Two days ago, a pull request was made to alter the levels of Hackmons Cup Pokemon. It might seem like something silly to rally a community around, but Hackmons Cup is a relatively popular format with a dedicated community around it. This was made without any input from our community (which is understandable, since many people wouldn't think that such a community exists). For once this is something I can truly call myself and expert in, and alongside my community I want to ardently support the reversal of this change. I am the owner of an unofficial Hackmons Cup discord server and the author of the Strategy Guide to Hackmons Cup, here to rally for the levels to remain as they were.
For a bit of context, here is the message attached to the pull request.
In effect, now if a pokemon has more EVs, its level gets lowered. So an Azurill with a total of 210 EVs might be level 97, whereas an Azurill with 780 EVs might be level 84. This means the higher the raw stats of a pokemon, the more they'll get their level nerfed.
Seven reasons why this is a change for the worse:
1) This makes every mon very samey. Their stats are now further adjusted so every mon is more or less basically identical. All stats now fall within a similar range, and it doesn't feel like anything special when I have a pokemon like Groudon. I had an Accelgor just earlier today fail to outspeed a rookidee; something that should realistically never happen. An Accelgor SHOULD be fast. A Groudon SHOULD be strong. Which brings me onto point #2.
2) It's harder to tell what stats you're up against. Before, you could assume a mon had statistically roughly 15 IVs and 128 EVs in any given stat; which mattered a whole lot for Speed stats especially. Speed values are just about the only thing you can ever get a gauge for in Hackmons Cup, and now they're ridiculously burdensome to play around. You really can't calculate now if you're going to outspeed. Try asking the average player to infer a logarithmic curve based on a pokemon's level to reasonably guess whether the bulk of a mon's EVs are weighted into Speed.
3) This one is possibly the most impactful for the day-to-day enjoyment and balance of the tier. With this change, Mons are now way bulkier. Randbats is known for being slower than OU, since all mons have neutral natures and 84 EVs in any stat. Gen 2 is even worse than that, and is often cited as a chore to play because everything is so bulky and recovery is so strong. Any top HC player will tell you right now that the two strongest things in the format are chip damage and recovery. It was never about the stats of the pokemon you get; it was always about the moves they carried. With a bulkier metagame, recovery moves and entry hazards are now even more oppressive. Before, if you had Toxic Spikes against a player with no way to remove them, you basically auto-won. Toxic Spikes did not need a buff. Games will now be more imbalanced than ever in favor of players who get chip and recovery, lessening the individual abilities of a player to be skillful in combatting a challenging matchup.
4) The biggest, basically only relevant Hackmons Cup tournament, Random Battles Team Tour 4, is a week away from signups and players who devoted time to learning the format have to adjust hard to these new changes. RBTT is a cherished tournament and regularly pulls several hundred applicants. HC is a staple of the tournament, and is the one place HC players really get to show off their skills. If you read my guide, you'll know that a huge part of HC is knowing your stats and how to use them. I used to be able to tell at a glance if my Pokemon was good based on what stats I saw. I could even tell you based on damage rolls just on feeling if the opponent had an ability that halved my damage. These were skills I acquired from over 3000 games of HC experience with which to guide my decisions. Now, I'm going into all HC games as blind as a player who never bothered to learn those crucial skills.
5) Levels are on average lower than they once were, making Ohko moves even stronger. They did not need a buff.
6) Perhaps most important to the casual players out there, most of the fun of hc was in getting that one sick synergy that works. Stuff like the Steam Eruption Inteleon I got last week, or my fabled Anger Point Power Trip Zweilous that won me an RBTT2 game. Yes, the level change doesn't impact how moves are rolled, but it does impact the efficacy of any offensive-leaning set. By slowing the meta down, fun strats and strong STAB moves are a lot less impactful. Who cares if I have a fun Focus Energy + Sniper Pokemon if its level 55 and worse off than just having something with Spikes?
7) And like I said before, this was made without input from the broader HC community. This has been an overall trend in past development cycles where HC gets messed around with without the input of people who truly care. We asked for Item generation changes when TRs flooded the format and got shut down. Gmax moves got added without our input, and then silently removed. This is the worst offender yet. All our experience with stats and levels gets thrown out the window. Our metagame becomes slower, and the most overpowered strategies have gotten stronger. Hackmons Cup is not as luck-based as you might think. We have players with GXEs in the mid 80s. But the more skewed towards chip and recovery the format becomes, the more winning games comes down to whether or not you roll those moves.
Hackmons Cup may seem like a joke format to a lot of people, but there are many of us who really care. Please don't ruin this thing we love.
For a bit of context, here is the message attached to the pull request.
