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• View topic - Death Roller

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Death Roller

THE DUNGEON : The place to share your game experience.
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csbear

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Re: Death Roller

PostSat Jul 14, 2012 7:24 pm

Bucc's post says it all...but since this thread it still going on...

The fact that this Deathroller thread is the longest one in the forums means something... Coaches with higher DB abilities than me and who have tons of Blood Bowl experience overall have some pretty strong opinions on this matter. (Yes, the opposing argument also has its share of experienced coaches.) Even if the DR received an "Engine Stall" nerf it STILL would probably be the most dominant piece in the game in terms of game dynamics not involving the ball. Currently, it has the highest ST in the game (tied) and with its overwhelming skill set and the lack of any Take Root, Bone-Head, Wild Animal, etc., the only other piece that can take it on is another DR. I don't even try anymore to combat a DR with a Treeman and a few teammates... ST6 + teammates!! The amount of resources needed to take it down is almost not worth the effort. So, you might as well just use your own DR to stalemate it (boring) or just run away which honestly seems to take the fun away as well. The primary reason I even keep a DR on my Bright squad is to stalemate the other teams. :roll: How is that any fun? In fact, I wonder how many coaches even think that mindlessly running over the opposing team with a DR is any fun at all? (OK, maybe that's somewhat fun :lol: )

I may be wrong, but I don't remember the DR causing this much of a fuss in regular Blood Bowl..I wonder why?<sarcasm>
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Paddywhack

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Re: Death Roller

PostSat Jul 14, 2012 7:34 pm

csbear wrote:I may be wrong, but I don't remember the DR causing this much of a fuss in regular Blood Bowl..I wonder why?<sarcasm>


Thats because in BB the pitch is wider and its easier to avoid/negate the DR. In BB Secret Weapon also means something. At least there's a good chance the DR won't be in the whole game.
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csbear

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Re: Death Roller

PostSat Jul 14, 2012 9:37 pm

Exactly Paddywhack... Pretty much what I was insinuating in my previous post (hence the <sarcasm> in my last post ;) ).

I understand all DB coaches have their feelings of balance and unbalance, but to me at least, the DR takes away from the fun factor by being a piece which is too powerful given: its highest in-game ST, immense skill set, lack of BigGuy/Secret Weapon weakness, and the EASE of which it moves around the dungeon.
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Paddywhack

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Re: Death Roller

PostSat Jul 14, 2012 9:42 pm

[quote="csbear"I understand all DB coaches have their feelings of balance and unbalance, but to me at least, the DR takes away from the fun factor by being a piece which is too powerful given: its highest in-game ST, immense skill set, lack of BigGuy/Secret Weapon weakness, and the EASE of which it moves around the dungeon.[/quote]

And the degree that it easily blocks large chinks of a dungeon. Hopefully this will change with some new maps this week and some new teams. Can' wait for the new content!
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douglowe

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Re: Death Roller

PostSat Jul 14, 2012 10:00 pm

csbear wrote:I understand all DB coaches have their feelings of balance and unbalance, but to me at least, the DR takes away from the fun factor by being a piece which is too powerful given: its highest in-game ST, immense skill set, lack of BigGuy/Secret Weapon weakness, and the EASE of which it moves around the dungeon.


My last game today was with my Rainbow team against a Bright team with a deathroller, an ogre, and a yhetee (my Rainbow team has an ogre, but no treemen). I found the ball early, and he formed up a defensive line at the entrance to his end zone (which included his deathroller and norse werewolf - the ogre and yhetee were tied up by a single elf lineman with block at a distant teleporter). I leaped over the line with my wardancer and ran towards the end zone. Failed my first dodge and landed flat on my face - but then loner on his deathroller kicked in, stopping him from rerolling a double skull block, and giving me a second chance at getting my wardancer up and onto the ball (which was all I needed).

