I feel like the post play lookback for Chromera was partially effective but was hamstrung because it did not adequately separate process frameworks from meta strength concerns. Additionally, it was placed too early after release before the meta had adequate time to adapt to Chromera's strength. A final issue I have with it is that we had one chance to correct, which is an additional issue we faced with Miasmaw.
My proposal is the following:
Hold two Post Play Lookbacks where the first is focused on both process evaluation and immediate strength, and the second is focused only on fixing the mon if necessary. Allow for the second PPL to be cancelled if the mon is clearly on par with where it should be.
I think I should be frank. The best way to ensure that a CAP is usable, relevant, and fun for ages to come is to release it in an overpowered state, and then allow the meta council to nerf it slightly over multiple nerf processes. This is obviously not desirable, but compare the current state of Equilibra and Astrolotl to Miasmaw and Chromera. This is because multiple nerf processes are the only real way we have to do a truly iterative process where we slowly adjust the mon back to where its balanced. The release process before PPL was especially bad for this because there was legitimately no way to bring a mon back to mean.
My thesis here is that we should have multiple chances to correct a mon to the mean rather than the current single one we have. A second, purely meta focused PPL would allow us to identify if the mon is keeping up with the meta, correct any emergent problems, and hopefully have a better end product.
----
Additional changes I'd like:
Buffs/changes should be conditional (aka assemble packages for voting based on consensus):
This is something I've had in mind for change processes for a while, but frankly, with most changes we want a mix of buffs and nerfs. With Chromera we had the problem that it simply had too much coverage, but also (as we would later discover) it was a bit too weak. CAP's current process only really allows for one change at once, and as such its difficult to do detailed tuning. This was also present with Voodoom where we had to vote for +25 SpA or eg No Guard, where No Guard realistically needs an additional 10 SpA to really compete. Aka we should use our abiltiy to have live chat debates to create specific packages for voting that can consist of multiple buffs, a buff and a nerf, or multiple nerfs, and then vote on a mix of Packages and optionally single changes.
Have the TL lead the PPL in conjunction with 2 Meta Council Members
This is more a bit of load sharing, but the PPL is largely a meta focused endeavor, so having a 3 man leadership for it with the TL (process focused) and 2 Meta Council members (meta focus). The previous PPL had 2 stages, one which was very process focused (What can we learn from Chrom, Does it fulfill Setup Sweeper), and one that was meta focused (actual changes). Having 2 separate leaders for these stages, and having a balance here could help us. This would also help for TLs who have more of a process focus than meta focus who are thrust into leading a primarily meta focused stage to get input.
This is explicitly me in like burnout mode, so I apologize if there are any issues here, as I am not thinking hyper well atm. I am definitely not phrasing this perfectly
----
EDIT:
Yo, do one of these for Chrom and Mias as they're both clearly having issues atm.
----
I should clarify:
Given that the only tool we have available atm to adjust a mon's power post-release is a single PPL and then nerf processes, under the current system, mons that are released slightly overtuned are more likely to be viable once the meta settles because we have more levers we can push. A second PPL would mean that we have more tools to adjust a cap that is slightly underperforming, thus changing the incentives.
[9:39 PM] Queso Zone London:
I feel like I should clarify
[9:39 PM] Queso Zone London:
that I do not like the status quo
[9:39 PM] Queso Zone London:
that is
[9:40 PM] Queso Zone London:
I do not like the fact that a slightly OP cap is the most likely to be balanced 6 months down the line
[9:40 PM] Queso Zone London:
compared to a regular or subpar cap
[9:42 PM] Queso Zone London:
I'm just trying to comment that a cap that is released slightly overtuned has lead to the cap being more usable once the meta settles
[9:43 PM] Queso Zone London:
I realize I made a mistake with phrasing
[9:46 PM] Queso Zone London:
with the current system
[9:46 PM] Queso Zone London:
where we have "unlimited nerfs"
[9:46 PM] Queso Zone London:
an incentive absolutely exists for us to release stuff slightly overtuned and then bring it back into line as a way to ensure a cap is performing as it should
[9:46 PM] Queso Zone London:
this is because we have one limited mechanism to bring a mon's power up, and many to bring it down
[9:47 PM] Queso Zone London:
so because of that, a mon that is released at say a 11/10 ideal power rating is more likely to end up at 7/10 6 months down the line than a mon that is released at a 4/10 ideal power rating
[9:48 PM] Queso Zone London:
I am not arguing for releasing mons slightly overtuned, I am saying that under the current system there definitely is an incentive to do so
My proposal is the following:
Hold two Post Play Lookbacks where the first is focused on both process evaluation and immediate strength, and the second is focused only on fixing the mon if necessary. Allow for the second PPL to be cancelled if the mon is clearly on par with where it should be.
