You are completely right that Claw in combination with MB is a very strong and deadly combination. You might very well call it broken. However chaos teams NEED such a strong combination to be able to compete with the other teams. Claw is what make chaos teams good, without it they would simply suck. Therefore Claw is fine as it is. The problem in CRP is not claw, the problem is Pilling On.Ravenal wrote:Did a bit of searching but came up empty ...
Now, from what the skill description says the claw skill effectively treats all players like they have AV 7 (that have higher AV) ... having no effect on AV 7 players basically.
Adding MB to the mix means all your opponents effectively have AV 6 (let's not go halfling here). Considering this skill is limited to Chaos, skaven, nurgle and CD (skaven and CD needing a double) this makes those teams (chaos and nurgle more so) very effective at the killing game.
Would it be terribly unbalanced to have claw only treat players like they have AV8? ... this means claw only affects high AV players (9 or 10) ... all orcs, longbeards, CW, most big guys ... still a sizable portion of the BB player population.
Lets do some stats on that:
Players affected currently:
Treeman, Vampire, Mummy, Wight, Zombie, Rat ogre, Storm vermin, orc lineman, orc blitzer, BLorc, orc thrower, ogres, Nurgle beast, nurgle warrior, prestigors, rotters, snow troll, ulfwerner, werewolves, Flesh golems, Saurus, krox, Blitz-ra, human blitzers, human throwers, human lineman, high elf blitzers, high elf linman, high elf thrower, trolls, elf blitzers, death roller, longbeards, dwarf blitzers, runners, troll slayers, DE blitzers, DE lineman, Mino, Bull cent, CD blockers, CW, beasts
total affected: 43 player positions - 54%
total not affected: 36
If claw was AV8 instead of AV7 this would change to:
total affected: 18 player positions - 23%
total not affected: 61
This makes the skill a more tactical skill to get rather than a generic skill and also evens up the game between bashing teams a tiny bit. Skaven vs chaos for example... chaos claws wouldn't touch any skaven player but the skaven claws (aquired by a double) would only affect the CW's
Right, the MB skill affects 100% of the player positions ... why shouldn't claw be at least half as effective?
My answer to that is because their use can be combined. If Claw would exclude the use of MB (choice based) and MB respectively would exclude the use of Claw then the current setting for Claw would be perfectly balanced imo. The fact that they can be combined is ... too deadly to allow only two teams ready access to those two skills (without doubles).
So, in effect by excluding MB and Claw to be used for the same armour/injury roll means MB is effective for getting through AV7 armour (roll of 7 on the dice) while Claw would penetrate everything rolled higher. This means that 7 on the dice excludes the use of MB on the injury but adds a 16,7% chance higher of getting the injury roll over having just claw.
... seems "right" to me
One big problem however is that now it is possible for Chaos Dwarfs to get Claw. That is enormously broken because Chaos Dwarfs unlike Chaos do not need such a strong combination to be able to compete with the other teams. Because Chaos Dwarfs are good enough as they are without it. Imagine giving Claw access to Orcs, Dwarfs or Elves; that would be nothing else than utterly broken since those races are good enough as they are without such a strong combination. By giving claw access to chaos dwarfs they have become the best team in the game and are now extremly overpowered and broken, which just isnt fun. I regard this as one of the biggest flaws with the current ruleset. Chaos Dwarfs must lose access to Claw somehow. Either by completely losing access to mutations or by something else like splitting up mutations into two categories and only let chaos dwarfs have access to the category without Claw.