Throwing in my opinion here as a player who has been here since the dinosaur age, but only recently active on the forum. I think tera overall is a pretty interesting mechanic.
It is less all in than Dynamax as it persists. It is also less ridiculous than Dynamax was with the automatic double bulk and moves with great secondary effects. Compared to Z moves, there is a higher level of unpredictability in that any mon could be the designated user. With Z moves, you could reasonably predict who the Z user was based on team comp and with some scouting in game. There is a bit more ambiguity with tera as many mons can viably run multiple teratypes. At least when I have been building teams, I have been doing so with the option of multiple mons being my tera candidate depending on the game or game state.
Tera certainly feels like a more balanced mechanic than Dynamax was. While it is more unpredictable than Z, I do not see this as a bad thing. It reminds me a bit of the pre-team preview age where you had to be careful before committing mons in case your opponent had a hard counter in the back.
There are currently some mons that need to be addressed before any decisions on tera can be made. While there are some mons that would probably be better in a non-tera vs the current meta, it feels like the most broken mons in the tera meta would be pretty strong without it as well.
Two other things I want to comment on:
1. Any type of complex solution that involves learning what mon has what tera type in team preview should not be implemented. We should be as cartridge accurate as possible when doing so does not significantly break the game (ie. no Acid Rain in DPP). If I am battling you on cart, I should only have the same information before the match as that scenario.
2. If Tera is an issue, I am not sure Terablast is a problem. It is not a move that I run into that often. While there are some cases where it provides some nice additional coverage (Fire Zone, Fighting Gengar) etc, the move does not seem to be as gamebreaking as some suggest. I am not sure banning just tera blast is a solution.
It is less all in than Dynamax as it persists. It is also less ridiculous than Dynamax was with the automatic double bulk and moves with great secondary effects. Compared to Z moves, there is a higher level of unpredictability in that any mon could be the designated user. With Z moves, you could reasonably predict who the Z user was based on team comp and with some scouting in game. There is a bit more ambiguity with tera as many mons can viably run multiple teratypes. At least when I have been building teams, I have been doing so with the option of multiple mons being my tera candidate depending on the game or game state.
Tera certainly feels like a more balanced mechanic than Dynamax was. While it is more unpredictable than Z, I do not see this as a bad thing. It reminds me a bit of the pre-team preview age where you had to be careful before committing mons in case your opponent had a hard counter in the back.
There are currently some mons that need to be addressed before any decisions on tera can be made. While there are some mons that would probably be better in a non-tera vs the current meta, it feels like the most broken mons in the tera meta would be pretty strong without it as well.
Two other things I want to comment on:
1. Any type of complex solution that involves learning what mon has what tera type in team preview should not be implemented. We should be as cartridge accurate as possible when doing so does not significantly break the game (ie. no Acid Rain in DPP). If I am battling you on cart, I should only have the same information before the match as that scenario.
2. If Tera is an issue, I am not sure Terablast is a problem. It is not a move that I run into that often. While there are some cases where it provides some nice additional coverage (Fire Zone, Fighting Gengar) etc, the move does not seem to be as gamebreaking as some suggest. I am not sure banning just tera blast is a solution.