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Forum > Suggestions > Epic Suggestions > Veteran Abilities Suggestion Thread
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Barry20
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This has probably been said but something I thought about:

Jack of all trades: This player is a professional backup. He's never quite made the grade as a starter, so to enhance his value he has needed to adapt to playing out of position as the need arises. When this player plays out of position his penalty for doing so is decreased due to his broader study of the game. <values to be determined by Bort>

Edit: LOL I just noticed a huge post on something like this from the previous page, oh well I'll leave it in as I like the fluff.
Last edited Jan 14, 2009 21:13:42
 
Dianwei32
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Originally posted by MXPXfan
The Bus: +5% to breaking a tackle when being tackled by two or more players

The Bus Driver: +5% to performing a technical move when two or more players are within two yards of the ballcarrier

A Technical move would be a juke back, or a backstep


The values seem a little high, we should probably stick with the +2-3% percent that all the other break tackle/perform special move VAs are at. Remember, the VAs can go up to 15 instead of 10 like VAs, so if you give +5% per level, by level 15 an HB would have +75% chance to break a tackle/perform a special move.
 
fullxtension
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The VA Motivational Speaker needs to be scaled back a bit. It is unreasonable that any player on the sideline can get the attention of everyone else on the bench and have a chance to raise their morale in the time it takes to complete a play. I suggest, that the skill impact the player with the lowest morale (choose one at random if tie) and 3-8 random other players on the bench (assumed to be seated nearby). It seems like an exploit to use the kicker or the punter to give these motivational speaches, but I'm not going to complain about that. I think if we limit the number of impacted players, that is sufficient.

Defensive players work very hard in a variety of ways to demoralize the offense. It shifts the balance of power back to the offense if one guy and undo all that morale busting by sitting on the sideline waiting to punt.
 
wallysmith
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Originally posted by fullxtension
The VA Motivational Speaker needs to be scaled back a bit. It is unreasonable that any player on the sideline can get the attention of everyone else on the bench and have a chance to raise their morale in the time it takes to complete a play. I suggest, that the skill impact the player with the lowest morale (choose one at random if tie) and 3-8 random other players on the bench (assumed to be seated nearby). It seems like an exploit to use the kicker or the punter to give these motivational speaches, but I'm not going to complain about that. I think if we limit the number of impacted players, that is sufficient.

Defensive players work very hard in a variety of ways to demoralize the offense. It shifts the balance of power back to the offense if one guy and undo all that morale busting by sitting on the sideline waiting to punt.


I fully support this post. Morale-killing builds for defensive players no longer are viable because of the sheer number of times Motivational Speaker can fire in a game. Since it's every single play, putting it on a punter potentially gives a 75% chance to raise morale for every single player on the bench. So not only does the entire defense get boosted when the offense is on the field, but also offensive players sitting on the bench. With reasonable rotations, morale will never get dropped since MS activates so much. It's an unnatural balance shifter since ballcarriers have their PUNTER of all things raising their morale constantly throughout the game, rendering skills like Big hit, Aura of Intimidation, Snarl, Trash Talk, etc. entirely USELESS.
 
Ken1
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Originally posted by wallysmith
Originally posted by fullxtension

The VA Motivational Speaker needs to be scaled back a bit. It is unreasonable that any player on the sideline can get the attention of everyone else on the bench and have a chance to raise their morale in the time it takes to complete a play. I suggest, that the skill impact the player with the lowest morale (choose one at random if tie) and 3-8 random other players on the bench (assumed to be seated nearby). It seems like an exploit to use the kicker or the punter to give these motivational speaches, but I'm not going to complain about that. I think if we limit the number of impacted players, that is sufficient.

Defensive players work very hard in a variety of ways to demoralize the offense. It shifts the balance of power back to the offense if one guy and undo all that morale busting by sitting on the sideline waiting to punt.


