I have to thoroughly object to this for a number of reasons, the biggest of which is that making any ruleset on the implication that a specific move or strategy either "should be OU" or "should be viable" or anything else like that is ridiculous. Playing favorites like that is a bad decision here, since no ability should be "special" and have rules tailored around preventing it from being banned. That applies to both Drizzle AND Swift Swim.
I'm actually applying the principle of "providing as diverse a metagame, strategically speaking, as possible" to the ability Drizzle, and asking for an exception. I'm not saying anything should be OU or should be viable; I'm saying we should strive to maintain diversity (Drizzle and Rain Dance + Swift Swim) of strategy in our metagame if only one aspect of that diversity is broken (Drizzle + Swift Swim).
This is precisely my only issue with doing this. A complicated ban is usually tailored to keeping multiple things within the metagame without outright banning them, but I don't think we should take a stand that adopts certain abilities "deserving" to be OU.
EDIT: Sorry if I amn't supposed to be posting here, I got posting rights with the LC suspect test and amn't sure if I can post or not, but I felt this point needed to be stressed.
You're fine posting here. We encourage our posters to post as long as they provide justification for what they post.
My response to you is the same as SDS; I'm not not saying the ability Drizzle deserves to be OU; I'm saying the diversity of strategy it provides the metagame is worth making an exception and only banning one strategy with it, instead of all of them. Just to reiterate because user Snunch seems to have missed this in the nomination topic, I believe Drizzle without Swift Swim is good for the metagame because:
a.) It checks Sand
b.) It helps us prevent stagnation in our metagame by providing diversity via:
i.) Allowing Rain Stall to be extremely viable. Don't say "who uses Rain Stall." MoP (aeroblacktyl on the forums) used a very effective Rain Stall team that was being copied by people on ladder. Rain Stall is very effective, and an interesting additional strategy possible only with Drizzle allowed.
ii.) Ensuring any one weather isn't dominant. If Rain is gone, you can bet Sand will reign supreme. Sand doesn't fear Hail / Sun nearly as much as it does Rain.
iii.) Helping us possibly not continue to ban everything under the sun. After we ban Drizzle, you can bet either Sandstream and Drought will go or Landlos / Terakion / Dory / Venusaur etc. will go.
iv.) Increasing the viability of certain Pokemon (such as Slowbro and Tentacruel) that arent' Swift Swimmers to further diversity.
Simplicity of ruleset really needs more support. Banning pokemon x but making it legal with only y was shot down last gen for good reason, because it's way more complicated and subjective. We didn't ban draco meteor and dd on salamence so we could keep using fatmence, we just banned the pokemon. Same with shadow tag and wynaut. We have precedent, so why aren't we just banning politoed, dory, and landlos? It's a much simpler solution to a problem that doesn't require a complicated answer. Thinking inside the box isn't necessarily a bad thing.
Locopoke's response to you is one response I have; the other is that I realize your concern on a moral level, which is why I want to make weather abilities the exception. Can we at agree that weather abilities are completely different than others?
SDS said it fairly well. Making a special rule, an exception, playing favorites because we have some preconceved notions about what Pokemon and strategies should or should not be OU, should not be done unless there is no other realistic option. In this case there are several. We can simply ban those Pokemon which are overpowered under rain, or ban Politoed. Dismissing simplicity of ruleset as an argument is not so easily done. Having a simplified ruleset makes the game much easier to get into, this is inarguable. Having these extra rules may, in your opinion, without any evidence presented, improve the game in some unknown way when compared to using simple bans to remove problematic Pokemon. You cannot also dismiss the fact that making a special case for something which does not absolutely need it will dramatically change players and policymakers attitude in suspect discussions. Even if we never make another exception (and we will, you can count on it. Dory+Sandstream? Of course. Shand+Shadow Tag? Lets a Pokemon stay in the metagame by limiting it, rather than accepting that it is broken as a whole. Why not?), the idea of adding another complex ban will come up repeatedly in every single suspect discussion, and we will have no objective way to say why many of them are inherently worse than this. It will at the very least distract the discussions hugely. Introducing complex bans would be severely detrimental to the long term health of Pokemon as a competitive game.
