding players and seasoned veterans looking to enhance their decks. It’s a game-changer that complements the earlier Space-Time Smackdown set, which features critters from Gen 4. However, with the arrival of Triumphant Light, it’s clear that some features in the game, especially around pack points, could use an update.
Despite only being around for a few months, Pokemon TCG Pocket has already rolled out its fourth set, Triumphant Light. It’s not surprising that the game will evolve, given how new it still feels. Yet, there are some areas in the current setup that might become increasingly challenging to adjust if left unchanged too long. For instance, we might not see sweeping overhauls in solo battle events or changes to stamina or promo packs anytime soon. However, as each new set arrives, the way pack points are managed is something that desperately needs a re-evaluation—particularly with smaller sets like Triumphant Light and Mythical Island.
Pack points in Pokemon TCG Pocket are pretty straightforward. Each opened booster pack gives players five points, except for those event-exclusive packs like the Genetic Apex, which guarantee rare cards. For large sets like Genetic Apex, the earning and spending of pack points feel balanced. But when this system is used across all set sizes, it becomes problematic. Buying just one Ex card requires a hefty 500 points or the equivalent of opening 100 booster packs—something hardly feasible for smaller sets, where you might already have what you need even before reaching that number of packs.
Considering that pack points can’t be transferred between sets, players often end up with leftover points that are stuck to the set they were earned from. There are two potential solutions to this issue:
1. Adjust the gain or cost of pack points based on the set size. For example, grant 10 points per pack for sets like Triumphant Light and Mythical Island, or lower the cost of an Ex card to between 250 and 300 points.
2. Allow booster pack points to be stored in a player’s account, making them usable for any set. Perhaps implement a restriction on how soon these points can be spent following the release of a new set.
The first approach would allow the game to flexibly adapt to each set, letting players acquire the cards they need fairly, which is particularly beneficial for deck construction. On the other hand, the second approach holds its own appeal, even if it means there’s a short wait before points can be utilized, much like the current trading restrictions on new cards.
The need for these changes becomes even more apparent with sets like Mythical Island and Triumphant Light. They offer so much, yet they hit a snag due to set-specific pack points, especially when the collection has fewer than 100 cards, including secret rares. This limitation can make acquiring essential cards for your deck financially painful—if not impossible. While cosmetic card types like Crowned or Immersive rares might justify a higher price tag, the Ex cards should be more within reach for everyone.
All in all, to keep the gameplay lively and attractive, Pokemon TCG Pocket needs to rethink its approach to pack points and make them work better for players as new sets continue to roll out.