P is For Penguin
formerly MainEvent
yet people are opposed to swagger banWhy do so many people seem to think this? Hax is a perfect reason to ban something because the more hax we have in the game, the less competitive the game is.
yet people are opposed to swagger banWhy do so many people seem to think this? Hax is a perfect reason to ban something because the more hax we have in the game, the less competitive the game is.
by people do you mean iliketrains11 ?yet people are opposed to swagger ban
if you seriously think that the little good that can come from swagger outweighs the bad, then idek how to comment back to this. Swagger is so rarely used in a way to positively affect the game. Majority of the time it is just used to "hax" or luck your way to victory.The council said no because of a few reasons, some stated in Stratos' post, some stated byKyleColecouncil members about Swagger on Lum.
Personally, VGC allowing something isn't enough to make me think it's balanced, it's only good if you screw up a ton and think you still deserve a win.
Sorry, I tried to get across my opinion in a dumb way. Instead of saying the variation of "the SpDef drops and flinches turn hax in your favor" I tried making some evidence, but yeah I thought it was relevant because of testing certain situations me and frens were doing. As I said earlier, I'm pretty new to OU doubles, but I did get the reqs for voting. I kinda know what I'm doing, but I don't yet have a refined opinion, I think. I didn't find Skymin to be a huge threat, but this is the ladder were talking about.Not relevant at all
(was an edit from previous harsh post)
Arctic edit: damn the original post was a little rude
nice timezones m8 i r8 8/8guys I forgot to make a real post about this before so IF YOU WIN ONE OF THESE LIVE TOURNAMENTS YOU GET THE EQUIVALENT OF LADDER REQS
Sunday Aug 9 8:00 PM
Tuesday Aug 11 8:00 PM (no Skymin allowed)
Thursday Aug 13 8:00 PM
Saturday Aug 15 10:00 AM (no Skymin allowed)
Sunday Aug 16 2:00 PM
(note: from what i've calced, bulky thund KOing M-aero may be a roll. This is irrelevant to the actual argument at hand, so I'm ignoring it-if i were a roll, then Audio could just bring up some 'mon on which it wasn't a roll.)I'd like to push back against what I feel is a common misconception in this thread which is that Skymin is worthy of a ban because it uses moves with high hax rates and is thus uncompetitive. In my view if you are voting ban the only reason you should be doing so is because you think Skymin is broken, aka that there are not enough viable means of counterplay to it in the metagame (which I'd disagree with but is at least a legit ban argument).
Hax in and of itself isn't a bad/uncompetitive thing. Pokemon is different from games like chess in that there are few if any guaranteed good moves. Instead, players that are successful primarily rely on the concept of risk vs. reward to guide their decision-making. Simply put, risk vs reward, as the name implies, is about assessing the potential downside of a given move and comparing it to its potential upside, and involves a strong grasp of prediction skills and the ability to analyze the odds of a given occurrence. This is a skill that all high-level players have a strong mastery of, and is the reason why 'playing the odds' (as Stratos mentioned in an earlier post) can often be a sign of skill.
For instance, imagine a bulky Thundurus at mid-health is against a full health Mega Aerodactyl. If the Thundurus used Thunder Wave, got the full para, and then KOed Mega Aerodactyl the next turn with Thunderbolt, an undiscerning player without an understanding of risk vs reward might think that full paras are an instance of negative/uncompetitive hax because the Mega Aero would've killed without the fp and thus the best player has just been cheated out of a win. However, if one keeps in mind that a good player is just one who consistently makes good plays (and through that puts themselves in the best position to win) and that a good play is the one that makes the most sense using risk vs. reward analysis (keeping in mind the information they have at their disposal at the time) then the player using Thunder Wave made a good play and is thus a good player who is as deserving as their opponent of a win. They recognized that Thundurus would die to Rock Slide / Stone Edge that turn bar the attack not landing, and thus knew they needed this to happen to win the game since Aero outspeeds Thundurus. They then recognized that using Thunder Wave adds the risk of a full para onto the risk of a normal miss by Aero, thus increasing their odds of survival as compared to using Thunderbolt and hoping for just a miss. This play had less risk than their other options and reaped the same reward. Thus a good play, thus a good player. They both made the best play available to them in that turn and let the game take care of the rest. This is certainly less definite than the world where there was no chance of a miss or fp, but it is clearly no less skillful.
