Proposal Suspect Test Qualification Reform

Hi, in this thread I'll be advocating for suspect test qualification reform. I will be focusing largely on the process as it pertains to OU, but ultimately is applicable to other tiers should they find this suitable. Currently, OU sets a benchmark of a requisite elo & gxe, such as you've seen in the ongoing tera blast test. When you meet this threshold, you earn the right for your singular vote in the suspect test. I am proposing that there be different tiers of qualification, awarding different values of points based on the merit of your qualification. Suspects would use points instead of votes, and the threshold for results would be based on the % of points allocated towards a certain result, instead of the current system, being the % of singular votes allocated towards a result. I'll use the current OU suspect test as an example:

In the current system, 1750 elo & 80 gxe earns you the right to a vote. Everyone's vote is then tallied. 60% of votes to get a result, you know the deal. In my proposed system, there would be 3 tiers of qualification: tier 1 would earn you 1 point, tier 2 would earn you 2 points, and tier 3 would earn you 3 points. Tier 1 would require the normal 1750 elo & 80 gxe. Tier 2 would require 1850 elo & 82 gxe. Tier 3 would require 1950 elo & 84 gxe. The total summation of points is tallied, and 60% of that is required for a result. It's a bit backwards for me to be explaining the system before explaining the problems that I'm trying to address, so I'll now get into that.

If you have remotely played in bigger smogon tournaments or otherwise spend time in spaces with tournament players, you will absolutely have heard the notion that suspect tests are too easy. It's the notion that we, communally, are giving votes to people who realistically do not understand the tier on a level that actually qualifies them to make decisions about it. On the flip side, you absolutely have people who feel they deserve to be heard and not have reqs be absurdly difficult. The problem of course is that "absurdly difficult" is relative. I find myself at an impasse where I empathize with both parties. I agree that reqs should be an accessible challenge. That being said, I also agree that an SPL player who easily breezes through reqs at 34-2 should not be withheld to having their vote measured the same as billybob96, who qualified after 400 games, and realistically does not understand the metagame at (what more elite players would consider) a reputable level. My solution splits the difference here. It keeps reqs just as accessible for players who are not amazing but can hold their own. It also gives structure to the (imo) 100% true notion that better players SHOULD have more sway in the tiering of a tier. It does this without removing the aforementioned players from the equation. People have theorized solving this issue and it's always so one dimensional: increase elo & gxe to a length some would otherwise find absurd. This foregoes that while giving them a tangible reward in lieu of what they're seeking. It doesn't ruin the experience for players worse than them, and frankly if anything gives them something more to strive for & grow with.

There's more besides the core rationale seen above as to benefits of this proposal, imo. I'm going to split them up a bit for the sake of readability. For one, it can help shape the opinion of players further by having a reason to play more games vs better opponents. This doesn't become a required extra grind for players seeking a vote, since the base requisite for a vote still remains. Another reason that is parallel to this one is that it will absolutely create growth in the overall skill of players. You are giving them more to strive for, without making it required but also putting reward behind it, and thus there's a reason to struggle and improve. This isn't at all "why" you'd implement this reform, but it's certainly imo a cool indirect benefit of it. Smogon would absolutely benefit from this, and in the most immediate sense with respects to subforum discussion threads.

Another more direct benefit involves an element we're all familiar with, that there are people who seek out reqs strictly for the coveted tiering contributor badge. This is common & visible in lower tiers but obviously happens in OU as well, given size & visibility. These folks would still get there baseline reqs for the tier 1 qualification, but their vote would not impact the results as much as the diehards who will strive for tier 2/3. This is an immensely useful benefit imo, as this has been a complaint that has been lambasted for eons on this website by mainers of respective tiers holding a suspect. Like the situation a few paragraphs above, it respects both sides of the coin at the same time. It gives accessibility while giving the grinders something to feel content about in regards to their investment. A last very minor benefit is that it will definitely increase ladder play statistics, however much we care about those these days.

