- Which of these categories do you think will allow for a strong CAP process, with varied and in-depth discussions at each step of the way (threats, typing, stats, and movepool)?
Abilities which actively and constantly warp the way we need to approach using a Pokemon look to be the most promising, and I think abilities within the realms of
Unreliable, Give and Take, and
Mechanic Dependent are best suited. Many of these abilities feel unexplored due to being relegated as "gimmicks" on their respective users (Golisopod is definitely the best example as it has no other abilities to fall back on) or simply haven't seen much use to actually explore the potential intricacies of the ability in question. Also, they don't feel like something we'd need to "compensate" for, but rather question ourselves on how we can use something traditionally seen as bad to our advantage instead.
- Which of these categories do you think will allow for a viable and balanced CAP for the CAP metagame, that ideally finds viability in spite of (or maybe because of) its defective ability?
I can't really point to one because given enough thought and effort the result
should be good, especially now that the process is much more scrutinized and actively tested than before. Best suited might be
Mechanic Dependent and
Contradictory. These feel like they'd be the most familiar to work with and not as variable as those in other categories. Consistency in Pokemon is huge and the most balanced Pokemon tend to be those that function how you'd expect them to.
- Conversely, which of these categories do you think will lead to a weak CAP process, stifling specific stages from having good conversations?
Purely Negative. These don't really make the discussion interesting: it's just another hurdle we have to consider when designing the CAP overall. Note that I consider Slow Start to
not be purely negative since the halved Speed might be useful in the same vein as Stall, so that just leaves Defeatist and Truant, which are bad abilities through-and-through. At the same time, certain abilities from the other camps don't strike me as interesting for the concept. Hustle isn't amazing but it's not bad either and the ways to utilize it are pretty well known. What the other camps
do have are abilities with a lot of potential depth to explore like Emergency Exit, depth we wouldn't really have when all our ability does it make us worse off.
- And finally, which of these categories do you think will lead to a potentially broken threat in the metagame? Or a potentially unviable CAP in the metagame? Which categories might feature mechanisms that are considered unhealthy for a metagame?
Again,
Purely Negative. I feel like taking this approach for CAP29 is either going to leave it unviable or over-centralizing, with any "safe zone" between the two so tiny it wouldn't be worth looking for. Another might be
Give and Take. Depending on what is given and how it is used, what gets taken might be a moot point. Both heavily depend on how careful we are approaching the situation, with Purely Negative the more troublesome (and IMO least rewarding in the end).
So far there's been some support for going all-in on having a bad ability. My main gripe with the Purely Negative basket is that it feels like an empty concept. I understand that we don't have to do anything special: all that CAP29 needs is A) a bad/hindering ability, and B) to not suck. But making a Pokemon work with one of the series' worst abilities just for the sake of it feels
really uninspired. I think it's a much better idea to fulfill the concept not with an ability that's just plain awful, but to utilize an ability practically all Pokemon wouldn't want to have by taking advantage of whatever positives it possesses. I feel that leaves a lot more room for creativity throughout the entire process.
That being said I feel like we should approach the Ability discussion with all of the bad abilities open for debate. I feel like blacklisting anything now isn't very beneficial for the process; I'd much rather have us come to a consensus as to which abilities aren't good for designing CAP29 and which of them are. As Birkal said, Emergency Exit and Color change aren't the same ability: they both do completely different things that affect how the user plays as a whole, even if they both have the same general effect of being an unreliable or awkward ability. Looking into each ability on a case-by-case basis allows us to better realize what we want CAP29 to become.