The only time in which luck-based strategies are uncompetitive is when they (and here I use my definition of uncompetitive, which you may not agree with but I feel is accurate) deliberately seek to avoid interacting with the opponent's strategy, thus circumventing the normal flow of prediction, risk vs. reward, etc and making the game less skillful as a result. An example of this would be a full-on swagger spam team. This team does not seek to react to or engage with the moves the opponent is making because it is designed to play exactly the same every game with no consideration of changing conditions. It tries to remove basic tenets of competitive play from the game and is thus uncompetitive.
In short, an ability to use odds to guide decision-making is a sign of skillful play and a perfectly valid part of the game. It should only be treated as negative when it tries to get around the decision-making processes that make up skillful play.
There is a possibility that the aero player played better than the thundy player, and he did get boned by the full para. But it's been a part of the game since Pokemon has been created; many battles have been lost to hax, and while it isn't really a good thing, there is nothing we could do about it. Yes the thundy player would probably be called out and be mocked, but given the current situation, what other play could be made? Going for Tbolt, not trying to fish for the full para and the win? Unfortunately the more skilled player lost the game, but there's nothing that could have been done. Maybe he could have preserved something else that countered thundy 100%, or who knows what else. He put himself in a position where he would have lost to a full para, and unfortunately that happened. You can't really blame him for that, but what happens happens, we just have to move on and play to the best of our ability, trying to eliminate hax as a possibility of us losing a game. But I agree with you on the Alakazam point; sometimes you have to rely on unreliable moves to cover weaknesses on your team. It's impossible to cover every threat in the metagame, and in the teambuilding spectrum it is his choice of whether to put focus blast or not; but in the actual game, hax happens, and we can't do anything about it(note: from what i've calced, bulky thund KOing M-aero may be a roll. This is irrelevant to the actual argument at hand, so I'm ignoring it-if i were a roll, then Audio could just bring up some 'mon on which it wasn't a roll.)
I think a discerning player can still say that's an instance of negative hax. For starters, it's not like the thundurus user was super skilled and made a good play. He merely made the optimal play. Which is to say, it didn't really require any thought or prediction, because the only counterplay / consequence are scenarios so unlikely and stupid i feel ashamed even acknowledging their existence.
However, the mega aerodactyl player may have outplayed his opponent significantly, making plays that weren't obvious, either predictions, or predicting the opponent's sets, or just creating a deep strategy, in order to put himself in this favorable position.and yes, he is put in a favorable position as a result. but at the end of the day, he may still get boned by a t-wave full para. is this situation really a good thing? I submit that it isn't-in fact, any situation where the less skilled player wins is a bad one. The more this happens, the worse its initiator is.
of course, he put himself in a bad position by also using inaccurate moves, but at least he has pre-battle control of this. not so for the opponent hitting him up with a dose of yellow magic. I think people go overboard saying 'well he chose to use this inaccurate move so it's on him'; sometimes a team needs, say, an alakazam on it, and that alakazam needs focus blast to be effective, so it's not some totally open choice. but it's still under the player's control to a fair degree.
and again, this is only the best scenario of Thunder Wave usage. what about when the Thundurus user makes a mispredict, or just a plain misplay, and gets bailed out due to a timely paralysis proc?
i'm not calling to ban Thunder Wave, mind you. I just think it's an undeniably negative force in the metagame. Even in the best scenarios, like one you described, it can remove good play with luck, and it can certainly validate bad play as well.
Stratos , I think your point is that it takes a fair amount of skill to even get into a situation where Skymin can apply its luck, and even then you're more likely than not to get it and usually able to minimize the downside of not getting that luck via skymin's sash; also, this luck can be skilfully minimized. But I don't think it is ridiculous for me to say that Skymin doesn't take enough skill to balance out its judicious application of RNG-decision.
Ok, how can the better player have lost if they both made perfectly good plays? There's nothing uniquely skillful about clicking Rock Slide against Thundurus if you have a Mega Aerodactyl so clearly it's not that the Mega Aero player is tapping into some high level of prediction. They're just making the "optimal play" as you so put it (although I don't understand why this does anything but further cement the skill of both players, as good players aim to make the optimal play every turn).(note: from what i've calced, bulky thund KOing M-aero may be a roll. This is irrelevant to the actual argument at hand, so I'm ignoring it-if i were a roll, then Audio could just bring up some 'mon on which it wasn't a roll.)
I think a discerning player can still say that's an instance of negative hax. For starters, it's not like the thundurus user was super skilled and made a good play. He merely made the optimal play. Which is to say, it didn't really require any thought or prediction, because the only counterplay / consequence are scenarios so unlikely and stupid i feel ashamed even acknowledging their existence.
