blah blah moderated discussion stay on topic blah blah
Not Council but a mod who decided to open discussion on this because I can.
Posts in Feedback that lead to discussion WRT Trace and Toggle Abilities:
Basically Trace is apparently annoying since it can never be used for free wrt actions ordering second and whatnot and Toggle Abilities are apparently annoying because some have their superior effect on by default and some do not. Also the cannot toggle ordering second paradigm.
Your thoughts on this issue and what to do with these?
Not Council but a mod who decided to open discussion on this because I can.
Posts in Feedback that lead to discussion WRT Trace and Toggle Abilities:
So we've been having a running discussion in IRC over the use of Trace when ordering first:
It seems like the official ruling (as well as I can find out given conflicting answers I've received/observed) on this is "No, you cannot trace when sending out first." When asked why the only reasoning I've received (beyond that is just the way it works or Trace is "too good" otherwise) is that there is no opponent to Trace on send out bringing up the argument that switches happen chronologically. This led to a number of responses (that this reasoning is not consistent with the game's mechanics and so on) but also that this is not consistently upheld across Abilities in ASB in general. Shadow Tag allows counterswitching when the Tagmon is coming in but not out. If switches happened chronologically then it should work the other way around (this broke off into its own discussion on Trapping abilities which may or may not be added here later).
These are a few links on Shadow Tag I was requested to put with this post for reference (though whether they help much with my original issue, Trace, or moreso with the follow up Trapping discussion, I'll leave to the reader):
http://www.smogon.com/forums/threads/switch-ok-rulings.3482470/
http://www.smogon.com/forums/threads/switch-ok-rulings.3485112/
Anyway, long story short. Why is Trace not allowed when sending out first? It seems an unnecessary and unintuitive drawback to the ability. If it is decided that this needs to be the case however I would recommend an explicit statement be added to Trace to inform people to this effect.
The issue of ASB's chronological switches is valid (Although we really don't need to boost Trace any more, have you seen the mons who can use it?)
The issue can be put fairly simply;
- Abilities like Trace are immediately activated on send-out. This means if there's no opponent, then the ability is largely meaningless. This is explicitly stated.
- Trapping effects and abilities are constant from the start of the switch phase to the end. That is to say, if it's trapped at the Switch Phase Start, it's trapped at the Switch Phase End. The same applies for not being trapped (See Shadow Tag switch-ins)
I believe that this is, from a flavour standpoint, enough of a contradiction to warrant a re-examination. I'm also going to say that we should make sure that we factor in other abilities when we review this - Abilities like Intimidate are less explicit in how they work, and it is leading to a number of people being (justifiedly) irate.
Hey can we talk about how honestly stupid Toggle abilities are? It's been annoying for a while but it's just time for a change already. I would love to see a valid argument for why being able to activate or deactivate abilities while ordering second breaks a mon, as right now it acts more of a punishment for forgetting to activate the ability on sendout (which is sometimes even debated whether you can do it or not- see Trace)
The arguement is that the person ordering first should be able to do so with full knowledge of everything about the opposing pokemon. For example I might not sub against having my speed lowered if all the sheer force mon has to do so is bulldoze and icy wind but then all of a sudden they are able to chuck the ability off after I have ordered and Bulldoze me action 1 then Dig under all of my attacks.
I do however support the idea of modifying these abilities so that the most often used version is the default, since several of them are strangely the oposite (ie Sheer Force and Contrary) while for whatever reason Protean is on by default.
As far as Trace goes once again I feel it is important for he ordering first to be as informed as possible (queue obligatory comment about ordering first being hard enough as it is). What I have seen done (and even participated in myself) is allowing the Trace user an option to trace an ability after the opponent has sent out but before ordering. It adds a couple extra steps to the process which is slightly annoying but pretty much the fairest way to do it for all involved. Turn order basically becomes: send out Krill > opponent sends out > Krill traces > opponent orders > Krill orders.
Basically Trace is apparently annoying since it can never be used for free wrt actions ordering second and whatnot and Toggle Abilities are apparently annoying because some have their superior effect on by default and some do not. Also the cannot toggle ordering second paradigm.
Your thoughts on this issue and what to do with these?