When you all four of your shared power teams use a Tinted Lens Butterfree(Im not mad though)Sorry for not addressing it sooner but with the recent changes to the metagame, this is immediately needed. Quickbanning both Steely Spirit and Tinted Lens.
When you all four of your shared power teams use a Tinted Lens Butterfree(Im not mad though)Sorry for not addressing it sooner but with the recent changes to the metagame, this is immediately needed. Quickbanning both Steely Spirit and Tinted Lens.
Sorry for not addressing it sooner but with the recent changes to the metagame, this is immediately needed. Quickbanning both Steely Spirit and Tinted Lens.
That kind of seems like “Just ban Gorilla Tactics instead of Darmanitan-G” (which I’ll admit I was guilty of).The fluffy over fur stance is not to protect stall, it is actually to provide more options. Persian is a much better mon and easily fits on bulky balance teams with 1 slot. In fact, stall teams will barely be affected by fur coat banned over fluffy, it will be more defensive teams that do not have an extra slot for the fire resistance that will suffer.
I haven't been following this too closely but this is 100% what happened with the original incarnation of this meta and the reason why I'm skeptical this will work out even with the changes that have been implemented. In the original meta, there was a pretty distinct back and forth between offensive abilities like skill link being overcentralizing, getting banned, then some defensive gimmick that skill link (or whatever) completely invalidated would pop up in the vacuum, have 0 counterplay, and then get banned, then whatever the next best HO strat was would become meta, rinse and repeat. Slippery slope is an actual issue here and you don't have to look far for the proof.Except this is only the case in more balanced metagames, where this one is brand new and unbalanced. For example in OU they ban with that mentality, only what's broken and the rest will sort itself out. Well that's only because they have already weeded out most of the broken stuff. Banning one HO mon like galarian-darm does mean that HO no longer works. Banning m-sableye in gen 7 does not mean that stall no longer works. That's not the case here, where the banning of certain things will undoubtedly create glaring holes in team building not by not allowing for the full range of archetypes. This is not like banning a broken mon, it is all 6 mons drastically affected. Yes the example that banning fur coat will allow steely adapt steelworker to run rampant is a slippery slope, but it is the only thing preventing physical spam to be the norm. That is completely valid. The banning is for balance, we are banning abilities that affect whole team archetypes, we are not banning broken mons; therefore, the repercussions of every ban should be considered in terms of making X and Y more broken.
I haven't been following this too closely but this is 100% what happened with the original incarnation of this meta and the reason why I'm skeptical this will work out even with the changes that have been implemented. In the original meta, there was a pretty distinct back and forth between offensive abilities like skill link being overcentralizing, getting banned, then some defensive gimmick that skill link (or whatever) completely invalidated would pop up in the vacuum, have 0 counterplay, and then get banned, then whatever the next best HO strat was would become meta, rinse and repeat. Slippery slope is an actual issue here and you don't have to look far for the proof.
The problem with stall is not FurScales. FurScales is a good, omnipresent strategy on every stall team, but it isn't broken. What IS broken about stall at the moment is Unaware. There are two huge parts of this ability that make it extremely broken.
1: Set up based stallbreaking is impossible. Traditionally, in every single gen, to break through a fat mon you set up to do more damage. In the current meta, this just isn't possible. Stall completely invalidates any set up based mon and makes it a gamble to include one on your team, as it can be dead weight against any stall team. Even the tankiest mons with FurScales can be taken down by +6 attacks. With Unaware, this is just not an issue, and they don't ever need to worry about giving the opponent opportunities to set up. Unaware removes a large mechanic of the game, setting up.
2: Unaware is a very accessible ability. Unlike something like Fluffy where you have to use one fairly mediocre mon on a stall team, Unaware comes with two stall staples, Quagsire and Clefable. Almost every stall team has one of these two mons or another Unaware user. Clefable especially is quite potent because of it's ability to Wish pass to teammates with no recovery.
Unaware is not competitive. FurScales only seems broken because it is enabled by Unaware. On top of this, to stack Fluffy + Fur Coat + Ice Scales makes half your team incredibly weak to being worn down due to lack of recovery, which is yet another reason to throw in Clefable and include Unaware on your team.
An ability that completely removes a game mechanic, such as Arena Trap, is almost always seen as uncompetitive. Why is Unaware not seen the same way?
To summarize, Unaware enables stall teams. Completely invalidates all set up. Makes it almost impossible to stall break without running specific team archetypes.
lol free individual abilities, if i could run mold breaker on at least one mon stall wouldnt feel so dreadful
The reason you would ban Fluffy over Fur coat is because the combination of them is broken. Marvel scale doesn't do nearly what fluffy does, and that interaction is relatively tame, nor is it an issue. There is no REASON to ban fur coat over Fluffy, the only thing you do is unbalance the meta further by taking away one of the few ways to handle HO or physstack teams.That kind of seems like “Just ban Gorilla Tactics instead of Darmanitan-G” (which I’ll admit I was guilty of).