There are a few things to clean up about this before I click "post thread." For one, I would want to make it as easy on the verifying staff as possible. Users would be able to submit ONE suspect alt verification image. Having someone post a tier 1, strive for tier 2, and then fall below tier 1 permanently sounds like a nightmare. Asking staff to verify your post before you continue laddering is also a massive timesuck, especially in OU. Overall, it's something the player would have to be accountable for. Another element to clean up is that I would not want to make the tech guys job too difficult, but I imagine this could be reasonably solved. Let me know if I am incorrect. I also think it's very tunable, meaning that you can set the 3 tiers to whatever the hell you want. I think what I provided works well for OU, but UU & so on of course would have to adopt a different method should they find this acceptable. Anyway, that is it for now i think. I wrote this hella on a whim, so i'll edit in more/make another post should I consider it too relevant to ignore.

edit: the amounts of elo/inclusion of gxe even in ou is of course negotiable. i think 3 tiers works best, though. 2 feels too few, 4 too hectic and overbearing.
 
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If the goal is just to reduce the influence of less qualified voters, couldn’t we simply raise the GXE requirement to 82% instead of introducing a whole weighted voting system? I don’t really see the point of keeping unqualified voters for inclusivity if in practice we’re trying to reduce the impact of those votes anyway. Raising Elo/GXE can feel “one dimensional” but that’s kinda the idea. It keeps things simple and it avoids creating arbitrary differences between players who have all already proven they’re qualified. A single cutoff is more honest in my eyes (and it’s simpler!).

Also, 1950 Elo is basically top 25 and getting there feels way more like a test of free time than skill if GXE is the same. Laddering is already not a very fun experience and it's even worse when you’re getting single digit points per game. It’s already pretty rare for invested players (aka council members, tournament players) to consistently go for reqs so making it more time consuming to have their votes "fairly counted" might just not make any significant change in the suspect process.
 
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Maybe I'm reading this wrong, but if the goal if "make the people who are good at the game have stronger voting power" then wouldn't it make more sense to give these people who are likely doing well/did well in tours that took place around the same time as a suspect to just give them voting power worth more instead? To my knowledge, older gen suspect requirements, especially for tiers without an active ladder, are done through doing well in tours and it could probably be changed in a current gen with an active ladder from "you get reqs because you got top 8 or something" to "you get reqs and your vote is worth 2 points instead of 1 because you got top 8" which seems a lot cleaner than "You won an entire tour, go on ladder and get top 25" at least to me anyway.
 
I can't speak to current gen OU, but I do agree with this post in the context of old gen OUs.

The last suspect in ADV OU was in August 2025 and had the following requirements
1775835248338.png

Naturally, any threshold that only 3 players on a very active ladder met is heavily gatekeeping (which makes sense and was the goal for an old metagame like this). However, it comes with drawbacks. The main issue is that it's extremely hard to design a gatekeeping threshold such that the limiting factor is Elo without creating a very long grind even for very strong players. Thus, these reqs usually become chosen such that GXE is the limiting factor (as described above, only 10% of the ladder meeting the Elo requirement had the GXE requirement at the time the suspect started)

Harsh GXE reqs, while it has the advantage of gatekeeping well while still letting strong players through relatively quickly (on average), are still widely hated by the playerbase. It is non-intuitive and extremely punishing for losses in early in the run. It also creates a negative spiral where players who get early losses constantly reset, create new accounts in the 1000-1300 range, and then contribute to other suspect accounts getting early losses. Strong players can usually just eat a few losses and power through (though it may take a bunch more games, it took ABR 75 games or so and Hclat several hundred - and several strong players just gave up completely rather than bothering).

For people more on the cusp, they essentially have no choice but to go into the low elo reset mines, which is a terrible experience and makes everyone mad.
1775834953714.png

Back the original suggestion, I believe that a more flexible multi-tiered suspect would allow for problems like this to be addressed. For a tier that wants to heavily gatekeep votes, having a "consolation prize tier" would significantly reduce the incentive for people to grind resets and thus make it far easier for the strongest players to achieve GXE reqs in a reasonable amount of games. For example, something like a two tier system with 1700 Elo + 80% gxe tier 1 and 1750 elo 82% gxe tier 2 would've made the ADV suspect discussed above much more effective imo.

Generally, I think giving more flexibility to the tier leaders to create a suspect reqs system that achieves the goals they want is a good thing. Assuming it is not a huge technical ask I think it will be very helpful almost across the board.
 
This feels like we’re chasing solutions for a problem that doesn’t exist. I’ve always heard this sentiment that suspect requirements are too easy, but have yet to see a single suspect test this generation negatively impacted by these so called “lower quality” voters. In fact, the biggest scandal of the generation arguably happened because some tournament players felt the requirements were too hard!

Every time this topic comes up, no one can ever really point to a good reason why we should raise/segregate requirements, other than “well I think so”. Not a single suspect test has been flipped due to worse players voting, we’ve already taken steps to address this non-existent problem, and yet we still think that somehow, suspect requirements aren’t enough?
 
Reqs.png

captured above: everybody who played sv in SPL XVII (the most recent spl) and their involvement as far as i can tell in the last 3 sv ou suspects.
i also did this with ost top 16 and the results are roughly identical.

suspects are too easy but they're also a slog and the average player of sufficient qualification recognises this; people who are almost guaranteed to get reqs don't even try because it's way too much of a hassle and not worth the reward. after a certain point the current reqs system skews away from general game skill and more towards testing your ability to concentrate for long periods of time without tilting or making choke plays. any suggestion like in the op that incentivises people to play for longer or to reset if they take a loss in the first 30 games instead of the first 20 only exacerbates this and would not improve things IMO.

as an aside im not entirely sure suspects are too easy. im wondering if you guys are just seeing bad opinions and refusing to believe they can be held by good players. think on it. i wager most of you guys know at least one good player who secretly thinks chi-yu or shed tail should be given another chance or that so and so nu shitmon is viable.
 
Maybe I'm just bad but have never had the patience to grind for reqs. As has been said, the ladder is a huge slog. I do think some sort of reform would be nice, but trying to make it harder isn't it. Sadly I don't know how we could handle this since I frankly don't understand the underlying systems behind it. Maybe just make it "win x number of games + have x rating" or something so a single loss doesn't kill your attempt? idk.

Also, trying to restrict the voter pool in the middle of an important, potentially Generation-defining suspect is certainly A ChoiceTM.
 
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I wasted a whole lot of time and effort on this, but after collecting a list of every single SPL/SCL SV OU player in the last two iterations of each tournament (+ Separation and xavgb), I decided to go through the last three suspect tests, compare the results of the tournament player votes to the actual result, and see if these players truly have a "better" opinion than the rest of us common folk.
Disclaimer: This could be missing a couple of names, I'm only human. If you notice any in particular, please let me know.

Roaring Moon
Ban: One Last Kiss, ausma, Niko, Srn, leng loi, sire clod, Finchinator, bhkg, TPP (9)
DNB: Pyu, Setsu, Dugtrio is Broken, Pkel, Supag, vk, hellom, Pais (8)
With 17 tournament votes, Roaring Moon's verdict surprisingly flips, with the ban side only having 52% support, compared to the actual suspect's result of a 66.67% ban vote.

Palafin
Do Not Unban: Star, Fusien, Hiko, Finchinator, Mimikyu Stardust, 3d, xavgb, clean, Patetexv, Cow, zS, Attribute, Dugtrio Is Broken, Pais, Srn, Supagmoney, hellom, Stareal, Maverick Shooters, Storm Zone, Setsu, vk, Fc, heilone, sire clod (25)
Unban: bhkg, lax, Lily, Ewin (4)
With 29 tournament votes (the highest by a wide margin), Palafin is kept out of the tier with a resounding 86% Do Not Unban vote, outclassing the actual vote's 74% Do Not Unban vote.

