arw
Joined: Jan 07, 2007
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  Posted:
Apr 23, 2009 - 03:30 |
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After reading about the advantages of Pass Block I just wondered:
Which skills are underrated and which one is the ultimately worst?
Defend your favourite trash-skill and name the utmost dregs! |
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fly
Joined: Aug 02, 2003
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  Posted:
Apr 23, 2009 - 03:41 |
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clearly very really thick bonehead. like your avatar's. |
_________________ I play for fun. I play to win.
Do you play CPOMB 'cause you can't win otherwise?
No, that's a rhetorical question. |
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Arktoris
Joined: Feb 16, 2004
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  Posted:
Apr 23, 2009 - 03:44 |
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of the ones you list, I would choose extra arms. because a +ag upgrade does the same thing...only more veratile. Spikes is great when it gives you 10av, plus makes others jealous. Passblock is a nice way in dealing with one turn scorers, and diving catch is great when no one on your team can throw well. |
_________________ Hail to Manowar! The latest charioteer to DIE for bloodbowl! - Slain, by Ghor Oggaz |
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pythrr
Joined: Mar 07, 2006
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  Posted:
Apr 23, 2009 - 03:57 |
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Divine catch rocks |
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SillySod
Joined: Oct 10, 2006
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  Posted:
Apr 23, 2009 - 03:58 |
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Diving catch, it has even less utility than passblock.
Extra arms and Spikes are pretty poor though, considering they require doubles |
_________________ Putting the "eh?" back into Sexeh.
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pythrr
Joined: Mar 07, 2006
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  Posted:
Apr 23, 2009 - 04:06 |
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silly, true, but Divine catch! That's like hooking up with Mary (or Jesus, if yr a chick, or Spooney)... |
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maysrill
Joined: Dec 29, 2008
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  Posted:
Apr 23, 2009 - 04:07 |
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I enjoy pass block. It may not be optimal, but it forces you opponent to have to account for it if they want to throw (which a great many teams do very little). Best use it catchers on high-speed teams, who can apply pressure to the ball and force either an early throw or a weak cage attempt.
Diving catch is even worse in the client than in tabletop, because the user needs to be the intended receiver for it to trigger, so there's no way to make a "net" of diving catchers to throw in the vicinity of. Also, the one valid tabletop tactic I've heard for it is to throw to a square adjacent to a receiver to avoid interceptors (even that is pretty useless), and that doesn't work in javabowl.
Extra arms is crappy but does help a bit if your team can't roll +AG but can roll doubles.
Spikes does something, just nothing flashy or fun.
Multiple block is very handy, but not very universal. Think ogres...
I voted for DC |
_________________ Author of Firehurler (Twinborn Trilogy Book #1), Aethersmith (Book #2), Sourcethief (Book #3) |
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CorporateSlave3
Joined: Feb 07, 2004
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  Posted:
Apr 23, 2009 - 04:08 |
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Extra Arms and Spikes aren't skills.
What the deuce is "Divine Catch?!"
If "Multiple Foul" existed, it would instantly become the BEST skill available... |
_________________ ***Did you know? 42.7% of all statistics are made up on the spot? |
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adambomb
Joined: Jan 14, 2009
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  Posted:
Apr 23, 2009 - 04:58 |
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lol Divine Catch and Multiple Foul
what game are we talking about? I don't recognize those skills |
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Bert
Joined: Apr 01, 2006
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  Posted:
Apr 23, 2009 - 05:20 |
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Divine catch is a skill only PeteW can take. It lets him catch any pass, even if the player is on the bench.
Think multiple foul is a skill Paulhicks want to see installed in the lrb5 client.
So extra arms; there are way cooler mutations to take. |
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Catalyst32
Joined: Jul 14, 2008
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  Posted:
Apr 23, 2009 - 05:27 |
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Snappy_Dresser
Joined: Feb 11, 2005
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  Posted:
Apr 23, 2009 - 05:31 |
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pythrr wrote: | silly, true, but Divine catch! That's like hooking up with Mary (or Jesus, if yr a chick, or Spooney)... |
Divine Snatch, isn't it?
Couldn't resist...please don't ban me. |
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HenryX
Joined: Dec 18, 2008
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  Posted:
Apr 23, 2009 - 06:08 |
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spikes may not be flashy but that doesn't mean its a bad pick if given to the right player it can seriously strengthen your line, it is expensive though, requiring a double roll, and it has to fit into your overall strategy.
I guess you mean multible blocks. thats only really worth something if you got great strength, otherwise it is crap
pass block can have its uses depending on how you play and what teams you usually face, if you play against pass happy teams it has its uses, but if you play against smashmouth teams its useless.
extra arms isn't really worth it, and usually there are better choices, but again it depends on your strategy. but its pretty low on the list of usable tactics
diving catch is crappy... not worth a pick, and you use it MAYBE once every five games... and that is if you play a pass happy team
so diving catch it is |
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Synn
Joined: Dec 13, 2004
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  Posted:
Apr 23, 2009 - 06:11 |
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Diving Catch is the worst because of how it is coded. It only works when the person with the skill is the target. If it worked like it was supposed to, it wouldn't be half bad.
__Synn |
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deathgerbil
Joined: Aug 02, 2003
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  Posted:
Apr 23, 2009 - 06:48 |
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I used to <3 pass block before you whiners got it nerfed I used to put it on my minotaurs and pile on/rsc players and let them use it as a mini-blitz - nothing said "stop stalling" like having Pikachu the Minotaur and Happy the Chaos Warrior both moving right next to your star player that just finished moving that turn |
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