Statement
The metagame is overcrowded.
My opinion
Get some things outta here.
This is
exactly what I was talking about earlier. I keep seeing more people hinting at this reasoning. I want to try to break down this whole phenomenon, the reason why people can start to think this way and why it's dangerous. Because I am strongly of the opinion that this is a terrible way to rationalize banning decisions and not the mind set to use when judging a suspect in isolation. And I want more people to at least put some more critical thought into whether or not this is actually a good approach and hopefully let that weigh in on their thoughts towards Mega Metagross.
We start with the issue.
There are Too Many Threats/ The Metagame is too Match-up Based. This is happening for 2 reasons (although one is significantly bigger than the other)
1) The first is the established concept that there are increasingly more threats to prepare for every new set of Pokemon yet we are limited to the same number of "slots" to prepare for them. While this does add to the match-up issue I consider this a much more minor culprit because GF gives half a fart about balancing their new Pokemon and the Power Creep is so real you can taste, touch, smell, and feel it. While we do get more things we have to prepare for each gen we also get more things that invalidate old things. Each gen is also bringing us things that "prepare us" more efficiently and as a result OU's size doesn't grow proportionally to the rate of the Pokedex. Roughly as much drops out of OU each gen as is added to it (albeit a little bit less drops out).
2) The second issue is Megas. Megas are the biggest culprit imo. I haven't seen this posted before but maybe it's already well understood? The main mechanic to Mega Pokemon (the limit of 1 per team) is basically designed to exacerbate match-up issues. Within reason #1 every new Pokemon that is a "threat" you have to prepare for each gen is also a "tool" you can utilize for preparation, and this helps keep the total number of threats in more of a checked state as new threats are allowed to invalidate old ones. On the other hand, with megas, Every Single New Mega Pokemon added to the game means one more Pokemon you have to prepare for but that you yourself can't use in your preparation. This means you can't rely on megas to deal with megas. And this is, as far as I'm concerned, the main driving factor in "threat increase." As many of our new threats are allowed to be viable and dangerous but are not allowed to invalidate each other.
Imo this is THE big thing the community should keep and eye on and contemplate when match-up issues get even worse in the future.... >>
Next we talk about why the reasoning seems good at first
I think the mentality that there are too many threats so we should ban some of them sounds good for a few reasons.
The first is that there's seemingly no good alternative solution. We want to disturb the initial game as little as possible and aside from directly limiting the number of threats with bans there aren't really any options that don't involve creating our own complex rules or tampering with the rules given to us (at least no options I've thought of)
Second there's no large campaign or conscious effort to correct the "too many threats" issue. Most of the work and decision making being done to alter the metagame right now is just suspects and bans for pokemon that may be broken. and so if you want to try and solve this problem your only outlet is to use bans as a way to do so, and or to let it influence your ban decisions. This is backed up by usually correct idea that we can ban broken element until the metagame is desirable.
Lastly one method of determining and isolated suspect's potential label as "broken" is to evaluate it's impact on the metagame. So when you look at any given threat in this context it becomes apparent that the metagame is more desirable without it.
Finally we discuss why this reasoning is bad and shouldn't influence the individual suspect
Ok this is the most important part.
I think the best way to help some realize this is to ask: Are these issues Mega Metagross's fault?
Or to phrase it alternatively: If the metagame has too many threats, why is that the fault of one specific threat among them all?
To both questions the answer is: "It's not."
The reasoning that the metagame is more desirable without Threat X because of less threats, is reasoning that can be applied to
Litterally any threat in the current metagame. to take that a step further "too Many threats" is not symptom of Mega Metagross, and therefore not of any consequence with regard to whether or not mega metagross is broken. It's equal parts a symptom of everyone.
Take a look at pre-Greninja-ban world. The same metagame with one more threat in it but no one can argue that the metagame is corrected by removing something other than Greninja. Why? because Greninja itself is broken and causing the negative effects. On the contrary if Mega metagross isn't broken (the debate to be had) then there are plenty of alternative ways to correct the metagame without banning it. For instance banning an alternative threat. You can argue that Metagross is the "biggest' threat but that doesn't meaning removing it results in the "best" metagame. This is because "best" is subjective to what you find fun. With Greninja there's one clear cut path to the best metagame because Greninja is broken. However if "too many threats" is the decisive reason that changes you from no ban to ban then you're being subjective. We could ban any number of random threats and still end up with a metagame that is desirable. And the only reason that metagame would be "better" than one where we banned Mega Metagross is if you valued it more subjectively. And then the same in reverse. Which wraps back aorund to the original question. Why this one specific threat among them all? Why Mega Metagross? Why not any other threat? Your answer to this question is either "mega Metagross is broken" or your answer is "my reasons are subjective"
To wrap this up
When we look at mega Metagross the suspect we are here to determine if it is out of balance with the metagame NOT if it's one of many threats that combined contribute to a separate issue. I personally think it would be interesting to see more campaigns to tackle those issues but I don't agree with anyone who brings that reasoning into a decision on whether or not an individual Pokemon is broken. You shouldn't be able to say "meh it's not broken but it is really strong and i don't like how many not broken things there are..."
Now we can find answers, but it's just another Pokémon that you have to find specific answer to.