To the above posters: Darkk made a good faith post with honest questions and his opinions -- let's be nice and give him serious, kind responses. No need for any other tone!
Can we get a clarification on what exactly is the “tiering policy”? Every time there are suggestions to tiering the results are often “ya we cant do anything cuz tiering policy / admin.”
Sure, I will go through your post and respond.
First, I do want to note that whenever "we cant do anything cuz tiering policy / admin" (per your verbage) is brought up by me, it is not a no so much as a "this is not just SV OU policy, but universal tiering policy". We are ofte subject to the same rules as UU, RU, NU, etc. and a decision about Smogon tiering policy or philosophy changing that impacts them should not just be made through the context of SV OU, but rather it should be done universally. For example, if we wanted to change the definition of broken or banworthy, then it would necessitate a widespread conversation, not just a subset of an OU discussion in Policy Review.
Some of the notable examples of how tiering policy prevented what the community wants are how BW was handled (not allowed to ban Sand Force), ADV Baton Pass, and Gen 4 DPP (Iron Head Jirachi and Froslass).
First off, saying this is what the community wants is an enormous stretch for some of these. BW Sand Force was never close to a majority and only a quarter of the playerbase even wants action on Excadrill at all per the survey, meaning even fewer than that believe Sand Force is actionable right now. The same goes for DPP Iron Head. Obviously DPP Froslass is a bit of an exceptional situation though and I understand why feathers are ruffled there.
In my opinion, tiering should not always be firm and we should have more room for flexibility or "common sense clause" rulings, which would permit for the rare change in priority from focusing on Pokemon to focusing on an ability or a move if it means preserving a whole Pokemon like DPP Froslass or SV Sandshrew-Alola in lower tiers due to ability bans.
With this in mind, the "order of operations" with regards to tiering action is always Pokemon first. The event when an ability, item, or move is banned is only if it leads to multiple Pokemon being banned, not as a way to circumvent banning a singular Pokemon. This has many years of precedent in modern tiering. We can use Last Respects as an example as it was only allowed to be targeted by tiering admins after other users surfaced, effectively banning Houndstone for a few months until the new wave of released Pokemon. This is unfortunate, but is a worthwhile sacrifice when you consider how choppy tiering fragments would be when there is no way to draw a line in the sand without being entirely arbitrary otherwise.
For Gen 9 SV, since there was so much power creep in this gen, there are arguments about keeping stronger mons instead of just banning everything. Banning one mon that was keeping the meta together could easily lead to a worse / more overcentralized meta. Even though there are more “broken” mons in Gen 9, I would argue most people would say this gen has been much more enjoyable than Gen 8 SS Snoozefest
As an aside: "Overcentralized" is a commonly misused and misassociated term. A centralized tier is not necessarily a bad one; some of the best generations of OU are centralized around a focal Pokemon or a focal group of threats. There is also a case for too much centralization being a problem though, making the metagame unable to evolve and decided by the same things to an excessive degree. The same give-and-take goes for versatility, where it can be good in healthy doses or bad when stretched too thin. See this blurb from the tiering policy framework you alluded to:
- This can also be a state of the metagame. If the metagame has too much diversity wherein team building ability is greatly hampered and battling skill is drastically reduced, we may seek to reduce the number of good-to-great threats. This can also work in reverse; if the metagame is too centralized around a particular set of Pokemon, none of which are broken on their own, we may seek to add Pokemon to increase diversity.
Pivoting away from this, I do not think a metagame being enjoyable or a snoozefest has everything to do with shifting tiering behaviors. SS is one of the most balanced generations, something that a lot of people will admit even if they do not like it. There was only call for one suspect down the stretch and it (Melmetal) was nowhere close to a ban while enjoyment/competitivenss scores were quite high from players at the time. While this is not the most fun answer, we can only do the best with the hand we are dealt each generation and we were at least close to this point in SS. Not every generation, especially one without an identifying mechanic/concept legal, is bound to be flashy.
