We already have seen the downside of this once with Equilibra getting hit with the Nerf gun (yes that is purposeful) in early SS just to have its nerfs undone later, shaking up a metagame that was already fairly developed.
In my eyes, nerfing something and then unnerfing it in the same generation isn’t a good look and should be avoided.
I don't think this is a totally fair framing of what happened. If we look at it from a different angle: we saw Equilibra get nerfed in SS, remain a generally positive meta element that promoted healthy diversity from OU, and then when it was deemed appropriate, its nerf was reversed with large public support and very few actual negative consequences for the tier.
Banning and unbanning our own creations, potentially multiple times, may not be a good look either when the less-dramatic option to nerf them is readily available. I am not really convinced that nerfing and unnerfing is actually worse optics than banning and unbanning; if anything, I would say the latter is a worse look. To me, banning our own creations when non-ban routes exist is the nuclear option. However, this is a hard point to argue either way, as it's totally subjective and difficult for us to judge when we live in our little CAP bubble anyways. (And regardless, optics isn't the deciding factor with this proposal.)
I worry that this proposal also risks complicating the main CAP creation process. When we're making a new CAP, should we design with considerations for currently banned CAPs, knowing that they will eventually be unbanned? Banned CAPs would occupy quite a strange space; we can't exactly create something that would be totally overshadowed by one, or something that would hard lose to one, or something that competes heavily, or something that would be broken in conjunction with one –– but we can't also theorymon the whole process either and design for a meta that literally doesn't exist. I can see this proposal muddying discussion and making arguments very circular. Imagine if Hemogoblin was banned during Chuggalong's process (it was DLC2 by this point so this wouldn't have happened, but bear with me):
- user A: "We can't lose to Hemogoblin, it's coming back soon"
- user B: "But it might not even be good when it comes back"
- A: "You can't know that; Pixiespeed will always be good, it's going to stop us in our tracks every game"
- B: "You can't know THAT; the next DLC might push it out of viability, and then we wasted resources trying to beat an unmon"
- A: "I'd rather be safe than sorry"
- B: "You're theorymonning for a meta that doesn't exist"
- A: "I'm just being realistic"
- continue forever
There's a multitude of issues which stem from how we approach meta-warping CAPs during the beginning of a generation,
- We need to figure out what exactly needs to be changed, and not undershoot to end up back here again, while also avoiding too hard of a hit to outright drop something from relevancy.
I think it's debatable how much this is actually a Bad Thing, but yes, this is absolutely a challenge with nerfing CAPs. Threading the needle on a balanced nerf isn't always easy. Sometimes we undershoot, and sometimes we overshoot, but on the whole I think we (usually) do a good job. Bans are certainly simpler, I'll give you that, but observing that nerfs are hard to get 100% right and concluding that we should just ban CAPs instead feels like a solution entirely disproportionate to the problem.
2. Whatever change is decided on then needs to be implemented onto PS, and subsequently removed down the line should the power level return to a state said CAP was built for.
I don't really understand this one. Bans also need to be implemented and subsequentely removed on PS, this isn't an issue unique to nerfs. Nerfs can be more complicated to code than bans, but not so much that it would move the needle in any direction on this proposal.
3. The whole aspect of a "temporary nerf" muddies the history and future of any particular CAP, i.e. needing to update archival info, Smogon Dex info and team samples/structures.
Again, this isn't unique to nerfs, and is arguably much more of an issue for bans. Banning something like pre-nerf Equilibra in SS or pre-nerf Hemogoblin in SV would have shaken up resources like the VR and sample teams far more than a nerf did. A Hemogoblin HO sample team continues to function after Hemogoblin loses Knock Off; it does not continue to function after the tier loses Hemogoblin. As for resources like dex analyses, the base stats on SmogDex update automatically at some point, and we're usually able to just edit the analysis on-site to account for axed moves or changed EV spreads. A ban would render entire analyses useless.
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Reiterating some old thoughts I shared in #prc, I think there is a high bar for proving that bans are outright "better" than nerfs. I am not inherently pro-status quo, but this is a huge change to our current system. With every further iteration on a CAP's state, whether that's a PPL, a quicknerf, a "standard" nerf, or a nerf reversal, we get closer to an optimally balanced product. As the CAP project has aged and grown, we have slowly embraced a more iterative process, with more and more levers being added to fine-tune and tweak. I don't know how much good it does to cut out one of those levers of iteration. I appreciate the motivations behind this proposal –– the nerf process is certainly imperfect –– but I would rather address those imperfections while staying within the scope of nerfs than go down this route that subverts them altogether.
While I'm here, I'll also repeat and expand on some thoughts
quziel shared in our modchat, namely that we can't know
a priori how many DLCs will be released in a generation. We might end up with three in Gen 10, and none in Gen 11, none of us really know. It might be fine if we just assume it's gonna be two DLC, but I think the current model allows us more flexibility. Quziel also suggested that we could revisit all nerfs after each DLC is released. There are probably other worthwhile suggestions for how to improve on our current nerf process; like I said, it's not a perfect system.
I think there's still room for productive discussion in this thread, so I'll leave it open in case folks want to disagree or agree with anything I've had to say. Aiming to resolve this thread in the next week or two max.