I fully support this post. Morale-killing builds for defensive players no longer are viable because of the sheer number of times Motivational Speaker can fire in a game. Since it's every single play, putting it on a punter potentially gives a 75% chance to raise morale for every single player on the bench. So not only does the entire defense get boosted when the offense is on the field, but also offensive players sitting on the bench. With reasonable rotations, morale will never get dropped since MS activates so much. It's an unnatural balance shifter since ballcarriers have their PUNTER of all things raising their morale constantly throughout the game, rendering skills like Big hit, Aura of Intimidation, Snarl, Trash Talk, etc. entirely USELESS.


That makes sense, although one would have to know just how strong the ability is when it hits compared to how strong the intimidation abilities are when they hit. We don't know these things, although your logic seems right.

I would say, from what we know, that it makes sense that the ability hit, as suggested, the player with the lowest morale plus something like 5 randomly chosen players. Even the "General" abilities are limited to one group of players.
Last edited Jan 15, 2009 15:36:49
 
ryan_grant-25
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for kicking/punting

Flexibility: This kicker can get his leg kick up high, adds X% chance for big boot to be activated.


for QB
studder step: This QBs feet are always moving, this helps keep his body turned eyes down the field, +X% to vision (yes visions already done, but could have more)

for HB
High Steppin': This ball carrier is hard to be taken down from behind, for defender who dive at his feet, he gets his legs up in the air making it hard to hold on, +X% to break tackle when being tackled from behind

for FB/HB blocking
Nothing gets by: This player is used to picking up the outside blitz, when the LB/CB/S comes from the corner, this player is automatic with picking up that block and slowing down the speedster. X% chance of reacting to speedy blitzers

for Receivers:
Watch it in: Since the Defenders have a chance of busting the ball loose right as the receiver catches it, why not have a VA where the WR makes sure he catches the ball, even when he knows hes about to get popped. WR knows either way he will get nailed, so he might as well focus on the ball. +X% of holding on with contact.


thats all i got for now, ill post more later

 
wallysmith
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Originally posted by Ken1


That makes sense, although one would have to know just how strong the ability is when it hits compared to how strong the intimidation abilities are when they hit. We don't know these things, although your logic seems right.

I would say, from what we know, that it makes sense that the ability hit, as suggested, the player with the lowest morale plus something like 5 randomly chosen players. Even the "General" abilities are limited to one group of players.


Yeah, we definitely don't know how much morale is returned each time it activates, nor do we know any of the morale formulae for anything else. The reason why I think it could be broken though is when you consider how many times it can fire throughout a single game.

Consider how many plays each team plays in a game (easily determined by looking at League Team Stats on any league page). When adding offensive and defensive plays together, the average looks to range around 180-210 plays a game. Assuming that the sim doesn't differentiate "special teams" plays, we can assume that a P gets in about 5-10 offensive plays a game, meaning he can't "motivate" during those plays; let's use 10 for simplicity's sake. That means that the P is on the bench for roughly 190 plays a game. If you invest just 10 points into MS for a 50% chance, that means the P is activating this skill about 85 times a game, and potentially even more if the P is 40+ and bumps MS up to 15. Even if the morale returned is a very small unknown amount, the fact that it activates so often, and its scope so large, that it can be EXTREMELY unbalancing.
 
Arles
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I agree with both you guys. The end result will be fewer fumbles and missed receptions with good builds (and other stats). IMO, morale was the great "build equalizer". If you had a 50 carrying, 90 strength power back - morale hits over the game were the only way to force fumbles. The hope was you would "intimidate/glare/talk trash" enough to lower his morale to allow a fumble later in the game. Now, I expect we will see some high carrying backs go all season with maybe 1-2 fumbles.

I have a power back and our punter has Motivational. We do a back rotation so my power guy is on the sidelines half the plays. Last season, my back had 7 fumbles in 400 carries. This season, he's had 0 fumbles in 185 rushes in the same league against almost identical competition. Now, his carrying and cover up is the same, but his strength/power thru is a little higher. But, all the defenders he faces (in the same league as last season) have also leveled and improved their builds.