I think I should be frank. The best way to ensure that a CAP is usable, relevant, and fun for ages to come is to release it in an overpowered state, and then allow the meta council to nerf it slightly over multiple nerf processes. This is obviously not desirable, but compare the current state of Equilibra and Astrolotl to Miasmaw and Chromera. This is because multiple nerf processes are the only real way we have to do a truly iterative process where we slowly adjust the mon back to where its balanced. The release process before PPL was especially bad for this because there was legitimately no way to bring a mon back to mean.
My thesis here is that we should have multiple chances to correct a mon to the mean rather than the current single one we have. A second, purely meta focused PPL would allow us to identify if the mon is keeping up with the meta, correct any emergent problems, and hopefully have a better end product.
----
Additional changes I'd like:
Buffs/changes should be conditional (aka assemble packages for voting based on consensus):
This is something I've had in mind for change processes for a while, but frankly, with most changes we want a mix of buffs and nerfs. With Chromera we had the problem that it simply had too much coverage, but also (as we would later discover) it was a bit too weak. CAP's current process only really allows for one change at once, and as such its difficult to do detailed tuning. This was also present with Voodoom where we had to vote for +25 SpA or eg No Guard, where No Guard realistically needs an additional 10 SpA to really compete. Aka we should use our abiltiy to have live chat debates to create specific packages for voting that can consist of multiple buffs, a buff and a nerf, or multiple nerfs, and then vote on a mix of Packages and optionally single changes.
Have the TL lead the PPL in conjunction with 2 Meta Council Members
This is more a bit of load sharing, but the PPL is largely a meta focused endeavor, so having a 3 man leadership for it with the TL (process focused) and 2 Meta Council members (meta focus). The previous PPL had 2 stages, one which was very process focused (What can we learn from Chrom, Does it fulfill Setup Sweeper), and one that was meta focused (actual changes). Having 2 separate leaders for these stages, and having a balance here could help us. This would also help for TLs who have more of a process focus than meta focus who are thrust into leading a primarily meta focused stage to get input.
This is explicitly me in like burnout mode, so I apologize if there are any issues here, as I am not thinking hyper well atm. I am definitely not phrasing this perfectly
----
EDIT:
Yo, do one of these for Chrom and Mias as they're both clearly having issues atm.
----
I should clarify:
Given that the only tool we have available atm to adjust a mon's power post-release is a single PPL and then nerf processes, under the current system, mons that are released slightly overtuned are more likely to be viable once the meta settles because we have more levers we can push. A second PPL would mean that we have more tools to adjust a cap that is slightly underperforming, thus changing the incentives.
[9:39 PM] Queso Zone London:
I feel like I should clarify
[9:39 PM] Queso Zone London:
that I do not like the status quo
[9:39 PM] Queso Zone London:
that is
[9:40 PM] Queso Zone London:
I do not like the fact that a slightly OP cap is the most likely to be balanced 6 months down the line
[9:40 PM] Queso Zone London:
compared to a regular or subpar cap
[9:42 PM] Queso Zone London:
I'm just trying to comment that a cap that is released slightly overtuned has lead to the cap being more usable once the meta settles
[9:43 PM] Queso Zone London:
I realize I made a mistake with phrasing
[9:46 PM] Queso Zone London:
with the current system
[9:46 PM] Queso Zone London:
where we have "unlimited nerfs"
[9:46 PM] Queso Zone London:
an incentive absolutely exists for us to release stuff slightly overtuned and then bring it back into line as a way to ensure a cap is performing as it should
[9:46 PM] Queso Zone London:
this is because we have one limited mechanism to bring a mon's power up, and many to bring it down
[9:47 PM] Queso Zone London:
so because of that, a mon that is released at say a 11/10 ideal power rating is more likely to end up at 7/10 6 months down the line than a mon that is released at a 4/10 ideal power rating
[9:48 PM] Queso Zone London:
I am not arguing for releasing mons slightly overtuned, I am saying that under the current system there definitely is an incentive to do so
Last edited: