Piexplode

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Jul 16th, 2015
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  1. [02:40] +AM: pie the amount of threats diminishes as the tier slowly stabilizes it took ORAS, and it still is to a degree stabilizing
  2. [02:40] +montecrist0: but w/e we've discussed this before man
  3. [02:41] @Disaster Area: man AM I think I'd maybe
  4. [02:41] +AM: a lot of teams fall under a pretty specific archtype these days
  5. [02:41] @Disaster Area: rather discuss this in pm
  6. [02:41] +AM: why?
  7. [02:41] +AM: I hate pms
  8. [02:41] #Pomman: I would rather it be discussed
  9. [02:41] @Disaster Area: too distracting with this room full of people
  10. [02:41] @Disaster Area: lol
  11. [02:41] #Pomman: In here
  12. [02:41] @Disaster Area: okay
  13. [02:41] @peli: open chat is fine, I would like to hear the thoughts also
  14. [02:41] #Pomman: I like this sort of conversation
  15. [02:41] @peli: =]
  16. [02:41] %DG9: Oh AM no wonder why you hate me
  17. [02:41] +montecrist0: I like this room
  18. [02:41] @Disaster Area: so do I but it feels like
  19. [02:41] +ashes and dust~: i dont think
  20. [02:41] +ashes and dust~: this is distracting
  21. [02:41] +montecrist0: but I just dont want to argue with am because weve done it before
  22. [02:41] @Disaster Area: too many cooks ruin the soup
  23. [02:41] +ashes and dust~: i enjoy it
  24. [02:41] @Disaster Area: too many people talking and it takes forever to cover
  25. [02:41] @Disaster Area: a single point
  26. [02:41] +montecrist0: and we reached the conclusion of agreeing to disagree im p sure
  27. [02:42] +montecrist0: i mean thats how most arguments with competent people end
  28. [02:42] @Disaster Area: okay then
  29. [02:42] +AM: it's better talking here I can assure you I don't give a fuck about half my pms
  30. [02:42] @Disaster Area: you can just stay quiet
  31. [02:42] @Disaster Area: and let AM and I any anyone else
  32. [02:42] @Disaster Area: talk
  33. [02:42] +ashes and dust~: ...
  34. [02:42] +AM: lmfao
  35. AM was promoted to Room Moderator by Pomman.
  36. Moderated chat was set to @!
  37. Only users of rank @ and higher can talk.
  38. [02:42] #Pomman: :P
  39. [02:42] @AM: rofl
  40. [02:42] @Disaster Area: okay that works for me
  41. [02:42] @Disaster Area: i was tempted to suggest it but I felt rude
  42. [02:42] @peli: figured that was coming
  43. [02:42] @peli: lol
  44. [02:42] #Pomman: I'll take it off when the convo ends
  45. [02:42] @magsyy: hi
  46. [02:42] @AM: better with more cooks but then again I'm a man of the peeps
  47. [02:42] @Disaster Area: okay wonderful
  48. [02:42] @AM: well w/e
  49. [02:42] @Disaster Area: AM please continue
  50. [02:42] @AM: ask away
  51. [02:42] @magsyy: hi am
  52. [02:42] @AM: forgot what I was saying
  53. [02:42] @magsyy: :)
  54. [02:42] @NJNP: [:
  55. [02:43] @Disaster Area: uhh something about matchup like
  56. [02:43] @Disaster Area: u were saying about
  57. [02:43] @Disaster Area: dislike vs broken
  58. [02:43] @AM: I mean
  59. [02:43] @AM: ask me more specifics
  60. [02:43] @AM: instead of me generalizing
  61. [02:44] @Disaster Area: I'm not really familiar enough in OU to talk specifics in some ways. My experience is more general, knowing the specifics of ubers and general complaints about OU
  62. [02:44] @AM: ok
  63. [02:44] @Disaster Area: combined with general cross-gen battle experience
  64. [02:44] @Disaster Area: okay well I think my first point is
  65. [02:44] @Disaster Area: how much agreement, and from who, does there need to be
  66. [02:44] @Disaster Area: for matchup to be considered an issue that needs to be formally addressed in the fashions being discussed in jpw's thread
  67. [02:45] @Disaster Area: e.g. the variations of tournament format
  68. [02:45] @Disaster Area: (which imo is a good idea, sideboarding I can't comment really but it shouldn't be used much)
  69. [02:45] @Disaster Area: how do you assess that there is enough agreement that
  70. [02:45] @AM: this matchup issue was addressed awhile back even before jpw discussed it fyi. It isn't exactly a new thing as far back as since hugo was in OU council.
  71. [02:45] @Disaster Area: you can't 'git gud' or whatever, can't cover everything or whatever you want, that there exist these matchup issues
  72. [02:45] @AM: to give you an idea
  73. [02:45] @Disaster Area: yeah i can imagine
  74. [02:46] @Disaster Area: it's important because
  75. [02:46] @Disaster Area: jpw mentions later gens specifically
  76. [02:46] @AM: later gens is where the problem lies
  77. [02:46] @AM: not this current gen
  78. [02:46] @Disaster Area: yeah, that's what this part of the discussion
  79. [02:46] @Disaster Area: is about
  80. [02:47] @Disaster Area: when do you as a community recognise it as an actual issue
  81. [02:47] @Disaster Area: rather than with 'git gud' or something
  82. [02:48] @AM: we already know it's an issue but the community is split to the point it's at a stalemate. You have one side who believes it's a legitimate problem and the others who believe it's the times changing
  83. [02:48] @Disaster Area: mm. Can we discuss these 2 hypotheses separately
  84. [02:48] @AM: sure
  85. [02:48] @Disaster Area: firstly i wanna talk about the idea that it's not an issue side
  86. [02:48] @Disaster Area: one thing that comes to mind
  87. [02:48] @Disaster Area: http://www.sirlin.net/articles/game-balance-and-yomi if you go down to matchup charts section
  88. [02:48] @AM: ben gay and tesung part of the OU council are on this side
  89. [02:48] @Disaster Area: i'm thinking about jpw's points about
  90. [02:48] @AM: to give you an idea
  91. [02:49] @NJNP: Am sry to interrupt, i know the meta doesn't need genesect but the meta also didn't need slash and it got suspected, any chance on gen making a suspect appearance. I'd like to see how it plays out
  92. [02:49] @Disaster Area: teams having various levels of matchup against eachother
  93. [02:49] @AM: not sure yet
  94. [02:49] @AM: I'll address that later
  95. [02:49] @AM: let me take a look pie
  96. [02:49] @Disaster Area: like e.g. mega manec teams apparently have
  97. [02:49] @Disaster Area: good matchups versus HO
  98. [02:49] @AM: ok
  99. [02:49] @AM: let me explain that
  100. [02:49] @Disaster Area: so versus HO teams they might be 5.5-4.5 or 8-2's or whatever
  101. [02:49] @AM: cause PK Gaming sort of asked me about it that I'll just reiterate
  102. [02:49] @Disaster Area: and the problem perceived by people is too many of the matchups where the numbers are large differences
  103. [02:50] @AM: alright
  104. [02:50] @AM: as far as m-manectric goes
  105. [02:51] @AM: m-manectric is an aspect of a typing that has an upper advantage against offensive teams in general
  106. [02:51] @AM: electrics
  107. [02:51] @AM: as far as OU goes
  108. [02:51] @Disaster Area: (also when you are done discussing manectric I want to discuss baton pass momentarily)
  109. [02:51] @AM: they've always been the dark horse typing that necessitates electric switch ins almost mandatory these days a ground
  110. [02:51] @AM: but
  111. [02:52] @AM: the best electrics are able to run hp ice efficiently
  112. [02:52] @AM: m-manectric can do this
  113. [02:52] @AM: and has fire coverage
  114. [02:52] @AM: every dominant hyper offensive threat
  115. [02:52] @AM: is prone to these
  116. [02:52] @AM: that is why m-manectric will usually have a favorable matchup against offense
  117. [02:52] @AM: because all the other grounds that aren't x4 weak to ice ( the ones found on offense) are passive and or balanced mons
  118. [02:52] @Disaster Area: mm I think that this idea that sirlin is using to some degree allows us to quantify the matchups between teams.
