Lagole Gon
Arcane
So... it looks like they are releasing an unfinished game?
And I mean actu-fookin-ally unfinished.
And I mean actu-fookin-ally unfinished.
New ruleset. I am interested to see how it plays out, but I am not going to buy the game in its current state.What was a point of Blood Bowl 3?
i heard they were as bad as my grammar in that post.They made some cycling games. Don't know about quality because I'm not into cycling.has cyanide ever did a single objectively decent game in their history?
I'm into cycling but fuck if I'd ever play a cycling game. Can't think of a more boring theme. Aside from downhill, that's probably a fun concept.They made some cycling games. Don't know about quality because I'm not into cycling.has cyanide ever did a single objectively decent game in their history?
I used to play FUMBBL online a bit back in the day, but yea I reckon you're right.Well, Blood Bowl 2 has multiplayer, if you are into it. But considering you didn't touch BB1...
They also made it so you can't claw+mb, and nerfed piling on. I guess nerfing all agi teams and the best bashers will make more teams competetive?They changed the rules!
Oh shit, they nerfed my high elves. And all the elves. And all agile teams...
In a nutshell: there is more running with the ball, even for the Elves. But the general idea for most teams was that running with the ball anyway. Passing was for the desperate. In this context a lot of changes don't really change all that much.My inner autism finds the new ruleset somewhat... unelegant. Can't put a finger on it.
It will certainly make games more interesting as killing off the opposition won't be as easy now. That said, I bet 95% of people will run with Mighty Blow anyway. Claw will be for special players to kill heavily armoured high-value targets and not that many teams have access to it regardless.They also made it so you can't claw+mb, and nerfed piling on. I guess nerfing all agi teams and the best bashers will make more teams competetive?
I think it's mostly bad, and represents a clear "sanding down" of the bb spirit. I think team comps will become very homogenous, since you can guarantee the doubles you want (big guys with block will become the norm rather than the exception for example). I also doubt anyone will hoard 6 skills worth of spp for a 30% chance of getting a relevant statup.Changes in leveling up are a mixed bag. On one hand I loved getting random doubles opening up interesting builds. On another, now you can either roll for whatever skill cheaply or wait a bit more to get the skill you need/want for your player. Both approaches have their ups and downs.
They were already pretty much the norm in long running leagues as anyone who wanted to use a big guy for an extended period of time would sack the one who didn't roll his doubles and rotate until the necessary results. Expensive, yes, but the end result was worth it, so this change trims some of that. On the other hand now people will do the same with linemen, randomly rolling skills until hitting that perfect result to keep the TV as low as possible.big guys with block will become the norm rather than the exception for example
My inner autism finds the new ruleset somewhat... unelegant. Can't put a finger on it.
While you're not wrong, I'd argue that homogenous teams were a thing in Blood Bowl before, although this would be different depending on length of a particular league.I think it's mostly bad, and represents a clear "sanding down" of the bb spirit. I think team comps will become very homogenous, since you can guarantee the doubles you want (big guys with block will become the norm rather than the exception for example). I also doubt anyone will hoard 6 skills worth of spp for a 30% chance of getting a relevant statup.
In a nutshell: there is more running with the ball, even for the Elves. But the general idea for most team was running with the ball anyway. Passing was for the desperate. In this context a lot of changes don't really change all that much.My inner autism finds the new ruleset somewhat... unelegant. Can't put a finger on it.
Elves are still great at handing-off the ball and you can do what you used to do - as Elves -if you have Throwers, so this change puts more importance on dedicated passers, rather than every Elf player being a thrower in all but name. Some Elves are more affected by this than others, but it fits their lore: Dark Elves were supposed to be played as a running team, while High Elves are more of a passing team. On that note - Dark Elves aren't OP anymore.
As for non-Elves, not much have changed despite the changes. I mean, technically Orcs have Animosity now, meaning they are much worse at passing/handing-off the ball than Humans (which is a position they were always supposed to be at), but they weren't considered a passing team anyway, so having worse passing shouldn't really affected them. Except their Thrower. That guys is a dead meat.