However, the mega aerodactyl player may have outplayed his opponent significantly, making plays that weren't obvious, either predictions, or predicting the opponent's sets, or just creating a deep strategy, in order to put himself in this favorable position.and yes, he is put in a favorable position as a result. but at the end of the day, he may still get boned by a t-wave full para. is this situation really a good thing? I submit that it isn't-in fact, any situation where the less skilled player wins is a bad one. The more this happens, the worse its initiator is.
of course, he put himself in a bad position by also using inaccurate moves, but at least he has pre-battle control of this. not so for the opponent hitting him up with a dose of yellow magic. I think people go overboard saying 'well he chose to use this inaccurate move so it's on him'; sometimes a team needs, say, an alakazam on it, and that alakazam needs focus blast to be effective, so it's not some totally open choice. but it's still under the player's control to a fair degree.
and again, this is only the best scenario of Thunder Wave usage. what about when the Thundurus user makes a mispredict, or just a plain misplay, and gets bailed out due to a timely paralysis proc?
i'm not calling to ban Thunder Wave, mind you. I just think it's an undeniably negative force in the metagame. Even in the best scenarios, like one you described, it can remove good play with luck, and it can certainly validate bad play as well.
Stratos , I think your point is that it takes a fair amount of skill to even get into a situation where Skymin can apply its luck, and even then you're more likely than not to get it and usually able to minimize the downside of not getting that luck via skymin's sash; also, this luck can be skilfully minimized. But I don't think it is ridiculous for me to say that Skymin doesn't take enough skill to balance out its judicious application of RNG-decision.
edit:
at below: well, t-wave only causes the better player to lose 25% of the time, and only prankster t-wave at that. but if something causes the better player to lose a lot more of the time, isn't that potentially banworthy? you say there is nothing that could be done, but this whole thread is proof that there is, in fact, something that can be done.
"Only the guy not using twave could possibly have made good plays to get himself into that situation" - tehy
i think the word MAY rather speaks for itself. Obviously, one player outplayed the other or neither did. Since M-aero vs. Thundurus is a sort of (stress sort of because your M-aero is crippled, and can miss or get fucked by t-wave) favorable situation, it's fair to assume the M-aero player outplayed the Thundurus player more often, but i don't even care about this.tehy said:However, the mega aerodactyl player may have outplayed his opponent significantly,
I don't know what other definition you're proposing. Make the flashiest coolest plays that wow your audience? Convince your opponent of your skill through a series of elaborate plays? None of these things have anything to do with winning, which is what makes good players good. Often making the optimal play is a good deal more complicated than the scenario I just described too, so it's hardly a low baseline of skill. But yeah it's the only definition that really makes sense.My point is, you've got a whole set of situations where the better player had his skill circumvented by luck. Meanwhile, the only thing skill-based here was the optimal play being made. And to me, that's a really low baseline of skill, because both plays were really, really obvious. Like "Use the move that KOes Thundurus" and "Accomplish something before I die"
Yes, I can deny this because I've already proven that this isn't happening. A good player puts themself in the best position to win at the end of the game that they can through a series of optimal plays. As such, there is no such thing as "the more haxy a given situation is, the higher the odds the better player will lose". The odds of a player losing are determined by the odds of a favorable event occurring, which it is the job of a good player to manage to the best of their ability. What you're actually arguing is that the fact that the outcome of a given scenario has some uncertainty somehow makes it so that skilled play is devalued. I've already disproven this in earlier posts so I won't go too far into it, but if it's not stopping you from playing skillfully or denying you the reward of skillful play (you concede in this post that the skillful player has gotten their reward) then it's not an issue.Yeah, audio, having the best odds is its own reward, and I do this every time I maximize my odds lategame (or even midgame / earlygame, but usually predicts matter more then). but at the end of the day, you can't deny that, the more haxy a given situation is, the higher the odds the better player will lose. Isn't that a bad thing, and one we should strive to change? Obviously there's certain thresholds of reasonability - i don't want to ban, say, thunder wave, or waterfall. but if something has high odds of causing the better player to use, i'm going to be on that shizz.