  119. [02:52] @AM: every offensive player knows this
  120. [02:53] @Disaster Area: yeah
  121. Moderated chat was set to autoconfirmed!
  122. Only users of rank autoconfirmed and higher can talk.
  123. [02:53] @AM: m-manectric, m-lopunny, m-alakazam, weavile, m-aero, anything above a 115 speed tier basically
  124. [02:53] PomManAFK: Going afk
  125. [02:53] @AM: or more specifcally 110+ base speed
  126. [02:53] @Disaster Area: ninjask
  127. [02:53] @AM: is what thrives in an offensive meta
  128. [02:54] @AM: lol
  129. [02:54] @AM: anyways
  130. [02:54] @Disaster Area: anyways
  131. [02:54] @AM: BP
  132. [02:54] @Disaster Area: can I mention baton pass quickly
  133. [02:54] @Disaster Area: w.r.t.
  134. [02:54] @Disaster Area: the sirlin thing
  135. [02:54] @Disaster Area: I think the simplest way to explain why it's 'broken' as a team
  136. [02:54] @Disaster Area: is because of its matchups can be described as being
  137. [02:54] @Disaster Area: almost totally say
  138. [02:54] @Disaster Area: 8-2 9-1 or 10-0
  139. [02:54] @Disaster Area: if you have a quick look at the article
  140. [02:54] @AM: idk what there is to explain because I wanted a blanket ban on BP but others didn't so there needs to be middle ground
  141. [02:54] @Disaster Area: with the odd one which is the opposite direction
  142. [02:55] @Disaster Area: well I'm not saying about
  143. [02:55] @Disaster Area: the specifics of
  144. [02:55] @Disaster Area: nerfing BP at all
  145. [02:55] @AM: ok
  146. [02:55] @Disaster Area: I'm just saying the reason that
  147. [02:55] @Disaster Area: BP teams were broken
  148. [02:55] @Disaster Area: is because they have
  149. [02:55] @peli: quick thing: am are you still council member?
  150. [02:55] @Disaster Area: the majority of their matchups are
  151. [02:55] @AM: yes
  152. [02:55] @Disaster Area: really really heavily in their favour,
  153. [02:55] @Disaster Area: with a small handful of equal to terrible matchups
  154. [02:56] @AM: that's cause the legitimate tools for BP are small if nonexistent in reality
  155. [02:56] @Disaster Area: and it imbalances the matchups terribly etc., or you could alternatively describe it
  156. [02:56] @AM: in the realm of it all
  157. [02:56] @Disaster Area: as dominating the matchup chart
  158. [02:56] @Disaster Area: in a way you could really say that about any hypothetical team
  159. [02:56] @AM: matchups that dominate to the level of BP are normally systematic. Those are the ones we normally keep a lookout for
  160. [02:56] @Disaster Area: it doesn't matter specifically what BP is
  161. [02:56] @Disaster Area: the problem is that
  162. [02:56] @AM: that's the problem
  163. [02:56] @Disaster Area: the team dominates with almost completely exceptional matchups
  164. [02:57] @AM: not every team follows that systematic approach though
  165. [02:57] @Disaster Area: and the teams with good to great matchups versus bP have poorer matchups overall
  166. [02:57] @AM: because unlike BP there's more room for human error
  167. [02:57] @Disaster Area: mm it's not impossible though
  168. [02:57] @AM: in the case of other archtypes
  169. [02:57] @Disaster Area: like uhh take this example
  170. [02:57] @Disaster Area: frmo balanced hackmons
  171. [02:57] @Disaster Area: I saw it when discussing ACRE on IRC
  172. [02:57] @Disaster Area: there was a team that went 46-1 described as
  173. [02:57] @Disaster Area: paranoid stall
  174. [02:57] @Disaster Area: and you had a list of rulse you had to follow basically
  175. [02:58] @Disaster Area: it was systematic though not quite to BP's degree
  176. [02:58] @Disaster Area: lemme find it but
  177. [02:58] @Disaster Area: I mean I'm not saying
  178. [02:58] @AM: lol
  179. [02:58] @Disaster Area: paranoid stall is broken or anything
  180. [02:58] @AM: was that
  181. [02:58] @Disaster Area: could be that BH players all suck
  182. [02:58] @AM: brokenwings?
  183. [02:58] @AM: oh
  184. [02:58] @AM: brokenwings did that in ubers lol
  185. [02:58] @Disaster Area: BUT the point is that
  186. [02:58] @Disaster Area: a team of that sort
  187. [02:58] @AM: that exact record
  188. [02:59] @Disaster Area: could very well exist etc in some metagame, possibly standard, where you can ardently follow rules that are beyond mere rules of thumb
  189. [02:59] @Disaster Area: that has consistently great matchups versus everything if you follow those rules
  190. [02:59] @Disaster Area: the only thing separating BP and paranoid stall really
  191. [02:59] @Disaster Area: is that the rules for paranoid stall are more complex
  192. [02:59] @Disaster Area: to directly follow
  193. [02:59] @AM: in what manner?
  194. [02:59] @Disaster Area: well with BP or even
  195. [02:59] @Disaster Area: swagger
  196. [03:00] @Disaster Area: the recipe to follow is very obvious
  197. [03:00] @Disaster Area: whereas the rules of paranoid stall I guess cover things in a
  198. [03:00] @Disaster Area: slightly broader manner
  199. [03:00] @Disaster Area: lemme try and find it give me a minute
  200. [03:00] @AM: I mean
  201. [03:00] @AM: I follow rules in a broader manner with a lot of my teams
  202. [03:00] @AM: where I know what to execute at what point
  203. [03:00] @Disaster Area: yeah
  204. [03:00] @Disaster Area: with stall in particular it can be played in that way to some degree
  205. [03:00] @Disaster Area: http://www.smogon.com/forums/threads/balanced-hackmons-a-paranoid-stall-balanced-hackmons-team-win-loss-46-1.3495854/
  206. [03:00] @Disaster Area: with BP
  207. [03:01] @Disaster Area: it's just that to a more extreme point
  208. [03:01] @AM: that's just part of playing and understanding your own teambuilding and plying philosophy
  209. [03:01] @Disaster Area: where your optimal play ALWAYS follows those rules
  210. [03:01] @AM: you do realize adrian marin is a genius right?