If one of the abilities gets banned, then it should be Fur Coat, since otherwise it will just create even more excuses for different other abilities being banned that don’t deserve them.
However, I was thinking of a solution.
Have a clause prohibiting 2 abilities that are identical and near identical.
This clause would prevent abilities like Steely Spirit being run on a team with Steelworks (being identical), and stacking Fluffy with Fur Coat (being near identical).
Problem is that you can’t really draw a line on “near identical” and this would an obvious complex clause.
So what do we do about this then? Is there any solution that can possibly balance this meta?
id second freeing of *some* individual abilities, and res
I think this was suuuuper well said.
and I think this is basically the solution. I think we should free up *some* individual abilities. I'm thinking that unaware could be one of the mon restricted abilities (tho this could make CM shell armor clef broken but idk) I'm also a fan of banning the speed weather abilities instead of the weather setting abilities.
I also think Unaware should be banned even if I still use it sometimesI'm on board with the ban Contrary + Unaware squad. Simply put, stall is too good rn, but not because of FurScales, but because unaware prodives no pokemon that can setup to beat the core. However, if we ban Unaware, Contrary must follow because it's simply too good to be stopped without it. Keeping it short, but I think Unaware is the big problem here.
I think there could be broadly two possible directions:-
1. If the meta aims to become balanced, continue with fast and heavy quickbans. This strategy might take more than one month to succeed, but I believe it eventually will, since many abilities have inherently limited value or potential synergy and are difficult to combine into broken combos (e.g. Inner Focus, Keen Eye, Frisk).
I would anticipate that almost abilities that give passive multiplier to stats or damage output would be banned in this scenario because they have dangerous synergy when stacked and are too asymmetrical between attack and defense to check each other properly. E.g. people are currently arguing for abilities like Fur Coat to be kept, presumably to deal with offensive abilities like Adaptability, even though the offensive equivalent to Fur Coat (Huge/Pure Power) is already banned; abilities like Adaptability and Tough Claws don't have direct defensive equivalents. Even if the offensive and defensive boosts were symmetric, there's something overcentralising - and arguably quite wasteful and boring - about dedicating a part of each team just to keep up with stat multiplier races. Removing these categories of abilities completely seems like the likely stable end result of bans without accepting broken-checks-broken.
Many players probably would not enjoy this outcome, since the long banlist would harm accessibility, and (a perhaps larger perceived problem) the meta could not deliver on the "dream" of using ridiculous broken combos like steel spam. However, I don't think realistically this and balance can co-exist; the power inherent in the OM mechanic is so large as to make abilities that would typically be reasonable in metas like AAA or Inheritance spiral out of control.
2. Give up on balance and embrace the "fun" brokenness. Unban most things that don't result in technical problems like Regenerator++Emergency Exit (as for Harvest, I don't understand why the Leppa Berry example wasn't eventually triggering Endless Battle Clause...?)
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Regardless of whether balancing is considered insoluble, I don't think it's necessarily a fundamental problem, and I'm very glad that this meta was brought back. There's even something quite interesting and compelling about the 'ban of the day' phenomenon itself, as in some sense it keeps the meta continually fresh - I feel like this probably contributed to SP maintaining popularity throughout the month in Gen 7, and it might well be the case again.
This seems unlikely to be considered. Firstly, OMs in general seem to be moving away from allowing 'restricted' item lists (e.g. AAA had Restricted Abilities removed this gen because it was considered a complex ban, even though the system was demonstrably functional during Gen 7).
More importantly, this approach was tried and shown to be insufficient to quickly stabilize SP in Gen 7 (Mold Breaker specifically was restricted and continued to cause problems until the meta itself was banned). It just adds even more complexity to the balancing debate and gives abilities that really need to be banned a place to 'hide' while still being stackable with almost every other ability.
Seems like a good idea.Very well put! Especially about FurScales offensive equivalent (Huge Power/Pure Power) is already banned.
Considering Contrary can be destroyed by haze (and Prankster / Topsy-Turvy can help too), I'm not too worried about it.
Skill Link Technician is also difficult to get through but there are ways to defeat it; Will-O-Wisps, Haze (for Shell Smash Cloyster), Rocky Helmet/Iron Barbs (to an extent) etc.
I understand that we can't restrict an ability to be solely on the native pokemon and that it's counterproductive to the metagame. Despite this, when I verse teams that have FurScales Fluffy and Unaware, I have to forfeit as nothing offensive gets through it (especially now that weather AND Steely offense has been banned).
To balance the metagame, I believe a quickban of Fluffy is the next and potentially final step.
So what do we do about this then? Is there any solution that can possibly balance this meta?
I think there could be broadly two possible directions:-
1. If the meta aims to become balanced, continue with fast and heavy quickbans. This strategy might take more than one month to succeed, but I believe it eventually will, since many abilities have inherently limited value or potential synergy and are difficult to combine into broken combos (e.g. Inner Focus, Keen Eye, Frisk).