We have no objective baseline for the simplicity you so admire and adore. It is very literally a subjective shot in the dark that we all "accept" as simple. Additionally, simplicity in the Pokemon Metagame's ruleset is literally negligible; there is discernible additional confusion between Drizzle is banned and Drizzle and Swift Swim are banned on the same team. To say so is literally much ado about nothing. You haven't explained why complexity is bad beyond "harder to get into," to which I respond "negligible."
I have however taken my time to explain that in weather-inducing ability cases, banning the +2 Speed ability in conjunction with the Weather on the same team is beneficial because it allows us to keep the Weather and the plethora of strategy it brings, and keep the +2 ability for the "quick hit and run" strategies known in OU + keep those Pokemon actually seen in OU.
I'm not saying drizzle or swift swim "should be" OU; I'm saying we should strive for diversity in strategy in our metagame, and making a negligibly "complex" (in quotes because again, we have no objective baseline for simplicity) rule that allows us to maximize that is preferable.
hm, the way I see it, we know that simpler is better. We know that less arbitrary is better. The degree and importance can be argued, but I'm confident that the basic principle should be familiar to all PR posters. If you disagree with these, please say and I will explain the advantages of both. We can also agree that centralization or extreme dominance of a particular element of the game is harmful to the game (in most people's opinion, which is why we have ubers for those who don't mind or prefer broken Pokemon), though again the degree of tolerance to these can be debated. When deciding how to achieve balance we have an almost unlimited range of options. The are millions of variations of restrictions, bans and clauses which we could well impose on the game, and may well improve it more than a simple ban. However, these complex rules may be worse for the metagame than a simple ban, they may make it less competitively interesting as well as simply more complex. Since there is no evidence presented suggesting why a complex ruleset would actually improve the metagame more than a simple one, we should go with the option which has actual backing. The burden of proof that a complex ban is "better" than another lies with those supporting a complex ban, since there is direct logic showing several disadvantages. And don't try to argue that keeping more Pokemon in a specific metagame in itself is a good thing in itself, when you remove one Pokemon something else moves up. The reason we don't have necessary bans is to avoid an arbitrary banlist, so that we have something to aim for rather than drifting.
Actually, there is no proof that simple is better FOR THE GAME. There is only proof that simpler is easier to get into. This is only true if the complexity if SIGNIFICANT and the simplicity is nonexistent. I have, again, provided the burden of proof for this particular complex ban; it allows us to maximize diversity, reduce future bans, and provide a check for Sand, all for a negligible increase in complexity.
To me, the annoying thing about this is that we could implement a complicated restriction, and as a result, still not have a good metagame solution.
What if Rain teams simply die without being able to use Manaphy/Swift Swimmers on the same team as Politoed? Then we'd still be left with an overly-powered Dory Metagame, and no better for it. Despite all the negatives of trying something like this, we could force the complicated restriction on the meta, and as a result, face a situation of having to change it all over again.
This does not seem ideal to me-- the great thing about simple restrictions/bans, is that should they turn out bad/useless, they're easy to revert and move on.
That's why we'll test it. This is EXTREMELY easy to revert and move on with. If Drizzle completely dies out, then who cares right? It's the same, practically speaking, as banning it. If it is still broken, we just remove the Drizzle + Swift Swim ban and just make it Drizzle.
Simple.
I really don't this plan is going to work out. As Chou Toshio implied, banning the combination of Drizzle + Swift Swim is only a slight difference over banning Drizzle, as rain teams become extremely impractical against sand and even sun without an auto-inducer. As the effects are identical ignoring the loss of rain stall, which we should not be trying to preserve at the metagame's expense, the more simplistic ban is better. If Terakion and Landlos prove to be broken once Drizzle is banned, then just ban them too. That's why we have continuous suspect testing, to deal with problems as they arise. And if they're broken without Drizzle then there's a pretty good chance that they'll be broken in a Drizzle without Swift Swim metagame.
I don't understand why you say "the metagame's expense." How is it bad for the metagame if a non broken strategy (Drizzle without Swift Swim) increases the diversity in the metagame? Why would we continue to ban things if they aren't broken at a previous stage with one, negligibly more complex rule?
