Previous Thread: >>24893872
At the moment, we are testing our first cube using LackeyCCG. Join in on the fun!
https://dl.dropboxusercontent.com/u/145755856/pokemon/updatelist.txt (paste into Lackey)
Welcome to the /vp/ fake TCG set general. we are creating a fake TCG set featuring real Pokemon (no meme cards) in the spirit of the actual game. Anyone's welcome to join!
>Can I contribute?
Absolutely. Although the Pokemon are mostly decided, we're still looking for Trainer and Special Energy card designs. Either make a mockup (Resources section -> Card creating sites), or just post the card's text. We also want artists and testers on LackeyCCG.
>What should I know before contributing?
This set is meant to be a stand-alone series, not to interact with any existing metagame. The general power scale is similar to base set/Neo (read the Tip and tricks section). Our main goal is that every Pokemon, including evolving basics, serve a purpose. For example, even Pokemon like Caterpie should have an effect like searching for more Caterpie or drawing a card, rather than simply "C - Tackle 10".
>Are these cards final?
No. We are currently testing cards to determine which cards will make the cut. Some cards will be modified for balance reasons, while others will likely need to be omitted completely. Once the cards are finalized, they will be remade using a unified template and given proper artwork (all artwork on mock-ups in this thread are assumed to be placeholders unless otherwise specified). Effect wording will also be cleaned up for the final draft.
>Pastebin with useful links:
>Tips and tricks:
>Imgur for recent threads:
We are not entirely sure at the moment. We need more testers/people looking at our current cards to determine this.
On a side note, I think I'll go through basics/stage 1s with multiple versions and see if I can consolidate them into a final version. For reference, this Chikorita. I combined Chikoritas 2 and 3 into a Chikorita that switches in and traps opposing Pokemon with high retreat costs. Now it has a coherent design and the other 2 Chikoritas can be removed. I think that by doing this I can eliminate a lot of clutter, reduce the amount of variables for testing final evolutions, and improve adhesion to our set's design philosophy (every card has a purpose). Thoughts?
I created a Bayleef too. After reviewing all current versions of Bayleef and Meganium, I decided that the main themes present were: Healing, Special Conditions, and recycling. I chose to focus on Special Conditions, specifically Burn, because it seemed the most open-ended. I wanted to make sure that it could evolve into either Meganium (healer or sleeper) without conflicting with their designs, and I wanted to make sure that it didn't overwhelm its evolution damage-wise like Pepper Up or Razor Vines Bayleef do. Adding this Burn ability to Bayleef gives Meganium (and Dragalge/Honchkrow) a reliable method for inflicting Burn and adding a source of damage between turns.
It just combines the two, but nerfs Burrow so its effect can't be used if Nincada came into play through its Ability. It serves its purpose as 1) bench fodder and 2) a branch into its supportive evolutions.
More combination, and buffs Shroomish 2's ability to not require a KO.
Another combination. I'll wait for more feedback on these before creating more.
This will only work if you play Nincada from your hand onto your Bench and then Rereat into it. It won't work if you start the game with it as your Active. Not great.
You missed the point of the Ability. It conserved Energy so you could eventually get to Breloom with your Energy intact. Its purpose wasn't just to create more bodies.
I don't really care about Snip, but change the first attack back to the 10 damage total guard version. The ability to also protect Krabby from spread attacks from Kingdra and Espeon was worth more than 10 damage.
Remade Skrelp. I shifted Camouflage to be C so I could boost Poison Tail's damage output. I'm hesistant to give Skrelp much more just because it has guaranteed damage evasion.
New Litwick. Lampent and Chandelure focus on Special Conditions and messing with the opponent's hand. As a result, I wanted to make Litwick have a useful supportive ability that increases the strength of hand disruption strategies. The main problem that hand disruption strategies have is that they (1) are slow (multiple turns of low damage) and (2) die to hand refresh supporters. I think that adding a heal to Litwick addresses the (1) issue, and I would rather not address (2) because that is the only realistic counter to the strategy.
