I think it was a bit misunderstood, since I was referring to a combination of sleep and freeze.Fellas nobody who's playing RBY has a problem with freeze fishing, not sure why this is a talking point
Sure, why not. I was pointing out that it makes sense to also take a closer look at sleep mechanics since other gens either banned it or are discussing to get it removed (ADV currently)I feel like these posts are misinterpreting the arguments that were brought forth re: 2021 meta being higher variance, it was analysis rather than call to action for a majority of it - pretty much only samy0w has pushed the notion that something needs to be done, others have entertained it but never really supported it
This is what I completely disagree with, if anything it went up in viability since Cloyster most of the times either fires Blizzards or trys to Clamp you -> higher Cloy popularityAnother blatant thing is that nobody ever mentioned freeze fishing after sleep as anything that's remotely problematic or even any different than it's always used to be. If anything, the one really viable strategy to play for sleep then freeze - which was jynx into mono ice beam lax + chans bull mie jolt, Nails farmed kids for years using this - went massively down in viability as a result of higher Cloy popularity. The entire discussion revolves around current sleep meta encouraging ice moves to fly before any sleep moves are clicked, which is new and high variance, not much what happens after sleep lands because it doesn't take a genius to tell that para spreading is more consistent from that point onwards in a vast majority of situations
Its not thaat bad okay. It used to be better in my opinion though. Meta developments are a good sight but I wouldnt support meta developments that are causing the game to become higher variance (which you kinda agreed with, not sure if you changed your opinion on that)Also the "people talk about old meta highly because it's old" thing doesn't really resonate with my perception of things at all, maybe if you spoke to people who quit in the last couple years you'd get that sentiment, but I feel like most people are happy to embrace meta developments in this thread. Personally speaking my desire to innovate and bring RBY closer to a fully optimized state is a huge reason why I keep playing, and I know for a fact a lot of other people here are similarly forward thinking
Man what are you on about, Cloyster is horrible at fishing freeze. It gets to click one (1) ice move before something with twave switches in and you are immediately forced out. Even sleeping Mie can force you out in a lot of cases because you don't want to give it free chances at waking. The presence of Cloyster at high levels of play is absolutely a net positive in diminishing freezes as it completely removes mono IB Snorlax from viability (Nails still runs it because he's a complete nutcase).This is what I completely disagree with, if anything it went up in viability since Cloyster most of the times either fires Blizzards or trys to Clamp you -> higher Cloy popularity
2) reflect chansey dropped in usage because it was replaced by sing chansey. So if you are running sing you probably will pick ice beam as your attacking move
3) reflect ice beam snorlax, you dont want to be stuck in a lax mirror without ice beam. I cant say if this is just bothering me but dropping ice beam on lax currently feels like puts you automatically in a losing matchup
Its high variance in the sense of that if you manage to freeze something the game becomes more of a dice roll later on but I elaborated on that earlier on here. Fishing for freeze is more free than ever also because some people did manage to spread the starmie+cloy+jolt team so much which is basically nails team but he just plays it with jynx or so. What you are trying to suggest is that Cloyster stops that freeze fishing which might be true but then you are a freeze fisher yourself because Cloyster contributes a lot to this strategy. Ill kind of agree that spreading para is better on paper if you can catch a tauros/snorlax but otherwise its not even really needed since you have enough tools to block the enemy from advancing through spreading para.
Any meta developments are good because it means we are getting stronger and the tier is progressing, if it brings on higher variance so be it (to a certain limit ofc, if we find some strategy that beats everything else and the mirror is always decided by RNG then obviously that's toxic)Its not thaat bad okay. It used to be better in my opinion though. Meta developments are a good sight but I wouldnt support meta developments that are causing the game to become higher variance (which you kinda agreed with, not sure if you changed your opinion on that)
I don't think Rest looping against Tbolt Chans is that big a deal, given that literally every other Chansey variant gives Rest Lap free turns to heal/wake. Like it's such a buzzkill to whittle down Lapras, only for it to heal up for free because you tried to make use of your Chansey. I also somewhat disagree with the lacking potency for its one free turn point in that I don't think it's universally valid. I'm not disputing that there will be a significant portion of scenarios where this holds true, but there are still a large number of scenarios where its power/coverage mean that it's able to deal significant damage, or where you can simply get more than 1 free turn, especially late game once Chansey's dead and/or para is everywhere. Basically I think Rest is probably itsI find that Confuse Ray + HB is easily the most effective Lapras set. I'm not sure it provides enough to a team without 4 moves. Whereas Cloyster has more 'free' turns against Snorlax/Tauros and general utility with Explosion, Lapras can't even Rest loop against Thunderbolt Chansey and lacks much potency with one free turn before its forced back into the cycle--doesn't seem like a great Rest user to me.
