Lokragen
Joined: Aug 20, 2015
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  Posted:
Oct 26, 2024 - 12:19 |
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Is there data on fumbll, with all the skills used in the game, to see which one is played or not? |
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Sharkrudi
Joined: Dec 19, 2011
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  Posted:
Oct 26, 2024 - 17:35 |
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no |
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Jopotzuki
Joined: Oct 07, 2011
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  Posted:
Oct 26, 2024 - 17:38 |
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Without seeing any data, the top 5 skills are (not in any spesific order):
-block
-dodge
-guard
-mighty blow
-tackle
The worst skills are in the passing-skills. People take leader then maybe some other 1 times out of 100. |
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Lokragen
Joined: Aug 20, 2015
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  Posted:
Oct 26, 2024 - 17:53 |
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I admit it's especially the one not played that interests me, yes the half in the pass is very little played, like force stuff, not often used |
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Garion26
Joined: Nov 28, 2021
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  Posted:
Oct 26, 2024 - 18:10 |
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Block is by far king particularly based on how often actually used
Wrestle sneaky git dirty player are in the third tier (as the fouling actions come up once per player turn at most barring odd edge cases) |
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The_Murker
Joined: Jan 30, 2011
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  Posted:
Oct 27, 2024 - 04:26 |
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The random skill selection option is cool and enjoyed by a lot of people. In order for it to work in a balanced way, the system needs to have some sub-par skills in each group, imho, in order for random skill selection to have some 'risk' associated.
That's my best defense for 'piling-on' and the like, if this turns into a 'these skills are pointless' thread. Piling On & Arm Bar must exist, so that you don't get something as strong as Guard or Mighty Blow with every random roll.
My guess is that no one on FUMBBL has ever taken Arm Bar as a full price skill. Ever. Is it the most popular skill over on BB3 with the Twitch streamers? (poke-jab) |
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Lokragen
Joined: Aug 20, 2015
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  Posted:
Oct 27, 2024 - 11:14 |
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This is really the worst argument I can hear to defend skills that are not or little used.
to summarize, you say that as randomness is strong/appreciated, we prefer to make certain skills useless to nerf randomness WTF
Blood bowl skills should all be interesting (of course there will always be some stronger than others) to bring a tactical and strategic contribution to the game, before even thinking about randomness (moreover criticized in BB3 because it unbalances the game in an infinite ladder) |
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koadah
Joined: Mar 30, 2005
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  Posted:
Oct 27, 2024 - 11:35 |
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Lokragen wrote: | This is really the worst argument I can hear to defend skills that are not or little used.
to summarize, you say that as randomness is strong/appreciated, we prefer to make certain skills useless to nerf randomness WTF
Blood bowl skills should all be interesting (of course there will always be some stronger than others) to bring a tactical and strategic contribution to the game, before even thinking about randomness (moreover criticized in BB3 because it unbalances the game in an infinite ladder) |
That's the way of the world. Some people like stuff. Others don't. |
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JackassRampant
Joined: Feb 26, 2011
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  Posted:
Oct 27, 2024 - 12:43 |
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I would like to see the bad skills made a little better, and then the TV add of chosen skills brought down to 15k/30k, with randoms remaining at 10k/20k. But I get it, yeah. The current system works okay. |
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Zlefin
Joined: Apr 14, 2005
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  Posted:
Oct 27, 2024 - 14:47 |
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is the data on skill pickrates still collected? I know many years ago there was some place that had stats on skills picked by race/position or something like that. |
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The_Murker
Joined: Jan 30, 2011
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  Posted:
Oct 28, 2024 - 03:03 |
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There are 12 skills per Skill-Group. Half price random skills are a fun option. In order to make half-price skills a risky decision, there SHOULD be some bad skills.
Some of the skills in the groups are very bad, and I'm pretty sure they were just made up, intentionally weak, so that they had an even 12 skills per group with a large power spread between 'best' and 'worst'.
Should ALL the skills be 'good'? No. They made some weak ones to make the random skill idea a better risk-reward game mechanic. They did a good job with this game mechanic. They made some good bad skills.
If you complain some skills are too bad or useless.. don't roll random skills. You can't always get good stuff for half price, right? Are there people who think they should always get something good when paying half price? |
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Carthage
Joined: Mar 18, 2021
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  Posted:
Oct 28, 2024 - 04:18 |
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Or, we can do the sensible thing, and go back to 2016 rules for skills/stats because those were actually good and nobody really disliked them.
Fingers crossed GW does that whenever the next edition comes out. |
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koadah
Joined: Mar 30, 2005
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  Posted:
Oct 28, 2024 - 09:39 |
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Lokragen
Joined: Aug 20, 2015
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  Posted:
Oct 28, 2024 - 15:32 |
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The_Murker: skills are a big part of strategy, so if in each skill family you make half bad it's a very bad thing
you voluntarily cut yourself off from many more tactical and strategic choices just to make a bad mechanic valid
In the game BB3 it's a disaster, each person who tries a random, and recovers a bad skill, automatically throws away the latter, so randomness does not exist, just the big farmers who take an advantage over the others who just want to play a game from time to time
When you come across a dwarf at 1200tv 1 RR leader and full random (guard, mithy blow and stab), while you have barely 2 skills you will change your mind
Carthage: the 2016 rules also had their big problems, we could end up with horrors (mummy 7 strength) and a big difference between the one who has a lot of luck and the one who has no luck on doubles
Once in a championship a MV had 1 strength on a spectrum, 1 strength on a ghoul, and 1 agility on a ghoul, low spoiler alert he won the championship, we couldn't do anything, so in an infinite ladder it is even worse
The goal is to create differences in the skills and talent of the coaches, I think there is already enough randomness in the game to add some |
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JackassRampant
Joined: Feb 26, 2011
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  Posted:
Oct 28, 2024 - 15:59 |
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Personally, I love the new skill system, though I will agree it needs a little fine-tuning in the next edition. It's a whole thing to be taken together, though: if you play in an unlimited format, it's just a cheese factory. If you play in a seasonal structure, randoms are lots of fun.
I really like that there are so many ways to play now. Like, lots of coaches would be terrified at randoms on an Imperial Blitzer, but if you don't mind an 18.2% chance to fire a Leap or Sneaky Git guy, and you have the creativity to make something out of Safe Pair or Diving Catch, it's good math because it counteracts your main weakness. Especially because you can't roll Catch. But it's deffo not for everybody, and that ability to make that differentiation is a massive boost to the game. |
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