Gliscor
Ban: xdRudi.exe, Plague, Mimikyu Stardust, Dugtrio Is Broken, Luirromen, vk, Patatexv, Srn, Lily, kDCA (10)
DNB: Finchinator, sire clod, SupaGmoney, Separation, One Last Kiss (5)
Last but not least, with 15 tournament votes, Gliscor's verdict will flip as well, with a 66.67% Ban vote, compared to the actual suspect's 56% Ban vote.

Turns out I was wrong, and SV OU has missed on not only one, but two suspect votes due to "lower quality voters", leaving Gliscor in the tier but kicking Roaring Moon out! This must mean that the tier is in shambles, right? Well, not really. The tier isn't great right now: we literally just started a Tera Blast suspect. However, hindsight shows that both these results were largely correct, with support for Gliscor's ban at a very low 2.25/5 qualified score last time it featured on the survey, while the first survey after Roaring Moon's ban showed a substantial increase in both enjoyment and competitiveness compared to the survey before its suspect.

Furthermore, this change meant to bolster tournament players in the suspect pool seems rather shortsighted, as there's barely any tournament players even voting! Of the ~120 players on my list, the average turnout is around 17-18%, and that's with Palafin's surprisingly high turnout. If tournament players are truly feeling like their voices aren't being represented well, there's a much easier solution to this: grind the ladder, and get reqs themself. If even 10 to 15 of them decide to do this, they could easily flip most suspect results.

I know that there's likely players that people would consider on par with the people on my list, who could perhaps shift the needle this way or that. We could dig into the OUPL pool, or the players who made a deep run in seasonal, or even just the highest ladder players. However, from this pool of players - supposedly the highest level of SV OU players, specified by the OP of this post - it seems like they can't seem to truly get every suspect result "right", either.
 
I do personally hold the opinion that suspect tests / voting need some form of reform, I don't want to make a lengthy post about this because I do not have a good response, rather clarify my standpoint.

I have said tests are too easy for a while, and this generation 60% majority feels particularly high. I also have not participated in the last few tests. A counterpoint I see a lot and that I'm reading here is the idea they are not easy because they take time/a slog. For me and my current life situation they are a waste of time to do so I do not engage unless I feel strongly, however, just because something is grindy does not mean it is by extension hard at all. While the current system is slightly harder, 80 gxe at 1750 is realistically not a particularly hard task over an infinite number of games for anybody with a very slight understanding of how to click buttons. There are ladder bots that can achieve this. But still, laddering from 1000 to 1750 is most a time commitment that is just not particularly engaging. It is tedious, not hard. While to an extent, if you don't want to commit to the grind maybe you shouldn't be voting in the first place. This does not change the core argument of less qualified people in terms of metagame knowledge influencing suspects, as if you commit to the grind the objective is quite easy to obtain. This is more a matter of tour players facing other commitments where dedicating a few hours to "voice their opinion" is not particularly worth it, whereas a more average player will be more ambitious towards voicing their opinion for a handful of reasons. Maybe the solution to balance this is giving tournament players (played ou game in spl and scl, playoffs wcop) automatic reqs? Not particularly sure. I don't particularly like giving tour players more power in votes, seems too unfair to me, but perhaps the automatic reqs could be a middle ground.
 
Every time this conversation comes up, you have people complaining that getting reqs is such a pain in the ass that good players can't be bothered to do it, while at the same time complaining that people do bother are bad at the game. At the same time, it is objectively true that 99% of people who play OU on ladder (CG or oldgens) will never qualify for a single suspect. It's just bizarre to me that this system keeps chugging along, when it's seemingly optimized to gatekeep almost everybody who actually cares about the game.

