Sharing my replays using Voodoom so far, I didnt save some of the replays unfortunately:
https://replay.pokemonshowdown.com/captest-gen8cap-418-yabkdxsq5r9bwr9t4k8hi0jk97xlaq2pw
Voodoom has an insane matchup vs my team. Luckily it got greedy on a Cyclohm and got ohkod.
https://replay.pokemonshowdown.com/captest-gen8cap-415-zmg63e4r1pcwm3e5hg2b4jqhbn2j6wfpw
Voodoom puts in work on both sides. NP vs Specs
https://replay.pokemonshowdown.com/captest-gen8cap-414-zepp7xkuioussc5vxobi2noas46pio6pw
Voodoom plus future sight proves to be annoying
These arent high quality replays. But they show Voodoom doing some stuff. In particular, I think the NP set is pretty formidable as it threatens to OHKO basically everything slower than 110 and nothing faster wants to switch into Voodoom's coverage. Tornadus turned out to be pretty annoying though wouldve been manageable if I ran Tbolt. Specs was ok, but it turned out to be much more easily switched around and can create really awkward scenarios with mon combinations like Tomo, Slowking, Clefable. The guessing game gets pretty awkward. Voodoom pairs decently with mons like Rilla and Slowking, Rilla shares checks with the likes of Tomohawk that Voodoom can potentially remove, while almost removing LO damage. Slowking's Future Sight makes Voodoom impossible to switch into and they cover each other's answers somewhat. I feel pretty happy with where the buff left Voodoom, it feels usable, and it can find it much easier to convert the games where it does well in the team preview.
Regarding process, I think it went ok. I agree with this point:
- Buffing as a whole doesn't entirely sit right with me. It's enjoyable for sure, but I worry about its sustainability. As time goes on more Pokemon, both official and CAP, are going to be added, and eventually there's just not going to be enough room for everything to be viable. This was a concern from the start iirc, and we went along with it in the end. The issue is, what's the stopping point? Are we going to be in a constant race against time trying to keep things viable? Long-term our chances of having every CAP "viable' feels increasingly difficult to accomplish with how volatile generational shifts can be.
Especially when it comes to the likes of sweepers and offensive mons, they dont have special universal niches that stand the test of time. They tend to die off and fall into lower tiers, and its unlikely you'll find that special Ditto-, Fidgit- or Kabutops-esque niche that gives them longevity as a mon in the lower tiers/UR. But since this is about the buffing process itself, I think most of the stuff has already been said. It would make more sense to get minor buffs suggestions after the major buff goes through. And certain buffs just need to be a bundle- for instance abilities with specific move additions like No Guard, that offer next-to-nothing by themselves. I think in general, abilities that replace the most commonly used ability should always go in the Primary buffs, no matter how powerful they are, because they reshape the pokemon's playstyle. Abilities that can become a secondary ability should go into the Secondary buffs.
I think it would be helpful to clear up the thing about placement aim. Lots of ppl including me were thinking of this as a small buff to provide the mon some low-tier usability and small niche - thats something that has been mentioned constantly by mods on the discord when debating buffs. That didnt seem to be the intention behind this buffing process. Maybe there is an internal discussion here thats taken place, or it was a sudden decision by the process leader. Ive heard mods even say that having a placement aim is a bad idea in general. Ultimately this could be discussed further so at least everyone is on the same page, and have some reference wrt the mons we want to buff it to the level of.