I'm seeing so many conflicting takes about SV OU rn that i'm pretty unsure how to take it.
You got some guys going on rants (interesting reads, though) that mention why they think this metagame is falling off or whatever synonym of bad you want to use. It makes me wonder how the survey will turn out, and the tiering action after the fact. Makes me wonder how the gen will end tbh.
To anyone who played or kept up with SS OU when it was current gen, did it have many of these arguments SV OU does? Were people always this up in arms with how lame the tier was, or is it a case of "current gen bad" and people are just getting bored of the tier? I'm actually curious
I think the problem is that nothing is broken, a couple things are borderline overcentralizing or uncompetitive, and there's no widespread agreement on what those things are.
For example:
Is Gholdengo a major contributor to the prominence of hazard stack, or is it a scapegoat for the harsh cutback of Defog distribution? I'm in the latter camp - Corv still sees plenty of use and there's no other broadly OU-viable Defogger, just a couple of niche options, like Talonflame on stall. Further, there's no Rapid Spinners being pushed out of OU by Gholdengo, and the existing Rapid Spinners can all easily run moves to hit the string cheese man. In my eyes, it's a contributing factor, but a very minor one on par with other strong ghosts like Sinistcha and Pecharunt.
But...there's also an argument that a couple of niche Defog options would add up to something meaningful, even if none individually are significant. From this viewpoint, a rise in Corviknight usage is a desirable thing that serves an additional purpose of being a good steel type with recovery, filling Gholdengo's defensive role while offering Defog. Gholdengo's removal also opens up Mortal Spin as a removal tool, which isn't used currently but may see use if the premier spinblocker didn't also shut it down.
Is Kyurem overcentralizing and excessively restricting team building, or does it have adequate answers? On the one hand, Ice/Ground coverage is spectacular and Kyurem has physical, special, and mixed sets, making it very punishing if you misidentify the set - possibly too much so; if Kyurem gets off a free Dragon Dance and has tera available, you're probably going to have to sacrifice something to get a revenge killer in safely. Sub-Tect can be almost equally threatening if Kyurem gets a free Substitute off, and Specs is generally strong if you don't have one of the handful of counters healthy.
On the other hand, any set lacking HDB is immensely vulnerable to hazards and forcing it out once can be enough to leave Kyurem unable to set up on much; two rounds of Stealth Rock and (one layer of) Spikes leaves Kyurem easily killed by neutral attacks, for example. If you do predict them correctly, the setup sets aren't all that scary, and Specs is just a good breaker, not anything overpowered. Counterplay in the builder can be difficult, but counterplay during the games is readily available compared to some of the other top threats in OU; Kyurem requires a fair degree of support, and its relatively low usage reflects that.
Is Kingambit a massively overcentralizing presence that has shaped the tier around itself in an unhealthy manner, or is it shaping the tier around itself in a healthy way? I don't think there's any argument that Kingambit isn't one of the two or three most influential mons in OU, but there's a lot of disagreement over how to look at that influence.
If you view Kingambit as a problem, you look at how every team
needs an answer to last-mon Kingambit; if you don't view it as a problem, then you'll point to how Kingambit's slow speed and reliance on Sucker Punch means that it's almost trivial to fit those answers. Both of those statements are objectively true, as well - you'll get reverse swept without a counter, and it's easy to find counters, but how you weight the two truths determines whether you think the mon is a problem.
Lastly, the consensus is that "threat saturation" is one of the tier's largest concerns, but there's no easy choice in what to remove when no single mon (or move, given that Tera Blast is an option, one which I heavily support banning, or mechanic, given that a vocal minority want to remove terastalization altogether) stands out above the rest.