  211. [03:01] @Disaster Area: in the conclusion it recommends that
  212. [03:01] @AM: lol
  213. [03:01] @Disaster Area: team raters follow the guidlines religiously
  214. [03:01] @AM: this comes back to the human error thing
  215. [03:02] @AM: it just so happens adrian revealed that formula
  216. [03:02] @Disaster Area: anyway as I say I think the main difference between it and BP is that
  217. [03:02] @Disaster Area: they're less stringent rules
  218. [03:02] @Disaster Area: and allow for more ways in which to play things
  219. [03:03] @Disaster Area: whereas BP or more extremely swagger
  220. [03:03] @Disaster Area: are extremely systematic
  221. [03:03] @Disaster Area: and more basic as a consequence
  222. [03:03] @AM: the rules are more basic cause it's following the nature of a much more simple tier
  223. [03:04] @AM: the rules have to balance out with the complexity of said tier
  224. [03:04] @AM: in regards to team building and playing
  225. [03:04] @Disaster Area: anyway my point is more that
  226. [03:04] @Disaster Area: 'any' team could have
  227. [03:04] @Disaster Area: a similar match up chart
  228. [03:04] @Disaster Area: to baton pass
  229. [03:04] @Disaster Area: as it had in OU
  230. [03:04] @Disaster Area: at its peak
  231. [03:04] @AM: I don't agree with that
  232. [03:05] @Disaster Area: well it's not qutie the same because
  233. [03:05] @Disaster Area: 'any' team
  234. [03:05] @Disaster Area: won't be so easy to blindly follow the rules of
  235. [03:05] @Disaster Area: or even explain the rules
  236. [03:05] @Disaster Area: but it doesn't mean that at the top level of play there couldn't exist a near-perfect team in this sense
  237. [03:06] @AM: every team in ORAS as of right now
  238. [03:06] @Disaster Area: (though I don't think the discovery of such a thing is likely)
  239. [03:06] @AM: has an exploit
  240. [03:06] @Disaster Area: yeah
  241. [03:06] @AM: perfection is practically impossible
  242. [03:06] @Disaster Area: on the other hand maybe it can't happen in ORAS
  243. [03:06] @Disaster Area: just due to the amount of threats
  244. [03:06] @AM: yes
  245. [03:06] @Disaster Area: at least without BP and swagger
  246. [03:07] @Disaster Area: in short you've removed
  247. [03:07] @Disaster Area: the most ridiculous of matchup issues
  248. [03:07] @Disaster Area: i.e. the matchups where it's heavily one-sided
  249. [03:07] @Disaster Area: NOW what you're seeing in ORAS perhaps is
  250. [03:07] @Disaster Area: a really complex mix where
  251. [03:07] @Disaster Area: there are very many teams
  252. [03:07] @Disaster Area: that all have matchups versus eachother
  253. [03:07] @Disaster Area: ranging from very balanced and equal
  254. [03:07] @Disaster Area: to the point where it's very challenging
  255. [03:07] @Disaster Area: or even a 6-0 (maybe?)
  256. [03:08] @Disaster Area: the trouble you have is
  257. [03:08] @Disaster Area: no one team is the culprit
  258. [03:08] @Disaster Area: and some people are more tolerant
  259. [03:08] @Disaster Area: to this than others
  260. [03:08] @AM: something being a challenge shouldn't be a cop out to be leniant on players who can't accept the fact they got 6-0d by something that in the context of teambuilding you have the ability to play around
  261. [03:08] @Disaster Area: obviously a certain amount of it depends on your skill, with less skill alkl your matchups are worse
  262. [03:08] %gbhg: why is am
  263. [03:08] %gbhg: A mod
  264. [03:08] +Mob Squad: hes fancy like that
  265. [03:08] %gbhg: godamn it
  266. [03:08] @Disaster Area: gbhg so we could have modchat earlier
  267. [03:08] @Disaster Area: cos too many people were interrupting the chat
  268. [03:08] %gbhg: I liked it when I was above AM
  269. [03:08] @Peli: so they could have a chat at modchat @
  270. [03:09] %gbhg: In at least ONE room
  271. [03:09] @Disaster Area: now then AM if we aren't to be lenient to teambuilders and
  272. [03:09] @Disaster Area: remove from the 'pool' of teams
  273. [03:09] @Disaster Area: all of those that get 6-0d by something fairly relevant
  274. [03:09] @magsyy: am is funny
  275. [03:09] %gbhg: Disaster Area you are piexplode
  276. [03:09] @Disaster Area: you still have a lot of matchups
  277. [03:09] %gbhg: right?
  278. [03:09] @Disaster Area: yes now shut up
  279. [03:09] %gbhg: rude
  280. [03:09] @Disaster Area: you still have a lot of matchups that might be
  281. [03:09] @Disaster Area: very heavily in one person's favour
  282. [03:10] @Disaster Area: where the person in the worse position can still play around
  283. [03:10] @Disaster Area: but it's very much in the opponent's favour
  284. [03:10] @Disaster Area: the trouble is some people are
  285. [03:10] @Disaster Area: happy playing a matchup where it's 3-7 or even 2-8 on that scale
  286. [03:10] @Disaster Area: as on the sirlin link
  287. [03:10] @Disaster Area: whereas some people aren't happy if they're playing worse than 4-6 say
  288. [03:10] %LeoLancaster: o
  289. [03:11] @Disaster Area: but very few if any teams might meet
  290. [03:11] %LeoLancaster: I can talk now
  291. [03:11] %LeoLancaster: good evening all ^.^
  292. [03:11] @Disaster Area: certain people's leniency towards matchups
  293. [03:11] @Disaster Area: in general
  294. [03:11] @Disaster Area: good evening
  295. [03:11] @Peli: hello leo
  296. [03:11] @Disaster Area: it's not black and white saying
  297. [03:11] @Disaster Area: there aren't/are matchup issues
  298. [03:11] @Disaster Area: it's a case of personal taste and the degree between teams and players
  299. [03:12] @Disaster Area: the extent to which matchup is an issue, both down to personal tolerance and how good a 'metagame pick' or whatever a team is
  300. [03:12] @AM: so what's the actual question?
