Was dming quziel about this and he articulated some thoughts I've been having for a while, namely relating to the strength of existing CAPs and the strength at which we release new CAPs. Here's the gist: we release our CAPs too strong, we buff them too strong, and we impair our design space for future CAPs as a result. I don't think this current trend is sustainable for us.
Hemogoblin was released wildly OP, perhaps because of HOME on the horizon, but OP nonetheless. Chuggalong's process revolved largely around how to hard-counter (or at least not lose to) Hemogoblin, Chuggalong was released wildly OP as a result, and needed us to literally invent a new nerf process to handle it fast enough. You could say the same about Saharaja's process –– needing to be a Ground-type that could beat the then-OP Venomicon, and be strong enough to compete with Equilibra, and then of course being OP on release. I'm already seeing some conversations about how CAP 35 needs a typing that can beat Chuggalong.
This continuous power creep has a direct and obvious harm on the meta, an oft-ignored harm on project optics, and a less obvious harm on future CAP processes. Given the strength of Cresceidon and Arghonaut, a new defensive Water-type is a fairly hard sell. Cresceidon and Hemogoblin are both nuts into offense, ultimately limiting our design space in that way. Making a mon that utilizes priority as a major part of its kit feels sort of bad in a Hemogoblin and Chuggalong centric meta. A new defensive Steel is going to be forced to compete with Equilibra and now Kitsunoh, which frankly I think overshot its buff quite a bit. This of course brings up the issue of buff processes and their unintended contribution to power creep (no, buffs should not be hitting the A ranks, this is a matter of policy not opinion). The more hyper-strong stuff we release, the harder we're making it for ourselves in the future.
Whenever there's an OP element in the meta, the CAP process tends to hyperfixate on that OP element. Snael with Zygarde, Hemogoblin with Baxcalibur (and HO generally), Chuggalong with Hemogoblin, and many more. Usually the end result is that we're irrelevant after the OP element is removed from the meta, or we end up OP ourselves. Ironically, the processes we've put in place to deal with this issue –– the Post Play Lookback, actual nerf processes, and now "quicknerfs" prior to the scheduled PPL –– have made us sort of nonchalant about releasing stuff OP, because well, we can just nerf it down later. But in practice, this doesn't always happen. Nerfs take time, and the bar for needing one has been set high. We've ended up with a lot of stuff in the realm of "probably a bit too strong but not quite OP enough to nerf." There are currently 10 CAPs in the A ranks, though I'd argue it's closer to 12 given Necturna's and Kitsunoh's recent surge. SS has 5, SM has 7. The meta's more dominated by CAPs than potentially ever before. Having a meta that's distinct from OU with many top-tier CAPs isn't inherently a bad thing –– but it shouldn't come at the cost of meta health, optics, future design space, strain on the meta council and tournaments, and accelerating the already-inevitable power creep.
I'm not really sure where this discussion will go, and honestly I don't really have the time to lead it myself, but I wanted to at least get the ball rolling outside of #prc. Quziel suggested in my dms a "mass nerf," maybe a minor BST or movepool hit to the top ~5 CAPs, so I suppose that's an option. Another option is just practicing restraint, especially in the Movesets stage where things tend to get broken. Maybe we need a cultural reset: throw away the idea that the best way to balance a CAP is to "release OP and nerf down," and accept that not every CAP needs to hit the A+ rank to be a success. Maybe we "snap" CAPs out of the gen to counteract power creep. Or maybe, we do none of these things. Anyways, that's all I've got for today, happy posting.
Hemogoblin was released wildly OP, perhaps because of HOME on the horizon, but OP nonetheless. Chuggalong's process revolved largely around how to hard-counter (or at least not lose to) Hemogoblin, Chuggalong was released wildly OP as a result, and needed us to literally invent a new nerf process to handle it fast enough. You could say the same about Saharaja's process –– needing to be a Ground-type that could beat the then-OP Venomicon, and be strong enough to compete with Equilibra, and then of course being OP on release. I'm already seeing some conversations about how CAP 35 needs a typing that can beat Chuggalong.
This continuous power creep has a direct and obvious harm on the meta, an oft-ignored harm on project optics, and a less obvious harm on future CAP processes. Given the strength of Cresceidon and Arghonaut, a new defensive Water-type is a fairly hard sell. Cresceidon and Hemogoblin are both nuts into offense, ultimately limiting our design space in that way. Making a mon that utilizes priority as a major part of its kit feels sort of bad in a Hemogoblin and Chuggalong centric meta. A new defensive Steel is going to be forced to compete with Equilibra and now Kitsunoh, which frankly I think overshot its buff quite a bit. This of course brings up the issue of buff processes and their unintended contribution to power creep (no, buffs should not be hitting the A ranks, this is a matter of policy not opinion). The more hyper-strong stuff we release, the harder we're making it for ourselves in the future.
Whenever there's an OP element in the meta, the CAP process tends to hyperfixate on that OP element. Snael with Zygarde, Hemogoblin with Baxcalibur (and HO generally), Chuggalong with Hemogoblin, and many more. Usually the end result is that we're irrelevant after the OP element is removed from the meta, or we end up OP ourselves. Ironically, the processes we've put in place to deal with this issue –– the Post Play Lookback, actual nerf processes, and now "quicknerfs" prior to the scheduled PPL –– have made us sort of nonchalant about releasing stuff OP, because well, we can just nerf it down later. But in practice, this doesn't always happen. Nerfs take time, and the bar for needing one has been set high. We've ended up with a lot of stuff in the realm of "probably a bit too strong but not quite OP enough to nerf." There are currently 10 CAPs in the A ranks, though I'd argue it's closer to 12 given Necturna's and Kitsunoh's recent surge. SS has 5, SM has 7. The meta's more dominated by CAPs than potentially ever before. Having a meta that's distinct from OU with many top-tier CAPs isn't inherently a bad thing –– but it shouldn't come at the cost of meta health, optics, future design space, strain on the meta council and tournaments, and accelerating the already-inevitable power creep.
I'm not really sure where this discussion will go, and honestly I don't really have the time to lead it myself, but I wanted to at least get the ball rolling outside of #prc. Quziel suggested in my dms a "mass nerf," maybe a minor BST or movepool hit to the top ~5 CAPs, so I suppose that's an option. Another option is just practicing restraint, especially in the Movesets stage where things tend to get broken. Maybe we need a cultural reset: throw away the idea that the best way to balance a CAP is to "release OP and nerf down," and accept that not every CAP needs to hit the A+ rank to be a success. Maybe we "snap" CAPs out of the gen to counteract power creep. Or maybe, we do none of these things. Anyways, that's all I've got for today, happy posting.