Summation (will post this same thing on the Testers' Forum...hence the link and such)
I ran 3 tests sims to gauge the passing & pass rushing dynamics
http://test.goallineblitz.com/game/game.pl?game_id=1494http://test.goallineblitz.com/game/game.pl?game_id=1495http://test.goallineblitz.com/game/game.pl?game_id=1496In each case, Jacks' O was set to pass short to WRs on 1st, med to WRs on 2nd, long to WRs on 3rd & 4th and played 4-1-6, cover 2, man under, med, pass, no blitzing on every D (DB was asked to do the same). In the 1st 2 games, Jacks' QB was set to balanced on allowing the routes to complete and dumping off. On the last one, he was set to never dump and all the way to allowing routes to complete. He was set to aggressive/hold the ball on all 3
Raw pass rush #sin 596 passing attempts, 6 sacks (1% of drop backs), 12 hurries (2%) and 4 ints (0.7%)
Obviously, these pass rush #s are way too low, particularly when you look at the builds of the DEs & DTs playing. The OL is very good, but the DL is OMG good. On the plus side, when the QB did feel pressure, his passes were very realistic IMO.
Recommendation:give the DL a 10% boost and force the QB to hold the ball 10% longer and retest. That most likely won't be enough, but a good starting point.
QB leadingFrankly, I thought it was very good exactly as it is set now on the test server and would recommend porting it over to the lve server this off ssn.
QB pump fakingclose to good, IMO, but I'd up its frequency by about 10%
QB feeling pressureGreat, but they just need to be pressured a bit more
Speed WRs ability to get openSpeed WRs definately need a boost, IMO. Currently, they are just plain blanketed by vastly inferior speed DBs. On the off times they did beat the CBs in my 3 tests, the FS was there every time. Not once in 569 pass attempts (long WR on every 3rd & 4th down) did either of the 4 OMG speed WRs take one deep to the house. The speed dif between those 4 WRs and the CBs ranged from 66.5-33.9, in favor of the WRs. the WRs also either had 10 or 14 in 1st step. They did get open on slants a decent amount, but no where near enough on deep balls, IMO.
Recommendation:I personally hate nerfs, so, if possible, I'd suggest increasing the effectiveness of speed on the WRs only by 10% (if possible) and retest. If not, my only other suggestons would be to decrease agility's role in acceleration by 10% and nerfing SDC by 10% and retesting, but I'm more than open to suggestions over the nerfng
High agility/fake WRs ability to get openAdmittedly, I may have missed a few, but I only saw the 2 98.47 agility, 63 vision, 21% fake chance, 15 Quick Feet, 11 HF & Juke WR fake to get open 4 times, and don't recall him being targeted on any of those 4 (could be wrong on that). He was the starting WR2 on my team and the WR 3 on DBs. So, he was in a good share of the 569 pass attempts.
Recommendation:Keeping with the gradual additions and retest approach, I'd give them a 10% boost to fake chance when route running and a 10% after the catch. My guess is that the 10% when route running will still be too low, but the after the catch may be about right.
Possession/roll winner WRsPerfect as is. If anything, they should lose 5-10% more rolls, but only f the other WR types are improved. Currently, I believe they are the only consistently productive WR builds, when facing equal talent lvls and are what is primarily responsible for making the passing #s look respectable.
Completions into double, trip and quad coverageI honestly don't know if it is the builds or if the test server sim is different, but the lvl appears to be close to right here. A few balls were completed into trip & quad coverage, but not too many, IMO. That said, the int rate was too low (0.7%). Also, if improvements are made to WRs getting open, it is questionable if increasing pass rush pressure and int rate will be good enough to keep the passing in check. I think it would be, but one may need to improve the PD rates, if not.
Those are my 2 cents on all of this. I'll be extremely busy for the next 2-3 weeks and doubt I'll be able to conduct many if any tests during that time. However, I'd like to add heavy blitzing into the mix and retest, both to see how it impacts pressure and WRs getting open. Regardless, I believe the above observations hold true.
For far more details, including linked play examples, you can check out the following thread on the test results forum:
http://goallineblitz.com/game/forum_thread.pl?thread_id=3441412