That being said, I wanted to be careful to not make the healing overwhelming or generic because this set already has an overwhelming amount of healers such as Meloetta, Shuckle, and Potion. I wanted Litwick to be viable support for hand disruption decks only.
A fair try but we already have three Litwicks and two of them are already good enough.
Better. Does Shroomish require that you move all its Energy to your Bench even if you don't want to?
I like this one better.
This Litwick would replace the other two. Litwick 1 had a Paralyze attack and a Litwick searcher. Litwick 2 had a bench attack and a draw power attack. Neither of those filled a unique "niche" or fit in with the theme of Lantern/Chandelure (hand disruption, sustained special conditions)
It is mandatory. My reasoning is that it might be a little silly to have guaranteed attacks (20 & Poison) on top of a guaranteed set-up for Breloom or another Shroomish.
Here is my proposed Lampent merger. It replicates the sleep/Hex theme from Lampent 1, but adds in the hand disruption from Lampent 2. The opponent is given the choice to risk 50 damage or discard 2 cards to remove the Sleep. This Lampent could also be used as a generic Full Heal in other decks.
Murkrow replacement. The first attack is a generic recruiter that supports Honchkrow 2 and feeds into Murkrow's 2nd attack. The 2nd attack is support for Honchkrow 1's Special Condition theme.
Gratuity is also a stealth fedora pun.
Gratuity is very bad. If the defending Pokémon is already Poisoned, it does only 10 damage for three energy. And there is no damaging or protecting move for one or two energy.
New Recruit costs you a turn, depends on a specific energy type and getting three Murkow on your bench is very difficult or even impossible when 1 Murkow has already fainted, evolved to Honchkrow. It also may be in your Prize cards.
Honchkrow 1 is okay, but this Murkrow is just terrible.
To keep Honchkrow's special condition theme, What about:
Ability: Scry - Before your Draw Phase, if Murkrow is your Active Pokémon, before you look at the top card of your deck. You may put that card on the bottom of your deck. [This ability makes it easier to find Honchkrow and other useful cards.]
(C) Scary Face - The Defending Pokémon is now Confused.
(D)(C) Drill Peck - 20
I hope, this card is not better than Dark Explorers' Sableye.
Just a reminder that these cards aren't set in stone and elements can be combined from the different Arcanines if the current versions are uninteresting or unviable.
LackeyAnon, I remember you saying you would be randomly switching out items and stuff with each update. Are you going to do that this week? I'm just asking because if you aren't going to I'll go ahead and make card images for the items in the plugin at the moment.
Excessively powerful attack, permanently cripples Evolutions with no setup whatsoever. Not balanced out by Ability since only Rod can retrieve the discarded Pokemon.
Rework the attack to disable Evolved Pokemon in a less terminal way.
>Seadra's Surf has been removed
>Drapion's Ability has been replaced by the defensive P component of its attack and capped at 30
>Meloetta's ability has been nerfed again
>Several Trainers have been removed, including every Stadium
And as for what's left:
>Armaldo's HP is too high for its damage
>Berry Press Shuckle's healing is too cheap and reliable. Sound familiar?
>Regirock's Rock Toss is too weak
>Teamwork Rotom is not worth swinging with
>Tyrogue's Scamper still makes no sense
>Guardian Klefki returns itself to the hand
>The timing on which Happy Meloetta activates is unclear
>What happens when Slakoth or the target switches?
SLATED FOR REPLACEMENT
>Either Topple Sudowoodo or Rock Smash Sudowoodo
>Evolution Attack Eevee
>Glaceon's Chilly Breath
>Magnezone is balanced as a Basic
>Rotom Fan V2: no weakness, no retreat costs, very strong move and too much HP
>Rotom Mow V1: Hyper Cutter is too weak
>Scyther: bad synergy between G and M energy on evolution
>Rotom Mow V1: Hyper Cutter should do 10 damage
>Rotom Fan V2: Change Copter Chop's damage to 20, lower Rotom's HP to 60
>Regirock: change Rock Toss' damage to 20 and remove its effect.