With this in mind, calls for a different approach this generation are refreshing and plenty understandable. The issue is that things like this do not happen overnight and, as alluded to before, do not impact just OU or just this stage of the metagame. So when you have people complaining that we are not making the exact changes to site wide tiering policy that they want on the fly, it is a tough spot to be in as there is a lot that goes into this and there are obviously contrasting opinions. For every person who wants Volcarona looked back into, there are plenty who want it looked up for a long, long time, which makes sense given the support we saw it get. Obviously that is only one timely example, but it goes without saying that it can be embodied in other examples, too.
GSC Snorlax, DPP Jirachi, BW Latios are without a doubt broken and overcentralized, but everyone knows banning these mons would absolutely wreck and destroy the meta. Even Landorus in many Fairy Gens are extremely overcentralized but this mon was holding the meta together and ensuring stability, sort of like Zama in SV. I think we should not be so trigger happy with banning everything that is only slightly stronger than the rest.
Past generation tiering is a hard comparison point as modern tiering did not exist in GSC, barely existed in DPP, and existed in a drastically different form in BW. Then, you look at tiering them as past generations and a different set of rules are applied altogether: you want to maintain some semblance of identity and core values within age-old metagames since they take so long to adapt and have so much attached to them historically as is. For current generation tiering like what was done in SS that we discussed or ongoing SV tiering, this is not a factor. So many games and tournaments are played that identity changes and bans can be responded to and new trends can form within days/weeks, especially if you follow the ladder like many of us do.
I also struggle with the thesis of this bit of your post. GSC Snorlax or BW Latios are nowhere near comparable to ORAS or SS Landorus-T. Landorus-T is not even a top 10 Pokemon in ORAS (and it was not close at various points) and SS Landorus-T is just a very common utility Pokemon (would argue a better comparison to it would be ADV Swampert, which saw 48% usage in SPL ADV while SS Landorus-T saw 43% usage in WCoP R1 SS). Bans in general have nothing to do with sheer usage, but rather the actual impact Pokemon have anyway. I do not think anything in SV is quite comparable to this either I mean nothing was above 32% usage in WCoP R1 -- the metagame has been and still is varied than most other generations.
There is nothing about whether “keep broken to check broken” is not allowed, which is an argument often brought up. If banning a “broken” mon results in a worse and overcentralizing meta, maybe we shouldn’t have ban the mon in the first place?
The idea of “worry about the present for now and worry about the future later” also does not make sense. Also once again, I do not see this anywhere in the tiering policy post from Shiloh. The only goal is to make the meta more competitive and “better.” The reason we address the present problem is to ensure that the future meta is better. Thus, we absolutely should worry about the repercussion of every bans. There should be a limit to theorymons but some repercussion are extremely obvious (banning Zama would break like 5 mons)
Notice how the framework touches on the defintion of broken, but does nothing to recognize theory or accounting for potential future metagames. This is done by design and with intent.
The framework, Smogon's history, and the philosophy many leaders use/allude to in practice reflects tiering to determine what is broken, but never in current generation tiering reflects hesitance due to future consequences -- there is knowledge that any future problems can be fixed by the next suspect or new trends responding to whatever it may be given the lively nature of current generation metagames. This is why the focus in the framework is on defining broken, uncompetitive, and unhealthy -- these are strictly what we look at.
Tiering to forcefully preserve banworthy things that have defensive merit or glue potential is a dangerous dance. Everything has some defensive value or teambuilding weight, so you can apply this to withhold any ban, even on things that can warp the tier. There is no way to draw a line here, so we aim to avoid this altogether when possible. You say there are limits to theory, but how do you define this? Where do you draw the line? Maybe it can be done, but no such definition exists, so as I said before: this would take a clear shift from current policy. I am fine with that shift happening, but I hope you see where I am coming from at least given current policy.
Finally, worry about the present for now and worry about the future later makes perfect sense. Not sure what to say here: you cannot worry about the future when you do not know what the future is yet -- that is just how it is.
In any case, it would be nice to exactly know what the “tiering policy” exactly is because every conversations end up there.
LMK here or in PMs if you have future questions -- happy to discuss.