Evilstein wrote:For (1) the problem is that in some/a lot of bad design maps it's like "roll a die at EVERY action you make" on a 1 your player die (almost)..
And I don't have much of a problem with that. Throw less blocks. To me, the issue appears to have something to do with a "culture shock" due to the inevitable comparisons with standard BB. In standard BB it's hardly ever a bad idea to throw a 2d-block, especially with a re-roll. The Precarious position rule in DB puts blocking on a par with ball-handling actions, which requires the hitherto-unseen skill of assessing when a block action is too risky.
(And yet blocking remains the safest thing to do because "prepo" fails on a 1, and because it does not cause turnovers. The latter being a misinterpretation of the --very poorly-worded-- rules in Jervis's document on the part of the devs, but one that actually improves things...)
Sure, the net effect is an increase in the game's randomness with respect to standard BB, but the need for skill is still there. Leverage precarious positions cleverly and you'll almost always get the weight of numbers on your side.
(Let us just say that I find the randomness of "prepo" in DB *far* less annoying than that of kickoff events in vanilla BB

)
Remove "prepo" and DB becomes BB with less space to move around. Bad idea.
Concerning the maps with lots of precarious positions, I'd only regard "crossing" and maybe "outreach" as flawed. The problem with "crossing" is not the abundance of "prepos", it's the fact that it's too small and linear and the team that moves first has a huge advantage.