User Pass
Home Sign Up Contact Log In
Forum > FAQ's, Player Guides and Game Help > General Guides > What I've noticed in Season 1 Rookie ball
Xars
offline
Link
 
This is a thread for ANECDOTAL observations. Eventually there will be some better testing that makes it irrelevant. Until that time, please add good observations.

What I've seen in Season 1 Rookie ball:

Abilities:

Be careful about picking your first ability. You need to look at the line "Powered by". This gives you the skill that triggers the ability. Unfortunately, on my first toon a Speedster WR, I added "Juke" because I was thinking in GLB1 terms. After I picked that ability, I realized that it's powered by a Running skill (Elusive Running) rather than a Receiving skill. So for my second ability I went with "Head Fake" because it's powered by Route Technique and Route Elusiveness which are both core Receiving Skills.

Skill Values:
For Rookie league, I've noticed the following:
10 is a skill level that's a problem
15 isn't much better
20 is barely acceptable
25 is ok
30 is good
35 pretty proficient
40 is a strong skill
45+ is dominant

Skill Importance:
Balance is important for everyone. It's one of those core physical skills everyone is going to need. Look to raise it early or suffer from your dots falling down a lot. Investment in other skills is effectively meaningless if you're on the ground.

Sprinting doesn't seem to matter yet. Maybe high Sprinting and high Quickness/other skills change that. But I got 35 Sprinting (only 12 Quickness) on my WR early and his effectiveness didn't increase until I raised his catching, routing and balance. Investing in Elusive Running at high prices to make his "Juke" effective didn't help either. So I'd raise Sprinting along with those other skills in Season 1 and then longer-term keep the focus on Sprinting. Kind of the opposite from GLB1 with Speed.

Feel free to agree / disagree or add different view points.








 
ase
offline
Link
 
Observations for HB:
- Balance and Footwork are definitely very important.
- Quickness is nice to have, but kind of expensive.
- Sprinting is an expensive luxury. You can do just fine at these low rookie levels with 25-30 Sprinting.
- Vertical, Diving, and Toughness can probably be mostly ignored, except for unique builds. I might be wrong about the vertical though. Might be more useful to a short receiver?
- Conditioning can be gradually increased over time, unlike Stamina in GLB1. Based on replays, toons don't just drop dead at 0 energy. They run just fine, but their max speed is probably greatly reduced. Not sure if/how low energy effects fumbling.
- Elusive running - So far, not a big fan. I think you can get a much bigger bang for your buck by investing in a nice combo of Balance/Footwork/Quickness/Carrying Awareness. Carrying awareness, especially, is MUCH MUCH cheaper than Elusive Running and will help with the necessary "vision" rolls to find rushing lanes. Elusive running will probably be more important once your Signature Abilities (Spin/Juke) are 2-star or more. That's my hunch.
- Carrying grip - My HB didn't have fumbling issues until 40-50% through rookie season. It's a pretty cheap skill, so should probably be gradually increased once Defensive toons builds start rounding out.
 
vamking12
offline
Link
 
Originally posted by ase
Observations for HB:
- Balance and Footwork are definitely very important.
- Quickness is nice to have, but kind of expensive.
- Sprinting is an expensive luxury. You can do just fine at these low rookie levels with 25-30 Sprinting.
- Vertical, Diving, and Toughness can probably be mostly ignored, except for unique builds. I might be wrong about the vertical though. Might be more useful to a short receiver?
- Conditioning can be gradually increased over time, unlike Stamina in GLB1. Based on replays, toons don't just drop dead at 0 energy. They run just fine, but their max speed is probably greatly reduced. Not sure if/how low energy effects fumbling.
- Elusive running - So far, not a big fan. I think you can get a much bigger bang for your buck by investing in a nice combo of Balance/Footwork/Quickness/Carrying Awareness. Carrying awareness, especially, is MUCH MUCH cheaper than Elusive Running and will help with the necessary "vision" rolls to find rushing lanes. Elusive running will probably be more important once your Signature Abilities (Spin/Juke) are 2-star or more. That's my hunch.
- Carrying grip - My HB didn't have fumbling issues until 40-50% through rookie season. It's a pretty cheap skill, so should probably be gradually increased once Defensive toons builds start rounding out.


Dat truth
 
Jampy2.0
thuggin'
offline
Link
 
Originally posted by ase

- Carrying grip - My HB didn't have fumbling issues until 40-50% through rookie season. It's a pretty cheap skill, so should probably be gradually increased once Defensive toons builds start rounding out.


This is what I want you all to think.

lol @ my CBs forcing fumbles.
 
FlopTheNuts
offline
Link
 
QB Skill Progression

Pass Technique > Pass Accuracy > Pass Power

Too much Pass Power early on appears to result in plenty of overthrows, defends, and interceptions. Accuracy without Technique does not appear to be much help, either.
Edited by FlopTheNuts on Jan 2, 2014 22:45:50
Edited by FlopTheNuts on Jan 2, 2014 22:42:53
 
robbie83
offline
Link
 
Stamina had played a big role for my toons. I was noticing that for alot of games we were right there in the first half, then just got murdered in the second. With that said, heart could be one of those attributes that get overlooked. When teams get up quick, morale drops fast, hence making it more difficult to get back in the game.

ON Defense, Everyone in the secondary should have pursuit up to 25 I feel. This will help the CB's and LB's react quicker to a pitch or a counter. Slowly starting to see the Break Run Block is very important as you can not make a tackle if you cant get away from the blocker
 


You are not logged in. Please log in if you want to post a reply.