I was reading a wonderful little topic on /vp/ about how Stealth Rock makes the metgame boring by making plenty of pokemon typings effectively useless in a competitive state (fire, flying, bug, ice). None of these pokemon types have fantastic defenses, so after the initial 25%-50% (poor charizard) health reduction, they have little chance to survive the first enemy attack.
How do we make the effects of stealth rock less substantial? How do we nerf it without making it absolutely useless? I found two posts on /vp/ that make a lot of sense: they allow other weather types to be more effective while nerfing stealth rock.
If they wanted to make a spikes variant that could punish flying types, they really should have made it ice type with relatively low distribution, and have it melt after 5 turns, after 3 turns if it's sunny, and they don't melt if it's hailing. That way, ice types would at least see more use, but since ice types are usually pretty frail, once they're done with, the threat is taken care of.
This is actually a brilliant idea.Stealth rock would be less broken if lasted 5 turns, but in rain it lasted 3 turns and in sandstorm it doesn't go away. Bam. Hail and Sandstorm are now viable.
What's your opinion? How would you change stealth rock? A simple damage nerf, or something completely different?