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RMiller517
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Originally posted by tuba_samurai
It is a short list, but you still get to pick from the other OOP SAs too. So its not like there are only 1 or 2 choices per position.


but my point being.... what SAs are out there that are available and actually worthwhile for a power running back? nothing from any other position, and i see 1 option in this tree. (Surge... Hurdle depends on jumping, not strength, and maybe balance if it helps you recover balance in general and not just after a "pancake")

Same thing goes for a throwing QB... what do they have? 1 option here? who wouldn't take quick read as an SA? that doesn't make it a bonus SA, you might as well just give a specific bonus SA to each archetype rather than forcing people to choose the only real option.
 
RMiller517
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There are 2 solutions that I see here:

1) Make sure every archetype has a few decent SAs that people actually want to choose and would use, to encourage diversity in the same archetype. If this is the idea, then there needs to be a few good options available, or people will choose some crappy SA, and never put points into it, thus rendering this idea useless.

2) Give each archetype a specific bonus SA (i.e. don't let them choose) based on what is the best for that position. This differentiates even more between archetypes at one position, although is redundant to bonus and penalty SAs.



 
NiborRis
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I guess a throwing QB might want Superior Vision instead, but we just have no idea what it will do for an offensive player as it's never really been available before. It must do *something* as it's not excluded from anyone. I assume Spot Blitz is the counter-SA for blockers against Disguise Blitz; would be nice to have some discussion on what that really gives the QB.
 
RMiller517
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Originally posted by NiborRis
I guess a throwing QB might want Superior Vision instead, but we just have no idea what it will do for an offensive player as it's never really been available before. It must do *something* as it's not excluded from anyone. I assume Spot Blitz is the counter-SA for blockers against Disguise Blitz; would be nice to have some discussion on what that really gives the QB.


SV won't help QBs, at least in the passing game

its not excluded, imo, because it might be 1% useful on special teams, thus giving it to all positions who could be a STOP.
 
Fumanchuchu
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Originally posted by Pietasters
Ok the one things that really catches me is the one defender within 10 yards. With the speed of defenses having only one defender on you at a time let alone within 10 yards means this SA is extremely limiting. You could argue that a WR could use it but even that is not the case because there is tons of double coverage in most situations. Maybe the WR2 could use it but even then I would pick something else over it.

Open Field Fake Offense
The Open Field Fake ability gives this player a bonus to performing head fakes and jukes when there is only one defender within 10 yards.

This skill can help break down the last man on defense, leading to a TD.

Additional Levels:
Increases the bonus to Head Fake and Juke skills.


Should be five yards. Nobody wants to waste SP on something that only fires once or twice a game.
 
Fumanchuchu
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Originally posted by Longhornfan1024
Basically it was a way to change some overpowered VAs (especially in the context of archetypes) to SAs so that they aren't so clear-cut in their bonuses and so that they require sps, including increasing costs.


Basically it makes younger players even more boring. The ability to add something potent like scat back or zone specialist at level 25 is what makes owning a player between level 25 and 55 tolerable. Now you only get to ad a meh VA and can't add anything good to your build until you're at the pro level.

And why does bruiser get to stay? Seems like a pretty obvious must have so it should go away right?
 
RMiller517
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Originally posted by Fumanchuchu
And why does bruiser get to stay? Seems like a pretty obvious must have so it should go away right?


because its not as OP as scat back
 
Longhornfan1024
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Originally posted by Fumanchuchu
Basically it makes younger players even more boring. The ability to add something potent like scat back or zone specialist at level 25 is what makes owning a player between level 25 and 55 tolerable. Now you only get to ad a meh VA and can't add anything good to your build until you're at the pro level.

And why does bruiser get to stay? Seems like a pretty obvious must have so it should go away right?


I'd go with SYM to an SA over Bruiser.
 
Rich0523
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Wasnt the QB's release time a problem with getting pressure on him like a season or two ago. And Bort had to try to mess with the timings and everything. So now every QB will eventually have an SA that lets him get rid of the ball even quicker and the Dline gets a crappy SA that if the QB takes too long to throw the ball itll help the sack. With the new SA the QB has it will be rare for the QB to take 3+ seconds to release the ball making Relentless Pursuit pretty useless.
 
TrevJo
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Q: When will players have to choose these? As soon as they pick an archetype? Or can they wait and not pick a Bonus SA Until they are ready to use it and maybe have had time to see whether the new SAs are any good?
 
ijg
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Originally posted by RMiller517
There are 2 solutions that I see here:

1) Make sure every archetype has a few decent SAs that people actually want to choose and would use, to encourage diversity in the same archetype. If this is the idea, then there needs to be a few good options available, or people will choose some crappy SA, and never put points into it, thus rendering this idea useless.


Or everyone will choose speed wr over possession or vice versa if oop + new sa choices aren't balanced by archetype.

Catch, I like a lot of these new sa's better than most but I think they have the potential to ruin the whole archetype vision if sa choices make one archetype at a position win over the others.

Also, why can't there be ae for new sa? Don't you think that will really discourage people from choosing them? Why would I choose the blitzing lb sa over 1st step? If I put 1st step in my tree I can go to 5 natural and ae to 10 where new sa I can't do that so its not as economical as the oop sa.
 
TrevJo
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Q: The ones that are listed as Defense but don't involved a specific offense/defense interaction (such as Gang Tackle and Head Hunter, will these work on Special Teams?
 
TrevJo
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Is there any reason why a passing QB would not get the Quick Read SA? This seems more like a must-have than a customization.
 
RMiller517
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Originally posted by TrevJo
Is there any reason why a passing QB would not get the Quick Read SA? This seems more like a must-have than a customization.


exactly.

Originally posted by RMiller517
There are 2 solutions that I see here:

1) Make sure every archetype has a few decent SAs that people actually want to choose and would use, to encourage diversity in the same archetype. If this is the idea, then there needs to be a few good options available, or people will choose some crappy SA, and never put points into it, thus rendering this idea useless.

2) Give each archetype a specific bonus SA (i.e. don't let them choose) based on what is the best for that position. This differentiates even more between archetypes at one position, although is redundant to bonus and penalty SAs.





 
purplehaze75
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So there will only be one bonus SA, correct?
 
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