  301. [03:12] @Disaster Area: the question is how do you deal with a situation where
  302. [03:12] @Disaster Area: the majority of players personal taste makes them unhappy with the level of matchup
  303. [03:12] @Disaster Area: but arguably nothing is broken or banning any selection of things won't fix the issues
  304. [03:13] @Disaster Area: or the issues are simply so complex to untangle it's unfeasible/impossible
  305. [03:13] @Disaster Area: how do you 1) recognise that it's that scenario and 2) adapt tournaments to suit this
  306. [03:13] @AM: [22:13] @Disaster Area: but arguably nothing is broken or banning any selection of things won't fix the issues
  307. [03:13] @AM: [22:13] @Disaster Area: or the issues are simply so complex to untangle it's unfeasible/impossible
  308. [03:13] @Disaster Area: note I'm not saying
  309. [03:13] @NJNP: genesect discussion </3
  310. [03:13] @Disaster Area: nothing is broken in OU
  311. [03:13] @AM: those are what I would emphasize
  312. [03:13] @AM: the first point....[22:13] @Disaster Area: the majority of players personal taste makes them unhappy with the level of matchup
  313. [03:13] @AM: is moot
  314. [03:14] @AM: for a bunch of reasons
  315. [03:14] %LeoLancaster: one thing that'd work for quite a while down the road
  316. [03:14] %LeoLancaster: is accept that the lower tiers will have this problem to a much smaller degree
  317. [03:14] @Disaster Area: yeah of course
  318. [03:14] @Disaster Area: also here's another question
  319. [03:14] @AM: pie we recognize the scenario when we're aware they're 100+ things to account for and or legitimately can work
  320. [03:14] %LeoLancaster: and make said lower tier more prominent in the tour scene
  321. [03:15] @AM: it's not the tournaments that
  322. [03:15] @AM: really adapt
  323. [03:15] @Disaster Area: if you had a tier where you had these matchup issues and another tier with less matchup issues by a long way but would take a lot of effort and shift to move to that tier being the standard
  324. [03:15] @Disaster Area: what would you choose?
  325. [03:15] @AM: it's the players within those tournaments
  326. [03:15] @AM: and they're capabilities as such to adapt
  327. [03:15] @Disaster Area: AM I mean adapting to changing formats e.g. more bo3 bo5 double elimination swiss etc sort of thing
  328. [03:15] %DG9: Gnight
  329. [03:15] %LeoLancaster: night DG9
  330. [03:15] @Peli: night groudon
  331. [03:16] @Disaster Area: to mitigate the fact that these matchup issues (whether or not you feel them to be problematic is moot) affect the game to a degree
  332. [03:16] @AM: the problem with your prior question pie is like I told soulgazer you're hitting a very thin line of subjectivity as to what is perceived as the mons who induce these scenarios of matchup
  333. [03:16] @Disaster Area: that a lot of players are unhappy with
  334. [03:16] @AM: I could argue that
  335. [03:16] @AM: m-metagross is the most matchup based mon in the entire tier
  336. [03:16] @AM: and has created the tier we are playing now
  337. [03:16] @Disaster Area: yeah exactly AM I don't think that we can ban stuff so easily by arguing that it messes up the matchup
  338. [03:17] @Disaster Area: because in some ways it's not the ONE threat being too much but more the 50+ that you need to prepare for
  339. [03:17] @Disaster Area: having one mega per team doesn't help since
  340. [03:17] %gbhg: I don't see megagross being used that much
  341. [03:17] @Disaster Area: they cover larger amounts of the metagame than other mons
  342. [03:17] @AM: the matchup problems effect the game but it's always going to be the community at large
  343. [03:17] @Disaster Area: and are more threatening
  344. [03:17] %gbhg: I actually see manaphy way more
  345. [03:17] @AM: pie it's about role compression
  346. [03:17] @Disaster Area: i understand that
  347. [03:17] @AM: as far as covering threats goes
  348. [03:17] Minnow: dafuq is this
  349. [03:18] %gbhg: shh Minnow
  350. [03:18] @Disaster Area: the trouble is that role compression is warped in OU
  351. [03:18] @Disaster Area: by the peculiar rules of megas
  352. [03:18] @Disaster Area: you have these mons that compress massively but you can only have one
  353. [03:18] @AM: not necessarily
  354. [03:18] @Disaster Area: and they give you more stuff with which you must compress roles for (i.e. morethreats to prepare for)
  355. [03:18] @Disaster Area: well
  356. [03:18] @Disaster Area: I'm not saying
  357. [03:18] @Disaster Area: megas are the problem
  358. [03:19] @Disaster Area: but they exascerbate it
  359. [03:19] @AM: most teambuilds can accomodate for general role compression while playing around nuisances through just solid playing
  360. [03:19] @Disaster Area: at least conceptually
  361. [03:19] @AM: like all of heists teams so far in wcop
  362. [03:19] @AM: were mediocre at best if not bad
  363. [03:19] @AM: but he made up for it
  364. [03:19] @AM: through his playing
  365. [03:19] @Disaster Area: that's basically saying
  366. [03:19] @Disaster Area: every match he has a 3-7 matchup
  367. [03:19] @Disaster Area: but because he's good he can win every 3-7 matchup
  368. [03:19] @AM: he doesn't win them all though
  369. [03:20] @Disaster Area: well I'm being general
  370. [03:20] @AM: due to human nature and the way of human error
  371. [03:20] @AM: and the complexity of said nature
  372. [03:20] @Disaster Area: and the probability in the game too of course
  373. [03:20] @AM: yes I know but there;s too many factors you're trying to take into account
  374. [03:20] @AM: and mathematics that are skewed by the anomaly of the RNG itself
  375. [03:20] @Disaster Area: indeed I'm not saying we need to create values or whatever for this I'm just using them
  376. [03:20] @Disaster Area: to illustrate my points
  377. [03:21] @Disaster Area: basically heist is a really good player but a bad teambuilder so he has
  378. [03:21] @Disaster Area: persistent bad matchups due to bringing bad teams
  379. [03:21] @Disaster Area: but he manages to win a large number of bad matchups
  380. [03:21] @Disaster Area: by being that much better than his opponents
  381. Minnow was promoted to Room Voice by Disaster Area.
  382. [03:23] @AM: go on....
  383. [03:23] @Disaster Area: hmm.. I'm not sure where it was going. But does what i said there make sense?
  384. [03:23] @Disaster Area: i was just describing the heist situation that you brought up. Let's read up and see why you brought it up *-*
  385. [03:23] @NJNP: ur beat disaster, lets turn the table to genesect [:
  386. [03:23] @AM: yeah
  387. [03:24] @AM: makes sense but like
  388. [03:24] @Disaster Area: [03:19] @AM: most teambuilds can accomodate for general role compression while playing around nuisances through just solid playing
  389. [03:24] @Disaster Area: [03:19] @AM: like all of heists teams so far in wcop
  390. [03:24] @Disaster Area: [03:19] @AM: were mediocre at best if not bad
  391. [03:24] @Disaster Area: basically you're saying that the better player can win a weaker matchup for them
  392. [03:24] Amir Returns: I feel like dropping down Deoxys-S
  393. [03:24] @AM: yes
  394. [03:24] @Disaster Area: and a better teambuilder makes teams that have generally better matchups
  395. [03:24] @AM: yes
  396. [03:24] @AM: which is why they're paired up in tour play
  397. [03:25] @Disaster Area: okay I agree with that
  398. [03:25] @Disaster Area: okay so
  399. [03:25] @Disaster Area: let's when discussing matchup hmm
  400. [03:25] @AM: teambuilding is becoming more and more vital as the generations progress
  401. [03:25] @Disaster Area: what happens if we assume that 2 players
  402. [03:25] @Disaster Area: are of approximately equal skill
  403. [03:25] @AM: cause you have people who specialize in studying those trends
  404. [03:25] @NJNP: amir maybe d not s
  405. [03:26] Amir Returns: S has decent bulk, and D is quite fast at base 90 speed
  406. [03:26] @AM: it's still an approximation
  407. [03:26] @Disaster Area: I think that you could actually
  408. [03:26] @Disaster Area: use this as a way to describe
  409. [03:26] @Disaster Area: what a 'good player' is
  410. [03:26] @Disaster Area: is one who can beat another player in spite of having a 'losing' matchup
  411. [03:26] @Disaster Area: and a player is more 'good'
  412. [03:26] @Disaster Area: by the worse the matchup they can be victorious
  413. [03:27] @Disaster Area: versus some objectively defined player if we wish to use a standard, or if not then we can compare players with eachother and say that
  414. [03:27] @Disaster Area: one is better than the other
  415. [03:27] @Disaster Area: because they can beat the other when they have such and such
  416. [03:27] @Disaster Area: matchup disadvantage
  417. [03:27] @AM: and the level at which a good player is perceived as good is not only subjective by the person you are asking but is also trying to find the fine level where other factors such as RNG weren't a factor. Good players are distinguised by consistentcy amongst the higher level plateau
  418. [03:27] @AM: mcmeghan, bloo, hugo, etc.
