BBP Balance and Play Experience Watchlist
This is a living, non-exhaustive list, of the balance and play experience issues found in very viable BBP game pieces.
A piece is a candidate for balance scrutiny if, by being very viable, it makes a large group of nominally-playable Pokemon, moves, items, or strategies non-viable for play.
A piece is a candidate for play experience scrutiny if, by being very viable, it makes BBP demand more time and labor than is reasonable, or makes BBP matches more difficult for referees.


Choice Band and Choice Specs
These items are contributing to a volatile, high-damage environment. They outperform most competing damage items, and make weaknesses and low Speed a greater liability than they should be.
This contributes to many seemingly-unconnected player concerns. Players have expressed concern about Flinch combos, but the skipped turn matters more when Pokemon don't survive in play as long as they should. Pokemon who feature low offenses but high BAP on their attacks look silly when other Pokemon can do similar damage with all of their regular attacks.

Boosting Combos
Like Choice Band and Choice Specs above, combinations that increase offensive stages by 2 are currently causing Pokemon to fall over much sooner than they are expected to.
However, it's unclear if these combinations alone would be out of line. They are currently being used with Choice items, and they do cost a precious Technique Control. They also provide untyped damage, meaning they don't specifically make Pokemon with many weaknesses unviable, like Choice items do.

Triple Combos
Players have theorycrafted certain Triple Combos that seem frightening in theory. Most are pie-in-the-sky Population Bomb brews, but Triple Combos consisting of two stage-increasing moves and an attack seem both boring and terribly effective.

Golduck
Currently, this Pokemon can hold Pure Incense to have virtual 9's in every stat, while being terribly fast and invalidating opposing Weather control. Thanks to Damp, Golduck can ignore the shared Attack Forte and Defense Forte.

Lilligant-Hisui
This Pokemon does not need the Free Technique trait.

Endure
So long as Endure exists in its current state, Type Gems will be nonviable in Level 4 battles.
This has a few effects on competitive play, but the largest is that offensive pivots and revenge-killers need to have as much type coverage as possible in order to function. Type Gems are meant to be the item of choice for Pokemon who plan to drop a neutral Draco Meteor or Explosion and leave, as just two examples, but they currently cannot do so.
We'll add pieces to this list if we feel they are harming the balance or play experience of serious PvP. For the time being, that means League Circuit, The Legend Gauntlet, and Super Contests.

Watchlist Updates
Between big balance patches, we'll use this thread to keep players in the loop as to what we're watching. We'll post in this thread periodically, updating the watchlist and addressing the mood of the thread.
If there's a balance hotfix brewing (as opposed to a rules-related hotfix, or a mere correction), players will be able to see the writing on the wall in this thread.

Can I suggest adding—?
Yes, this is a complaint thread.
Post here about pieces you think are harming to either the balance or the play experience of serious PvP, and articulate why it's harmful. Explain what harm the piece is doing. If the piece has healthy features, include those and try to explain why those features are outweighed. You may also post in response, to try to run defense for your favorite pieces. You might offer additional positive features the piece has, or explain why a certain concern is negligible.
Try to steer dialogue towards identifying what a piece's problems actually are. Also, try to identify the healthy aspects of problematic pieces, that are worth maintaining if the piece is acted upon. And above all, try to recognize whether or not the part you love about a piece is worth keeping.
I want to emphasize: I know many of you are aspiring developers, but this is not a thread for showcasing "clever" solutions. Discuss potential changes, but do not halt conversation with your all-in-one, comprehensive self-authored solution.
Bugged or inaccurate pieces (missing descriptions, etc) go in the Bug and Feedback thread.
This is a living, non-exhaustive list, of the balance and play experience issues found in very viable BBP game pieces.
This list is PvP-focused. Inclusion in the watchlist does not promise action.
A piece is a candidate for balance scrutiny if, by being very viable, it makes a large group of nominally-playable Pokemon, moves, items, or strategies non-viable for play.
Example: A Pokemon with Unnerve dominates the meta, making Berry strategies largely unfeasible.
If Pokemon with Unnerve are only a portion of the metagame, this scrutiny doesn't apply.
A piece is a candidate for play experience scrutiny if, by being very viable, it makes BBP demand more time and labor than is reasonable, or makes BBP matches more difficult for referees.
Example: A prior version of Frisk was frequently forgotten by referees and players, who would forget to offer a chance to declare item names.
If that version of Frisk is not common in the metagame, or if refs eventually remember to offer Frisk, this scrutiny doesn't apply.
Balance and Play Experience Watchlist |
---|
The following pieces have been found to be possibly harmful to serious PvP: |


