The "better" player does not always win. This is not a bad thing, it is part of the game. Skill shows over many matches, not a few. And skill includes luck management.
Banning the Speed Boost + Blaziken, the broken and overpowered set, and keeping Blaze Blaziken, the balanced UU Pokemon. If the DW ability is what makes the pokemon broken, ban the Dream World ability. Let the Pokemon stay.
This man is smart.The words are synonyms and mean "player ranked highly in the ladder dislikes this element of the game".
I'd say something like this:
Uncompetitive: Either something that is not good enough to be used competitively, or something that makes the outcome of a match dependent on luck. There are too many examples of the former to name. For the latter, good examples include Inconsistent/Moody and Evasion boosting moves as well as OHKO moves. Moves that have less than perfect accuracy can still be competitive, or not depending on their other merits, as the choice to use what is generally a more powerful, but less accurate move is just that - a choice. It's still in the player's hands.
Overcentralization: Are you using ______? Do you have something to deal with ______? If the answer to one or both of these is no, can you still win reliably, all else being equal? If you have to use something and/or its counters to win, there is overcentralization. Merely being popular, or even powerful is not overcentralization. Even being common is not overcentralization, as long as it can still be beaten without specific counters.
Whatever definition you use though, it's very important that definition be clearly and objectively defined. Otherwise you just get people dismissing it as "things top players don't like" or otherwise not taking it at all seriously. Subjectivity must be avoided here at all costs.
There will always be those that will insist on dismissing facts as opinions, no matter what you do. But when those people are right, it's time to go back to the drawing board.
Along the same lines, whatever definition that is used needs to be used as close to universally as possible. Otherwise you have two people saying the same words and meaning different things, making clear communication impossible.
I think that a LO Scrafty with DD, HJK, and Moxie could be worse, especially considering how he will have enough bulk to tank the DD set up, where you might need scarf really to get the SD for blaze.Arguably Speed Boost isn't the only thing that made Blaze broken. It got Hi Jump Kick, which has been buffed to be even stronger than Close Combat, minus the stat drops. Sure, the 10% accuracy drop and high recoil hurts, but screw 120 STABs, Blaziken has a 130 BP STABbed move to work with. Combined with the ability to Hone Claws if you are paranoid, or Swords Dance for outright sweeping, there you go.
It's the same reason as like, allowing Gen 4 Chomp into OU, so long as it doesn't have Outrage, Earthquake or Draco Meteor.
P.S. Haunter's sig. Look at it.
Evasion raising is a fantastic strategy tha requires you to have very specific counters to reliably beat.
Luck only becomes uncompetitive when skill no longer manages it. Brightpowder and Double Team deemed uncompetitive because the opponent has no safe, luck-free option. .... There is no "risk vs reward" evaluation : just do as you would, but praying your move will hit. No safe option, no counter, no workaround.
I'm going to call BS on this. Evasion was never allowed in 5th gen. It was never even allowed in 4th gen. How can you possibly come to that conclusion when you have zero relevant evidence? Oh, and before you respond, actually running the odds shows that evasion is a poor choice, so don't try to justify it based on "theory".
I don't really know if ovecentrilization is even the right way to describe the problem, to me it is just a symptom.
What your really trying to say is that Garchomp is/was 'overpowered' or OP. This may be due to a pokemons type/ability/moveset in any particular combination. Because it is overpowered and low riskevery kid on the block uses it because it provides easy wins against teams/strategies not specifically built around it. Or use it themselves to force an opponent to counter it.
Heh, no risk vs reward evaluation. That's rich. Do you really think that the brightpowder user didn't evaluate the risk vs reward of using it instead of leftovers or life orb or whatever? Do you really think that the Double Team user hasn't considered what other strategies might bring to his team?
I think your definition of over-centralization is absolutely fantastic. Is it possible for us to use in the testing process? No more than any other definition, but that's just the nature of the metagame. But I do think it perfectly describes what makes something over-centralizing.
However, I strongly disagree on the uncompetitiveness part (well the second half, at least). If you read my post above, you would see that I define being competitive as playing to win. While making the match more luck dependent may be less fun, if it helps you win, it is, in fact, very competitive.
The only real way to be uncompetitive is by playing without trying to win. And I highly doubt that is a real problem in our metagame.
The thing is not only that it makes the match less about player ability and more about luck, it doesn't even necessarily help you win.
Consider.
After four rounds of using a OHKO move, you have a 75% chance that you killed something. How many pokemon can weather four attacks, from anything decent? Now, how much better would you have done if you intelligently chose attacking moves with a decent sweeper?
Inconsistent has a 1/7 chance to get an evasion boost, multiplying accuracy by 0.6 for the first boost. It also has a 1/7 chance of raising base speed by 100% and a 1/7 chance of raising your attack stat of choice by 100% of its base value... but all the other possibilities are either less useful or not useful at all.
While presumably players here find it enjoyable to play effectively and efficiently, fun doesn't have anything else to do with it at all. What has everything to do with it is that luck, by its very nature is random and skill is not. Relying on luck to win means unreliable wins at best. Relying on skill gives results proportional to ability. Be it in a mild form such as hating evasion boosting moves and OHKO moves, a moderate form such as also hating critical hits, or a severe form such as hating any kind of significant variation in effects this is the centerpoint of the anti luck mindset. And it's very common among the competitively minded in any game for a very good reason.
First, that's an awfully unsupported argument.Not gonna lie
Sand Stream + Sand Rush makes Excadrill incredibly broken.
If Drizzle + Swift Swim is banded you guys should ban that too :/