Yeah while this is true, you need to think of what mons are affected by a burn vs a freeze. Apart from the 3 mons you mentioned, there aren't really any other mons that are severely crippled by a burn. Sure mons like Gar and Egg don't like their booms being nerfed, and Zapdos doesn't like having it's Drill peck weakened, but they can still function when burned. Also you'll probably think the damage is nice, but remember it's only 1/16 in RBY. In addition, a burned mon becomes immune to other status, meaning it can sometimes be a good thing to be burned for some mons like Chansey and Mie.Freeze is a stronger status effect, but Moltres spreads burns at a much higher frequency. Tauros and Snorlax are 2HKO'd and 3HKO'd respectively and neither of them will appreciate a burn. Rhydon can't even switch in safely, Fire Blast does around 30% and burn cripples it.
One of the most important calcs in favor of Moltres over Articuno:
Articuno Blizzard vs. Cloyster: 41-49 (13.5 - 16.1%) -- possible 7HKO
Moltres Fire Blast vs. Cloyster: 168-198 (55.4 - 65.3%) -- guaranteed 2HKO
Articuno's Double-Edge does more due to Blizzard being quad resisted, but it will never break Cloyster even with 3 crits in a row.
Articuno does have upsides but I think Moltres' traits outweigh what Articuno can bring, especially when one of the current metagame Pokemon, Cloyster, hard walls the former.
As one of the biggest Articuno enthusiasts around, its main draw is synergizing with Zapdos in a way that covers almost every match up possible. If you run Zap+Cuno you're running a Zapdos team that still overruns Rhydon teams if played properly; that trait is the main reason to play Articuno and it is something Moltres cannot provide.I believe Moltres is being very underrated and is better than Articuno. [cut]
pretty much trades getting walled by Cloyster with getting walled by Rhydon
Not exactly, in-game and during the period before sleep clause was made a mod the rule was if you sleep a second Pokemon you lose. This rule is much better then outright barring me from using sleep moves because in-game if I risk using Sleep Powder when I already slept something and it doesn't hit anything, you wouldn't say that I used a sleep move and that I lost. The risk-reward is skewed in favor of not clicking sleep moves, but it's not a hard clause that stops me from it.
My understanding is that selecting dig/fly while in the invulnerable state does not consume PP. Have you tested this on cart?It looks like the dig/fly glitch isn't implemented on showdown (I just tested it, only with fly tho), but even if it was, that change wouldn't work. The problem is that if you get full para'd while flying, the next time you click fly, it requires and consumes PP. Meaning if you click fly with 1 PP left, then get full para'd, you have 0 PP the next turn, meaning it's physically impossible to click fly again, thus resulting in you remaining invincible forever.
Edit: Just tested dig, that isn't implemented either
Replay
I think such a thing (restricting which moves the player can choose in specific situations by rule) is almost unprecedented? You could make the argument that sleep clause works the same way though - ingame it's applied by not clicking the sleep move, while on sim it's basically part of the game mechanics. But it's a cool idea, idk if this was brought up before.
would any viable mon use dig/fly?
A Dig/Fly clause I think is sub-optimal because it only applies in very specific situations and is only encountered mid-match rather than in the teambuilder. This means that communicating this very specific rule would likely be a problem, and it's the kind of thing that would cause frustration and confusion since I would assume a significant portion of people using these moves might get caught out whereby these moves are limited in unexpected ways due to rules that we've implemented.
Dig/Fly on the other hand, I just don't think are worth implementing such a rule.
It looks like the dig/fly glitch isn't implemented on showdown
Hi, so I have a couple thoughts regarding this. Firstly, just because RBY has many intricacies and mechanics that behave strangely, doesn't mean we should just say "stuff it, let's add more". Just because the game has complex and unintuitive mechanics, does not mean we shouldn't seek to make things as simple and readily understandable where possible.RBY is full of weird rules/glitches. How many new players are "caught out" allowing wrap to roll over to 64pp? Or get instantly put to sleep because they used hyper beam? Or...recovery failures. I don't think greying out some buttons is going to be any more confusing for players than all the other RBY craziness (which isn't explained in the teambuilder and requires extensive research to understand).
Community voted how it voted dude... Not much that staff can do to magic that away.I would also once again like to thank smogon staff for fucking up the Counter dilemma, I really do enjoy hearing people say "Well there's so many mods anyway, who cares if we add more?". A true slippery slope indeed!