It's hard to think of a change that strikes the appropriate balance without being cumbersome to convey to the player. A five-turn clock would be interesting; my only criticism is that I think it'd make them even less appealing to use in-game. No team preview + healing items + virtually no AI switching means you're probably only gonna get one or two instances of hazard chip per use of the move (assuming the Pokemon that come out are even affected by your hazards of choice), unless you're steamrolling through the opponent's team anyway.So, this is a subject someone raised to me, and I was curious what people here thought - Do Hazards need to be nerfed?
Like, it's kinda hard to deny how much hazards have shaped competitive Pokemon at this point. Teambuilding at this point is shaped around the mechanic, how it can be set, how it can be removed, and how you can avoid the dreaded damage caused by Stealth Rocks. It has only intensified with Gen IX, where a number of factors have made the mechanic a huge reason for the current misery endured in the meta, to where even something as innocuous as Ribombee is now subject to hate.
So the question is, should Hazards be significantly nerfed in some fashion, such as having them be temporary much like Weather, Terrain, and Screens are? Or should it just have the removal options expanded so that it acts as a less dominating mechanic? Curious what people think.
Maybe they could be buffed in terms of damage/effect in exchange for disappearing after a single switch-in (or disappearing layer by layer in the case of Spikes/Toxic Spikes)? Of course, that just raises several more questions about exactly how much stronger they should be to compensate haha. What I like about this idea is that it makes them more viable in VGC Doubles but weaker in Singles.
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