  419. [03:27] @Disaster Area: yeah
  420. [03:27] @AM: for example
  421. [03:27] @AM: I think
  422. [03:27] @AM: bloody sunday is terrible
  423. [03:27] @AM: some people think he's good
  424. [03:28] @AM: cause he wins a lot of shitty matchups
  425. [03:28] Amir Returns: true
  426. [03:28] @AM: it's trying to justify an opinion as fact
  427. [03:28] @AM: which obviously doesn't work
  428. [03:28] @Disaster Area: winning a bad matchup is
  429. [03:28] @Disaster Area: bizarrel
  430. [03:28] @Disaster Area: a different skill to
  431. [03:28] @Disaster Area: winning a good one
  432. [03:28] @Disaster Area: lol
  433. [03:28] @Disaster Area: yeah the whole concept of matchups is warped because players are warped
  434. [03:29] @Disaster Area: i.e. a player can have betetr odds at winning a bad matchup than a good one
  435. [03:29] @AM: too many players with too many different tiering philosophies and backgrounds
  436. [03:29] @Disaster Area: versus a player of approximately equal skill
  437. [03:30] @AM: this is where both teambuilding and battling skill come to play
  438. [03:30] @Disaster Area: teambuilding = trying to give yourself the best possible matchup
  439. [03:30] @Disaster Area: battling = trying to win with the matchup you and your opponent give eachother
  440. [03:31] @AM: teambuilding is based on the study of the meta from a theoretical standpoint, battling is based on the study of the meta from a practical standpoint
  441. [03:31] @AM: you need both
  442. [03:31] @Disaster Area: yeah of course both are connected
  443. [03:31] @Disaster Area: but I'm discussing w.r.t the matchup thing
  444. [03:31] @AM: the point being is that matchup is alleviated when both are top notch
  445. [03:31] @AM: this is why guys like ben gay and tesung
  446. [03:31] @Disaster Area: no not totally
  447. [03:31] @AM: have no real issues
  448. [03:31] @Disaster Area: you still have bad matchups when you're a top player
  449. [03:31] @Disaster Area: you're just better at winning in those bad matchups
  450. [03:31] @Disaster Area: therefore you have fewer issues with them
  451. [03:31] %gbhg: When you face a bad matchup
  452. [03:32] %gbhg: You have to make more reads
  453. [03:32] +ashes and dust~: i swear ur the best am
  454. [03:32] @Disaster Area: so you're correct
  455. [03:32] @Disaster Area: in saying ben gay and tesung have no real issues
  456. [03:32] %gbhg: Then you normally would have to
  457. [03:32] @Disaster Area: but it's not because
  458. [03:32] @Disaster Area: matchup issues don't exist
  459. [03:32] @AM: well it's not so much about reads but making the right read
  460. [03:32] @Disaster Area: it's because they're skillful enough
  461. [03:32] @AM: some people try to make reads and just fail
  462. [03:32] @Disaster Area: to be able to win bad matchups
  463. [03:32] Amir Returns: sometimes you need to think logically
  464. [03:32] Amir Returns: when it's a great time to make a read
  465. [03:32] @AM: well there's a stigma in that there's not enough people that can achieve that last point pie
  466. [03:33] @AM: and as a result the argument of matchup is brought up
  467. [03:33] @Disaster Area: okay so this explains exactly why
  468. [03:33] Amir Returns: you need to factor of risk vs reward
  469. [03:33] @Disaster Area: most of the community
  470. [03:33] @Disaster Area: has matchup issues
  471. [03:33] @Disaster Area: but most of the top players in charge
  472. [03:33] @Disaster Area: do not
  473. [03:33] @Disaster Area: so you have to ask yourself in what way do you need to cater to each
  474. [03:33] @Disaster Area: with tournaments obviously
  475. [03:33] @Disaster Area: you cater to the top players
  476. [03:33] @Disaster Area: with banning pokemon etc
  477. [03:33] @Disaster Area: you're catering to every competitive player who takes the game fairly seriously
  478. [03:34] @Disaster Area: (e.g. not trying to win with a mono team etc)
  479. [03:34] @Disaster Area: jpw's thread addresses
  480. [03:34] @Disaster Area: how do you cater for top players
  481. [03:34] @Disaster Area: over an issue top players don't currently need to recognise
  482. [03:34] +obii: which thread?
  483. [03:34] @Disaster Area: in policy review
  484. [03:34] +obii: thanks
  485. [03:34] @AM: you think ahead
  486. [03:34] @AM: you make yourself aware of problems
  487. [03:35] @AM: that are about to show its face
  488. [03:35] +ashes and dust~: oml
  489. [03:35] @AM: such as Landorus when it was gaining tons of usage in tour play
  490. [03:35] +ashes and dust~: i was just about to reg
  491. [03:35] +ashes and dust~: hermanos
  492. [03:35] +ashes and dust~: pollos
  493. [03:35] +ashes and dust~: cri
  494. [03:35] Amir Returns: you need to also look at problems that may arise
  495. [03:35] %LeoLancaster: chicken brothers?
  496. [03:35] +ashes and dust~: yh
  497. [03:35] +ashes and dust~: its a show
  498. [03:35] %LeoLancaster: o
  499. [03:35] @AM: We already knew it was going to be a problem, but SPL games just confirmed it
  500. [03:35] +ashes and dust~: oml lando-i was everywhere
  501. [03:35] +ashes and dust~: spl
  502. [03:35] Amir Returns: thinking outside of the box does seem to help at times
  503. [03:36] @AM: when on one night alone was the factor of 4 wins
  504. [03:36] +ashes and dust~: like withdrawing alakazam
  505. [03:36] +ashes and dust~: =]
  506. [03:36] @AM: 3 of those by itself
  507. [03:36] @Disaster Area: LOL slurmz nice
  508. [03:36] @Disaster Area: cypher reference I see ya
  509. [03:36] +ashes and dust~: =]
  510. [03:37] @Disaster Area: okay but AM I'm talking more about
  511. [03:37] @Disaster Area: matchup than specific pokemon here I guess
  512. [03:37] +ashes and dust~: ok why did i almost go into ladder
  513. [03:37] +ashes and dust~: with only a manaphy
  514. [03:37] +ashes and dust~: ...
