crimsonsun wrote:CPOMB is far easier to deal with effectively than Elves that don't roll 1's and Ma10 Sprinting Ag4/5 leapers though obviously that's very meta dependant because these things only become important when winning is the aim/goal constantly. Which is where I feel your fix should be, the damage dealing abilities of teams really cannot afford to be penalised any further while retaining the name Blood Bowl, sure it would be Elf bowl or just EA Sports instead.
Blood Bowl has more than just Elves and Clawpombers.
High TV Clawpomb screws hybrid and bash, also, if the poor clawpomb spammers don't build a couple of tacklepombers it not agile teams' fault, but just theirs. When Tackle is present Elves suddenly lose their powerful Dodge advantage.
crimsonsun wrote:Ageing is simply not a solution because its Massively going to favour Elves who are already winning as many if not more long term ongoing leagues than bash or hybrid sides though I wouldn't say its imbalanced at all the results are fairly even for the types of teams winning. If I use the example expected to be a option in Cyanides BB2 then a player can have a maximum of 96 games before they must retire. Now 96 games is plenty to level up a Elven positional, or a Gutter Runner, Blitzer, Vampire, Wolf or other active positional player type but 96 games for a Skeleton, Zombie, Lineman , Black Orc, Big Guy, or Tomb Guardian is not that long at all. These players have a real difficult time getting SPP on the board any ways so to have them leave though no in game mechanic or system that you can in any way alter or effect once they've actually achieved a Star or higher level of ability is plain spiteful, let alone thematically questionable (elves, UNDEAD, Dwarfs, times not even a dimension in the realms of chaos).
Ageing has not to be based necessarily on matches played, it could be based on SPPs for example, this way only the fast gaining SPPs player (generally ball carriers, catchers, one turners and killers) would be affected, leaving the slow gaining SPPs free to slowly gain their SPPs.
crimsonsun wrote:I also don't understand why Agility coaches complain about CPOMB because outside of a single player type to have that combo along with Block and Jump up (which is needed to deal repeated casualties each turn as is said happens) is 5/6 possible skill choices meaning some hard choices need to be made by the killer while Elves or teams with Fodder players, can screen against them all day long Wrestle, Dodge Fend in your face, even better add some side step..
While in the Ranked cherrypicker division you can build Wrestle, Dodge, Fend in Black Box the story is totally different, it's unlikely you can build a lot of Elf Fend players, given the lack of core skills and the rate of attrition the linelves suffer, generally you manage to build 5-6 players with 2-3 skills each, the rest of the team is made by fodder linelves with no skills, and some with 1 or 2; 3 skills linelves are a rare sight and they bloat the TV, so even if you could build them, it would not be efficient to do because they don't have the same potential of positional players.
crimsonsun wrote:Also every CPOMB piece is one less Guard, one Less Tackle, one less Prehensile Tail, one less Disturbing Presence, less Stand Firm, Less Tackle Zones, even less leaping, long legged,blodge, ag5, passblockers.
Are you serious? Do you really build such players vs elves?! You don't even mentioned Tentacles, the best mutation to pin down agile players. Anyway I have to inform you that clawpombers pick Tackle as well, only the dumbest Black Box clawpomb coaches skip it. Some coaches simply develop 1-2 Block, Mighty Blow, Piling On Tacklers or Block, Mighty Blow, Tacklers, not so hard or impossible since are all normal rolls.