I would anticipate that almost abilities that give passive multiplier to stats or damage output would be banned in this scenario because they have dangerous synergy when stacked and are too asymmetrical between attack and defense to check each other properly. E.g. people are currently arguing for abilities like Fur Coat to be kept, presumably to deal with offensive abilities like Adaptability, even though the offensive equivalent to Fur Coat (Huge/Pure Power) is already banned; abilities like Adaptability and Tough Claws don't have direct defensive equivalents. Even if the offensive and defensive boosts were symmetric, there's something overcentralising - and arguably quite wasteful and boring - about dedicating a part of each team just to keep up with stat multiplier races. Removing these categories of abilities completely seems like the likely stable end result of bans without accepting broken-checks-broken.
Many players probably would not enjoy this outcome, since the long banlist would harm accessibility, and (a perhaps larger perceived problem) the meta could not deliver on the "dream" of using ridiculous broken combos like steel spam. However, I don't think realistically this and balance can co-exist; the power inherent in the OM mechanic is so large as to make abilities that would typically be reasonable in metas like AAA or Inheritance spiral out of control.
2. Give up on balance and embrace the "fun" brokenness. Unban most things that don't result in technical problems like Regenerator++Emergency Exit (as for Harvest, I don't understand why the Leppa Berry example wasn't eventually triggering Endless Battle Clause...?)
---
Regardless of whether balancing is considered insoluble, I don't think it's necessarily a fundamental problem, and I'm very glad that this meta was brought back. There's even something quite interesting and compelling about the 'ban of the day' phenomenon itself, as in some sense it keeps the meta continually fresh - I feel like this probably contributed to SP maintaining popularity throughout the month in Gen 7, and it might well be the case again.
This seems unlikely to be considered. Firstly, OMs in general seem to be moving away from allowing 'restricted' item lists (e.g. AAA had Restricted Abilities removed this gen because it was considered a complex ban, even though the system was demonstrably functional during Gen 7).
More importantly, this approach was tried and shown to be insufficient to quickly stabilize SP in Gen 7 (Mold Breaker specifically was restricted and continued to cause problems until the meta itself was banned). It just adds even more complexity to the balancing debate and gives abilities that really need to be banned a place to 'hide' while still being stackable with almost every other ability.
I was just going to say we should ban Fur Coat instead of “banning Gorilla Tactics but not Huge Power”, but then The Immortal posted this when I was replying.To balance the metagame, I believe a quickban of Fluffy is the next and potentially final step.
Now I think Banning the combination of Fur Coat+Fluffy is the right call, along with Steely Spirit+Steelworker.Every ban shifts the dynamic of SP. The metagame tilts from HO to stall and back and forth with regards to which team is more effective. It’s clear that the next ability on the chopping block is Unaware. I also hear the appeals of keeping as many elements in the metagame as possible. I came into this concept with the mentality that complex bans would be necessary. However, it hasn't been utilized thus far. With that in mind, and with the intention of further balancing this metagame, I have made the following decisions:
- Unaware is now banned
- Regenerator has been unbanned (the complex ban with Emergency Exit/Wimp Out is reinstated)
- Weather abilities have been unbanned (Drizzle, Drought, Sand Stream, Snow Warning)
- Weather abilities in combination with their speed boosting abilities have been banned (Drizzle + Swift Swim, Drought + Chlorophyll, Sand Stream + Sand Rush, Snow Warning + Slush Rush)
- Sand Veil and Snow Cloak are now banned
- Electric Surge in combination with Surge Surfer is now banned
I hope this addresses the various issues that have been brought up and allows you to continue to enjoy Shared Power!
Unaware was actually just banned recently. Like 27 minutes ago.Imo it's a boring metagame.. Soles abilities ban but no fluffy/fur coat/ice scale/Unaware? What's the problem..
No counter against that.. Or if you want to counter this cancer other team like contrary surge surfer unberduun destroy your ass..
Battle between stall team take one year.. With pressure it's just a switch battle without attack.. Sad...
Every ban shifts the dynamic of SP. The metagame tilts from HO to stall and back and forth with regards to which team is more effective. It’s clear that the next ability on the chopping block is Unaware. I also hear the appeals of keeping as many elements in the metagame as possible. I came into this concept with the mentality that complex bans would be necessary. However, it hasn't been utilized thus far. With that in mind, and with the intention of further balancing this metagame, I have made the following decisions:
- Unaware is now banned
- Regenerator has been unbanned (the complex ban with Emergency Exit/Wimp Out is reinstated)
- Weather abilities have been unbanned (Drizzle, Drought, Sand Stream, Snow Warning)
- Weather abilities in combination with their speed boosting abilities have been banned (Drizzle + Swift Swim, Drought + Chlorophyll, Sand Stream + Sand Rush, Snow Warning + Slush Rush)
- Sand Veil and Snow Cloak are now banned
- Electric Surge in combination with Surge Surfer is now banned
I hope this addresses the various issues that have been brought up and allows you to continue to enjoy Shared Power!