dode74 wrote:matt, both fairly put points, but we have no reliable method of measuring the subjective data. "He who shouts loudest" is no way to measure these things as it is merely an indication of the posting volume of that individual rather than how many people actually feel that way . The "threshold factor" is great if you have some way of measuring the threshold. If you can't measure the subjective data at all (or at the very least mistrust that measure which has been taken - internet polls are pretty crappy things) then what good is it?
You know how, when you see an ant in your house, you think, "it's just one ant," but if you see a line of ants in your house you spring into action? You don't count the ants, or try to figure out what proportion of the whole colony they represent.
I'm willing to accept that there was a reason behind the way it was done how it was done, but I think there are quite a lot of coaches who have a lot of experience in a lot of rulesets, including all the LRB5+ rulesets, and a lot of different formats, who have different opinions of LRB5+, who seem to all share a problem with ClawPOMB. It's not scientific, but this is game design, and relying on scientific data is better when you're putting together the original version of the new edition. Truth is, we're still gaming out LRB5+, and still finding out what's good and what's bad. There's a lot of conventional wisdom to be turned on its ear, and now that FUMBBL is up to CRP, and with the advent of Cyanide BB, we've got a new think-tank for perpetual BB gaming that we didn't have before, and have spotted something new. Is that so hard to grasp?
dode74 wrote:the decision to hang the rate of progression and attrition for maybe half the teams on the number of coaches playing a few specific team races was, IMO, a terrible mistake
I understand where you're coming from, but I disagree. I had a look at few numbers regarding how much concentration of claw-based blocks is required to create a large effect in a pool of teams, and it's not until you get over 40% of teams with 40% of their blocks (or 20% of teams getting 80% of their blocks, or vice versa) coming from cpomb players that you increase the attrition rate significantly.
First, see my comment about X happening Y% of the time.
Second, we're pretty much there, once you factor in a few CMB players in with the CPOMBers to make 60% or so of the blocks on what's probably a lot more than 40% of the teams. Sorry to break it to you. I don't have hard stats to back those numbers up, but there are a lot of teams that have a number of CMB or POMB players who represent perhaps a minority of players, but make most of the team's blocks.
Third, I think it's silly to call all blocks the same. T1 line blocks are vastly more important than T14 garbage blocks, Cas for Cas. And those early blocks are the ones most likely to see the skills, because the offense can set up to thwack as they like. Also, those skills tend to go to the SPP hogs who survive for a long time. In this format, that means they're surrounded by rookies and low-skill players, because of attrition and TV concerns (which dovetail). Those players tend to be the ones who get other skills like Frenzy and Tackle, which make Pows more likely. They also often target guys with niggling injuries....
So not only am I a tad suspicious of stats like that, I think that the truth is actually pretty close to the numbers you're throwing out, if you include a fractional value for CMB.
dode74 wrote:I think you're missing my point regarding development - it doesn't matter at high development levels either. The graph I put up was for teams with 30+ games, so these were developed teams.
Oh, I understand, and I agree with your reasoning on that one.
dode74 wrote:Claw has a defined objective of bringing the attrition rates up for teams which would have suffered from ageing but now do not - ageing was an AV-neutral effect and claw replaces that effect well. As such I think the PO nerf mentioned by plasmoid is better as it maintains the relative AV-breakage rage for AVs 7-9, and brings them all down by the same proportion of 22%.
What was that solution again? Are you talking about making the re-roll à la carte? 'Cause the greenskin in me liked that one.

I think the best solution really is just one that hurts the trifecta (or ClawPO) rather than hurting Claw, ClawMB, or POMB. But a straight nerf to PO would be better than nothing. A nerf to Claw (+1 on all Armour rolls against AV8+?) may be the best bet if you also buff fouling to make it easier to break AV, or to reduce the consequences for failing, in order to penalize high AV. I think the way in is in allowing a player to assist his own foul and making foul assists optional (a big hidden buff to Sneaky Git), or in changing Dirty Player back to +2 (a small hidden buff to Sneaky Git), with or without the "assist your own foul" rule (but definitely with mandatory assists, or you'll be putting out a different fire).
Oh, and I'm glad this isn't in House Rules. I hope some kind of tweak makes the next rules revision, or gets incorporated in FUMBBL. (Just not before B&C, Bombardier, and Mercenaries ... my ceterum censeo.)
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.