Playtest without Stealth Rock
Firstly,I'd like to thank the user Faint who started the topic as it is one I have strong views on.
For the large part, Stealth Rock has been more destructive than constructive. While, to a certain extent, it has kept certain pokemon in check like Dragonite and Salamence, the negatives far outweigh the positives.
Firstly, types such as Ice, Fire, Bug, Flying have become completely impractical which imbalances the metagame.
Types like Steel have only received more usage, with the top two most used(Scizor and Ferrothorn) being steel(and 4 in the top ten) partially because of the resist to Stealth Rock amongst other factors.
Types like Ice tell a different story: Mamoswine is the only ice type to feature in the top 25(and that too because of it's secondary typing which hands it a resist).
Here are some Pokemon brutally hit by Stealth Rock:
1) Articuno: I always try to fit this pokemon into a hail team but as a result, the team is never successful. Why? Because of Stealth Rock!
Articuno has quite good stats and can serve as a good wall with 90/100/125 defenses. Regrettably, a pokemon that otherwise could serve as a check to the dragon-types in the tier is ostracized because of Stealth Rock
2) Moltres: Likewise, this legendary bird also has a lot of viability in today's metagame without SR. Which Sun team wouldn't like a Pokemon capable of handling Rain threats like Ludicolo with ease as well as a Pokemon that is immune to Earthquake? If not for SR, Heatran would probably drop in usage as Moltres would provide a viable alternative.
Game Freak made a lot of mistakes with this:
1) Only having a Rock-type hazard: If Game Freak had developed hazards with other types, like say for example Grass-type hazards, the hazard issue would have applied to every Pokemon which would have equalized the metagame(some pokemon are weak to certain hazards whilst other ones are weak to others, +-) and possibly made the metagame more enjoyable by being offensively based.
2) Distribution of Stealth Rock: If it wasn't enough to make the viability of a lot of good pokemon 0, Game Freak, rather than giving the move to Pokemon that really needed buffering against the types it was hitting(e.g Leavanny who is 4x weak to both flying and fire), gave it as a
TM to every Tom, Dick and Harry(no offense meant to people with said names) who was a Rock-type. This meant that the Pokemon that could already hit these pokemon hard with a 4x effective attack now get to do the same with 50% damage already done. If that isn't bad enough, Game Freak made some attrocious decisions by giving Pokemon already at an advantage to these Pokemon a 50% headstart. Was there any hope for these Pokemon??
This is the learnset:
http://bulbapedia.bulbagarden.net/wiki/Stealth_Rock_(move)#Learnset
Just scroll down to the TM and be awed by Pokemon which, Game Freak thought, couldn't handle Fire,Flying,Ice and Bug without 50% chopped off at first.
Firstly Chansey. Chansey's already so frustrating with eviolite and so hard to take down. But no, apparently Game Freak thought poor old Chansey who takes around 15% from these pokemon couldn't deal with these pokemon without chopping off half their health first. Same applies for Blissey
Secondly, Skarmory??? Skarmory only is SE from Fire, resists Bug 4x, neutral from Ice and Resists flying??? But once again, Game Freak(these honorable men, quoting Antony from Julius Caesar)(no offense meant dude) decides that Skarmory can't beat Yanmega without 50% gone.
A couple of other horrors(Swampert???, Empoleon???, Uxie, Mesprit, Azelf???, Forrestress to some extent(agreed fire, but resists everything else(Bug, Flying, Ice)) come to mind.
The list could go on and on without end.
3) Having few counters: Rapid Spin. One move. Magic Guard. Two. Magic Bounce. 3. Magic Coat. 4. Any I missed? More importantly, all these are distributed to the wrong Pokemon. Why not give Articuno Magic Guard to offset the damage, or at least an ability that halves the damage from hazards and statuses??
In my opinion, it is time to have a playtest WITHOUT SR. Just to see the effects on the metagame. Firstly, it can do NO HARM. Worst possible scenario, situation escalates, Dragonite and Salamence become broken, blah blah blah. We revert to with SR and the story ends there. Best possible scenario? Metagame equalizes, Sun and Hail teams receive a boost, types equalization takes place, more offense-oriented metagame and a lot of fun.
Secondly, it allows us to be more creative with the teams and sets we use. No more forced rapid spinner on Sun teams, opening up a free slot, as an example.
I urge everybody to join the campaign No SR Playtest that I would like to start.