What change is that? The Tackle change thing?fen wrote:Agreed, I think Tom is already considering the one boost to the three stunty teams that I like the look of.Darkson wrote:Wheter or not 'Flings and Gobbos need a boost, none of these ideas work for me.
Suggestions to Boost Stunty Teams for LRB6
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I'm not sure the Goblins need anything, but changing the bribe cost would be OK with me.
Not sure about changing the cost of the Chef.
Is the change to tackle really going to be a boost for the stunties? I see it helping them live through the Dwarf games, but does any other team really bulk up on tackle enough to make it an issue?
Not sure about changing the cost of the Chef.
Is the change to tackle really going to be a boost for the stunties? I see it helping them live through the Dwarf games, but does any other team really bulk up on tackle enough to make it an issue?
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They do at higher TV which is when even lucky stunty teams will get creamed.Xtreme wrote:I'm not sure the Goblins need anything, but changing the bribe cost would be OK with me.
Not sure about changing the cost of the Chef.
Is the change to tackle really going to be a boost for the stunties? I see it helping them live through the Dwarf games, but does any other team really bulk up on tackle enough to make it an issue?
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It just takes 1 or more Block, Tackle, Mighty Blow, (and sometimes) Piling On players to really ruin a Stunty team. Most non-elf teams in my leagues have at least 2 of these players. They're a nightmare even without considering piling on into the mix. A few of them don't have Piling On, they have Diving Tackle instead... They're probably even worse as once they're next to a stunty, they tend to keep them pinned there until they're eliminated.Xtreme wrote:Really? I can't think of many teams that I want more then 3-4 tacklers on.
But if you say so I'll go along with it, my league must be a little different in that regard.
But they tend to eliminate a Stunty every 1.5 turns by themselves. Which isn't really suprising as they've been created to crush elf players, which also just so happens to crush stunties. And quite often it can be hard to isolate and foul/chainsaw these players efficiently.
Stunty teams used to get a lot of pitch removal via KDing a player + Gang Fouling them, but they'd lose players from being Blocked. Blocking damage is more potent in LRB5, fouling is weaker. That's an indirect nerf to stunty playing styles.
A particually damning point about this is, I've not yet seen a LRB5 Stunty team above TR170 (and that's an Ogre team with all 6 Ogres), nor above TR150 for Gobbos/flings. It's true that they're TV Sinking themselves to take advantage of the extra Star Player big guy on the LoS. But also they now have a higher player turnover than before.
It's all very well and good for people to rally behind the 'They're supposed to be a joke team' argument. But are they also supposed to be unable to develop players of any depth? Are they supposed to end up constantly fielding journeymen, mercs and star players to keep up? Should they have to abuse the inducement system so hard in order to try and limit damage? Should it really be almost impossible for them to approach TR200? (and various other rhetorical questions.)
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I'm making suggestions because I heard this:Draco wrote:I don't think they need a boost at all. Don't forget, these teams are not supposed to strong. Only fun.
Halflings can induce a chef and freeboot Deeproot, so they are not that week. The secret weapons allready gave the Goblins a boost.
Leave them as they are. Fun to play and sure to be somewhere around the last places of the league!
GalakStarscraper wrote:I don't totally disagree ... I'm hoping we can do at least one minor boost for them and Goblins in LRB 6.0.dendron wrote:This is why I think the flings suck at LRB 5.
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WTF?!?! You play the undead team, and we have no elf teams and only 1 amazon team in our 6 team league.Vomit Lickspittle wrote:Ya' got that bloody freakin' right!Tritex wrote:Theres far more work that needs to be done on other teams first...Namely:
Too many elf teams
Too many Undead teams
Amazons...again
Just as a start!!
And in all the threads I've read about changing amazons, I haven't heard one thing mentioned that should be changed about them. I'm not even sure if people think zons are too powerful or too weak. Which is it and why?
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The proposal is that Tackle no longer works on the "pow/!" result if the player has Right Stuff (so it still works against Skinks). Tackle will still stop the Dodge skill from working when dodging away.
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