I don't play CGOU, but I do play ADV. It depresses me that I can't have any kind of say in a metagame where I might play 50-100 games in any given month. At the same time, it bewilders me that top players of that metagame are also unable to have a say (see Spreek's post). If caring about the game enough to play it regularly is insufficient, and being really really good at it is insufficient, what do we actually value? No offense to anyone with a TC under their name, but it seems to me like the "skill" that suspect tests measure is just: "do you have a job, or other hobbies? If so, tough luck." At least it's that way in ADV; idk how bad it is in CG.

If someone can consistently hold a high enough elo to be well outside of low ladder, they should have some kind of voice in the tier's rules. You don't have to be a top player to have a stake in the game. Frankly, someone playing at that level has a decent chance of beating a top player in any given game, anyway. Pokemon is swingy like that. The voting system outlined in the OP seemed very wonky and unworkable to me at first, but the more I dwell on it, the more I think it's a step in the right direction. Right now, the vast majority of the people who care about suspect test outcomes can't participate in them, and this could at least theoretically change that. On the other hand, I don't think there's a magic number for elo or GXE that will fix the inherent issues with the current system.

If there's one thing I hope people take from this post, it's that you can't change human nature. When we create a system that fails, we can't blame people for not trying hard enough to make the system work. Or at the very least, we beclown ourselves when we do it.
 
I don't play CGOU, but I do play ADV. It depresses me that I can't have any kind of say in a metagame where I might play 50-100 games in any given month. At the same time, it bewilders me that top players of that metagame are also unable to have a say (see Spreek's post). If caring about the game enough to play it regularly is insufficient, and being really really good at it is insufficient, what do we actually value? No offense to anyone with a TC under their name, but it seems to me like the "skill" that suspect tests measure is just: "do you have a job, or other hobbies? If so, tough luck." At least it's that way in ADV; idk how bad it is in CG.
Immediately pushing back on this, 35 players qualified off of tournament reqs (aka being really good, and the current top players). The reason the "good" players in spreek's post (ABR, Hclat) had to qualify is they had not played ADV in tournament onsite for more than a year. Your example is not a very good one, and misunderstands Spreek's post a bit, lets keep it focused on CG OU though.
 
Immediately pushing back on this, 35 players qualified off of tournament reqs (aka being really good, and the current top players). The reason the "good" players in spreek's post (ABR, Hclat) had to qualify is they had not played ADV in tournament onsite for more than a year. Your example is not a very good one, and misunderstands Spreek's post a bit, lets keep it focused on CG OU though.
Point taken, but you have to agree that ABR and Hclat should not be having that much trouble qualifying, right? I feel like this doesn't change my broader point, which is that you shouldn't have to dedicate your life to the game to have a voice in it.

Laddering to 1700/82 is a huge time commitment and a skill barrier that very few people can reach, as are all of the tournament reqs you linked to. I hope we can agree that more than 38 people have an informed opinion about ADV OU. The thing stopping the rest of those people from participating is the massive time investment we require to have a say.

Even though ADV is a bit more egregious than CG, all of the issues here are structural. I just don't know enough about CGOU suspects to cite them.
 
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captured above: everybody who played sv in SPL XVII (the most recent spl) and their involvement as far as i can tell in the last 3 sv ou suspects.
i also did this with ost top 16 and the results are roughly identical.

suspects are too easy but they're also a slog and the average player of sufficient qualification recognises this; people who are almost guaranteed to get reqs don't even try because it's way too much of a hassle and not worth the reward. after a certain point the current reqs system skews away from general game skill and more towards testing your ability to concentrate for long periods of time without tilting or making choke plays. any suggestion like in the op that incentivises people to play for longer or to reset if they take a loss in the first 30 games instead of the first 20 only exacerbates this and would not improve things IMO.

as an aside im not entirely sure suspects are too easy. im wondering if you guys are just seeing bad opinions and refusing to believe they can be held by good players. think on it. i wager most of you guys know at least one good player who secretly thinks chi-yu or shed tail should be given another chance or that so and so nu shitmon is viable.
This is a nice visual, I'm sure it's brought up before but why not just give SPL/SCL/WCOP players or maybe just starters or players with a positive record, whatever, an automatic qualification for suspect tests? It's clear from that lack of participation from spl players in recent suspect tests that people aren't getting reqs because it's a pain in the ass, even if its a guarantee that any spl player can easily hit reqs it still is going to take a couple hours
 
