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Forum > Suggestions > Special Ability Overview and Discussion (tl/dr warning)
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Time Trial
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"First Step:
Ability Type: Active
Powered by: Quickness
Activation Condition: not moving, or nearly stopped.
Activation Chance: up to 15%/30%/50%
Duration: .3-.6 / .4-.7 / .5-.8 seconds
While Active: Acceleration increased by 30%/80%/150%, and max speed increased by 2%/4%/8%.

Most useful on very fast players that need to accelerate from a stop quickly. High sprinting/quickness WRs and TEs can make excellent use of this to get downfield before coverage can effectively react. Also potentially very useful on quick DEs, DTs, or blitzing LBs that want to get a very good jump on their would-be blockers. Special teams players get good mileage from this too in getting to their blocking positions or coverage lanes quicker. Will also work if your players movement gets stopped or nearly stopped for any reason such as a turn, or recovering from a knockdown or stun, so it can be fired mid-play sometimes depending on the situation, not just at the beginning of a play. Not as useful on a HB or FB where the initial run pathing is typically predetermined to a degree."

1) It is an interesting option for Powerbacks who run inside and outside. They would probably be well served from the boost after breaking a tackle as a third SA;
2) Pretty much a Gold or nothing SA... the problem with a lot of these SAs is that there really isn't a benefit to a single point when you get no effect, low activation chance, and a low activation duration; and
3) Because it is powered by quickness, it is tailored to more than simply "100 sprinting" builds.
 
Time Trial
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Originally posted by Galithor
That's the type of insight I'm looking for. Thanks! I've not had any experience with seeing gold or silver shed block in action, so have no idea if the stun makes it more useful than it appears at Bronze.

Any good linked plays that could be posted in an "examples" type section for this? I'd like to add a couple play links to each "Active" SA eventually.


Nothing off the top of my head, but these players have run stuffing skills and gold level:

http://glb2.warriorgeneral.com/game/player/11801
http://glb2.warriorgeneral.com/game/player/11795

...so you might be able to look at some of their top plays where they get a "broke up the play" or a TFL to find them. I'm at work so I don't like looking through plays.
 
Galithor
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Found this play:

http://glb2.warriorgeneral.com/game/replay/57923/438131?player_id=11801

very nice
 
bhall43
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Originally posted by Time Trial
Nothing off the top of my head, but these players have run stuffing skills and gold level:

http://glb2.warriorgeneral.com/game/player/11801
http://glb2.warriorgeneral.com/game/player/11795

...so you might be able to look at some of their top plays where they get a "broke up the play" or a TFL to find them. I'm at work so I don't like looking through plays.


hhttp://glb2.warriorgeneral.com/game/replay/61909/267999?player_id=11795

this was pretty nice. His other TFL in that game was unblocked tho.
 
bhall43
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If anyone could show me that kind of stuff on a DT/NT that would be swell.
 
Time Trial
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Originally posted by Galithor
Found this play:

http://glb2.warriorgeneral.com/game/replay/57923/438131?player_id=11801

very nice


CPU team, so it probably doesn't really count.

Check the games against the Ronin. They run a lot and are a legit threat on the ground. Also they seem to have sent me a quickscrim once a day for a few days in a row, so there should be lots to look at.
 
Time Trial
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Originally posted by bhall43
If anyone could show me that kind of stuff on a DT/NT that would be swell.


http://glb2.warriorgeneral.com/game/player/11779

No plays in mind, but he's Gold Shed Block.
 
Time Trial
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http://glb2.warriorgeneral.com/game/replay/61909/267091?player_id=11779

Not a TFL, but a really good break on the short yardage stuff.
 
Time Trial
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Originally posted by Time Trial
http://glb2.warriorgeneral.com/game/replay/61909/267091?player_id=11779

Not a TFL, but a really good break on the short yardage stuff.


Same:

http://glb2.warriorgeneral.com/game/replay/63873/597144?player_id=11779
 
Galithor
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Updated OP to include additional info on first step and shed block section got updated to the new format and added a few examples.
Edited by Galithor on May 22, 2014 15:13:43
 
Galithor
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Oh, and if/when this gets completed to an acceptable "Guide" state, I'll likely build a new thread in the FAQs section and copy it over/edit it without the suggestive stuff I put into the notes section for each SA. That way it can be more informative and appropriate as an FAQ to be potentially stickied.
 
Mezirah
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Anyone else notice first step does not fire often off the snap?
 
Mezirah
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If something is 'UP TO 60%' is there a roll, for the roll?

Do you roll 1-60, and then get a 30, then you really have a 30% chance?

It seems like theres so many checks affecting checks like the whole consistency thing.
 
Galithor
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Originally posted by Mezirah
If something is 'UP TO 60%' is there a roll, for the roll?

Do you roll 1-60, and then get a 30, then you really have a 30% chance?

It seems like theres so many checks affecting checks like the whole consistency thing.


I think most folks have assumed the "up to X%" was based on the powered by: skill. Same for duration. If you have up to 50% chance, and 100 skill, you'd get that 50% chance. 50 skill, 25% chance. Also, some skills have singular event chances, while other have multiple chances per play based on some unknown tick frequency. So 10% chance on a skill that has multiple chances per play will fire pretty often.
 
Galithor
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As for consistency, I've always felt it increased the floor on dice rolls that get added to your skills, similar to what some SAs do directly. If so whether the two things can stack or not would be cool to know, and we'll probably never know.
 
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