To be honest I don't see the problem of just banning Drizzle? Hopefully Sand will be cleared up also if Randorosu goes but if Sandstream was banned altogether I wouldn't be against that either.
I prefer realistically limiting our bans. I don't like just ban ban banning things we don't like because honestly, we don't have 100% ways to see what is broken. In the end it's subjective, and in the end I would rather keep as much stuff as possible and just tweak the rules a bit to do so.
Seriously why don't we just ban Drizzle, and maybe all auto-weather for that matter.
I was also thinking this. If the Drizzle+Swift Swim combo was banned, I think rain would be used less often as a general strategy than if Drizzle was banned altogether. Using Rain Dance would feel utterly retarded when Drizzle was available, but since I don't get Swift Swim then, I just wouldn't bother.
Either way, whether it's the combo or Drizzle that's banned, Rain is going to die off, leaving us with the same situation, so why not just go for the easy one....
Shouldn't we test this to see it first? I'm confident Drizzle team will NOT die off. Rain is a power weather; providng more power to already powerful Water attacks (in terms of metagame effectiveness) and lowering Fire Pokemon's effectively is useful. Rain Stall itself is extremely effective, as I mentioned earlier in the post with MoP.
@coyo: My second post was more adding new threads of reasoning than replying to yours, since after thinking about it the argument in the first is not the main point. On it's own that argument would not be strong enough, and yea, it would be questionable to discard a range of options simply because of the possibility of the being misused due to "human stupidity" as you put it. However, you have to consider some elements of practicality as well, and honestly, those people arguing for a complex ban for another game element or combination of them would be just as right as some are here. Weather abilities have a large effect on the metagame, yes. More than many and in a fairly complex way, yes. But they are not unique. Various other game elements have an effect on the metagame that is comparably significant and complex, or moreso. If a ban complex ban will lead to more complex bans (to quote cim: "if we go the extra mile to make sure this is an exception like Inconsistent the only people that could make this "precedent" would be you the voters.". Think about it. Using a previous non-simple ban to help justify a more complex ban, already, lol.), then that is worth noticing, even if it should not prevent us from taking a course of action which would lead to a better metagame. The real problem, which I focused much more on in the second post, is the fact that we know simpler bans are better and we cannot know or even effectively argue that this complex ban will be better for the metagame.
Actually we don't know they are better; you're just saying they are. Like I mentioned before, the only area where they are better is if the complex rules are significantly complex enough, AND ONLY in the "getting into the metagame" area.
I think that as much as possible we should go for the simplest ban. If we are going to go off and make overly complicated bans they should at least have a large positive impact on the meta. If we were to ban drizzle in conjuncture with swift swim, all we would be doing is preserving rain stall at the expense of simplicity. I see no logic in going this far as rain stall hardly provides a good check to sand as it is and rain teams would be extremely less effective without and auto inducer. I believe it would be best to go for the simplest ban possible and first take a look at Manaphy as it is the only poke that in my mind that breaks rain, and it can still be broken outside of it. If after Manaphy is gone, rain is still broken, then I would fully support a ban of drizzle, but I think that creating rules against the combination of drizzle and swiftswim just over complicates the game with little positive results steming from it.
What you're doing here is just declaring support for a philosophy, and then admitting something does good but we shouldn't do it because it goes against your philosophy of simplicity. I do agree that mostly we should be simple; I mean, why bother being complex right? However, I also believe that if we can theorymon a better metagame with a negligibly more complex rule, we should strive to do so.
No one,not one person here, has explained what "overcomplicates" means. Not only that, but there has been no objective baseline set for "overcomplication," nor has there been any objective reasoning provided for that baseline. It has literally been "I want simplicity because I don't want overcomplication."
You have to tell me the various positive effects on the metagame (that will be tested next stage) are not high enough to merit the negligibly more complex rule, and why they aren't high enough on the significance scale.
Why is adding 7 words, from "Drizzle is banned" to "Drizzle and Swift Swim are banned on the same team," not worth the various positive effects I said keeping Drizzle in the metagame would net us?