>Scyther: Change Slash from GGC to CCC
>Shedinja V2: Decrease HP to 40
We've deliberately excluded it from our cards because it's assumed that everyone remembers that basic game rule.
That's not a problem, just rulings knowledge.
As far as I know you can't activate it if you don't have at least one target for each of its effects.
I'm just going to make judgement calls on Trainer cards as I see fit. Sometimes I'll rotate them, sometimes I won't. Since the poll was a goddamn disaster, if there's a specific Trainer card you really want to see tested, just post an argument for it here. Otherwise I'll just pick whatever.
Just use common sense with the text-only cards. I half-assed them. If they're deemed to be something people actually want in the set, we can fix the wordings.
That's on me. IIRC, the original text specified that both the tool and the energy got discarded if you didn't meet the criteria. You must have both a Pokemon you can attach a tool to and a separate Pokemon you can attach an energy to.
Speaking of which, how are the text-only cards?
Awesome Wave Wiggly and Berry Juicer Shuckle are fun to use in their respective decks.
Swarm Scyther's attack is too weak though: GGC for an attack that does 40 at most with no other benefit? I suggest just GC.
I adjusted the new Murkrow again.
Sorry if this is kind of spammy.
After testing, changes to be made:
>Forest Song Celebi deleted for being a balance nightmare
>Poison Drain Breloom's damage reduced to 30 + 20, healing reduced to 20
>Team Player Gallade and Gardevoir's second attacks now count Kirlia, Gallade, and Gardevoir when calculating damage
>Nerf Battle Armor Tyranitar to 90 HP. Damage is now 40+. Effect now increases damage to 80 if Tyranitar has 30 HP or less remaining.
>Clarify that Window Pain only increases damage to the Active
>Nerf Resistance of Ralts, Kirlia to -20
Idea for a trainer card.
Item - Arbitrary Code (Referring to the arbitrary code execution exploits in gen 1 games)
Reveal the top 4 cards of your deck. Your opponent chooses one. Put it into your hand. Then, you choose one of the remaining cards and discard it. Shuffle the other cards back into your deck.
We're in testing. From my experience testing, Sylveon's forced draw doesn't achieve anything. It just makes the opponent's deck more consistent. Most deckouts have been due to players running out of resources to get around a tank or a swarm of low-cost Pokemon they have a Weakness against.
Arbitrary Code is even worse then Acro Bike.
What about the following effect:
Reveal the top 3 cards of yor deck. You opponent chooses one. Move that card to your Lost Zone. Put the other two cards in your hand.
I think an overall problem with the format is that everything is too tanky for its own good. Anything with any sort of self-healing is nearly indestructible. This wouldn't be a problem if not for the fact that they're "balanced" by making them do decent damage instead of good damage, rather than a more significant trade-off.
It doesn't help that everyone is terrified of making cards with less than 80 HP. Stage 1 Pokemon are particularly guilty. You've got things like 90 HP Weaviles, 90 HP Kinglers, and 100 HP Ninetales. Nearly every unevolving basic has 70-80 HP. Very few Stage 2 Pokemon have less than 100 HP, while there are loads of them who have 120.
Everyone wants to push the cards they like to the higher end of the HP scale, rather than averaging them out.
Evolving a Basic Pokémon should be as strong as a combination of Full Heal, Potion and PlusPower. The Full Heal is implicit, so +20 max HP and slightly stronger moves, but also more energy costs and retreat costs are fine. Evolving a Stage I should be slightly stronger than evolving a Basic, because it takes more time to setup and it is more difficult to find the Stage II mon.
Magneton has an Ability that supports any deck. The Magnet line isn't worthless while you're waiting to reach Magnezone, and having a Pokemon that can support two Types is good. More variety.
No. Move the stats to another Pokemon or balance it as a Stage 2. No EXceptions will be made to evolution rules.