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.
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.






