Choice Band and Choice Specs
These items are contributing to a volatile, high-damage environment. They outperform most competing damage items, and make weaknesses and low Speed a greater liability than they should be.
This contributes to many seemingly-unconnected player concerns. Players have expressed concern about Flinch combos, but the skipped turn matters more when Pokemon don't survive in play as long as they should. Pokemon who feature low offenses but high BAP on their attacks look silly when other Pokemon can do similar damage with all of their regular attacks.
Expected Remedy: It may finally be time for the multiplier on these items to be reduced, or replaced with a flat increase. Various attempts at sculpting a balanced restriction have failed to address the issue. Players will willingly endure basically any restriction to defeat their opponent a step sooner.
As a result of this damage decrease, I'm interested in new and easier-to-remember restrictions. The current restriction is appropriately lenient for a weaker version of these items, but annoying to track.

Boosting Combos
Like Choice Band and Choice Specs above, combinations that increase offensive stages by 2 are currently causing Pokemon to fall over much sooner than they are expected to.
However, it's unclear if these combinations alone would be out of line. They are currently being used with Choice items, and they do cost a precious Technique Control. They also provide untyped damage, meaning they don't specifically make Pokemon with many weaknesses unviable, like Choice items do.
Expected Remedy: None at this time. These combinations will likely remain on the watchlist after Choice items are actioned.
If they remain too good even after Choice items are actioned, certain boosting moves will have to be made CL: Banned.

Triple Combos
Players have theorycrafted certain Triple Combos that seem frightening in theory. Most are pie-in-the-sky Population Bomb brews, but Triple Combos consisting of two stage-increasing moves and an attack seem both boring and terribly effective.
Expected Remedy: None at this time. It remains to be seen if other ways to spend Technique Control wither and die as Triple Combos become more widely available.
If they prove to be oppressive, the first thing I would prefer to try is to make them cost more Energy than regular Combos. If that fails, I'm willing to make players combine only two components from their "Triple" Combo slot, such that the unlock essentially acts as extra Combo Slots. I would like to avoid having to resort to this, as it is terribly boring.

Golduck
Currently, this Pokemon can hold Pure Incense to have virtual 9's in every stat, while being terribly fast and invalidating opposing Weather control. Thanks to Damp, Golduck can ignore the shared Attack Forte and Defense Forte.
Expected Remedy: Probably remove the effect of Damp that grants Penalty-Proof. It's fine if Golduck holds Pure Incense as if it granted Defenses; and it's fine if Golduck holds other Incenses. Only the interaction with specifically Pure Incense is out of line.

Lilligant-Hisui
This Pokemon does not need the Free Technique trait.
Expected Remedy:


Endure
So long as Endure exists in its current state, Type Gems will be nonviable in Level 4 battles.
This has a few effects on competitive play, but the largest is that offensive pivots and revenge-killers need to have as much type coverage as possible in order to function. Type Gems are meant to be the item of choice for Pokemon who plan to drop a neutral Draco Meteor or Explosion and leave, as just two examples, but they currently cannot do so.
Expected Remedy: We will probably make this move grant Bonus-Proof and Defense Aid only for the step it is used. This does still allow Type Gems to be wasted if spent carelessly, but this doesn't differ meaningfully from Protect.
We'll add pieces to this list if we feel they are harming the balance or play experience of serious PvP. For the time being, that means League Circuit, The Legend Gauntlet, and Super Contests.

Watchlist Updates
Between big balance patches, we'll use this thread to keep players in the loop as to what we're watching. We'll post in this thread periodically, updating the watchlist and addressing the mood of the thread.
If there's a balance hotfix brewing (as opposed to a rules-related hotfix, or a mere correction), players will be able to see the writing on the wall in this thread.

Can I suggest adding—?
Yes, this is a complaint thread.
Post here about pieces you think are harming to either the balance or the play experience of serious PvP, and articulate why it's harmful. Explain what harm the piece is doing. If the piece has healthy features, include those and try to explain why those features are outweighed. You may also post in response, to try to run defense for your favorite pieces. You might offer additional positive features the piece has, or explain why a certain concern is negligible.
Try to steer dialogue towards identifying what a piece's problems actually are. Also, try to identify the healthy aspects of problematic pieces, that are worth maintaining if the piece is acted upon. And above all, try to recognize whether or not the part you love about a piece is worth keeping.
I want to emphasize: I know many of you are aspiring developers, but this is not a thread for showcasing "clever" solutions. Discuss potential changes, but do not halt conversation with your all-in-one, comprehensive self-authored solution.
Bugged or inaccurate pieces (missing descriptions, etc) go in the Bug and Feedback thread.
Last edited: