I've read the "End of Stall" arguments a few times while checking this thread and I feel that it is leaning towards a "banning by principle". Its specially shocking because some have said that Ubers is the place where Stall proliferates and that the format should remain that way as if Stall was "meant" to be the norm for Ubers. This stance is entirely opposite to the intention of a format like Ubers or OU where most strategies should be allowed, if Game Freaks made Stall unviable in their game, the format should reflect those limitations. It shouldn't be deformed to make the format "fair" for Stall users, as much as those represent a good chunk of the Ubers playbase.
The second part that seems iffy about that argument is that it comes from speculation, most players are calling the "death of stall", despite the fact that OHKO moves seem to be weak towards other game styles. In my opinion, this doesn't point towards the death of Stall, but simply a redefinition of which dominant playstyles are used in Ubers. The fact that it all comes from speculation is all the most depressing, because it's again, trying to ban OHKOs by principle. "They make the format unfun and they add randomness", all we know is that they might make the format different, and it's obvious they add randomness since they are attacks that might miss. I'd say that unbanning the moves and actually testing them for a while, even if they get banned eventually in a more reasonable stance when addressing speculation. If the moves are making an impact on the meta and are still being defeated by other strategies, they should be allowed simply because they shake the meta without breaking it.
The only thing that gamefreak has officially designated in the last few years is the VGC metagame. Our tiers are completely independent of gamefreak, and so obviously "the format" is too. The existence of OHKO moves in the game, and gamefreak's intentions, have no place in deciding if they are fit for
smogon's variant of competitive play, and this logic follows for every clause.
You also claim that a lot of the "death of stall" comes from speculation, when in fact my opinion, among others, comes from actual game testing and plays that were made against/by us, solely because of OHKO's prescense. We
have been giving the moves a test, the sheer volume of battles that have taken place on the suspect ladder denies that claim.The fact that other playstyles may become dominant is obvious. The point you made in the second paragraph of this post and the latest post are similar, so i'll address them below.
Given how OHKOs are unreliable against offense I don't think Stall will just disappear over them. Stall my as well be scarce in the ladder since people are trying to make the best out of those moves, but without the novelty value that they get on this whole test situation, offense could easily keep them at bay. It truly depends on how are you set to interpret the current results of the ladder and how players decide to approach it.
You are arguing that as offense becomes more popular because of its increased viability, OHKO moves will phase themselves out and stall will eventually rise again. This is a flawed argument in more than one sense. Mainly, it ignores the prescense of skilled, pragmatic players who will attempt to obtain the best match up against any team style, and any type of player, through team building. This on its own prevents the phasing out of a OHKO move capable of breaking through spinblockers, water resists, and balanced/defensive teams in general (all incredibly important things to counter/match up well against).
The next is assuming that OHKO moves are used simply as a novelty by many players. I've seen more than one well built fissure excadrill team, and I can assure you predicting against it is nearly impossible, and maintaining hazards if you are using anything but sun offense or heavy offense can be pretty difficult.
Lastly, you claim throughout that stall is assumed to be the "dominant" playstyle of ubers. No one has, or will, attempted to claim this. One of my favorite things about this tier, what has caused me to play it exclusively for years, is the incredible array of playstyles one can use with our limited pool of pokemon. Currently, nearly every possible playstyle has the resources to be used successfully, all forms of rain teams, balance, stall and offense, all types of sun teams, sand balance and stall, heavy offense, weatherless offense/stall, and the list goes on and on. A player attempting to win consistently, in the face of OHKO moves, faces a much more limited choice. It is not that we are biased towards defensive teams, it is that we enjoy the diversity that keeps this tier, with its static pool of pokemon, from becoming stagnant.