WIP
Name:
Skill Issue
Description:
Compared to the average Pokémon, this CAP will play substantially stronger when used by a skilled player - in other words, it will have a high Skill Ceiling.
Justification:
What new territory will your Concept Pokémon explore, why do you believe it's interesting, and how would it interact with the metagame?
In order to explore the idea of a skill ceiling, we would first need to actually understand what makes a player skilled - something that is fascinating, and completely unexplored by CAP to date. It will require an understanding of high skilled play, and thus also an understanding of low skilled play, especially in understanding what causes a difference between players. Maybe it's the fact that I'm a teacher by trade, but the idea of being able to isolate what weaknesses and false assumptions are prevalent in lower skilled players is something I would find incredible.
In terms of metagame impact, the hope is that the concept's focus on 'skill' results in a metagame where more games are won and loss on the merits of the player's ability, rather than on the basis of winning or losing a matchup rock-paper-scissors. It should also help us understand how we can balance the metagame moving forward - as one of the most common reasons for moves or mons being banned is that they remove skill from the equation entirely.
How does your concept motivate in-depth discussion at each stage of the process, and why do you believe the CAP Project community should discuss these topics?
The concept asks CAP to understand something that most people only understand by vibes - I think by definition it's already going to be in-depth discussion. The questions below dive into finding the right balance of tools to create something viable - I don't think the concept risks any particular stage being sidelined.
As for why? Understanding how Skill Ceilings and Skill at-large works fundamentally supports developing a metagame which is fun. There is little fun in a metagame where matchups are settled by the time team preview kicks in - nobody gets a satisfying victory, nobody gets to make those crazy plays and highs. Understanding skill in general also helps the process of helping new players get into the metagame, which improves the health of the CAP Community at large.
Questions To Be Answered:
Explanation:
I'm mad about not winning last time I submitted this idea that's it that's the explanation
One of my favourite CAPs in pretty much every way is Tomohawk - from the design and end result, to balance, to the broad-but-fascinating concept of Momentum. I want to see a CAP which takes a similar 'you know it when you see it' concept of Skill, and actually explore what on earth that means in practice.In CAP's case, I think we learnt a lot about slapping U-Turn or Volt Switch onto everything, but shush!
The idea of a skill ceiling is well known - you will not be able to sweep with an Unown regardless of your competence, because no level of player competency can bring increase its strength to the point of viability. And likewise, the idea of mons that work well regardless of the pilot (sometimes referred to as having a high skill floor) are something we can understand - think of various banned mons over the years, or mons that simply need you to press a single button to make guaranteed progress every time, even when not used optimally. I remember a Tier Shift Stoutland in Sandstorm was exactly like that - press Return, score a KO, lather, rinse, repeat. Sure there was the skill of bringing it in with enough Sandstorm turns left, but... bluntly, any ladder I can get to Top 10 of is either made up of at most 10 people, or has a strategy that's mindless beyond belief.
What I want us to understand is that sweet spot - a 'mon that certainly is viable for anyone to use, but in the right hands punches well beyond its weight. What tools create a 'mon where the most skilled player is more likely to win? We know this archetype exists - Defensive Heatran using Leftovers healing was the example du jour when I last proposed this - but we've never looked into the specifics of what can make it so.
Ultimately, this is a project that is about fun - people have fun when they win, and they have a *lot* of fun when they feel like they've earnt a win by being the better player. It's a quite open concept - I actually don't know if we end up with a sweeper or a staller here - but I think what we learn from it could be more than worth it.
Name:
Skill Issue
Description:
Compared to the average Pokémon, this CAP will play substantially stronger when used by a skilled player - in other words, it will have a high Skill Ceiling.
Justification:
What new territory will your Concept Pokémon explore, why do you believe it's interesting, and how would it interact with the metagame?
In order to explore the idea of a skill ceiling, we would first need to actually understand what makes a player skilled - something that is fascinating, and completely unexplored by CAP to date. It will require an understanding of high skilled play, and thus also an understanding of low skilled play, especially in understanding what causes a difference between players. Maybe it's the fact that I'm a teacher by trade, but the idea of being able to isolate what weaknesses and false assumptions are prevalent in lower skilled players is something I would find incredible.
In terms of metagame impact, the hope is that the concept's focus on 'skill' results in a metagame where more games are won and loss on the merits of the player's ability, rather than on the basis of winning or losing a matchup rock-paper-scissors. It should also help us understand how we can balance the metagame moving forward - as one of the most common reasons for moves or mons being banned is that they remove skill from the equation entirely.
How does your concept motivate in-depth discussion at each stage of the process, and why do you believe the CAP Project community should discuss these topics?
The concept asks CAP to understand something that most people only understand by vibes - I think by definition it's already going to be in-depth discussion. The questions below dive into finding the right balance of tools to create something viable - I don't think the concept risks any particular stage being sidelined.
As for why? Understanding how Skill Ceilings and Skill at-large works fundamentally supports developing a metagame which is fun. There is little fun in a metagame where matchups are settled by the time team preview kicks in - nobody gets a satisfying victory, nobody gets to make those crazy plays and highs. Understanding skill in general also helps the process of helping new players get into the metagame, which improves the health of the CAP Community at large.
Questions To Be Answered:
- What, objectively, is skill in competitive mons?
- What factors make a player skilled? Is it metagame knowledge, 'reads', risk management, or some other factor/combination of factors?
- Is a teambuilder a role that can be skilled in its own right? Is skill in the teambuilder different between a ladder setting and a tournament setting? Which skill should we aim to highlight?
- What mons already represent the concept of having a high skill ceiling?
- What traits increase the skill ceiling of a mon? Likewise, what traits reduce the skill gap (where a weaker player gets similar mileage out of a mon)
- How do we avoid creating a 'mindless' mon without compromising viability?
- Is it possible for a 'mindless' mon to still have skill-based elements?
- What team archetypes generally have a high skill ceiling - and what archetypes don't? Should we aim at being used by any archetype in particular?
Explanation:
One of my favourite CAPs in pretty much every way is Tomohawk - from the design and end result, to balance, to the broad-but-fascinating concept of Momentum. I want to see a CAP which takes a similar 'you know it when you see it' concept of Skill, and actually explore what on earth that means in practice.
The idea of a skill ceiling is well known - you will not be able to sweep with an Unown regardless of your competence, because no level of player competency can bring increase its strength to the point of viability. And likewise, the idea of mons that work well regardless of the pilot (sometimes referred to as having a high skill floor) are something we can understand - think of various banned mons over the years, or mons that simply need you to press a single button to make guaranteed progress every time, even when not used optimally. I remember a Tier Shift Stoutland in Sandstorm was exactly like that - press Return, score a KO, lather, rinse, repeat. Sure there was the skill of bringing it in with enough Sandstorm turns left, but... bluntly, any ladder I can get to Top 10 of is either made up of at most 10 people, or has a strategy that's mindless beyond belief.
What I want us to understand is that sweet spot - a 'mon that certainly is viable for anyone to use, but in the right hands punches well beyond its weight. What tools create a 'mon where the most skilled player is more likely to win? We know this archetype exists - Defensive Heatran using Leftovers healing was the example du jour when I last proposed this - but we've never looked into the specifics of what can make it so.
Ultimately, this is a project that is about fun - people have fun when they win, and they have a *lot* of fun when they feel like they've earnt a win by being the better player. It's a quite open concept - I actually don't know if we end up with a sweeper or a staller here - but I think what we learn from it could be more than worth it.





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