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The_Murker



Joined: Jan 30, 2011

Post   Posted: Oct 31, 2024 - 18:36 Reply with quote Back to top

Oooo.. are you dissing Safe Pair of Hands? That might be pretty situational, but I quite often find myself trying desperately to hold onto a lead for just two more turns with just 4 skaven left.

Safe Pair of Hands means you can kill my gutter runner with your BLITZ, but that ball IS going to be very hard for you to pick-up, and hopefully easy for my second gutter to scoop once I'm active again.

Safe Pair of Hands for the dodgey teams that stall out to win.

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MattDakka



Joined: Oct 09, 2007

Post   Posted: Oct 31, 2024 - 18:39 Reply with quote Back to top

The fact is, there are better skills to take and the slots are 6.
Your Gutter Runner could have: Block, Side Step, Sprint, Two Heads, Leap, either +AG or Break Tackle.
No room for Safe Pair of Hands in the build.
JackassRampant



Joined: Feb 26, 2011

Post   Posted: Oct 31, 2024 - 18:53 Reply with quote Back to top

That's a selling point for the new rules. A discount for a grab bag doesn't just let you fish, it incentivizes you to keep anything you can get half mileage on, which in turn encourages creativity. Good design in that respect, if you ask me; it's just the drawbacks that need ironing out.

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MattDakka



Joined: Oct 09, 2007

Post   Posted: Oct 31, 2024 - 19:07 Reply with quote Back to top

I play lots of games and the common skills (Block, Dodge, Tackle, Guard, Mighty Blow, Stand Firm, Side Step, Leader etc.) are still the most used ones. Adding random skills didn't change the games as we thought when they were announced.
There is no creativity, people mostly stick to the good old skills. At least, people playing competitively.
I sometimes find weird players built with random skills, but it's not a common sight.
With 6 skill slots you can't be very creative, the synergies between the common skills are too good.
Also, some skills are very specific: if I roll Safe Pair of Hands on a Elven Lineman I fire him, if I roll Sure Hands on a Zombie I fire him. There is no way to adapt and find a use for Sure Hands on a Zombie.
Grab is not useless, but way less useful than Guard or Mighty Blow.
The_Murker



Joined: Jan 30, 2011

Post   Posted: Oct 31, 2024 - 20:47 Reply with quote Back to top

That's fine.. you're a bit of a robot who sees no room for creativity amongst the competitive players. I believe you believe that. Maybe all of your gutters are almost all the same.. perhaps one dedicated ball hunter.

But if I'm willing to roll a random agility skill as the first and/or second skill, I will often have a gutter that can play two dedicated roles on my team very early in the team's history, at a very low price.

10k sprint makes him a good 1 turner that only plays when I need him to.
Add on a 10k or 20k Safe Pair of Hands, and I get a dedicated 'stall rat' whom I can actually allow to be blitzed on Turn 15, because I KNOW I will get the bounce I want, and I can position beforehand accordingly. Again, I would only play him when I need him, or when forced to.

For the same 20k you get Block, which is overridden by any lucky POW.

I chose to embrace the random skills, including the bad ones. As Carthage says.. new bad ones were invented to fill the tables out to 12, which I appreciate, and the old bad ones.. well.. didn't PG win Super League with mass Fend?

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MattDakka



Joined: Oct 09, 2007

Post   Posted: Oct 31, 2024 - 21:05 Reply with quote Back to top

I believe in win rate and performance. If the random skill approach wins more games than the chosen skill approach then you're right.
Without picking skills it's less likely to build a one turner Gutter Runner and that what makes Skaven win more games than Skaven without a dedicated one turner.
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