Discussion Tera Blast in SV OU

Apologies for not posting here thusfar. I feel like I should have given I'm one of the councilmembers who supported this motion. My thought process is mostly that Tera Blast doesn't contribute anything good to the metagame and is in some cases very bad for a competitive format.

That being said, I think after gauging public opinion on this, it seems unlikely that tiering action will happen on TBlast. That's fine by me, as I was fairly middle of the road on it. I will play and enjoy SV OU with or without the presence of uncompetitive elements.

I will, for the sake of transparency, write out some thoughts on the move:

We have very well established tera dynamics in most matchups. Offense seeks to force tera from less aggressive teams, often by using their own offensive tera or flipping a matchup with a defensive tera to remove a check, whereas reactive teams like balance (with some exceptions like Garganacl) seek to tera late once they have fewer things to deal with and overwhelm offensive cores are taken care of. Tera blast sweepers ignore this dynamic (tera blast breakers are more or less the same dynamic, but tend to rely more on "surprise"). Offenses that use things like DD Tera Blast Kyurem and Dragonite can't rely on tera breakers to power through their checks, so they're often restricted in the builder. I've tried articulating why this is weird and quasi-uncompetitive a few times but I end up stumbling over my words. Basically, it throws a wrench in things. It's kind of like fighting a southpaw in a combat sport. Throws off the rhythm of a game in a way that you can't necessarily anticipate. I think this is why the "unpredictability" of tblast is actually an issue. Differentiating which tera dnite is between flying/fairy/ghost isn't always that hard, or even consequential (if you lose to one you often lose to the others in a given gamestate). It's a matter of having to change up how you play your tera. It forces even offenses and bulky offenses to save that defensive tera far longer than they otherwise would in the matchup, which puts strain on a game, even if there isn't actually a terablast dnite in the back and it's instead another set.

Idk, just some musings on why the move is frustrating.
tl;dr I think people are identifying the wrong aspect of unpredictability with terablast sweepers like dnite. The existence of the move leads to guesswork in long-term gameplanning, especially in offense vs offense matchups.

As for whether or not it should be allowed to be suspected, I think it should be treated more as a mechanic than a move and I agree with most of ausma's points on its suspectability, though I think we shouldn't have to apply such strict requirements to do so. However, I don't think that's the most relevant at this point as it seems unlikely that the community wants a test.
 
can i ask why so much attention goes into laboriously evaluating obvious stupid-but-technically-maybe-borderline cases over and over? isn't the purpose of tiering to make metagames as competitive as they reasonably can be? i feel like tiering on this site suffers from an insistence on asking "why ban it" when "why not ban it" is an equally valid question.

i think it stands to reason that slightly over-pruned metas are more likely to be competitive than slightly under-pruned ones, so i don't really understand the need to build an exhaustively air-tight prosecution case against stuff that's obviously uncompetitive to a non-insignificant amount of the playerbase. you guys are in a race against time to shape CG OU into something decent while it still has the activity of a CG OU, so i feel like for CG especially you ought to be more trigger happy. if there's a time to be wary of bans, it's when a glue pokemon that holds the tier together is on the chopping block, but matchup variance: the move isn't that

this site runs off of precedent and (the illusion of) consistency, so if CG could leverage its position as the subsection with the active need to constantly tier, tier logically, and see things go well, then the entire site could kick into gear and not have to do things like wait 800 years for a dpp machamp ban

edit @ aberforths post below so the thread doesnt get derailed:

there are always coherent cases for these "borderline" problems (in quotes because its usually extremely obvious how they make the meta more matchup-driven---or if you want to be euphemistic, "tech"-driven); the issue is that that status quo bias that pumps through this site's veins conflicts with the first point of my second paragraph: a little over-pruned is more likely to be playable than a little under-pruned---the cases where this doesnt hold true is if glues that provide key utility roles (efficient threat coverage, hazard control, etc) get pruned. in other words: if there's a problem with something and the cost of killing it is whatever, people need to shake themselves out of their status quo fetish and just kill the thing so their hobby can be more enjoyable. the cost/benefit of killing a matchup-problem-exacerbator (of any notable strength) that doesnt hold the tier together so obviously leans towards just getting rid of it. the problem is the normalized culture of needing to produce an Ace Attorney level, overwhelmingly decisive case to just put stuff on the chopping block
 
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can i ask why so much attention goes into laboriously evaluating obvious stupid-but-technically-maybe-borderline cases over and over? isn't the purpose of tiering to make metagames as competitive as they reasonably can? i feel like tiering on this site suffers from an insistence on asking "why ban it" when "why not ban it" is an equally valid question.

Because the onus for changing the status quo is on the party who wants to change it. Proposing a change and saying "Come up with good reasons this shouldnt be done" is lazy, and unconvincing at best. If you want to change the current metagame, you should be able to make a convincing post outlining the reasons why.
 
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