You're devaluing how crippling WoW, and, to a lesser extent, toxic are. It's easy to say "there are so many ways to stop those status moves," but it's vague and doesn't support your point well. "the other player can switch mons for free" is, for the most part, a terrible exaggeration. Switching in against a Jellicent using WoW is not "switching in for free"
To be honest, I don't like imagining a hazardless metagame because of how horribly unbalanced and ridiculous it would be. For this reason, my posts/tone have been short and I still don't feel like going into more depth on this as theorymoning this fictional metagame is a waste of time to me. So you'll have to excuse me if I remain vague, I'm just trying to explain the overall outcome of such a change to save time and effort.
Basically, the problem is that Stall would be completely reliant on some form of passive damage (all that would be left would be poison/burn/Toxic) to make any difference what so ever as just walling a mon means nothing without it. This severely limits the tools at their disposal while offensive teams still have all of the ridiculously powerful attacks. Again, there are many, many ways to deal with status (yes, I'm staying vague but you know them all I'm sure) which means that the wall trying to spread the needed status move has to find a way to deal with almost every possible way the other team can stop it. This just simply far too much. In your example of a bulky water beating Poison Heal Gliscor, what can it do about that partner Celebi? (or Scizor, or Breloom, or Refresh Latias...) Things get even further complicated when you factor in the possibility of the offensive mon having a recovery move. Now only Toxic has any chance of getting that thing out of the way. Stall can't exist without hazards. (look at RBY)
okay i voted the third option not cause i necessarily think rocks are "broken" and we can't really do anything about them anyways (besides flat out ban which kinda sucks) but because i think they're way too common and have become basically an integral part of our metagame.
i think rocks are really obnoxious to deal with, whenever they're up as a player i get more nervous and switching is physically painful just cause i don't like seeing my landorus go from "not ohkod by +2 luke espeed" range to "easily ohkod" range...
i mean there's a billion examples but the point is rocks super nerfs any sort of defensive team and gives offense a huge edge.
i guess what i'm saying is what yee says in his last paragraph, rocks are excessive. if they only did 12.5% like 1 layer of spikes does upon entry, but to everything, i think i would be ok with that, but since it's a rock-type move and they deal damage based n that i think it kinda kills the viability of a ton of stuff.
This is a terrible argument. I know this isn't the official debating thread or anything but I'd really like to have this persistent logical error killed by adding it into our personal, Pokemon based fallacies as the "Overcentralization" fallacy.
For those of you who haven't read it yet,
jrrrrrrr's post about this very subject many years ago is very enlightening and shows just how long this flawed thinking has been around. "Overcentralization" doesn't mean anything more (at least, in the way the fictional term has been used) than that a particular element in the metagame is common and has an overall larger effect than other elements. This has absolutely nothing to do with whether or not that element is ban worthy as it fails to describe whether the effect it has is negative or positive. For example, switching is
THE most important element in battles to the point that entire playstyles and terms for them are born to describe the way the team uses and reacts to this in battle. Every team and every player in the history of Pokemon has used attempted to profit from this in the most efficient way possible. Following the "Overcentralization" fallacy, this means that we should ban switching from Pokemon.
"Overcentralization" doesn't even have any relation to the
characteristics of a desirable Pokemon metagame that serve as the only ground rules we have managed to lay thus far. Variety may at first appear to be an element that overcentralization contradicts, however, this is again not true and simply misleading. "Overcentralization" doesn't include any details on whether or not there are a variety of methods to abuse and defend against the labeled element. Something that is "overcentralizing" could very well directly encourage the use of a variety of different tatics as a result of the widespread effect it has on the metagame.
Anyways, enough on that pet peeve of mine. On to your other arguments.
Rocks being "obnoxious" to deal with doesn't really say much about it being an unwanted element. They are intentionally made to be a drawback to switching which I feel is a necessary element to a balanced metagame as I described in my earlier post.
Stealth Rock doesn't inherently nerf or buff any particular playstyle. They only decrease the viability certain Pokemon. It's just an unhappy coincidence that many potential defensive Pokemon are the ones who suffer from its discrimination.
One of the key aspects of Pokemon is the fact that certain elements (such as types) have different pros and cons than others. Without this, we would have a completely different game. Pokemon that are Stealth Rock weak could have other advantages that outweigh the disadvantage of this curse to their typing. (Volcarona, Dragonite, etc.)
Basically, SR being so important in the metagame is a necessary evil to retain better balance. That's really what it comes down to.
SR is just necessary, it is by no means "evil". You might want to reword this. :P
in other words, "it's broken but it keeps broken things in check so let's keep it"
god forbid we actually ban things!
Okay, I'm going to use your post to address this silly idea that we should ban rocks or something of the sort cause "we don't keep broken things to check other broken things". (not sure if this is your actual position but it seems to imply it and it answers to a part I wanted to quote myself)
The problem I have with this statement is that it falsely assumes that Stealth Rock is a broken element. Just because potentially Ubers Pokemon are kept OU because of its presence doesn't mean we should ban SR so that they can be in their "rightful" tiers. Steel types prevent many Dragons from moving into the Ubers tier so following this logic would mean that Steel types should be banned as well as whatever is broken without it.
I realize that this could just be more of a # of uncompromising spinners problem, but I find it much easier in DPP / BW than ADV to just play out a game with the knowledge that the one team will die whether or not one had a specific set of plans. This is due to more than just the addition of SR of course, but I would say SR is a huge factor of the more effortless crumble of teams.
Ultimately, this comes down to a personal preference on whether or not we want to have the game naturally lead to a conclusion that the player must prevent (their team crumbling) or to have the game require the other player to actually push for the conclusion (what ADV seems to be). Both have their pros and cons that makes it difficult to really choose between the two. However, since Smogon aims to make the least amount of bans possible this means that we are stuck (ignore the negative connotation of the word, it's not intended) with the former as the latter isn't sufficient justification to ban the key element (Stealth Rock).