I have some thoughts about several of these topics, but I'll focus on partial-trapping now because I think it's the most important. I think partial-trapping has more than demonstrated its strength and uncompetitiveness in basically every RBY tier, including OU at the highest level. My opinion on partial-trapping has evolved a lot over my years as a competitor. As I play and watch more games — and teams exploiting partial-trapping have become more optimized — I am increasingly having trouble defending it in any capacity. The pivoting element is way less skill-oriented than it is often made out to be, frequently being glorified guesswork, saddled with the bonus of leaving the perpetrator unpunished most of the time but being severely punished the rest of the time, with said outcome being subject entirely to random chance. I am really just not convinced that this is much of a "calculated risk." Even if you disagree with this, I see no non-arbitrary way to divorce "healthy pivoting" from dedicated partial-trapping teams that look to click nothing but the moves after using multiple inescapable paralysis-inducing moves or after clicking a single Agility. I suppose you could keep just Clamp to preserve Cloyster, but that's not how I like to approach tiering personally. Regardless, partial-trapping is extremely uninvolved, boring, and very much capable of reversing completely lost games.
Being an RBY UU Councilmember and an avid RBY NU player, I don't currently plan on putting up much resistance against transitivity in the event a vote is convened and partial-trapping (note: partial-trapping, not just Wrap) is banned from RBY OU.
Also, I'll add a quick note about RBY UU. I will admit I do like how Tentacruel has come to shape the tier throughout its lifespan. The way Tentacruel has shaped the relative viability of its peers makes for a very unique dynamic that I don't think any other tier has ever truly captured, and it is that dynamic that drew me to the tier (I can talk more about this dynamic at length, but I'll exercise some restraint for now). While the dynamic was and remains interesting to me, the reality is that it isn't really firm. Sometimes you position your Tentacruel or Dragonite or whatever really well to secure a game and it just fumbles because of a miss. Setting up a meta where the success of the objectively most effective strategies — Wrap may not be perfect, but you are often foolish if you choose not to run it — hinges entirely on random chance is precarious, to say the least. While this analysis is based on UU, I wouldn't be terribly shocked if partial-trapping evolved to become dominant in OU and other tiers, such that, even if not reliable or within player control, it emerges as the statistically strongest strategy to employ. I still really like RBY UU and I don't think Wrap is utterly devoid of skill expression in the context of the tier, but the precarity of partial-trapping isn't lost on me. And yes, I understand there are other issues that people have with RBY UU, but I'd like to stay on topic within this thread and tackle one thing at a time for now.
Cheers.
Being an RBY UU Councilmember and an avid RBY NU player, I don't currently plan on putting up much resistance against transitivity in the event a vote is convened and partial-trapping (note: partial-trapping, not just Wrap) is banned from RBY OU.
Also, I'll add a quick note about RBY UU. I will admit I do like how Tentacruel has come to shape the tier throughout its lifespan. The way Tentacruel has shaped the relative viability of its peers makes for a very unique dynamic that I don't think any other tier has ever truly captured, and it is that dynamic that drew me to the tier (I can talk more about this dynamic at length, but I'll exercise some restraint for now). While the dynamic was and remains interesting to me, the reality is that it isn't really firm. Sometimes you position your Tentacruel or Dragonite or whatever really well to secure a game and it just fumbles because of a miss. Setting up a meta where the success of the objectively most effective strategies — Wrap may not be perfect, but you are often foolish if you choose not to run it — hinges entirely on random chance is precarious, to say the least. While this analysis is based on UU, I wouldn't be terribly shocked if partial-trapping evolved to become dominant in OU and other tiers, such that, even if not reliable or within player control, it emerges as the statistically strongest strategy to employ. I still really like RBY UU and I don't think Wrap is utterly devoid of skill expression in the context of the tier, but the precarity of partial-trapping isn't lost on me. And yes, I understand there are other issues that people have with RBY UU, but I'd like to stay on topic within this thread and tackle one thing at a time for now.
Cheers.