Would like to point to
this analysis of the metagame by CTC in PR that was just started, with some comments of my own.
It's clear based on the numbers that this is a more centralized offensive metagame than the previous SPL meta which had Volcarona. However, scores for enjoyment and competitiveness are up. This kinda tracks, as one of the louder sentiments from the SPL post-discussion was that the metagame had *too many threats* and team building felt challenging. So now we have a few less threats, but the threats are more threatening maybe?
Centralization and variety are opposites. Variety can feel good, when you have a lot of options, or bad, when your opponents have a lot of options. Centralization can feel good, when your opponents have options you can prepare for, or bad, when you are forced into using the same few options as everyone else.
How does this work with tiering? Survey metrics are up, so it appears the overall balance of the qualified base prefers it to be a little more centralized than it was previously, but does that mean something needs to be tested? Tiering policy assumes *centralization* is bad, but clearly its good in this case. We banned volcarona to make the meta more centralized, and it has done so. So what actually is the point of another test? If we ban one of the current centralizing forces, will we be more centralized after, or less? And is that going to mean better survey metrics, or worse?
I think if we are going by survey metrics the volc ban was the right choice surely. But that doesn't necessarily mean more bans will also be the right choice.