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Time Trial
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Originally posted by Galithor
What if you got the current HTH Gold bonuses at bronze and silver, and it were merely the % chance to activate that changed with each tier? There's lots of ways to balance these guys to potentially make them more interesting choices. I just don't feel like either Home Town Hero or Road Warrior are very interesting right now, and Road Warrior certainly isn't compared to it's stronger brother.


I wouldn't have a problem with a weaker version (as a new SA) that activated for both home and away.

If you are going to be the underdog going in to playoffs, you are going to wish you had road warrior. If you are always at the top of the division and the ladder, you are going to wish you had Hometown Hero.
 
InRomoWeTrust
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Surge definitely doesn't need an increase. The SA is legit.
 
bhall43
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Originally posted by Time Trial
Yes, especially since you don't ever see them activate.


It would be just as awful as streaky is in glb1 now. Did i have 5+% skills or negative that game? Must I really need to analyze for hours about when or when I didn't have a bonus? It's much easier when you have the correct data displayed right in front of you.
 
Time Trial
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Originally posted by InRomoWeTrust
Surge definitely doesn't need an increase. The SA is legit.


I run almost exclusively up the gut and I still don't think of it as a top two SA choice.

I'm going to run Mr. Reliable and Power Thru for my money. Surge is a possible third SA choice amongst a few.
 
bhall43
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Originally posted by Time Trial
I run almost exclusively up the gut and I still don't think of it as a top two SA choice.

I'm going to run Mr. Reliable and Power Thru for my money. Surge is a possible third SA choice amongst a few.


Your back is a full on pb tho
 
Time Trial
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A bigger problem is that there are fairly clear choices as a first and/or second SA option.

But the biggest problem is that often the only tool in the development tool box that the developers use in this game is the nerf hammer.

They never seem to have a problem with 15 useless choices (think of the VA system in classic). Their response to power has always been to nerf it rather than:

Make the other choices more viable;
Make a counter to that option more viable;
Increase the AP/SP cost; and
Decrease the AP/SP cost of the alternatives (tougher for the 1/2/3 system currently in place, but why not have a 1/1/1 option for a weaker SA?)...

I spent a long time trying to expose this weakness in their development system on the test server, but it was like beating my head against the wall.
 
Time Trial
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Originally posted by bhall43
Your back is a full on pb tho


Even if not, if I was running between the tackles that often, I'm pretty much always going to choose a not-fumble and a break tackle SA.
 
InRomoWeTrust
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Originally posted by Time Trial
Even if not, if I was running between the tackles that often, I'm pretty much always going to choose a not-fumble and a break tackle SA.


disagree, and if you're loading Mr. Reliable, urdoitwrong
 
Time Trial
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Originally posted by InRomoWeTrust
disagree, and if you're loading Mr. Reliable, urdoitwrong


Disagree. The bonus to keeping your balance while being tackled is a must for a power back. The bonus to holding on to the rock is pretty important.
 
peeti
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Originally posted by InRomoWeTrust
Surge definitely doesn't need an increase. The SA is legit.


I would agree with the OP that its time frame is too low. Bonus is alright, but the time? Way too short at Gold.

Originally posted by InRomoWeTrust
disagree, and if you're loading Mr. Reliable, urdoitwrong


Dont u have it as well on all backs?
 
o The Boss x
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Coverage Commander is broken on kickoffs?
 
Time Trial
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Originally posted by o The Boss x
Coverage Commander is broken on kickoffs?


It has never fired once.
 
Galithor
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Alright, re-worked the Generic SAs section to be more "guide" like. Will likely do something similar for the other sections as I get time the next few days. There seemed to be decent agreement on the idea of buffing Road Warrior to match Home Town Hero, but the combining of them isn't as popular so I cut that bit out. There may be value in a "New SA ideas" thread later.

Anyone got anything they'd add or change to the Generic SAs section or see any mistakes I made on them? Any uses or benefits to the 4 SAs there that I've overlooked?
 
Time Trial
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Originally posted by Galithor
Alright, re-worked the Generic SAs section to be more "guide" like. Will likely do something similar for the other sections as I get time the next few days. There seemed to be decent agreement on the idea of buffing Road Warrior to match Home Town Hero, but the combining of them isn't as popular so I cut that bit out. There may be value in a "New SA ideas" thread later.

Anyone got anything they'd add or change to the Generic SAs section or see any mistakes I made on them? Any uses or benefits to the 4 SAs there that I've overlooked?


No, but I forgot that I took issue with your qualification of "Shed Block". For run stopping, it is as deadly as Spin cycle is for pass stopping. Gold level shed block has gotten me to the QB before the pitch or handoff on a few plays. It blows up the play from the inside or the outside when it activates on a true run stuffer D-lineman.
 
Galithor
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Originally posted by Time Trial
No, but I forgot that I took issue with your qualification of "Shed Block". For run stopping, it is as deadly as Spin cycle is for pass stopping. Gold level shed block has gotten me to the QB before the pitch or handoff on a few plays. It blows up the play from the inside or the outside when it activates on a true run stuffer D-lineman.


That's the type of insight I'm looking for. Thanks! I've not had any experience with seeing gold or silver shed block in action, so have no idea if the stun makes it more useful than it appears at Bronze.

Any good linked plays that could be posted in an "examples" type section for this? I'd like to add a couple play links to each "Active" SA eventually.
 
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