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You're right that Dodge is never a wasted skill in a way, but - like I said - it doesn't really help me building a killer. It would have been great for a Road Block or general brawler build though (somebody sticking to enemies). Probably with Stand Firm as a non-double skill (so they can't get rid of him).
I feel you don't understand the value of Pro on loner? You wouldn't ever use pro to try and reroll loner as that would imply you used a team reroll first. You don't use team rerolls at all on a pro loner since pro can be used on any roll and is the same odds of rerolling the action as a team reroll would on a loner, without using a team reroll!
Oh, I understand it perfectly. Pro on a loner is like a cherry on a crap cake - it surely looks prettier this way.
Mino will never be as good of a killer as a developed killer goat. Killer needs Pile Own - and for mino it means that he will have to blitz to get up next turn and/or eat a boot in a groin. Big guys are always better standing upright.
Though mino is even more trash vs. Ogres because he's so easy for them to take out in the first place.
There is also something to be said about how easy it is to build an effective Minotaur, versus effective Beastman.
Beastman needs Block, Claw, Mighty Blow and Pile On. That's 4 skills (3, if you forgo the Block). Minotaur requires only Block (or Juggernaut, if you can't get Block) and Claw. That's only 2 skills. Mighty Blow is built-in, so you don't need to spend a skill point for that.
Sure, a non-Loner with Block + Claw + Pile On + Mighty Blow could be more effective than Minotaur with Juggernaut/Block + Claw, but how long it takes until you get to that point? 2 skills more.
In order to get to level 2 (level up a freshly minted player) you need 6 SPP. To level 3: 16 SPP. Level 4 requires 31 SP. Level 5 is 51 SPP.
Each time you level up the amount of points you need to get doubles (more or less), which means it takes much longer time for a player to reach level 4 and 5, than it is for him to reach level 3. In fact, getting to level 4 (3 skills total) takes more than reaching level 2 and 3 combined.
Here is what you don't understand: I said that it becomes effective in much shorter time span, so you can start getting maximum value out of it with much less investment. And that is objectively true.
It is somewhat trivial to force feed one beastman TDs through the first 2-4 games and get him MB and Claw with Block to follow. It is not trivial to force feed a Minotard anything, unless you do not care about actually winning the game and only care about trying to skill up the Minotard.
In a 'normal' 1st game for Chaos you should be able to get two TDs on a beastman, and any odd CAS you may get can couple with an MVP to get you a first skill on someone. Give that guy MB and now you have a superior blitzer to the Minotard after one game. At worst (unless you have terrible luck) by the start of your third game you should have your MB player, and now you have the same killing power as your Minotard on an actually useful player.
The only advantage the Minotard has is starting with MB, but he cannot get block or tackle without a double. So even if you get him 3 normal skills you're looking at MB/Claw/Juggs (I guess) and Pile On (though that's a terrible skill for a WA player). 3 skills on your beastman is MB/Claw/PO (or Bock if you prefer) and he kills as well, but without the limitation of WA.
That beastman now is going to continue to skill up more and more quickly as the CAS rate will rapidly increase, and thus the efficiency of that player will dwarf anything a Minotard could ever dream of accomplishing without heavy reliance on MVPs to continue to boost spp growth.
I mean this just isn't even debatable. All chaos coaches who want to run their team to win understand this perfectly well and understand how to build the team from games 1-10 through games 20+. The Minotard coaches just want their ♥♥♥♥♥ and grins, which is of course completely fine, but Minotard Chaos is an inferior team. It's for fun, it's not for maximizing your win rate.
You treat anything that isn't the most optimal choice as trash. I see potential in skills that are less orthodox, depending on what you aim to achieve. Is it less optimal than what you advocate for? Sure, but it's not on the level of, let's say, taking Side Step for Black Orc as his first skill. Even I raised an eyebrow at that one.
But it's not interesting to discuss that because who cares?
In any case, that's simply not the line many people here have taken in trying to 'defend' the inclusion of a minotard on a chaos team.
I'd argue that rolling for skills and overall team building is THE most important aspect of the game. And the most fun. But, yeah, when you have a stone-carved meta-guide, there is nothing to discuss really.
By the way, I think one of the big downsides for having random matchmaking is the fact that you never know whom you will run into, which takes away a bit from building your team to match potential challenges. I understand why is that so in a video game, but it's still a bit of a shame.
Minotaur has it downsides, but there are also upsides. For me a Minotaur brings 6 ST on Blitz with Mighty Blow on default. For you it's 16% to waste a Blitz for doing nothing (or a turnover on Both Down & Skull). Beyond that it's purely about how we approach these facts.