DeToX86 wrote:Treemen are unreliable with take root and even getting them into position to be usefull can be derailed by take root not to mention having half the move of the DR. (Need to pass two 2+ rolls and spend 2 turns just to do what the DR does in one turn with no rolls.) They can't even effectively use a teleporter without passing a GFI to get back off the teleporter. And this is only after they pass take root just to move.
This is true, but most people I've seen use their Treemen foolishly. Two treemen can cover your entire endzone with TZs, and the only thing that can punch throw (consistently) is a deathroller. I don't play Elves, but if I did, I'd use the Trees as defense. All you need to do is move them two spaces forward, which is a risk of 1 Take Root each. Then leave them.
DeToX86 wrote:Good coaches will not get their DR out of position.
This happens a whole lot more than you think. I played four ranked matches in a row (two of which were against top-twenty ranked coaches) where my opponent had a DR and I didn't. I got the DR out of position in every single game. I also won all four of those matches. Unless your DR is spear-heading your cage, it's effectively not where it should be. Even really great coaches tend to mess that up. Another thing to note is that even if your DR is in position, your rushing game is forced to commit to the direction it's going (usually in a choke point). Reversing your field will only take the DR out of position. Once again, this can work to the defense's advantage, because you know exactly where to expect the attack. If you get some players behind the cage, it will normally break because there aren't other options.
DeToX86 wrote:Marking a DR is next to useless. Break Tackle with effective 7 AG? Sure there is a 1/6 chance they fail, but that is not what I would call reliably tieing up a player and keeping them out of position.
This is absolutely incorrect. It makes sense on paper, but in the game, it's really useful. First of all, for some reason, many coaches like to warp their DR into the dungeon. I'm perplexed as to why they do this, but it happens a lot. So, if you mark the DR by positioning your player between the DR and the rest of his force, you can really delay the DR getting to the rest of his team. If, in the event that the DR is near the cage, but not in the cage, you mark it up and force it to make a dodge roll into multiple TZs.
DeToX86 wrote:I do agree with trying to get them in position to fall into pits, but this only works if the opposing coach is willing to take the risk and is actively using their DR versus using it in the middle of a bridge or hallway.
This is very map-dependent. In maps with mostly walls and very few pit-traps, it's very hard to accomplish. But in maps where there's few walls and lots of lava/abyss/empty space, it's typically pretty easy to get a DR into a position with an adjacent pit trap. Even if the DR fails to fall in, you can often force your opponent to waste his rerolls on precarious position rolls. Still a good thing.
DeToX86 wrote:I don't think its gamebreaking or anything, but the DR seems to be a must have because of its influence on the game. I started both my teams without the DR and eventually just bought one on each team. The most effective way to combat the DR is to just bring one yourself.
I completely agree with you here. I'm not a proponent of DRs because I think they're necessary. I just don't think they should fix something that isn't broken. I typically play Bright College, and my starting lineup never includes a DR. I buy one later to even the odds. Nevertheless, I've never lost a game where an opponent had a DR and I didn't, so like you said, they can't be
that unbalancing.