Glen ^^ said:
It's different because Farfetch'd and Kakuna were meant to be weak
this is a horrible argument. I'm sure Garchomp wasn't meant to be Uber, or Entei to be completely inferior to Suicune/Raikou in advance, etcetera.
I'm not saying "4x weak to SR are weak". They aren't weak. They're unplayable and don't even have an opportunity to do what they're meant to, that's even worse.
I have performed well with both Yanmega and Moltres as leads in the past. But that isn't even the point, you're saying that they're "meant to be played" when there's no reason to believe that that's the case. Gamefreak didn't issue some official statement of "intention that Vespiquen and Articuno be strong enough for Standard Shoddybattle play," and even if they did, who cares?
Adv was a very limited metagame and Bug, Grass, Fire and Steel moves was so rare that using a fire type was almost a waste of a slot. D/P is a completely different metagame, being useless in Adv doesn't mean nothing.
It means plenty, considering that the Adv metagame was perfectly playable despite having what all metagames, all
games have, in various limitations to what you could or could not effectively put to use. So would you go back and call Advance play "broken" then?
Various flyers only if you consider the ones that leads matches and stays there until something kills them. If you don't count them, how many you have? Gyarados, Zapdos, Salamence, and Dragonite if you want to look cool.
why shouldn't we count leads? And considering that you're ignoring fliers that have a secondary type resistant to Rock (and also Togekiss and Skymin), I'm not so sure what the problem is with having four high-top tier Stealth Rock weak fliers. They're doing better than most types.
The argument being about types makes all the difference. Typing is a group of Pokemon, not just one or another individual.
I know that, but forgive me if I'm still completely confused as to its significance. At worst it harms strategy that is entirely reliant on using a certain type of pokemon, like with Hail teams, which are viable anyway.
Wait, how can you say something isn't broken before even playing without it first? This isn't testing at all.
What if we since the start played "anything goes", without any experience with tiers and rules? Ubers wouldn't be considered broken at all.
What? It may not be directly attached to the word "test," but that doesn't mean we don't learn everything we need to know about a Stealth Rock metagame by... playing in a Stealth Rock metagame. If something is broken, we find out whether it's broken by playing with it and seeing how much it dominates, not by testing a metagame without it to see which one is better off. Doing that will tell us... which one is better off... and that's it
But I'm going to say this first: things doesn't need to be broken to deserve a ban.
Garchomp's test was with and without him, so people could experience both metagames. And, after liking the one without Garchomp better, the community banned him; fair enough.
why can't you admit that that is exactly what you're trying to do with Stealth Rock then, instead of trying to pass it off as a "broken" move? I'm not sure if you just don't realize what "broken" really universally is supposed to
mean or if you're just trying to make Stealth Rock seem more "harmful" than it is, but one of my biggest beefs with your argument right now is that you're not only acknowledging that you support a "let's test stuff that we might be better off without" mentality, you're pretending that there's somehow "more to it" with Stealth Rock and that we're actually trying to somehow determine whether a move we've used for 1.5 years is broken by testing a metagame
without it.
As for the Garchomp situation specifically: I can't speak for anybody else, but I personally found the metagame to be unacceptable ("broken") with Garchomp in it and therefore supported a suspect test from the beginning. The reasons I supported its ban were unrelated to but consistent with those who wanted it gone because "they liked the game without Garchomp more." If Garchomp really wasn't the cause of the problems I thought it was, or if it was "the lesser of two evils," I would have wanted it to remain OU.
Like I said, being broken or not doesn't mean anything. Banning something too good to make the metagame more competitive and enjoyable is our objective in testing Suspects, I believe.
While I believe that testing things that we "might be better off without" is a terrible idea, I acknowledge that that seems to be the path Smogon is taking; that wasn't the problem I had with your post, which implied that it is ridiculous for anyone to say that "we already know Stealth Rock is not broken."
If you want to test Stealth Rock because you think a test might tell us whether the move is "broken" somehow, your reasoning sucks. To support a test of Stealth Rock you have to recognize that you're testing it because you might prefer the alternate metagame, not that you actually think the move is "too good to remain in a balanced OU" as Smogon's Philosophy dictates.
This might all be semantics, I don't know, but it certainly needs to be made clear either way, because so many people are erroneously throwing around the word "broken" when it basically doesn't even apply to the Stealth Rock argument at all anymore.
This is the reason I compared those two, since everyone in this thread have almost zero experience with SRless metagame, and some of them (me, too) already have their mind set to "ban" or "not ban".
That's because "not ban" is the automatic choice for anyone who believes that we should only bans things that are broken (myself included).