The old formula was, to put it lightly, terrible. This new formula, besides actually calculating stats correctly, uses logarithms and compares stats more directly to each other instead of just adding them all up, and thus better representing what the stats actually do. The other big change this makes is actually taking the IVs, EVs, and nature of the Pokemon being level balanced into account instead of just assuming some average values for all stats. A consequence of this is that Pokemon within a species can now be different levels from each other, with wider variance the higher its average level is. Because of this variance, while the balancing still compares stats against the weakest possible Pokemon, that benchmark is given average IVs and EVs to prevent the level balancing from skewing too low for everything else. As such, the actual weakest Pokemon (i.e. a 0 IV 0 EV Wishiwashi in Hackmons Cup) won't be any higher level than the average Pokemon of the same species, but that should be rather rare, and the old formula was even more heavily biased against low BST Pokemon anyway.
In effect, now if a pokemon has more EVs, its level gets lowered. So an Azurill with a total of 210 EVs might be level 97, whereas an Azurill with 780 EVs might be level 84. This means the higher the raw stats of a pokemon, the more they'll get their level nerfed.
Seven reasons why this is a change for the worse:
1) This makes every mon very samey. Their stats are now further adjusted so every mon is more or less basically identical. All stats now fall within a similar range, and it doesn't feel like anything special when I have a pokemon like Groudon. I had an Accelgor just earlier today fail to outspeed a rookidee; something that should realistically never happen. An Accelgor SHOULD be fast. A Groudon SHOULD be strong. Which brings me onto point #2.
2) It's harder to tell what stats you're up against. Before, you could assume a mon had statistically roughly 15 IVs and 128 EVs in any given stat; which mattered a whole lot for Speed stats especially. Speed values are just about the only thing you can ever get a gauge for in Hackmons Cup, and now they're ridiculously burdensome to play around. You really can't calculate now if you're going to outspeed. Try asking the average player to infer a logarithmic curve based on a pokemon's level to reasonably guess whether the bulk of a mon's EVs are weighted into Speed.
3) This one is possibly the most impactful for the day-to-day enjoyment and balance of the tier. With this change, Mons are now way bulkier. Randbats is known for being slower than OU, since all mons have neutral natures and 84 EVs in any stat. Gen 2 is even worse than that, and is often cited as a chore to play because everything is so bulky and recovery is so strong. Any top HC player will tell you right now that the two strongest things in the format are chip damage and recovery. It was never about the stats of the pokemon you get; it was always about the moves they carried. With a bulkier metagame, recovery moves and entry hazards are now even more oppressive. Before, if you had Toxic Spikes against a player with no way to remove them, you basically auto-won. Toxic Spikes did not need a buff. Games will now be more imbalanced than ever in favor of players who get chip and recovery, lessening the individual abilities of a player to be skillful in combatting a challenging matchup.
4) The biggest, basically only relevant Hackmons Cup tournament, Random Battles Team Tour 4, is a week away from signups and players who devoted time to learning the format have to adjust hard to these new changes. RBTT is a cherished tournament and regularly pulls several hundred applicants. HC is a staple of the tournament, and is the one place HC players really get to show off their skills. If you read my guide, you'll know that a huge part of HC is knowing your stats and how to use them. I used to be able to tell at a glance if my Pokemon was good based on what stats I saw. I could even tell you based on damage rolls just on feeling if the opponent had an ability that halved my damage. These were skills I acquired from over 3000 games of HC experience with which to guide my decisions. Now, I'm going into all HC games as blind as a player who never bothered to learn those crucial skills.
5) Levels are on average lower than they once were, making Ohko moves even stronger. They did not need a buff.
6) Perhaps most important to the casual players out there, most of the fun of hc was in getting that one sick synergy that works. Stuff like the Steam Eruption Inteleon I got last week, or my fabled Anger Point Power Trip Zweilous that won me an RBTT2 game. Yes, the level change doesn't impact how moves are rolled, but it does impact the efficacy of any offensive-leaning set. By slowing the meta down, fun strats and strong STAB moves are a lot less impactful. Who cares if I have a fun Focus Energy + Sniper Pokemon if its level 55 and worse off than just having something with Spikes?
7) And like I said before, this was made without input from the broader HC community. This has been an overall trend in past development cycles where HC gets messed around with without the input of people who truly care. We asked for Item generation changes when TRs flooded the format and got shut down. Gmax moves got added without our input, and then silently removed. This is the worst offender yet. All our experience with stats and levels gets thrown out the window. Our metagame becomes slower, and the most overpowered strategies have gotten stronger. Hackmons Cup is not as luck-based as you might think. We have players with GXEs in the mid 80s. But the more skewed towards chip and recovery the format becomes, the more winning games comes down to whether or not you roll those moves.
Hackmons Cup may seem like a joke format to a lot of people, but there are many of us who really care. Please don't ruin this thing we love.
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