The_Murker
Joined: Jan 30, 2011
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  Posted:
Oct 31, 2024 - 18:36 |
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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
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  Posted:
Oct 31, 2024 - 18:39 |
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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. |
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JackassRampant
Joined: Feb 26, 2011
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  Posted:
Oct 31, 2024 - 18:53 |
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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. |
_________________ Lude enixe, obliviscatur timor. |
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MattDakka
Joined: Oct 09, 2007
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  Posted:
Oct 31, 2024 - 19:07 |
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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. |
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The_Murker
Joined: Jan 30, 2011
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  Posted:
Oct 31, 2024 - 20:47 |
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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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Join the wait-list. Watch the action. Leave the Empire. Come to Bretonnia! |
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MattDakka
Joined: Oct 09, 2007
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  Posted:
Oct 31, 2024 - 21:05 |
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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 good one turner Gutter Runner and that's what makes Skaven win more games than Skaven without a good one turner. |
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JackassRampant
Joined: Feb 26, 2011
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  Posted:
Nov 01, 2024 - 00:48 |
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We're not playing in a mature environment. We were, once, but the new rules allow for thriving play under the old principles, so it becomes a well-trodden path for those who aren't already good at just that. But please don't confuse that for an exhaustive awareness; in fact, if anything, it has a stunting effect on the community's sounding ability for the new edition. |
_________________ Lude enixe, obliviscatur timor. |
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Carthage
Joined: Mar 18, 2021
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  Posted:
Nov 01, 2024 - 02:27 |
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The_Murker wrote: | Oooo.. are you dissing Safe Pair of Hands? |
Its scary because the first draft of that comment I posted I was explaining how safe pair of hands is really powerful within its small niche of potato'ing better. But because that is situational compared to, say, block which also helps potato better but also does something every turn, SPoH is naturally weaker even if it may be slightly stronger in its tiny niche.
And that's not because they added it to be bad, there just isn't much design space left after you look at the staples for something that is going to have consistent, predictable performance.
You and Dakka read my mind there. |
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JackassRampant
Joined: Feb 26, 2011
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  Posted:
Nov 01, 2024 - 09:05 |
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Right, but now Safe Pair isn't compared to Block. Pretending for a minute that they're in the same category, the comparison is the Safe Pair you rolled vs the Block you could have waited to get the SPP for and then eaten a net 10k TV hit over. And that assumes your Safe Pair guy didn't already have Block, cuz Block doesn't stack with itself. |
_________________ Lude enixe, obliviscatur timor. |
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MattDakka
Joined: Oct 09, 2007
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  Posted:
Nov 01, 2024 - 11:26 |
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Block stacks with Dodge and works in your and opponent's turn. Safe Pair of Hands doesn't stack with anything.
Also, would you spend 20 TV to pick Safe Pair of Hands as Chosen skill? I wouldn't, because I can pick a better skill at 20 TV. It's true that Chosen skills are paid 20 TV, but the benefit lies in the "hidden" synergy value you gain by picking them.
As situational skill yes, Safe Pair of Hands can have uses, but not as often as other skills I can pick. I can use that skill slot for a stat boost. I even considered taking Safe Pair of Hands on a ball carrier, but the level up system grants automatic stat boosts, so I go for them.
10 TV for a random situational skill may seem cheap, but the real problem is that skill is occupying a skill slot that can be used for a better Chosen skill.
If I could roll 2 x random skills and use only 1 skill slot, then I could consider taking random skills. But 1 sub-optimal random skill occupying a skill slot can ruin a player's build.
I can do that gamble on a Zombie, easy to replace, but I don't want to spoil an expensive Gutter Runner's (or another positional player) build with a junk random skill. |
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