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MattDakka



Joined: Oct 09, 2007

Post   Posted: Apr 19, 2026 - 11:39 Reply with quote Back to top

MercutioT wrote:

My point is only that there is nothing remarkable about a skill that keeps a player standing in circumstances where they would be knocked down without it. And the net effect of this particular skill is hilariously miniscule compared to others; it's basically Dodge that works on both Pow and Defender Stumbles, but only 1/6 of the time.

Steady Footing works on Skull, Both Down, failed Dodges and Rushes too, not just on Pow and Defender Stumbles.
It works when the player with Steady Footing gets Knocked Down or falls over. Dodge doesn't protect a player when they are blocking an opponent or failing a Rush (and Dodge doesn't work at all with Tackle). Not saying that Steady Footing is better than Dodge, but the details are important, the skills are more different.
I agree that Steady Footing is not remarkable, as you said, but I may consider taking it on a ball carrier for extra protection, although stat boosts have the obvious priority.
It could make the difference between failing to score a TD or being sacked or not. In that particular important scenario, every extra % helps. Losing ball possession or failing to score are game changing events.
I would not take Steady Footing en masse on less important players, instead, because 20 TV is too much for the potential return it has on a fodder Lineman.
I considered taking it on Norse Linemen (since they have default Block and have AV 8+) but they need Tackle and Dauntless, no room for Steady Footing, especially at TV 20.
AntarionII



Joined: Jul 09, 2023

Post   Posted: Apr 19, 2026 - 14:41 Reply with quote Back to top

you can sack with frenzy to get a 2nd chance in every case
awambawamb



Joined: Feb 17, 2008

Post   Posted: Apr 19, 2026 - 17:32 Reply with quote Back to top

We're talking about a game that relies on dices - every plan can be thwarted by a bad roll, no matter how good you think you are at the game

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JackassRampant



Joined: Feb 26, 2011

Post   Posted: Apr 19, 2026 - 20:35 Reply with quote Back to top

awambawamb wrote:
We're talking about a game that relies on dices - every plan can be thwarted by a bad roll, no matter how good you think you are at the game
this.

Steady Footing does two things. It improves your odds of staying up a little, any time you get knocked down (there are other ways to drop a player), and it annoys the heck out of your opponent when it works at the wrong time. What's the problem? Annoying skill annoys the easily-annoyed? Of course it does, that just means it's doing its job. Your annoyance is a receipt for your buy-in, and sitting with it is good skill-building. Your opponent's annoyance is a resource you can tap. Everybody wins!

Some people have no respect for sour notes. That's what makes them so sweet.

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badger89



Joined: Jun 03, 2014

Post   Posted: Apr 19, 2026 - 22:25 Reply with quote Back to top

I dont like the skill as nothing should bet a natural 6/ POW

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Last edited by badger89 on Apr 19, 2026; edited 1 time in total
moph



Joined: Sep 16, 2020

Post   Posted: Apr 19, 2026 - 22:34 Reply with quote Back to top

I think it's even more annoying when it doesn't work. Wink
It's an extra die roll that 5/6 times does: Nothing.
Generally die rolls in BB (besides Block Dice) have two outcomes It works -> You achieve something.
It doesn't work -> you suffer a turnover.
Steady footing:
It doesn't work -> nothing happens.
It works -> what happened before is undone.

(Shadowing and tentacles are similar but at least when they work you achieve something)
JackassRampant



Joined: Feb 26, 2011

Post   Posted: Apr 19, 2026 - 23:35 Reply with quote Back to top

badger89 wrote:
I dont like the skill as nothing should bet a natural 6/ POW

Steady Footing is a Risk die. Nothing beats a 6 on the attack... except a 6 on defense.

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