Smeborg wrote:Debating the relative worth of 2 different players is like debating the length of a piece of string.
(...)
Father of a 6-weeks-old kid, I wake up every 2 hours in the night to sooth or feed him. Cradling the crying creature on an arm, I scour the internet for something onto witch latch my (remaining?) sanity.
Forum is a bit slacking, and I need some theorybowl to weather out the night, so I plunge in the admittedly pointless question: Werewolf or Wardancer, which is better?
Quick summary:
-The one thing a WW got above a WD is Claws.
-The two things the WD got above WW are AG4 and out-of-the-box effectiveness.
The bonus of AG4 are fairly obvious: better ball handling, mobility, etc, but I want to stress its importance in terms of positioning.
Just to make a comparison, the norse Berseker is a good player, while the WitchElf is an outstanding one. The Berz is the better killer, but he lack the mobility (ma and ag) to exploit his frenzy like the WE does (and with mediocre positioning, Frenzy can turn into a liability).
The WW got a better mobility than the Berz, but is nothing compared to the WD's one. And the WD only need 1 skill, Frenzy, to become a true sideline terror.
Finally, WW ends making a lot of ball handling (catching hand-offs or picking up the ball), but rarely got the luxury of Catch or Sure Hands. People forgot how many ag3 unskilled rolls the Necros does...
Still, in the end, like Drool_Bucket I somewhat “feel” that in the long run the WW is the better player. I think it boil down to 2 things:
1-The WD is good, but in the long run most elven team got some leap-strip ball. And without a stat increase a veteran WD doesn't look much better than a 6-spp one. WD peak early: they start as exceptional players, but over time they lose their “uniqueness”.
2-The WW's Claws. With only a double (M-Blow) the WW become a natural hunter. There are many MB-Claws around, but no one got MA8 and agi-access to strike seemingly everywhere. Only Skaven blitzers approach this, but they are usually overshadowed by GutterRunners, bound to Guard duty, or generally short lived (no dodge-side step defensive combo).
And finally I think... [background noise:

]
oh well, back to diapers
