User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz 2 > S57 Changelog Requests - and some State of the Game stuff after it
Page:
 
Link
 
Originally posted by BoDiddley
Btw: this is what you wrote in that suggestions thread you started, "OL SAs that work for winning blocking interactions."

AU is literally this, so what's the problem?


Au fires when the OL is losing the interaction.

Originally posted by BoDiddley

You're applying a whole lot to a SA that just gives pass protectors what run blockers already had with Immovable Object. Explain how allowing builds that actually invest in an expensive skill like Pass Block Power is a problem. You still haven't done that. No one said revcakes are OP, or zones should suck(just as many Man Ds use TV), or any of that. It's honestly funny how upset you're getting over a SA that gives modest help to builds that invest in it


No, I'm not upset, man...I'm annoyed you basically copy and pasted the same thing at me over and over like a troll (ignoring my answers) or you're just dull. Either way, I feel like I wasted my time on you.

Don't care about AU, dude, just calling out BS from the changelog forums every season. If you haven't seen people bitch on here, then we've not read the same forums.

Hope that's layman enough for you.
Edited by Myrik_Justiciar on Dec 17, 2021 13:36:36
 
Corndog
Admin
offline
Link
 
Originally posted by Myrik_Justiciar
I don't think you're understanding my point at all and ignoring the rest.

I don't really care all that much about AU. It's fine. I'll adapt, I always do unlike others on here.


I mean, you keep saying it's not balanced because it doesn't have a negative stat penalty and another SA available to another position on the other side of the field does. I keep telling you that's a silly argument.

I've been waiting for a good reason that it's not balanced. I'll even say there's probably a strong argument that it isn't, things rarely are the first go round. Not having negative stats just because one other SA has negative stats isn't the trump card you think it is.
 
Corndog
Admin
offline
Link
 
Like so far, what I'm seeing is complaints related to the "poorly" worded flavor text in the changelog that mentions Tunnel Vision, and just general complaints that sacks are too uncommon so we don't need a pass defense SA.

Neither are really an overly compelling reason to not have or severely nerf the SA itself. It's not like it's a free SA that all players get for free now on top of their others.
 
Link
 
Originally posted by Corndog
I mean, you keep saying it's not balanced because it doesn't have a negative stat penalty and another SA available to another position on the other side of the field does. I keep telling you that's a silly argument.

I've been waiting for a good reason that it's not balanced. I'll even say there's probably a strong argument that it isn't, things rarely are the first go round. Not having negative stats just because one other SA has negative stats isn't the trump card you think it is.


I'm not worried about the details of one SA, there are guys on here who love to data crunch and will do that for us. What I see is we went from "blitzing needs to be better at Vet" to what seems like a direct opposite approach, because why?

I just tend to go off on a detail (when I shouldn't) and what I really mean it's just part of the bigger issue. I'm saying its not balanced because we already got TTN, passing arc buff, better RT for WR/TE, better balance for WR/TE on catches, etc. and in during all this time Zone can't get SD so it can have a SA that works on deep passes or anywhere on the field without restriction like its' other two. Are you all slowly moving the game into an Inside Running Deep Pass game? (no snarkiness intended)
Edited by Myrik_Justiciar on Dec 17, 2021 13:54:43
Edited by Myrik_Justiciar on Dec 17, 2021 13:54:14
 
ThePh33P
offline
Link
 
Originally posted by Myrik_Justiciar
I'm not worried about the details of one SA, there are guys on here who love to data crunch and will do that for us. What I see is we went from "blitzing needs to be better at Vet" to what seems like a direct opposite approach, because why?

I just tend to go off on a detail (when I shouldn't) and what I really mean it's just part of the bigger issue. I'm saying its not balanced because we already got TTN, passing arc buff, better RT for WR/TE, better balance for WR/TE on catches, etc. and in during all this time Zone can't get SD so it can have a SA that works on deep passes or anywhere on the field without restriction like its' other two. Are you all slowly moving the game into and Inside Running Deep Pass game?


hey i know your a big proponent of swat down being universal but i did just have a scrim that had 30 PD in zone and that would be a LOT of morale gain and morale drain

also my 4 LB were numbers 1,2,3 and 4 in league for Passes Deflected
Edited by ThePh33P on Dec 17, 2021 14:00:35
 
Link
 
Originally posted by ThePh33P
hey i know your a big proponent of swat down being universal but i did just have a scrim that had 30 PD in zone and that would be a LOT of morale gain and morale drain


30 in a game is normally unlikely but yes, that would be a lot of morale damage. Man already has the potential do this.

