This thread is moderated to keep discussion on track.
Initial proposal by Frosty to change the standard of 3 actions per round doubles matches down to 2 actions per round.Proposal: change doubles to 2apr instead of the usual 3apr
Reasoning: right now doubles are decided by the initial coin-flip since 6 actions is too much of an advantage and if the player ordering last manages to get an early KO (which let's face it: is pretty easy), they can end up with twice as many actions (as well as turn-order advantage) on that round, something not even triples has. We did 2apr on some tourneys and battles and nothing was broken by it afaik.
This post by ZhengTann gives some good points for 3APR doubles, while still giving support for 2APR.Oh crap this is actually going fast so: I don't prefer 3pr for Doubles, for personal reasons obviously. Wall of text incoming because I'm thinking while I type.
I agree that unlike Singles, you have a near-guarantee of scoring a KO in R1 alone. However, by personal experience, I find that going down that route usually ends up with you scoring a KO while you:
So does it confer a lot of advantage to the battler ordering second at R1? Yes, it does, because both battlers are trading mons every round and the battler who first loses a mon usually ends up being the first to lose the whole team. But is it any different from Singles in this regard? No, not really.
- Have a member of your team severely crippled, forcing you to switch out while your opponent replaces a fainted mon, turning the tables on them instead, or
- Have both active mons of your team at moderate health, allowing your opponent the possibility to KO you by A2 of the following round.
Moving on, say we're in the middle of a battle. And then this happens. One battler gets an early KO, netting 6 actions to her opponent's 3 (or 2 because I saw Paralysis proc'ed A1), and proceeds to gain unstoppable momentum unless she played poorly later in the match (which she didn't, props to her for that). But is this possible on R1? No, I think not (feel free to prove me wrong). Any battler who wants this turning point will need to work for it - crippling with Paralysis, reducing to KO range during the round prior, as was shown in the example battle above.
Unless I misunderstood Frosty, whom I'm basing the above paragraphs on, I do not think it is possible to score a KO that comes along with more than 2 extra actions at R1 of a Doubles battle unless the match-up is horribly lopsided. As to later rounds, that incredible advantage is not a given - you'd actually have to work towards it, just as I was taught to when I'm playing Singles with a non-meta team.
So here I am, saying 3apr Doubles' strength lies in its volatility. We haven't found a meta team with Doubles yet, and I doubt we will, because it has the options that come with having more than 1 mon active on the field while not being limited by 2apr as with Triples. Every team will be non-meta, and every battler will have to actively attempt to create that win condition while bereaving their opponents of the chance to do the same. Is it fun? Here I disagree with Birks - I do think it is fun, as much as I am sore when losing.
That said, I do agree that 2apr does not break Doubles at all. If anything, it makes Doubles "tamer" - easier to predict, easier to work with and win, and therefore easier to learn perhaps. But I will remain, unless convinced in the future, that 3pr Doubles is as good as it is. It may be volatile, it may not appease to a lot of players, but it is not "broken".
Side note: Expect 13th Council to vote on this if it comes to be, not the 12th.
What are your opinions on these points? Is the volatility of 3APR worth keeping it as the standard? Or does the more controlled, slower format of 2APR have merit as a competitive standard?
Are there other points that are not covered by the two posts, such as how this will affect reffing? Discuss!
Tagging other council members: FMD smashlloyd20 Maxim Mowtom Ooraloo Someoneelse