[TCGO] Are EX hosers necessary?

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    • Seen May 31, 2014
    Considering just how prevalent EX Pokemon are in online play (even in casual), it seems like Pokemon such as Suicune, Sigilyph, and Klinklank are very powerful, if not necessary. I have a pretty weak deck, but once I get my Suicune out, most people have to try a lot harder.

    What are other people's thoughts on this?
     
    Yes, I've found them completely necessary. Some EXs I can beat with something that can deal a lot of damage, if I get enough time to set up (the ones that do more damage depending on the number of energy attached, pokemon in play, etc.), but without an EX counter, I rarely get the time to set up. And simply having those counters in play can sometimes keep your opponent from taking their EX off the bench (or even out of their hand) and risking those two prize cards, which can be advantageous. But I would definitely like some more variety in EX counters, it gets a bit tiresome having to use the same set of cards over and over.
     
    Yes. (Especially since Mewtwo-EX is overpowered!) EX hosers are needed to stop the Mewtwo invasion!

    Hopefully, Nintendo realizes this and bans Mewtwo-EX from modified play some time soon...
     
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    I actually haven't come across Mewtwo-EX yet but jesus that thing is a monster!

    I wouldn't mind EXs like that so much if there were more counters, but as it is, gameplay is heavily weighted on the number of EXs you have, and how good they are. EXs are an interesting idea - greater power at the risk of greater loss - and it's always nice to have new things added to keep the game fresh and force everyone to come up with new strategies and new ways of playing, but the balance issues really need to be addressed. I especially feel bad for new players, I can't imagine how discouraging it must be. It would be nice if there was some sort of "no EX" option in PvP, because even in Practice battles you get people playing with EXs (and honestly, that just disgusts me. Practice is where a lot of the new players are going to be, and to run in there with an EX-heavy deck is just mean).
     
    They should make more, maybe not as rare ex cards. Are there rare cards online?
     
    Yes, rarity of cards is the same online as it is in RL.

    The problem with adding more EXs at a lower rarity though, is when you have a balance issue caused by over-powered cards, adding more over-powered cards is actually going to make the problem worse. Regular cards will become obsolete very quickly, and with EXs being worth two prize cards, it will also shorten gameplay quite a bit and that completely changes the style of play. Playing the long game will be impossible. Currently, you have to play both long and short - have a few pokemon that you can set up quickly and start attacking while you get your heavy hitters set up. Getting 3-stage heavy hitters set up is already quite difficult with EXs, introducing more could get rid of the long game completely. Decks with no EXs will be impossible to play with, and that severely cuts down on deck variety and card options, which is part of what makes the game fun for a lot of people.

    A better solution, as we've said, is to introduce more counters (at least one for each energy type, maybe even two - one defence, one offence) like Suicune and Bouffalant that remain in the mid-to-high power range against normal cards, but have attacks or powers that specifically target or defend against EXs. First off, it gives you a way to combat EXs without introducing more over-powered cards and creating the problems I described above, and as counters become more common, people playing with EXs will be forced to build more balanced and strategic decks because they can't rely solely on brute force anymore, which has the added benefit of giving players who don't have any EXs OR counters a fighting chance. It will also allow for a greater variety of deck options, as players who don't have or want to use EXs no longer need to be restricted to using those types for which we have counters.
     
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    The quickest and easiest way to make this game more balanced is to just get rid of Ex pokemon entirely. Of course this would never happen again. I believe the first 2 or 3 sets of black and white did this after they cycled out all of the cards from previous sets. I imagine it was a fun and interesting time, but still the decks were still limited i can only assume. It will always be a set amount of decks that are good and will rule the meta game regardless of Exs or not.

    I think the most interesting way of changing the Meta game is to only allow 1 Ex per deck. This would change the metagame quite largely. Only having 1 Ex is huge. Do you want your Ex to be supportive or do you want it to be an attacker. Many decks would just stick with Jirachi as the only Ex, since its supportiveness is just so great. Increasing consistency like that. I would of course stick with Virizion Ex, because i hate lasers. There of course would have to be some ruling on Mega Evolutions as well. But i think it would be the most fun.
     
    Yeah, of course the meta game is always going to be ruled by a small number of decks, but I've actually seen a fair variety of decks even in ranked matches on the TCGO, and wouldn't want to see anything that reduces the variety in those types of less-competitive matches. Limiting the number of EXs would certainly help in balancing things. I've gone back to themed matches the last little while just because I'm sick of being so out powered and losing against less-skilled players just because they were smart enough to have all their EXs be the same type. At least in themed matches I know that if I lose, it's probably because the other person is actually a better player than me, so I don't mind so much.
     
    The quickest and easiest way to make this game more balanced is to just get rid of Ex pokemon entirely. Of course this would never happen again. I believe the first 2 or 3 sets of black and white did this after they cycled out all of the cards from previous sets. I imagine it was a fun and interesting time, but still the decks were still limited i can only assume. It will always be a set amount of decks that are good and will rule the meta game regardless of Exs or not.

    This this this.

    It'd be cool if the format was at least cyclical in that whatever was winning would change from month to month rather than from set to set. This was actually the case for much of 2011, iirc, at least until Emerging Powers came out and brought Catcher with it.

    Unfortunately, EX hosers are necessary to get this cyclical pattern initiated again.
     
    If the probability of getting a EX online and in real is the same why do I keep getting EXs online and not in real, in Online doesn't it depend on how much you play? or buy the packs or open them?
     
    If the probability of getting a EX online and in real is the same why do I keep getting EXs online and not in real, in Online doesn't it depend on how much you play? or buy the packs or open them?

    I've never seen anything about rare cards being easier to get in the TCGO based on how often you play or how many packs you open.

    It's possible that it's because (I assume) the cards are generated randomly when you open them, rather than their rarity being determined by a finite number of cards released per print run (which I suppose would make rare cards online, in some ways, slightly more likely).

    Think of it as, well, drawing a card vs rolling a dice. If you have 6 cards, and one of those cards is an EX, then you have a 1 in 6 chance of getting an EX, but because there are a limited number of cards, your chances of drawing that EX change over time - they will go up as non-EX cards are drawn, but as soon as the EX is taken, they go down to 0.

    But with a dice, even though the chances of rolling a 1 is also 1 in 6, there's no limit on the number of 1s you can roll, so your chances of rolling a 1 remain constant and aren't dependant on how many 1s have been rolled in the past.

    Even if there was some sort of programming in place to keep the ratio of rare cards to common cards more or less constant (e.g., 1% of cards should be rare, if that percentage goes up to 2%, then the chances of pulling a rare card go down, if the percentage goes down to .5%, then the chances of pulling a rare card go up, although in a big enough system, this type of programming wouldn't need to kick in very often because it will naturally keep itself balanced), because the number of cards available is infinite, your chances of pulling a rare card will still fluctuate less dramatically than if you were pulling from a finite number of cards.

    Unless they have some sort of "simulated" print run, where a computer generates a predetermined pool of cards, and pulls from it at random to create booster packs, and then regenerates the pool when it runs out. But even then, I think the chances of pulling a rare card would still be more likely simply because that pool is probably being depleted and refilled so much more quickly than the physical print runs that you're more likely to be getting cards pulled during high rare-to-common periods than if you were opening a physical pack, rather than because rare cards are actually "less rare" in the TCGO or easier to get based on your activity level.
     
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    iirc, the packs are randomly generated at the time of pack opening. Nothing to do with how often or how little you play.

    So I just get lucky? If so, yay!!
     
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