Since this discussion is being brought up again, I'm going to reiterate what I posted last time. Just give users 1(one) suspect account that they can sign up for and start it at 1500. Then make reqs 1900 no gxe requirement. No gxe requirement means no need for resets, 1500 start makes it less of a slog. Additionally, 1900 with no gxe requirement is far from an unrealistic goal. But what it does do, is it makes it so that good players can breeze through the suspect easily and not as good players are force to play a bunch of games at 1700-1800 to try to streak into the elo requirement.

And thats a good thing IMO, I would rather not so good players be forced to play a bunch of mid/high ladder games than reset 150 times to get the god run that wont teach them anything about high level play or the metagame. Cuz if you play vs high ladder people u get a better idea of if something is broken or not.
 
Since this discussion is being brought up again, I'm going to reiterate what I posted last time. Just give users 1(one) suspect account that they can sign up for and start it at 1500. Then make reqs 1900 no gxe requirement. No gxe requirement means no need for resets, 1500 start makes it less of a slog. Additionally, 1900 with no gxe requirement is far from an unrealistic goal. But what it does do, is it makes it so that good players can breeze through the suspect easily and not as good players are force to play a bunch of games at 1700-1800 to try to streak into the elo requirement.

And thats a good thing IMO, I would rather not so good players be forced to play a bunch of mid/high ladder games than reset 150 times to get the god run that wont teach them anything about high level play or the metagame. Cuz if you play vs high ladder people u get a better idea of if something is broken or not.
Nobody wants to say it but another issue is the way the reqs are right now, 1750 elo, the gxe requirement does not matter because if you start a new alt you will almost always hit 80 gxe organically by the time you hit 1750 unless it takes 100+ games, in which case maybe you would be disqualified as an informed voter regardless. But even then, you can hit 1750 by beating nothing but weird mid ladder crap that isn't at all indicative of the OU meta at the highest level-why is the requirement for voting in a suspect test to change the meta determined by a voter base that isn't even required to reach the part of a ladder where a more solid meta even exists?
 
i'd like to voice my support for the idea of starting accounts midway through or giving reputable tour players reqs manually. the above post's mention of "weird mid ladder crap" is something i'd also like to draw particular attention to as an aspect of why suspect laddering is so draining. starting at the bottom, it's exceedingly likely that your first fifteen to twenty games (at least!) will be against Little Timmy who just wanted to replicate his team or click buttons with his favorite pokemon and has likely never engaged in a pokemon battle against another human being. you are continually facing players who are using unpredictable garbage and making ridiculous, nonsensical moves. try as you may, you can't predict stupid. and yes, while tour players may often load their own pet shitmons for fun or in an attempt to call out an opponent's patterns, this is usually based off of some understanding of the game and is only one game compared to the gauntlet of several that suspect laddering demands. the fact of the matter is you're learning nothing from pubstomping someone who thought it would be funny to load grumpig and therefore are getting no closer to an actually informed vote, which is the entire point of laddering for reqs. although this discussion predominantly pertains to OU, i'd also like to add in the aspect that this problem is even worse in lower tiers due to a combination of lacking resources, less active ladders, and lower power levels. it's unfortunate both ways, because "good" players know it's hogwash and "bad" players will learn nothing from their experience.
 
Hypothetically, let's say a metric is introduced to ladder tracking that tracks all games on an account that occur when that account is over a certain arbitrary ELO (e.g. 1750), and the requirement for voting is some arbitrary metric such as 100 total games above that threshold or 50 wins etc.

Does this solve the issue of low ladder grinding and games performed for the test at an ELO level not reflective of the meta? Does it streamline the grinding process and drop players directly into an environment that reflects a suspect experience? Are there logistical issues with suspect qualifications with this approach?
 
