Blood Bowl 2

Blood Bowl 2

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Heimdall Sep 16, 2015 @ 3:20pm
FIx the Percentages
Whenever you have a skill, like dodge, that allows you to reroll a failure, you should show the actual percentage of the double failure as the failure rate, not a single failure, it is a way to make people new to the game like me, making bad decisions because I trusted in the UI.
Honestly it is basic math, it requires a fix ASAP, this is the kinda of thing that makes people stop playing the game early because they did not get the rules right.
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Showing 1-7 of 7 comments
Meteor Bear Sep 16, 2015 @ 5:00pm 
The percentage is right, its just thrown a second time if you fail the first one.
Heimdall Sep 16, 2015 @ 6:06pm 
That is not how statics work, also you are only interested in the final result being sucess or failure, so if it involves more than a failure to get that state the percentage is different thana single throw, it is wrong, specially from a user design perspective, it misderect people how are new to the game to play more conservative than they should.
Meteor Bear Sep 16, 2015 @ 7:19pm 
Well it would certainly remind you when you are tied up with someone who has tackle.
Dode Sep 16, 2015 @ 11:02pm 
A "Skill Reroll" comment next to the percentage would do, would it not?
VG Purist Sep 16, 2015 @ 11:17pm 
Truthfully if they did what the OP suggested than the roll would seem to be at a higher %. Because if say you were making a dodge with a 4 agility player with the dodge skill than the chances of failing is actually only 1/36 (2.8%) and not 1/6 as the game depicts.
Dr0W Sep 17, 2015 @ 3:00am 
Then again if there's a player with Tackle next to the dodging player if the game shows that the player has a 2.8% chance that would be a lie. If the game doesn't, then the game is literally telling "Hey, don't dodge with this one, it has tackle" and the coach could easily go from the lower risk actions to the higher ones with assistance from the game.
And in my humble opinion that would be like cheating. I think being aware of your surroundings and being aware of what the other team skills and what you can do and cannot do in the timespan of a turn and doing the right choices is what defines a coach skill in blood bowl and I really wouldn't like if the game would be telling all the odds about everything when it's the coach's job to do it. What would be next? Introduce a percentage of success of a block based on both players skills and if the team has a re-roll or not?

Edit: I'd be OK with it while playing vs. the AI while learning the game, like league of legends, for example, offers a tower range display so that the newbies know where to step or not. But on real games this assistance is removed: It's the players ability to know what to do or not.
Last edited by Dr0W; Sep 17, 2015 @ 3:02am
Franz Sep 17, 2015 @ 4:29am 
If there's something new players usually DON'T do is play too conservatively. You often see them going for 1 dice blocks at the wrong time, dodge into multiple tackle zones, long passes with the risk of interception and so on.
Anyways, what should factor in the final % displayed? Team rerolls? Pro? Loner? What about skills that my opponent may not want to use, for example Diving Tackle?
What if I WANT to fail the dodge to block a path with a downed player, so I'd rather NOT use dodge? The game would give me a higher, and false, chance of "failing" in my intent.
The game is already giving you the clearest possible information, there's neither way nor need to "fix" it.
Last edited by Franz; Sep 17, 2015 @ 4:31am
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Date Posted: Sep 16, 2015 @ 3:20pm
Posts: 7