  515. [03:37] @Disaster Area: top players don't recognise
  516. [03:37] @Disaster Area: the same matchup issues
  517. [03:37] @Disaster Area: as weaker players do
  518. [03:37] @Disaster Area: it doesn't mean the matchup issues don't exist
  519. [03:37] @AM: matchup is based on the preconceived notion that a pokemon and or group of them is the culprit of the issue
  520. [03:37] @Disaster Area: it means the matchup issues don't exist anywhere near as much
  521. [03:37] @Disaster Area: for the top players
  522. [03:37] @Disaster Area: as it does for the weaker players
  523. [03:38] @Disaster Area: no matchup doesn't nessecarily mean
  524. [03:38] @Disaster Area: one thing is an issue
  525. [03:38] @Disaster Area: or even 5 things
  526. [03:38] @Disaster Area: you can have a complex matchup chart of
  527. [03:38] @Disaster Area: 500 different OU teams
  528. [03:38] @Disaster Area: and how they all matchup versus eachother
  529. [03:38] @AM: no
  530. [03:38] @Disaster Area: in the hands of players of certain shill
  531. [03:38] @Disaster Area: (hypothetically)
  532. [03:38] @Disaster Area: and when the players
  533. [03:38] @Disaster Area: are better
  534. [03:38] @Disaster Area: the numbers become
  535. [03:38] @Disaster Area: more even
  536. [03:38] @AM: 500 different OU teams don't equate to the archetypes they fall under
  537. [03:38] @Disaster Area: that's all
  538. [03:38] @AM: which is what you would actually prepare for
  539. [03:38] @Disaster Area: okay if you want to go to archetypes then even still like what
  540. [03:39] @Disaster Area: 50?
  541. [03:39] @Disaster Area: I dunno depends on how broad vs specific you want to be
  542. [03:39] @Disaster Area: matchups are then within a range of values depending on specific team tweaks
  543. [03:39] @Disaster Area: but the overall picture still stands
  544. [03:39] @AM: it would take too long to get into specifics but your teambuilding would accommodate these general archtypes
  545. [03:39] @Disaster Area: yhea obviously
  546. [03:39] @AM: most of these archtypes
  547. [03:39] @Disaster Area: this is mostly hypothetical instead of specific
  548. [03:40] @AM: are formulaic
  549. [03:40] @Disaster Area: although I think
  550. [03:40] @Disaster Area: LC did something sorta like that
  551. [03:40] @Disaster Area: lol
  552. [03:40] @Disaster Area: can't comment on the quality of it though or anything
  553. [03:40] @AM: as such they follow a pattern not only that you have to build for but how you have to play against
  554. [03:40] +ashes and dust~: i love lc
  555. [03:40] +ashes and dust~: =]
  556. [03:41] @Disaster Area: matchup exists but for top players in ORAS OU it's so negligible that for players of their skill level matchup issues do not exist
  557. [03:41] @AM: there's gonna be matchups in regards to certain archetypes being annoyed by a certain threat but there shouldn't be an instance where you're flat out 6-0d by a Pokemon alone.
  558. [03:41] @AM: that's just bad teambuilding
  559. [03:41] @AM: 6-0s can realistically come from player ability
  560. [03:42] @AM: that's understandable
  561. [03:42] #PomMan: (cough mega mence)
  562. [03:42] Amir Returns: ^
  563. [03:42] +obii: ^
  564. [03:42] @AM: you could actually build teams for m-mence that weren't 6-0d by it but they were all shitty against everything else
  565. [03:42] @AM: to the point there was no room for anything else
  566. [03:42] @AM: which isn't the case here
  567. [03:42] #PomMan: My point was more
  568. [03:42] +obii: anyone have examples of where a top player overcomes a bad match up?
  569. [03:42] Amir Returns: AM, don't look at a threat alone, look at chain threats
  570. [03:43] @Disaster Area: obii earlier we discussed
  571. [03:43] #PomMan: In the instance of having one or more broken things in a tier
  572. [03:43] @Disaster Area: heist's WCOP games
  573. [03:43] @Disaster Area: as a case in point
  574. [03:43] @AM: I never look at a threat by itself
  575. [03:43] #PomMan: It can cause you to overcompensate for them
  576. [03:43] @Disaster Area: have a look at some of those perhaps
  577. [03:43] @AM: that's just dumb
  578. [03:43] +obii: whats his showdown name?
  579. [03:43] +obii: just heist?
  580. [03:43] @AM: everything is associated with cores
  581. [03:43] #PomMan: And leave you weaker to something like idk zardy
  582. [03:43] @Disaster Area: babidi1998 / heist
  583. [03:43] +obii: thanks
  584. [03:44] +obii: is this one of the examples? http://replay.pokemonshowdown.com/smogtours-ou-74714
  585. [03:44] Amir Returns: if you have an Yveltal for example to take care of E-killer only or Mega Mence, it's gonna get weared down quite fast and can't be able to kill the second threat being the Mega Mence
  586. [03:44] @Disaster Area: how could one describe a singular pokemon as broken if the issue is the cores in which it forms. Like say mega loppunny mega metagross and mega altaria are 'broken' when in a core with 2 specific but relatively less important pokemon say like lando-t or ferrothorn or azumarill or something
  587. [03:45] @Disaster Area: what if it was actually lando-t that was in more 'broken cores' than
  588. [03:45] @Disaster Area: any of the single megas
  589. [03:45] @Disaster Area: (just an example I have no clue how accurate this is)
  590. [03:45] @AM: deosharp is the most obvious example
  591. [03:45] @AM: deo was the problem
  592. [03:45] @Disaster Area: yeah
  593. [03:45] #PomMan: Suspect Bisharp! :P
  594. [03:45] @Disaster Area: what if it was a pokemon that's a glue mon that fits on tons of non-broken cores too
  595. [03:45] #PomMan: clefable
  596. [03:45] @AM: cause deos effect not only cascaded into deosharp it cascaded into the archtype of offense itself
  597. [03:45] @Disaster Area: but it forms broken cores with multiple different pokemon
  598. [03:45] @Disaster Area: ?
  599. [03:46] @AM: aegislash
  600. [03:46] @Disaster Area: that aren't broken themselves either
  601. [03:46] @Disaster Area: except when in those cores perhaps
  602. [03:46] @AM: aegislash + lopunny
  603. [03:46] Amir Returns: I see Deoxys being able to be brought down to OU like we got two extra magic bounce users, couldn't that help?