One of the changes made between LRP5 and LRP6 was to give dwarf deathrollers the loner negi-trait. This change was made for good reasons, and, along with the lack of general skill access which is characteristic of all big guys, makes the death roller pretty unreliable.

That said - I can see that if you're playing a bashy team (i.e. Bright) then you could have issues against another bashy team which is nearly identical to yours except for having a ST7 killing machine in the middle of it. But then, if you're playing a bashy team and *not* taking the best big guy in the game as part of your team then you really only have yourself to blame for what happens to you ;)
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douglowe

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Re: Death Roller

PostSat Jul 14, 2012 10:01 pm

Paddywhack wrote:And the degree that it easily blocks large chinks of a dungeon. Hopefully this will change with some new maps this week and some new teams. Can' wait for the new content!


Me too.

I'm looking forward to getting Skaven gutter runners and giving them leap and very long legs - that should spark some proper OP threads :twisted:
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csbear

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Re: Death Roller

PostSat Jul 14, 2012 10:55 pm

douglowe wrote:I'm looking forward to getting Skaven gutter runners and giving them leap and very long legs - that should spark some proper OP threads :twisted:


Yuuummm... Skaven in a dungeon. It's almost like their natural habitat. Those Gutter Runners will be a threat to score from anywhere especially with all the hallways, corridors, etc. Good times are ahead!

Also, it seems like Chaos Dwarfs will be accessible to players of DungeonBowl before that other game comes out if I'm not mistaken.
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douglowe

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Re: Death Roller

PostSun Jul 15, 2012 1:54 am

csbear wrote:
douglowe wrote:I'm looking forward to getting Skaven gutter runners and giving them leap and very long legs - that should spark some proper OP threads :twisted:


Yuuummm... Skaven in a dungeon. It's almost like their natural habitat. Those Gutter Runners will be a threat to score from anywhere especially with all the hallways, corridors, etc. Good times are ahead!

Also, it seems like Chaos Dwarfs will be accessible to players of DungeonBowl before that other game comes out if I'm not mistaken.


Yeah - skaven do very well in the dungeons - I played a few tt games of DB with Waldorf before the game was released & he had had more than enough of my gutter runners by the end of the evening (even without any skill ups) ;)

Would be great to see chaos dwarves too - the bull centaurs would be very handy I reckon.
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katadder

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Re: Death Roller

PostSun Jul 15, 2012 9:00 am

douglowe wrote:
csbear wrote:I understand all DB coaches have their feelings of balance and unbalance, but to me at least, the DR takes away from the fun factor by being a piece which is too powerful given: its highest in-game ST, immense skill set, lack of BigGuy/Secret Weapon weakness, and the EASE of which it moves around the dungeon.




One of the changes made between LRP5 and LRP6 was to give dwarf deathrollers the loner negi-trait. This change was made for good reasons, and, along with the lack of general skill access which is characteristic of all big guys, makes the death roller pretty unreliable.



thats hardly a negatrait, all big guys have that in addition to bone head, wild animal etc. this is what a deathroller needs, bonehead equivalent. or if you knock it down its out so only have to deal with it once, after all how does a machine get up?
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Evilstein

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Re: Death Roller

PostSun Jul 15, 2012 1:04 pm

In Ratcityrumble, they use this rules :

Secret Weapons - Because there are no re-sets after TDs or after a half, the Secret Weapon rules are changed as follows. Any time that a player with a secret weapon rolls a double for armor or injury, they are ejected after the rolls are concluded (just like Fouling). This causes a Turnover. Bribes will stop the ejection as normal as will Sneaky Git if armor is not broken.


http://www.ratcityrumble.com/rcbbl/down ... _v1_01.pdf

A league who does a Dungeon Bowl tournament each year I guess, with BB roster.

BTW, the Break Tackle Skill is bug (A bug that Cyanide don't correct since 3 years...), it means that the Death Roller must be better that he is now.
Normally, on a 5+, He doesn't have to use break tackle and can make a second dodge at 2+.
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