I also mentioned we could remove over the top restrictions on EotP and just call it Zone Hawk, but that gets shot down too. (An Ed Reed build would be great)
Edited by Myrik_Justiciar on Dec 17, 2021 14:07:40
Edited by Myrik_Justiciar on Dec 17, 2021 14:07:08
Edited by Myrik_Justiciar on Dec 17, 2021 14:04:36
Edited by Myrik_Justiciar on Dec 17, 2021 14:03:06
 
Corndog
Admin
offline
Link
 
Originally posted by Myrik_Justiciar
Are you all slowly moving the game into an Inside Running Deep Pass game? (no snarkiness intended)


I don't know, is that different than what the current meta is?

This might surprise you, but I don't actually care what the meta is, like it's all the same to me. It's a revolving door of balance all in an effort to combat stagnation. There's no destination or endpoint, if the bus stops moving it blows up.

So is the next road deep passing and inside rushing meta? Sure. Why not? Sounds as good as any other.
Edited by Corndog on Dec 17, 2021 14:08:43
 
Corndog
Admin
offline
Link
 
Originally posted by Corndog
I don't know, is that different than what the current meta is?

This might surprise you, but I don't actually care what the meta is, like it's all the same to me. It's a revolving door of balance all in an effort to combat stagnation. There's no destination or endpoint, if the bus stops moving it blows up.

So is the next road deep passing and inside rushing meta? Sure. Why not? Sounds as good as any other.


This is how basically everything works by the way. Every game going for long term engagement shuffles between different metas without an end goal in sight.

Even actual real life football goes through metas and rule changes to shift the meta when people get bored of one. We can't even use "real life" as an objective because then the question is "when?". Back when they ran every play and passing was a fancy trick play?
Edited by Corndog on Dec 17, 2021 14:14:52
 
Detroit Leos
offline
Link
 
Originally posted by Corndog
This is how basically everything works by the way. Every game going for long term engagement shuffles between different metas without an end goal in sight. Even actual real life football goes through metas and rule changes to shift the meta when people get bored of one.


More variation is good. Still want completely random boosts to seasons or something. Maybe random SA buffs each season that return to normal the following season when other random SAs get buffed. Or make them 2 seasons long each and allow people to get another free respec on the way to vet or something so people can try to navigate the SA changes and play slightly different styles throughout a run if they choose to do so.

Did you happen to see the First Step activation issue thread? Isolated it to the changes for season 46. Likely tied to the snap reaction modifications.
 
Raid
offline
Link
 
Originally posted by Corndog
Like so far, what I'm seeing is complaints related to the "poorly" worded flavor text in the changelog that mentions Tunnel Vision, and just general complaints that sacks are too uncommon so we don't need a pass defense SA.

Neither are really an overly compelling reason to not have or severely nerf the SA itself. It's not like it's a free SA that all players get for free now on top of their others.


Frankly, the skill is only going to really neuter my builds if anyone's, power spin DTs can be considered DOA since it takes me getting tech to 45 minimum for a spin to even fire - no way am I going to be able to fit 90 tech into a power build.


This skill is way more devastating to spin in general than TV - so it was odd to call it a counter to TV and pointed to the fact it was a poorly targeted nerf directly at something that nobody in the game was complaining about.
 
ThePh33P
offline
Link
 
Originally posted by Raid
Frankly, the skill is only going to really neuter my builds if anyone's, power spin DTs can be considered DOA since it takes me getting tech to 45 minimum for a spin to even fire - no way am I going to be able to fit 90 tech into a power build.


This skill is way more devastating to spin in general than TV - so it was odd to call it a counter to TV and pointed to the fact it was a poorly targeted nerf directly at something that nobody in the game was complaining about.


AU only drops tech by 33% so you only need 61
Edited by ThePh33P on Dec 17, 2021 14:26:52
 
Raid
offline
Link
 
Not to mention leverage is next to useless in practice, swim isn't a concern when losing a pass block interaction, getting bounced-getting revcaked-someone spinning - those are the big threats. almost never does a straight swim in pass work, which is why everyone has to lean on TV and spin so heavily.
 
Raid
offline
Link
 
Originally posted by ThePh33P
AU only drops tech by 33% so you only need 60


Ah, not that bad then. I mean, at vet that number I need is closer to 60 for firing more than once a game so, back to 90.
Edited by Raid on Dec 17, 2021 14:26:38
 
ThePh33P
offline
Link
 
Originally posted by Raid
Ah, not that bad then. I mean, at vet that number I need is closer to 60 for firing more than once a game so, back to 90.


you'll want 91 tech which is lower than i run on my spin guys lol
 
Raid
offline
Link
 
Originally posted by ThePh33P
you'll want 91 tech which is lower than i run on my spin guys lol


It means I need to go full on tech to get the activation, and adding back on the power in order to win means no sprint which means no pressure anyhow.

100 tech is now 66 tech - which alone isn't enough to win much in order to get the spin to fire.

Spin may be just dead.
Edited by Raid on Dec 17, 2021 14:47:08
 
Page:
 


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