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Old Feb 11th, 2013, 1:51:54 AM   #2
jas61292
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For this concept assessment, while I hope to address multiple questions that will guide the process going forward, my overall goal is to get everyone on the same page. Many of the problems in previous projects have arisen from people having left this stage each with their own interpretations of the concept.

Anyways, before I even get into the questions, there is one common misconception that I have noticed people spreading regarding this concept that I want to clear up right away: While we are trying to increase the presence of underused types and decrease the presence of overused types, this does not mean we are necessarily making a Pokémon of an underused type. We want to increase the usage of a given type as a whole, and simply increasing it because CAP 5 is that type and is getting a lot of use is avoiding the true purpose of the concept. That is not to say we cannot be of a lesser used type, but we should not be confusing this with something like Mollux’s concept were we were specifically required to do so. With that said, let me get right to some of the things I’d like to discuss here.

What types are common in the current metagame? Why?

The first part of this question is fairly simple. As stated right in the concept itself, certain types (Dragon, Fighting, Steel, and Water) are incredibly common. However, I want to go into more detail than that. Are these types that are most common actually the best? If so, what exactly causes these types to dominate? Is there something about then that makes them intrinsically the best, or is there some other reason why they are so common? Are there types that are naturally good that are not so common?

What shortcomings do common types have?

The goal of our concept involves reducing the usage of one or more common types, so if we are to do that, we need to know what problems these types have. Now I am not looking for specifics such as “Dragon can’t hit Steel.” What I want to see are more general ideas of ways that a specific Pokémon could take advantage of a type. Do the members of a type all follow a specific, exploitable mold? Do they all rely on the same coverage moves? Follow similar strategies?

What types are uncommon in the current metagame? Why?

This is almost the polar opposite of the first question, but analyzing it takes a different approach. Sure, certain Pokémon types are less common than others, but is this because of strict inferiority, or is it due to a simple lack of quality Pokémon? Ice and Poison, for example, have little representation in OU, but function very differently as typings. Is there some trait they share that makes them both undesirable, or are the reasons unique?

What positive features do these underused types possess?

Since our other goal is to increase the usage of one or more uncommon types, we also need to know what exactly these types have going for them. We all can read the type charts and know of things like the convenient resistances Poison has, but what beyond things like this do these types possess that could be valuable in the current OU metagame?

What existing Pokémon individually affect the usage of entire types?

It is certainly hard for a single Pokémon to have effects throughout the entire metagame, but we know that Pokémon like this exist. One of the most obvious examples of this would be Scizor, who’s Bullet Punch is so threatening than anything weak to it must have a lot going for it outside of just typing if it wants to remain in the tier. What other Pokémon are there like this? Are there any Pokémon out there that increase the usage of a given type, other than their own, simply due to their existence?

What ways are there to change a typing’s usage outside of simply countering/being countered by them?

This is probably the most abstract question of the bunch. While it is obvious that you could decrease the usage of Water-types by making a Pokémon designed to perfectly counter Politoed, Keldeo, and the other top water types, are there other ways to accomplish this goal? Beating a support partner they rely on? Aiding an opposing team style? Inversely, how can you increase a type’s usage other than simply making an incredibly good Pokémon that can only be hard walled by that type? Can you increase use by targeting their counters? Or by aiding a team style that requires them?

Finally, what elements of a Pokémon are most important when dictating how it interacts with other types?

Obviously, your own typing is incredibly important, as it determines weaknesses and resistances, but is it the most important? Abilities can add immunities or resistances. Stats can cause Pokémon that would not normally care base on typing alone to fear you. And, of course, movepool determines what types you can actually threaten in return. But which of these is the biggest factor? There are two ways I would like to look at this: 1) Which is most important in a matchup against any one given type, and 2) Which is most important in matchups across the entire spectrum of types? Is there even a difference?

I don’t want to have too many questions here, so that is where I am going to leave it off for now. I’ll likely be adding more questions for us to answer a bit later on once we start to answer these. But for now, let’s just get things started.
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Last edited by jas61292; Feb 11th, 2013 at 11:10:26 AM.
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