It got much more interesting for the dead, or other players who literally can't pass the ball. You can still pick it up, but you won't see Hail Mary passes with Zombies anymore, for example. Not that it was a common occurence. Coincidentally this change further reinforces the importance of players who can pass the ball, but this fits the general tone of "there are changes, but not really".
Changes in leveling up are a mixed bag. On one hand I loved getting random doubles opening up interesting builds. On another, now you can either roll for whatever skill cheaply or wait a bit more to get the skill you need/want for your player. Both approaches have their ups and downs.
It will certainly make games more interesting as killing off the opposition won't be as easy now. That said, I bet 95% of people will run with Mighty Blow anyway. Claw will be for special players to kill heavily armoured high-value targets and not that many teams have access to it regardless.They also made it so you can't claw+mb, and nerfed piling on. I guess nerfing all agi teams and the best bashers will make more teams competetive?
Yes. To both questions. You gain skills faster, but you stop at level 6.Provided that you choose random skills. Can you end up with more skills than eg. person who picked specific skill for his player? Or the only benefit of grabbing random is "a chance" to get capped list of skills faster and cheaper?
Level | Random Primary | Random Secondary OR Chosen Primary | Chosen Secondary | Random Characteristic |
1 | 3 SPP | 6 SPP | 12 SPP | 18 SPP |
2 | 4 SPP | 8 SPP | 14 SPP | 20 SPP |
3 | 6 SPP | 12 SPP | 18 SPP | 24 SPP |
4 | 8 SPP | 16 SPP | 22 SPP | 28 SPP |
5 | 10 SPP | 20 SPP | 26 SPP | 32 SPP |
6 | 15 SPP | 30 SPP | 40 SPP | 50 SPP |
This sounds like an extremely fringe case. BB 1. Ed had been played for 40 years and builds have been optimised in that time, meaning that at the competitive level every more or less followed the same composition and skill choices on level ups (barring the occasional double).My inner autism finds the new ruleset somewhat... unelegant. Can't put a finger on it.
BB ruleset was always a clusterfuck. Just a beautiful clusterfuck.
Most changes are fantastic. The only catastrophe is the level-up rules. And those might kill the entire game for me. BB's main skill system issue was homogeniety of player builds, and now they've removed the one thing holding that particular demon at bay. Before, all my Skaven teams looked entirely different depending on whether I had a + MA Gutter, a Claw Blitzer or something wild like a +ST Gutter. It would change how I built everyone else and how I played the game. Now every single Skaven team I build will have the same development path.
Rejoice, the next 7 DLC's are already in the game files:
This sounds like an extremely fringe case. BB 1. Ed had been played for 40 years and builds have been optimised in that time, meaning that at the competitive level every more or less followed the same composition and skill choices on level ups (barring the occasional double).My inner autism finds the new ruleset somewhat... unelegant. Can't put a finger on it.
BB ruleset was always a clusterfuck. Just a beautiful clusterfuck.
Most changes are fantastic. The only catastrophe is the level-up rules. And those might kill the entire game for me. BB's main skill system issue was homogeniety of player builds, and now they've removed the one thing holding that particular demon at bay. Before, all my Skaven teams looked entirely different depending on whether I had a + MA Gutter, a Claw Blitzer or something wild like a +ST Gutter. It would change how I built everyone else and how I played the game. Now every single Skaven team I build will have the same development path.
BB2 online leagues are "leagues" below those of FUMBBL for example. The oldfags over there have perfected the formula over the course of decades. There is some variety of course but often it's just slight variations on a standard sort of team composition and skill up selection. I don't see the new rules set hampering things much.I played in a number of rather big BB2 leagues and the (sometimes 100s of) teams had all kinds of variety. I think there's always a general inclination to take XYZ-skills, sure. But there isn't a firm conclusion how to build pieces because there's an ebb and flow to when and how you get certain skills, and every injury/death or matchup increases probabilities that you might take something a little screwy to account for the unseen changes. Then you mix in the casino-aspect of rolling doubles or getting stat ups and over the course of seasons teams all start to look pretty unique. The new rulebook kinda kneecaps this a bit and I think with digital games, where players can rapidly play a large amount of games, the likelihood builds get min-maxed and set in stone is pretty high, and there aren't as many random occurrences to shake things up anymore.
pieces