  604. [03:46] %LeoLancaster: disaster area that's the collateral that comes with all bans
  605. [03:46] @Peli: loses to lopunny :D
  606. [03:46] %LeoLancaster: like lesser sets on broken pokemon
  607. [03:46] @Disaster Area: exactly
  608. [03:46] @Disaster Area: leo
  609. [03:46] @Disaster Area: take this
  610. [03:46] @Disaster Area: what if there were 3 cores in OU that were broken
  611. [03:47] Amir Returns: example
  612. [03:47] @Disaster Area: m-alt | lando-t | clefable, m-meta | lando-t | keldeo, m-lopp | lando-t | ferrothorn
  613. [03:47] @Disaster Area: for example
  614. [03:47] @tennis: ew AM is in here
  615. [03:47] @tennis: now i gotta leave
  616. [03:47] @tennis: ugh
  617. [03:47] @Disaster Area: let's say for example
  618. [03:47] @AM: fuck you tennis
  619. [03:47] @tennis: LOL
  620. [03:47] @Disaster Area: m-alt is not broken
  621. [03:47] @AM: n_n
  622. [03:47] @Disaster Area: on any other core
  623. [03:47] @Disaster Area: same with the other 5 mons not calle dlando
  624. [03:47] @tennis: n_n
  625. [03:47] @Disaster Area: and say lando is clearly not the one doing the sweeping or even particuarly major support duties etc
  626. [03:47] @Disaster Area: maybe even playing different sets in each
  627. [03:48] @Disaster Area: but forms cores with lots and lots of other mons in the tier too
  628. [03:48] @Disaster Area: so basically it's a huge glue mon
  629. [03:48] @Disaster Area: would you ban it? or would you ban
  630. [03:48] @Disaster Area: m-alt and m-meta and stuff
  631. [03:48] %LeoLancaster: hm
  632. [03:48] @Disaster Area: Now what if
  633. [03:48] @Disaster Area: it wasn't
  634. [03:48] @Disaster Area: 3 cores
  635. [03:48] @Disaster Area: but 50
  636. [03:48] Amir Returns: oh god
  637. [03:48] %LeoLancaster: if it was 50 cores like that
  638. [03:48] @Disaster Area: varying in degrees of brokenness
  639. [03:48] @Disaster Area: of size
  640. [03:48] @Disaster Area: and with
  641. [03:48] @Disaster Area: different pokemon in each
  642. [03:48] @Disaster Area: but say lando is in
  643. [03:48] @Disaster Area: 15 of them
  644. [03:48] %LeoLancaster: I think it'd be pretty clear that lando-t is the problem
  645. [03:48] %LeoLancaster: oh
  646. [03:48] @AM: well lando-t isn't a problem
  647. [03:48] @Disaster Area: and it's the one that's in the most
  648. [03:48] @Disaster Area: AM I'm not saying it is
  649. [03:48] @AM: to where it should be banned
  650. [03:48] @Disaster Area: I'm just illustrating
  651. [03:48] @Disaster Area: ideas
  652. [03:49] @AM: I know
  653. [03:49] #PomMan: As a bit better example
  654. [03:49] @Disaster Area: then leo in this scenario
  655. [03:49] @Disaster Area: what in hells name do you do
  656. [03:49] @Peli: that veralis video was a joke
  657. [03:49] @Peli: lol
  658. [03:49] #PomMan: Pursuit support for stuff like keldeo in BW
  659. [03:49] #PomMan: or for lando
  660. [03:49] @AM: Keldeo isnt busted though
  661. [03:49] Amir Returns: doesn't make them anymore of a threat
  662. [03:49] @AM: even with pursuit support
  663. [03:49] @AM: no
  664. [03:49] #PomMan: In BW it was suspected a few times
  665. [03:49] Amir Returns: just applies pressure
  666. [03:49] @AM: Lando is way more extreme
  667. [03:50] @Disaster Area: u know uhh
  668. [03:50] Amir Returns: fairies kinda nerfed keldeo
  669. [03:50] +Ransei: T?
  670. [03:50] @Disaster Area: u know phil and bluekirby
  671. [03:50] #PomMan: I meant if something broken would be held in check by shit tonnes of psychics
  672. [03:50] @Disaster Area: made their sim that runs on permanent budgetmons etc
  673. [03:50] #PomMan: But pursuit from ttar/bisharp made them too good
  674. [03:50] @Disaster Area: pretty much
  675. [03:50] @Disaster Area: I think that
  676. [03:50] #PomMan: I cant think of a concrete example
  677. [03:50] Amir Returns: giving us extra switchesm like mega alt, clefable
  678. [03:50] @Disaster Area: that system of balancing can realistically
  679. [03:50] @Disaster Area: work better than the current model but
  680. [03:50] @Disaster Area: the cost of balance
  681. [03:50] @Disaster Area: is ruleset complexity
  682. [03:50] @AM: it's the cost of losing an enormous player base
  683. [03:50] @Disaster Area: unless you're designing the pieces yourself of course :P but that's a CAP thing if anythin
  684. [03:51] @AM: people are attracted to ORAS for its ability to be creative
  685. [03:51] @Disaster Area: and because it's the flagship tier/current generation
  686. [03:52] @AM: talking about
  687. [03:52] @AM: people who enjoy oras more than xy
  688. [03:52] @Disaster Area: ah
  689. [03:53] %LeoLancaster: disaster area
  690. [03:53] %LeoLancaster: about those cores
  691. [03:53] +Ransei: If emerald was amazing
  692. [03:53] %LeoLancaster: I can only think of two solutions
  693. [03:53] @AM: someone wanted to talk about gene?
  694. [03:53] +Ransei: oras should be too :^)
  695. [03:53] @AM: not sure the topic
  696. [03:53] @Disaster Area: okay let me hear them
  697. [03:53] %LeoLancaster: 1) introduce a centralizing pokemon (like Aegi)
  698. [03:53] @Disaster Area: NJNP wanted to discuss gene
  699. [03:53] %LeoLancaster: 2) play a lower tier
  700. [03:53] @NJNP: [:
  701. [03:53] ashes and dust~: (Private to Disaster Area) [22:52:03] magsyy: ubers
  702. [03:53] ashes and dust~: (Private to Disaster Area) [22:52:08] magsyy: is my meta
  703. [03:53] @Disaster Area: (or higher tier)
  704. [03:53] ashes and dust~: (Private to Disaster Area) [22:53:15] ashes and dust~: and ur still bad at it
  705. [03:53] %LeoLancaster: and niether of those are optimal
  706. [03:53] ashes and dust~: (Private to Disaster Area) [22:53:16] ashes and dust~: rof
  707. [03:53] ashes and dust~: (Private to Disaster Area) LOOOOOOOOOOOL
  708. [03:53] #PomMan: njnp has a genesect fetish
  709. [03:54] #PomMan: ANd he wants it in OU
  710. [03:54] @NJNP: genesect is bae.
  711. [03:54] #PomMan: Basically
  712. [03:54] +obii: we'll see how gene does in the battle of gods tourney
  713. [03:54] @Disaster Area: basically leolancaster that's a scenario where
  714. [03:54] @Disaster Area: too much diversity = bad
  715. [03:54] %LeoLancaster: mhm
  716. [03:54] @Disaster Area: i.e. the meta NJNP fears
  717. [03:54] Amir Returns: I have a Deoxys-S fetish
  718. [03:54] +obii: i dont think it should come down tho
  719. [03:54] @Disaster Area: *jpw234
  720. [03:54] @Disaster Area: brainfast
  721. [03:54] +obii: thing is ridiculous
  722. [03:54] @NJNP: lol
  723. [03:54] @Disaster Area: *brainfary
  724. [03:54] @Disaster Area: *brainfart
  725. [03:54] @Disaster Area: sorry for hl rof
  726. [03:54] Amir Returns: you know what the "S" stands for ;)
  727. [03:54] Amir Returns: speed. ;)#
  728. [03:54] %LeoLancaster: is it acceptable
  729. [03:55] @Disaster Area: LeoLancaster
  730. [03:55] %LeoLancaster: to have a pokemon which isn't broken per se
  731. [03:55] @Disaster Area: now how about this
  732. [03:55] @Disaster Area: how about
  733. [03:55] @Disaster Area: the meta's like this
  734. [03:55] %LeoLancaster: but appears on 90% of teams
  735. [03:55] @Disaster Area: BUT
  736. [03:55] @Disaster Area: the top players
  737. [03:55] %LeoLancaster: aka a super glue mon
  738. [03:55] @Disaster Area: are adapted well to it
  739. [03:55] @Disaster Area: and the very top players
  740. [03:55] #PomMan: !dt tyranitar
  741.  