I think this is a fairly bad idea, quite frankly if councils arent happy with who is voting they can always raise the req requirements for suspect tests. Which is the only way I think you could reasonably address your problem. However, weighting suspect reqs and making some reqs count less seems like an idea that only came up because frankly you are salty about some suspect result that didn't go your way and this is massive cope. Suspects are not just for tournament players but also affect that ladder community, which this seems to be targeting. I strongly am against this one because it makes the suspect process more complicated and two this seems elitist which is poor at best. Would definitely be a horrible adjustment to suspects if this was ever implemented.
 
I don't quite understand how believing that better players should have a larger piece of the pie when it comes to important matters such as tiering is salty or cope. A user who peaks #1 on the ladder at like 90+ gxe should not be an equal to someone who did the bare minimum/struggled to qualify. This seems like a fairly unbiased take on the matter in that lens, where doing better leads to more reward. Yes it is elitist and is going to mean my poor suspect tourist account gets marginalized because I never seriously played an SV OU ladder session in my life, but if it means that more experienced, skilled, and dedicated people have a bigger say on what happens to the tier they have invested so much time in, then I think it is a worthy tradeoff. This doesn't really seem like a tours vs ladder thing either despite it being aluded to. Although there are a lot of tours users who can get those elevated reqs requirements, there's also a LOT of ladder players who can get those reqs too! Similar to how they would shoot for those reqs if it was flatly raised as is normally done by council.
 
I don't quite understand how believing that better players should have a larger piece of the pie when it comes to important matters such as tiering is salty or cope. A user who peaks #1 on the ladder at like 90+ gxe should not be an equal to someone who did the bare minimum/struggled to qualify. This seems like a fairly unbiased take on the matter in that lens, where doing better leads to more reward. Yes it is elitist and is going to mean my poor suspect tourist account gets marginalized because I never seriously played an SV OU ladder session in my life, but if it means that more experienced, skilled, and dedicated people have a bigger say on what happens to the tier they have invested so much time in, then I think it is a worthy tradeoff. This doesn't really seem like a tours vs ladder thing either despite it being aluded to. Although there are a lot of tours users who can get those elevated reqs requirements, there's also a LOT of ladder players who can get those reqs too! Similar to how they would shoot for those reqs if it was flatly raised as is normally done by council.

Also how you do on ladder really does not actually mean anything, lets just use my main tier of Monotype as an example. There are times where I have a rough patch and takes me a bit more to get reqs, vs like the recent ru suspect i did. Which i went like 24-1 and got reqs, that being said I wouldnt say my meta knowledge is at the same level in terms of building or whatever than an RU main who didnt do as well. My vote absolutely should not weigh more because I did well in a small set of games vs someone who builds in the tier frequently. This is another reason this idea just doesnt work out well.
 
Suspect laddering fucking sucks and is more of a test of free time and perseverance than skill. Making reqs harder won’t really reduce the number of unskilled voters but it will reduce the number of voters with jobs and social lives.

Many highly qualified players don’t vote because they can’t be bothered to spend hours grinding the ladder. Players who’ve demonstrated their metagame knowledge through recent tournament success should be given reqs automatically. I think we can trust that someone who’s been drafted as an OU starter in SPL or someone who’s made it to the finals of OST has the requisite metagame understanding to make an informed vote on the suspect test.
 
I believe the best of what’s already in place is raising the ELO/GXE req culls enough of the “unqualified” voters. If we really want to make a change, then maybe building on what’s already in place could help. Others have mentioned players with recent tournament success could automatically qualify to vote on reqs, similar to how old gen tiers selects voters sometimes.

To sort of merge the with ladder reqs, you can have the successful tournament player votes count as 2. Although, just being drafted in a major/official team tournament only doesn’t exactly make an individual’s vote worth 2 votes. You could say the players of the teams who make it to semifinals/finals of SPL would all qualify to have their votes count as 2 votes each. You could also have the players who made it to semifinals in OST and OLT have their votes count for 2 as well. Whichever prestigious tournaments’ semifinals/finals participants within the past year could have their votes count as 2.