probably the definition of : a combination of outplaying (i.e. predicting your opponent's moves), making plays that are arguably optimal and not just 'this is so obvious it hurts', and predicting your opponent's sets.I don't know what other definition you're proposing. Make the flashiest coolest plays that wow your audience? Convince your opponent of your skill through a series of elaborate plays? None of these things have anything to do with winning, which is what makes good players good. Often making the optimal play is a good deal more complicated than the scenario I just described too, so it's hardly a low baseline of skill. But yeah it's the only definition that really makes sense.
i concede that they've gotten the reward of 'winning more often'. but that doesn't change the fact that, in certain scenarios, the more skilled player is still losing ?_?. I understand fully what you mean-to a true pro, the reward is knowing you had the better chance to win. but the better reward is just winning, period, instead of having to accept the fact that you played better, but still lost. if i lose a tournament finals to this situation, i know it's no blemish on me and I can accept it, in fact, i'm happy that I maximized my chance at victory...but also, i didn't get to win the tournament. that sucks for me personally, and it sucks because the more skilled player should win the tournament. that won't always happen, but i would like to try and ensure that it does happen a reasonable amount of time as much as I can. this doesn't mean banning t-wave because that has a host of legitimate uses and isn't -that- haxy, but I see tournament players call t-wave a 'broken move' all the time, and they're only half kidding.audiosurfer said:Yes, I can deny this because I've already proven that this isn't happening. A good player puts themself in the best position to win at the end of the game that they can through a series of optimal plays. As such, there is no such thing as "the more haxy a given situation is, the higher the odds the better player will lose". The odds of a player losing are determined by the odds of a favorable event occurring, which it is the job of a good player to manage to the best of their ability. What you're actually arguing is that the fact that the outcome of a given scenario has some uncertainty somehow makes it so that skilled play is devalued. I've already disproven this in earlier posts so I won't go too far into it, but if it's not stopping you from playing skillfully or denying you the reward of skillful play (you concede in this post that the skillful player has gotten their reward) then it's not an issue.
listen man, i said very clearly what skillful play is, and that's absolutely how must people believe competitive battling to work. if you only make the most optimal play each time, you will probably get slaughtered, because the other guy will predict your move. so you probably make 'optimal' plays that actually go deeper and factor rough chances of predictions, but already this takes skill, because a prediction doesn't have a literal percentage chance so much as an estimated one. and even if you do this, it's still not that hard to take you to the cleaners with some nice predictions, so now you have to predict right back to have a serious shot of winning.audiosurfer said:The main issue I have with your argument is that you're grounding your opinion in your own idea of what constitutes a quality game or skillful play, yet you aren't rooting your objections in any logical arguments concerning how competitive battles work. I've already shown how my position ties in with our understanding of how competitive battling takes place. If you aren't able to do the same, I strongly urge you not to vote on your arguments, which are less about logical assessments of battling fundamentals and more about your personal preferences.
What the hell does "meant to" mean? I was unaware that you, or any of us, were the arbiter of when RNG is supposed to go favorably or not.By no means does it not take skill to use Skymin's Air Slash flinches but it's broken in the sense that you can abuse those flinches in scenarios you aren't meant to.
What do you mean "what the hell does it mean"? I'm sorry but that should be the most obvious part of my post, "meant to" refers to literally everything slower than Skymin bar priority users. It has a very good 57% chance to just let things switch in for free, and, like I said, you may be rewarded for keeping the momentum on your side with good RNG but how in hell do you manage to attain momentum against a Hyper Offense team unless you're running Hyper Offense yourself? Literally like less than 4 ways EDIT: Unless you're fighting somebody bad.What the hell does "meant to" mean? I was unaware that you, or any of us, were the arbiter of when RNG is supposed to go favorably or not.
Turning to the broken argument btw, Skymin compiled a 23-18 record in the winter seasonal (from top 32 on). While that's above .500, it's hardly outstanding. Here's some other common Pokemon that had high usage and even better records: Diancie went a comparable 17-13, Amoonguss went 32-23, Heatran went 32-24, Kyu-B went 27-19, Lando-T went 61-45. And no one is calling on any of these (except Kyu-B) to be broken. There are plenty of other ways you could show that Skymin is not in fact broken, but I think the simple fact that its results are not abnormally good is pretty decent evidence that it's not broken.
Stratos, do you really think in all these years that i've never done these things?as for tehy, you still stubbornly cling to the idea that the player who has less than 50% odds of winning just fucked around all match and somehow found themselves with a chance of victory, as if you've never played in your entire life in such a way that you had a less than even chance of winning but it was your best bet—or even made a play/prediction with the idea that you could use thunder wave to hedge your bet if you lost.