edit:
Really, the problem with Skymin is two things:
A: though it can be used in this perfect, skill-based way, where a player makes the correct risk / reward decision, it can also be used in an unskilled way and still win games for the less skilled player. Even in the perfect, skill-based way, it still gives the RNG an outsize role in deciding the victor of any given match.
stratos said:
The other thing I want to address right now is the argument that we should ban skymin because of "hax factor." People like talkingtree and mizuhime have advanced this point and frankly I couldn't disagree more. Playing the odds is a valid strategy and it can require just as much skill as anything else that happens in high level competitive Pokemon.
I really don't know how I can disagree with this more.
really, using Air Slash is close to a 50/50 to begin with, being only 7% off. At the end of the day, even if you make the right risk / reward play, the RNG will still decide if it worked out or not. Why is that competitive?
stratos said:
Many VGC champions have used Swagger on their teams; there's nothing wrong with this and it certainly doesn't detract from their skill.
How doesn't it?
At the end of the day, they made the risk / reward calculation, sure. But regardless of this, they will still win or lose based on whether or not the RNG decides in their favor. If they are in a good enough position to where they can afford a foe not self-hitting, then they will still be less likely to win or more likely to win based on whether or not the RNG decides in their favor. Because of this, it's the kind of strategy that will eventually screw you regardless of your skill level, and I don't like it for this reason.
stratos said:
There is nothing inherently evil or banworthy in "hax" unless it reaches the point where the player is hardly even playing the game (like Lady Gaga's swagger team in OU). I think we can agree that Skymin isn't even close to that level—it requires plenty of skill to use properly. I reject out of hand the idea that playing the odds should be banned; there are plenty of strategies that are playing the odds—swagger, thunder wave, rock slide, and even things like using SubTran to endgame beat CM Cress. I obviously can't stop you from voting on this but things like talkingtree's "i felt dirty when i used skymin" are just not valid reasons to ban something.
Honestly, it doesn't take that much skill to use Air Slash though. Just have a stronger partner, flinch 1 opponent and take out the other with your partner.
It still takes skill, yeah. But it puts the game in the hands of the RNG-there's no denying it.
Did someone really just take a thread about not being toxic when hax causes a loss as support for a bandwagon to ban something, when the chief, and in most cases only, complaint is hax?
The amount of doublethink there is just staggering.
in other news, hax is always going to cause toxicity even with calls to action against it. in fact, it has caused so much toxicity that the leader of this tier felt the need to make a big, open statement about it.
when people are toxic in mons, it's usually because they feel that they played better and still lost, or by the odds deserved to win. if there's a lot of feeling in a community that this game isn't determining the more skilled player too often, isn't that a problem that needs fixing?
i also found this post to be really disrespectful and it pissed me off; i don't think there is doublethink going on here.
Swagger:If there was to be a team that just spammed swagger with both mons, it would be A: really bad and B: really luck-based. Honestly, that's still enough for me to ban it, but I understand that not everyone feels the same way, and it does have some legitimate uses.
Defog + Serperior: This strategy requires 2 Pokemon, so it's not too difficult to disrupt in some fashion-fake out the defogger or off the serperior / defogger; even Taunt puts a stop to it. With that said, I do wish this wasn't a possible strategy, and since Defog has little to no use in this tier, it could be banned with no real collateral damage. This is a really, really minor issue though.
Rock Slide: Rock Slide's an insanely thorny issue, but I do wish it would be looked at in some fashion. I just don't see a solution though D:. Its replacement, Stone Edge, is still pretty luck-based, with a high crit ratio and a high miss chance, so it's not even like removing rock slide leads us to a haxless utopia of rock moves.
I saw a defense of Rock Slide, basically saying that it's about how, if you use it enough, you will get the amount of flinches you need. That's fair, but it still doesn't address 3 scenarios:
A: Endgame scenario. Quicker Rock Slide 2HKOes, opponent OHKOes back. it's now a 27 / 73 split as to who will win. Most endgame scenarios like this have maybe a 93.75 / 6.25 split, which is still -unfortunate- but acceptable. Even scenarios with secondary chances only add in another 10% chance, which is still only a...83-17 split, i believe? and that's only in situations where the 10% chance clutches.
B: you get a ton of flinches and have your victory chance increased heavily as a result
C: you get 0 flinches and have your loss chance increased heavily as a result
despite all this i'm not entirely sure if Skymin is luck-based enough to be banned, especially since I am the only one I see using it on ladder (which is to say, i haven't had much experience playing against it, not that ladder usage means something). but the idea is certainly not ridiculous or out of the question.