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Poll
What's the worst skill?
Divine Catch
55%
 55%  [ 84 ]
Extra Arms
19%
 19%  [ 30 ]
Spikes
5%
 5%  [ 8 ]
Pass Block
0%
 0%  [ 1 ]
Multiple Foul
11%
 11%  [ 18 ]
Other (please elaborate)
6%
 6%  [ 10 ]
Total Votes : 151


screech



Joined: Mar 30, 2004

Post   Posted: Apr 23, 2009 - 22:50 Reply with quote Back to top

Multiblock on a trollslayer is a viable choice. Probably not my first skill choice, but somewhat useful later on.
Yeah the liability of causing a turn over is there, but so is getting a minotaur (not for dorfs obviously), and people do that all the time.
For one thing multiblock helps spread the defense los out allowing easier followup blocks.

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Zombie69



Joined: Jul 02, 2007

Post   Posted: Apr 23, 2009 - 22:51 Reply with quote Back to top

TheCetusProject wrote:
I guess jump up was a victim of the strange design decision to make skill require doubles if they could be "realistically" described as "traits", rather than making a skill require a double only if it is good.


Not really. It was made a trait mostly because it was considered too powerful for treemen (and to a lesser extent mummies) in combination with piling on (especially with the old piling on). By making it a trait, this ensured it became impossible for those players to get it. What you said above was just the fluff to justify their design decision.
TheCetusProject



Joined: May 25, 2004

Post   Posted: Apr 23, 2009 - 23:15 Reply with quote Back to top

Zombie69 wrote:
TheCetusProject wrote:
I guess jump up was a victim of the strange design decision to make skill require doubles if they could be "realistically" described as "traits", rather than making a skill require a double only if it is good.


Not really. It was made a trait mostly because it was considered too powerful for treemen (and to a lesser extent mummies) in combination with piling on (especially with the old piling on). By making it a trait, this ensured it became impossible for those players to get it. What you said above was just the fluff to justify their design decision.


Oh dear, really? And it never occurred to them to restrict those players from getting the skill without restricting it to the much larger group who got decent use out of it but not so much? It's sometimes a surprise that Blood Bowl is so good, if it was designed in such a way.
Zombie69



Joined: Jul 02, 2007

Post   Posted: Apr 24, 2009 - 01:18 Reply with quote Back to top

There was no mechanism for restricting a skill from a limitted selection of players, other than the new trait mechanism.

The same thing happened to pro. It was made a trait because it made big guys too reliable. When big guys lost general access, pro was made a skill again. When it was a trait, nobody would take it anymore, it just wasn't worth it (except for big guys on doubles).
Shrap



Joined: Sep 18, 2006

Post   Posted: Apr 24, 2009 - 01:28 Reply with quote Back to top

Im not sure why ANYONE would think Divine Catch isnt one of the best skills!
Nighteye



Joined: Apr 19, 2004

Post   Posted: Apr 24, 2009 - 02:12 Reply with quote Back to top

Id Have to go with Diving Catch too.

As for Jump Up its a great skill, especially for your LOS guys. And im sure everyone playing norse can agree its handy for bashers too.
Catalyst32



Joined: Jul 14, 2008

Post   Posted: Apr 24, 2009 - 02:28 Reply with quote Back to top

Jump Up rocks.
Nothing like gaining an extra Block from a prone player without using Blitz. And if there is no one to Block standing next to you you gain the use of the 3MA you lose to stand up. Sure you have to get knocked down to use it... but players get knocked down all the time. Players with Jump Up are more useful after being knocked down than those without it.

There are times that you find your self losing the Blocking War. It can help turn the tide back in your favor during those situations. Norse cannot afford to lose the Blocking War.
Arktoris



Joined: Feb 16, 2004

Post   Posted: Apr 24, 2009 - 03:04 Reply with quote Back to top

Great thing about jump up is sometimes people forget you don't need 3Ma to get up. Sometimes my blitzers will jump up and sack the ball carrier because they didn't know I still had a 7 square blitz zone. Also good for catchers. Run them slightly into the enemies territory. He gets sacked. Then next turn, Jump UP, run into the endzone and catch the pass. Works better with side step so you aren't crowd pushed if the ball is missed.

Jump Up is nice on a vampire too.

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pythrr



Joined: Mar 07, 2006

Post   Posted: Apr 24, 2009 - 04:51 Reply with quote Back to top

jump up also means that they need to stun yr downfield recievers in t8/16 to be safe, rather than just knock em over

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Reisender



Joined: Sep 29, 2007

Post   Posted: Apr 24, 2009 - 09:27 Reply with quote Back to top

without having played lrb 5 yet, i imagine jump up a valid double choice for longbeards e.g. - together with stand firm they always block back....
arw



Joined: Jan 07, 2007

Post   Posted: May 10, 2009 - 20:29 Reply with quote Back to top

SillySod wrote:
Multiblock escapes being a truly poor skill because of the excellent combination with horns/claw/RSC.

Actually blitzing two is great in itself-
even without those mutations.
Block Tackle MB ST4/Dauntless is enough for Multi.
Surely not the best but not a poor let alone the worst skill.
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