So, I think the trend will be offensive players will play more to their build and defenses will struggle to force turnovers in even matchups with solid builds. Throw in the overpowered passing game, power running game, DE nerfs and other changes and you have the recipe for glorified arena football in equal matchups.
 
Dianwei32
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Originally posted by ryan_grant-25

for HB
High Steppin': This ball carrier is hard to be taken down from behind, for defender who dive at his feet, he gets his legs up in the air making it hard to hold on, +X% to break tackle when being tackled from behind


I don't think that many people would like this, HBs are already really difficult to tackle from behind, so I doubt anyone would want to make it even more difficult.
 
ryan_grant-25
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Originally posted by Dianwei32
Originally posted by ryan_grant-25


for HB
High Steppin': This ball carrier is hard to be taken down from behind, for defender who dive at his feet, he gets his legs up in the air making it hard to hold on, +X% to break tackle when being tackled from behind


I don't think that many people would like this, HBs are already really difficult to tackle from behind, so I doubt anyone would want to make it even more difficult.


my HB begs to differ. http://goallineblitz.com/game/replay.pl?game_id=293097&pbp_id=6898212
 
ryan_grant-25
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again http://goallineblitz.com/game/replay.pl?game_id=293097&pbp_id=6901305
 
Dianwei32
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Let me guess, your HB is Elusive right? The problem comes from Power HBs, who are next to impossible to bring down from behind, so while elusive HBs might actually be able to benefit from a VA that makes tackles from behind less likely, it would be overpowered on Power HBs and would cause even more people to call for their nerf.

Example: http://goallineblitz.com/game/replay.pl?game_id=293822&pbp_id=5750793

See how both the CB and MLB manage to catch up to the HB, but fail to even slow him down as he romps down the field for a score? I've seen plays where an HB will shed 5-7 tackles from behind, so I don't think your sugested VA would be a good idea.
Last edited Jan 16, 2009 23:32:26
 
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This has probably been suggested already, but here's something that would help elusive HBs without helping power backs at the same time, plus helping all the other positions that have access to First Step:

Lightning Reflexes
This player has incredible, almost superhuman reaction time. Each level of Lightning Reflexes gives a +3% bonus to the success rate of the First Step special ability.

Basically the same thing as Quick Feet, just for First Step. Made it a +3% bonus instead of +2 because power hbs get +3% with Bruiser while elusives get only +2% with Slippery, so payback! Hell, maybe go crazy and make it +4% or even +5%
Last edited Jan 17, 2009 23:29:03
 
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A good idea, each player was able to reset its VXP only once.
but to do so, would have a certain amount of FP using this option.
it could serve for the Special Ability too.
 
mandyross
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Originally posted by wallysmith
Originally posted by fullxtension

The VA Motivational Speaker needs to be scaled back a bit. It is unreasonable that any player on the sideline can get the attention of everyone else on the bench and have a chance to raise their morale in the time it takes to complete a play. I suggest, that the skill impact the player with the lowest morale (choose one at random if tie) and 3-8 random other players on the bench (assumed to be seated nearby). It seems like an exploit to use the kicker or the punter to give these motivational speaches, but I'm not going to complain about that. I think if we limit the number of impacted players, that is sufficient.

Defensive players work very hard in a variety of ways to demoralize the offense. It shifts the balance of power back to the offense if one guy and undo all that morale busting by sitting on the sideline waiting to punt.


I fully support this post. Morale-killing builds for defensive players no longer are viable because of the sheer number of times Motivational Speaker can fire in a game. Since it's every single play, putting it on a punter potentially gives a 75% chance to raise morale for every single player on the bench. So not only does the entire defense get boosted when the offense is on the field, but also offensive players sitting on the bench. With reasonable rotations, morale will never get dropped since MS activates so much. It's an unnatural balance shifter since ballcarriers have their PUNTER of all things raising their morale constantly throughout the game, rendering skills like Big hit, Aura of Intimidation, Snarl, Trash Talk, etc. entirely USELESS.


These two people know what they are talking about.
 
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