  742. OU Tyranitar RockDark Sand StreamUnnerveHP
  743. 100 Atk
  744. 134 Def
  745. 110 SpA
  746. 95 SpD
  747. 100 Spe
  748. 61 BST
  749. 600
  750.  
  751. Dex#: 248 |  Gen: 2 |  Height: 2 m |  Weight: 202 kg (120 BP) |  Dex Colour: Green |  Egg Group(s): Monster |  Does Not Evolve
  752. [03:55] @Disaster Area: don't perceieve matchup as an issue
  753. [03:55] #PomMan: !dt heatran
  754.  
  755. OU Heatran FireSteel Flash FireFlame BodyHP
  756. 91 Atk
  757. 90 Def
  758. 106 SpA
  759. 130 SpD
  760. 106 Spe
  761. 77 BST
  762. 600
  763.  
  764. Dex#: 485 |  Gen: 4 |  Height: 1.7 m |  Weight: 430 kg (120 BP) |  Dex Colour: Brown |  Egg Group(s): Undiscovered |  Does Not Evolve
  765. [03:55] #PomMan: !dt skarmory
  766.  
  767. OU Skarmory SteelFlying Keen Eye
  768. SturdyWeak ArmorHP
  769. 65 Atk
  770. 80 Def
  771. 140 SpA
  772. 40 SpD
  773. 70 Spe
  774. 70 BST
  775. 465
  776.  
  777. Dex#: 227 |  Gen: 2 |  Height: 1.7 m |  Weight: 50.5 kg (80 BP) |  Dex Colour: Gray |  Egg Group(s): Flying |  Does Not Evolve
  778. [03:55] @Disaster Area: because they can 'play around it'
  779. [03:55] @Disaster Area: should you deal with
  780. [03:55] #PomMan: !dt blissey
  781.  
  782. UU Blissey Normal Natural Cure
  783. Serene GraceHealerHP
  784. 255 Atk
  785. 10 Def
  786. 10 SpA
  787. 75 SpD
  788. 135 Spe
  789. 55 BST
  790. 540
  791.  
  792. Dex#: 242 |  Gen: 2 |  Height: 1.5 m |  Weight: 46.8 kg (60 BP) |  Dex Colour: Pink |  Egg Group(s): Fairy |  Does Not Evolve
  793. [03:55] @Disaster Area: the whims of the entire playerbase
  794. [03:55] #PomMan: Gen three in particular
  795. [03:55] @Disaster Area: who want to play competitively
  796. [03:55] @Disaster Area: OR
  797. [03:55] @Peli: fat
  798. [03:55] %LeoLancaster: pomman those aren't getting 90% usage
  799. [03:55] @Disaster Area: do you cater to the top players only
  800. [03:55] %LeoLancaster: are they?
  801. [03:56] Amir Returns: lol "gen three" uses "!dt heatran"
  802. [03:56] #PomMan: Heatran got something very high (ie 45%) or so
  803. [03:56] #PomMan: In gen4
  804. [03:56] @Disaster Area: yeah
  805. [03:56] @Disaster Area: what about
  806. [03:56] @Disaster Area: lando-t in XY or something
  807. [03:56] #PomMan: And no mon except snorlax
  808. [03:56] @Disaster Area: ?
  809. [03:56] +ashes and dust~: why does piex look like a potato
  810. [03:56] %gbhg: um
  811. [03:56] #PomMan: Has breached 90% since gsc
  812. [03:56] %gbhg: those 4 mons
  813. [03:56] %gbhg: have ALWAYS
  814. [03:56] %gbhg: been ou
  815. [03:56] %gbhg: until gen6
  816. [03:56] %gbhg: for blissey
  817. [03:56] @Disaster Area: so has gengar gbhg
  818. [03:56] Amir Returns: mechanics might be the answer
  819. [03:56] @Disaster Area: starmie too apart from XY I think
  820. [03:57] #PomMan: So has keldeo
  821. [03:57] %gbhg: yeh
  822. [03:57] %gbhg: keldeo is new
  823. [03:57] Amir Returns: explosion on heatran is one reason
  824. [03:57] %gbhg: So it don't count
  825. [03:57] #PomMan: I wasn
  826. [03:57] #PomMan: 't saying
  827. [03:57] #PomMan: That they were banworthy
  828. [03:57] %gbhg: and keld was uu
  829. [03:57] #PomMan: I was giving examples of mons that are everywhere
  830. [03:57] %gbhg: beta x and y
  831. [03:57] %gbhg: uu
  832. [03:57] #PomMan: Dafuq?
  833. [03:57] Amir Returns: really?
  834. [03:57] %gbhg: And blissey isn't everywhere anymore
  835. [03:57] %LeoLancaster: that was before they used weighted tiering stats
  836. [03:57] %gbhg: Yes
  837. [03:57] Amir Returns: i don't think it was
  838. [03:57] @AM: lando-t in xy / early oras had like upwards of 50+%
  839. [03:57] %LeoLancaster: Amir it was
  840. [03:57] Amir Returns: o
  841. [03:58] %LeoLancaster: then they upped the usage stats weighting
  842. [03:58] %gbhg: No
  843. [03:58] %gbhg: it moved up
  844. [03:58] %gbhg: cause it was banned
  845. [03:58] %LeoLancaster: n
  846. [03:58] %LeoLancaster: keldeo wasn't ever BL
  847. [03:58] Amir Returns: i can't remember tho
  848. [03:58] %gbhg: orlly
  849. [03:58] Amir Returns: i think it worked like Raikou
  850. [03:58] %gbhg: yeh
  851. [03:58] %LeoLancaster: it's not in the Uu tiering record
  852. [03:58] %gbhg: It did
  853. [03:58] Amir Returns: usage in OU really high, and it rose
  854. [03:58] %gbhg: work like raik
  855. [03:58] %gbhg: even w/o usage
  856. [03:59] %gbhg: keld would be ou by now anyways
  857. [03:59] %gbhg: It would have been banned
  858. [03:59] %gbhg: eventually
  859. [03:59] %LeoLancaster: maybe, maybe not
  860. [03:59] %LeoLancaster: kokoloko (past uutl) ran a minitour recently
  861. [03:59] +ashes and dust~: keldeo was uu in bw @ leo
  862. [03:59] %LeoLancaster: where some OU pokemon were dropped into UU
  863. [03:59] %LeoLancaster: for fun
  864. [03:59] %LeoLancaster: and Keldeo was one of them
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