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Discussion The pattern of more rises than drops in usage-based lower tiers

It feels like every so often a post like this is made begging lower tiers to become these stable places where nothing ever rises and you can develop that one same meta to your heart's content.

Guess what guys OU, Ubers, past gens exist. Ever since lower tiers started tiering by usage in gen 5 it's been a feature that each shift (3 months, enough time to run a full tournament) you get a slightly different meta. Sure this can cause problems but it can also solve problems. Lower tiers get away with less bans because usage brings up the problematic mons.

Councils can do whatever they want to mitigate these issues. Faster suspects, Koko method, quickbans are all valid strategies. Additionally if the concern is about tournaments, then simply freeze the tier for the course of the tournament or even better, schedule your tournaments so they happen between tier shifts.

Apologies for the dismmissive tone but it really just feels like these posts take 1000 words in order to say "I choose to play a tier with shifts but would prefer for there to be no shifts"
“Begging” is a pretty uncharitable way to describe this discussion, especially when I’ve mentioned several times across this thread that the goal of tweaking policy would not be to block rises or changes entirely. My own proposal even aims to keep rises. The whole point of having this PR thread now rather than the end of the Generation is so that we don’t have to have a last-minute fix policy that freezes rises altogether like in SS.

You’re right that it is very dismissive to enter a discussion of possible tiering modification and say “well if you don’t like it, play another tier”. It’s just as tone-deaf as entering a ban discussion or suspect thread and saying “well if you don’t like this element, play a different tier”. I actually have and still do play Ubers, non-lower tiers formats, and old gens that dont have tiering updates anymore, and they’re fun. I and many others tune into current gen tiering partly BECAUSE the metagames stay fresh with updates. That doesn’t mean these updates have to be majorly disruptive, which is the point of reform.

I already explained in my last post that just because rises can remove problematic Pokemon - a job that’s actually the responsibility of tiering councils - doesn’t mean they’re above reform, especially when they’re creating problems more than solving them. I recommend more closely reading other posts in this thread, especially ishtar’s.
 
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