Synopsis:
I think Rocks in gen4 creates polarising gameplay which is how the format (and to some similar extent gen5) gained an infamous reputation to begin with. Relating the above comment from Xceloh: in terms of subjective experience and game-feel, I prefer a format that enables long-term strategising and gameplans over fast and furious games decided quickly by whoever got Rocks. I suspect that fear of "stall" is an exaggeration from players who are less familiar with long-term games in rands. Though not impossible, I think it is rare to face multiple perfect walls and
truly have no counterplay via. conditioning, doubling to a breaker, read clicks, etc.
I also think that the identity of gen4 does not have to revolve around the new domineering Rocks hazard-mechanic when there are also several new powerful items (Specs, Scarf, Life Orb; also Toxic Orb for Guts mons) that redefine offensive capabilities compared to gen3. These, alongside continually rising power levels in each generation (and perhaps also the introduction of Nasty Plot for special sweepers), are also significant factors that affect pace and the viability of the Toxic vs. RestTalk contest (more so the latter: Toxic is always progress). Perhaps relatedly, the distribution of these moves in the format barely changed before/after Rocks.
I broadly agree with Amaranth's viewpoints. I'm inclined towards data-based argumentation, although I think R1C3M4N has RBTT winrate stats that most clearly demonstrate how overpowering Rocks can be. If anything I am slightly more partial to rocks staying in gen5, but that's a discussion for another day.
My primary reasoning:
Rocks pre-HDB are an inherently limiting/warping factor on team gen, and therefore game/team matchups, based on typing alone: always taking 50% clean off a Moltres, Articuno etc. or severely punishing mons weak to it with limited counterplay, especially if your opponent also happens to have a good defensive check/wall to that mon. Previously we couldn't make a Ledian any higher than level 100 to solve its inherent shittiness, but in a Rock-less world we can adjust its level to reduce its stat bulk if it becomes excessive. The balancing option is there, which I think is the superior option to attempting to balance
around Rocks, which works in absolutes (set percentages based on immutable type traits). Likewise, attempting to mould setdev around Rocks sounds convoluted to me - most mons with Rocks are
not as flawed as Wormadam. Do we reduce a mon's level when it has the Rocks set and thereby remove a key aspect of rands, the set information-gathering, and simultaneously reduce the identity of many mons into being Rocks bots instead of assessing their holistic traits? I'm not a fan.
On this topic, Corsola and Magcargo were mentioned by Texas first thing in the thread as "objectively bad Pokemon", and generally he argued their defensive niche was "eliminated" turning them into "valueless" Pokemon. Fittingly, though extremely anecdotal, both mons were entirely valuable as defensive pieces in my recent Gen4 Open round 5
gam
es! You can take this with a grain of salt, but my point is that game contexts enable opportunities for even these flawed Pokemon to shine thanks to their innate traits. Is this not literally a big part of the appeal of rands? Rocks was so centralising that their other qualities were/are barely in consideration.
Ironically, looking at
Markov's Rands winrates sheet reveals that the new level tuning has already done a decent job at keeping the most feared(?) mons in check. Everything being average winrate - the Articunos, Ledians, Mothims, and Scythers are not dominating at all, nor really Moltres nor HoOh; offensive birds in general. There is DEFINITELY more work to be done and more level changes to be made with the data. Ariados apparently popped off in July before getting another nerf. Very defensive walls (Giratinas/Dustox especially; P2, Quag; Blissey has ALWAYS been problematic) and fast glass cannons (Deoxys-es, Gengar, Zangoose) look also look like problematic targets potentially in need of further level nerfs.
All this data is NOT gospel, but it is useful and indicative of rebalancing at work.
Concerning Spikes and Toxic Spikes: I think the former is fine accounting for its limited distribution of 19 users in the format (6.4% of 295 total mons), the completely neutral and initially lower 12.5% damage, and the counterplay in non-grounded mons. Toxic Spikes is a bit troublesome, it is even less common with 13 users (4.4%) and so I don't think it can ever be banworthy, but it can be equally polarising accounting for whether your opponent has a Poison type, although it has another immunity drawback in Steel. Compare this to Stealth Rocks: I counted ~69 fully-evolved mons with rocks by gen4, and before the ban in May, there were 63 mons in the format (21.4% of total) with rocks sets. You don't need me to tell you how good Rocks are.
I do not find a "force Rapid Spin" argument compelling when there are I believe ~16 unique fully-evolved spinners in existence by gen4
(source being /nds), and 11 of them (3.7% of total) have spin sets in the current gen4 rands format, but they are hardly all good at doing so (e.g. Armaldo, Torkoal) for a move that is already exploitable/unreliable compared to their other possible roles. In contrast to Spin, we have always known Rocks as a free and immensely rewarding move to click on almost any mon, which is not particularly fairly aligned with the huge potential reward. Finally, we all understand the absence of Defog. So to put it concisely, the extremely powerful option is widespread while the
conditional counterplay is sparse.
My one regret is that Shedinja exists in rands when I would prefer it not to.
My vote is to keep Rocks banned in gen4 random battles.