I've been thinking a lot about why it's so hard to find a good direction for balancing the current metagame. Because while there is a lot of consensus that the metagame is in a bad spot, there is a lot of argumentation on what the cause of the problem is, and hence what is the correct course of action. Pretty much any set of suspects or quickbans in any order would raise more complaints then consensus. Admittedly, I'm not a great player, so everything I'm about to say is a parroting of various more experienced player's opinions (whose forum posts I have read).
I think this dynamic of "what is the real issue" is highlighted in the current roaring moon suspect. Most people admit moon is strong, rather centralizing, and isn't some sort of keystone holding the meta together. But there is still a sizeable DNB camp, and all of their arguments seem to fall back either explicitly or implicitly on the idea that moon isn't the core issue. Some variant of, "sure, moon is strong, but it's only conditionally strong because the meta is broken/over-centralized due to X." I'd say this is a valid line of reasoning because of the current state of the meta.
Usually suspects are pretty linear. Most of SS's suspects were fairly clear cut before and after scenarios (is the meta more or less centralized without Urshifu-S or not? Vote accordingly). Even when there were multiple overpowered threats at a time, it seemed pretty straightforward to test them one at a time since their broken-ness didn't seem contingent on anything else. This is not true in SV, and I'd argue the main reason SV feels so hard to fix is because there are three core architypes of broken that each contribute differently to the over-centralized nature of the tier, and each must be dealt with mostly independent of the other tiers.
Those different architypes are as follows.
The Three Axis of Evil in SV OU
1. The 6 Brokens
The six brokens are
These are the Pokemon that may be broken in the traditional sense. Too strong, too fast, too low opportunity cost, too difficult to reliably check, etc. You may disagree that all or any of these are strong to the point of being banworthy, at least by themselves. Or you may argue some other pokemon not listed needs to be banned as well. The point I'm trying to make here is that there are at least 6 pokemon I have seen or heard at least one good player want banned/suspected or eventually banned/suspected. At the same time, for each of these pokemon there is a sizeable contingent of players who will vouch for them to remain in SV OU, even kingambit.
2. Hazard Stacking
The main culprits are and , but I'd also put here since I saw somebody say a big reason you need to run boots on non ho-offence is because you get smashed by webs otherwise. Not sure if this is true, but I thought I'd mention it.
This is pretty straightforward. As the argument goes, hazard stacking is so strong that you must run HO to prevent spikes and make games short or run boots fat to ignore spikes because hazard control is so bad. Since we can't add more hazard control, we should ban the setter or the blocker to alleviate hazard pressure.
3. Tera
Banning tera is actually talked about a lot less now than it was before DLC 1, but the point still stands that a tera ban or restriction could make a lot of the 6 Brokens and maybe even a couple of banned pokemon balanced again.
Why it Matters (And why fixing SV is so complicated)
The reason I split the broken elements of the metagame into these three categories is to illustrate that there are three fundamentally different forces that could be the cause of SV OU's centralization. And one of the reasons its so hard to balance is because nobody knows which one to prioritize first. For example, most people would say ban Kingambit, but a fair few people don't want a Kingambit suspect and instead want a tera one, with teras ban removing the necessity to ban Kingambit. Some people want the hazard elements gone first to see if balance is still chocked out of existence without constant hazard pressure, and if it isn't perhaps most of the 6 brokens don't need to be banned. And some want most or all of the six brokens banned, because maybe then there will be more opportunities to spin and thus hazards won't be so oppressive. There is no objective or clear right answer about what to prioritize, complicating matters.
What makes matters worse is that
all three of these solutions (banning broken mons, hazards, or tera) could work. I want to emphasize that fact, because most people argue that another solutions to theirs won't lead to a balanced metagame and so we should go along with their solution. But it's also possible that banning either the brokens, or the hazards, or tera, or some combination of the three leads to a balanced and competitive metagame,
entirely different than another balanced and competitive metagame that could've existed if a different combination of things had been banned. What this means is that the current suspect criteria of "is X too strong for OU" may not be sufficient for future suspects, since multiple different paths could lead to a balanced result.
I want to emphasize that everything I said in that last paragraph is
ENTIRELY HYPOTHETICAL and by no means probable, but it is
POSSIBLE. And I think it should be considered, because something like Gen 5 OU exists in its current state because a balanced metagame was pursued by complex banning weather as opposed to something else.
To complicate matters even further, within each of these subgroups the way in which to alleviate the problem is unclear. Tera is no simple thing to ban, since some people just want a restriction, which would alter the metagame in different ways. Banning Gholdengo versus banning Gliscor would both hurt the hazard game, but in drastically different ways. And as seen in the roaring moon suspect, there is almost no consensus on which of the six brokens is the most deserving of the next suspect, and which ones deserve a ban.
I write this post to try and put to words what I think a lot of people implicitly know about SV OU and why it's so hard to fix, hopefully so there can be a more productive forum about how to solve the Gordian knot that is this metagame.
Any critiques about my analysis are welcome, as it's hardly comprehensive and is comes from a complication of forum posts I've read rather than some tangible firsthand knowledge of the game.
Have a good day.