This is my way of entertaining the idea of giving more weight in suspect testing to the more skilled/better/knowledgeable players while also not having to put them through the grind of ladder. While everyone else that wants to vote would still have to ladder and gets reqs for a vote that counts as 1. Or you could still keep all the votes from the selected tournament players with success to automatically qualify for a vote that counts for a single vote. The kicker being if the prequalified individuals still decide to ladder for reqs, they’re vote gets a bonus point that makes their vote count as 2.

Different ways to go about it, or just stick to what we have now.
 
It also creates a negative spiral where players who get early losses constantly reset, create new accounts in the 1000-1300 range, and then contribute to other suspect accounts getting early losses. Strong players can usually just eat a few losses and power through (though it may take a bunch more games, it took ABR 75 games or so and Hclat several hundred - and several strong players just gave up completely rather than bothering).
Point taken, but you have to agree that ABR and Hclat should not be having that much trouble qualifying, right? I feel like this doesn't change my broader point, which is that you shouldn't have to dedicate your life to the game to have a voice in it.

Having been one of the people who didn't reset and played about as much as 3 reset accounts worth of games, I must say I did not think it was a problem and I would rather suspect testing be competitive and time consuming than not.

Regarding the ADV suspect tests, I think on the contrary that too many people auto-qualified through tours when they didn't even care that much about ADV. For example, ADV cup is for many a way to qualify for classic cup. If one is interested only in the classic trophy and treats ADV as a stepping stone, why should they vote? One could even argue that one could pilot the same 3 teams fed to them for most of the tour with hidden replays and have minimal metagame knowledge outside of piloting those teams. At least, on ladder, one sometimes meets the same people (in ADV) and should mix it up to gain an advantage.

When people without skin in the game get involved, there is an unconscious bias to vote in favor of metagame changes that resemble the tiers they are more familiar with. This is subjective, though I have seen far more arguments going "don't talk about making changes to <insert tier here> when you know nothing about it" than "let's change the rules of this tier look more like others so that it has a shallower learning curve".

I think the responsibility to grind through ladder games should rest with the player because responsible voting occurs when people have skin in the game. One should show not only that they are competent enough but also care enough.

Edit: and there are a lot of people voting without skin in the game even in current gens - as long as you have the Tiering Contributor badge incentive there.
 
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I don't quite understand how believing that better players should have a larger piece of the pie when it comes to important matters such as tiering is salty or cope. A user who peaks #1 on the ladder at like 90+ gxe should not be an equal to someone who did the bare minimum/struggled to qualify. This seems like a fairly unbiased take on the matter in that lens, where doing better leads to more reward. Yes it is elitist and is going to mean my poor suspect tourist account gets marginalized because I never seriously played an SV OU ladder session in my life, but if it means that more experienced, skilled, and dedicated people have a bigger say on what happens to the tier they have invested so much time in, then I think it is a worthy tradeoff. This doesn't really seem like a tours vs ladder thing either despite it being aluded to. Although there are a lot of tours users who can get those elevated reqs requirements, there's also a LOT of ladder players who can get those reqs too! Similar to how they would shoot for those reqs if it was flatly raised as is normally done by council.
It's been proven on this site multiple times that even the most decorated top players are often poor at identifying and determining what makes a balanced metagame, or even able to properly identify basic objective competitive game theory components (ie. What's more determinitly "competitive", a Bo1 or Bo3?). Just because you have time to grind to the top of the ladder =/= better weighted opinion on the state of the metagame or what would be most healthy for it.

The best voting pools contain a variety of opinions. It shouldn't be a cake walk to obtain reqs, but the tier leaders should have their fingers on the pulse of their community enough to know what is a representative enough of a pool to reach a conclusive result for a suspect test; this can include alternative routes to obtaining reqs and placing reqs as difficult on the ladder as they desire.
 
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