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Zaranthuul
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Originally posted by Time Trial
Yeah... you would need a name that implies a QB who excels at short passes.

A lot of times commentators will talk about the timing of the play between the QB and the receiver on short routes. They also talk about how the QB threads the ball in there. Thread Pass or any variant thereof doesn't really leave the impression that this ability only works on short throws though... which is why dump pass was my first thought, because no one really thinks of a dump pass that is much further than five or so yards.


Ya ... I didn't read yours was reading replies. Was actually agreeing haha
 
Galithor
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Just call it West Coaster or somesuch.
 
Time Trial
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All Seeing (Available to all D players)
Ability Type: Active
Powered By: Blitz Awareness
Activation Condition: While Blitzing the QB.
Activation Chance: 40% (for all three levels)
Duration: 2 Seconds (for all three levels)
Effects: Pass Rush Deflection + 4/9/15, Blitz Awareness + 4/9/15, all blitz awareness rolls are guaranteed to be at least 40/50/60% of maximum.
Cannot be selected if you have already selected Tunnel Vision SA
Reasoning: A more cautious approach to blitzing the QB, this precludes obtaining the tunnel vision speed bonus and gives you no physical skill boosts, but allows you to change targets from the QB to the HB quicker and allows you to swat down passes more easily if you are not engaged in a block.
 
Time Trial
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I'd like to see some Archetype Only SAs... I think that could bring an interesting dynamic to the trait selection process.

Barry (Available to WRs with the Speedster trait only)
Ability Type: Active
Powered By: Sprinting
Activation Condition: While the ball is in the air and you are at least twenty yards from the LoS
Activation Chance: 20% (for all three levels)
Duration: 4 Seconds (for all three levels)
Effects: Receiving Hands/Consistency skills minus 5/10/15, Balance/Sprinting/Quickness/Footwork/Rec Awareness/Route Running + 4/6/10
Reasoning: A test server legend... bad hands, unstoppable skills.

Hot (Available to any player with the Easy Going Trait)
Ability Type: Passive
Activation Condition: Start of any play
Activation Chance: 20%
Duration: Entire Play
Effects: + 3/5/9 to all skills
When you add a point to this SA, you also automatically add a free point to the Cold SA (ditto removing a point, ldo)
Reasoning: Laid back players will sometimes surprise you with skilled plays using that energy that they've saved up... problem is, they sometimes don't put in that effort on every down.

Cold (Available to any player with the Easy Going Trait)
Ability Type: Passive
Activation Condition: Start of any play
Activation Chance: 10%
Duration: Entire Play
Effects: minus 3/5/9 to all skills
When you add a point to this SA, you also automatically add a free point to the Hot SA (ditto removing a point, ldo)
Reasoning: Laid back players will sometimes surprise you with skilled plays using that energy that they've saved up... problem is, they sometimes don't put in that effort on every down.

...you could also combine the two, so long as you make the appropriate SA name pop up when it activates.

1st Quarter Hero (Available to any player with the Early Bloomer Trait)
Ability Type: Passive
Activation Condition: Start of the game
Activation Chance: 100%
Duration: 1st Quarter
Effects: Plus 4/7/12 to all skills, minus 1/2/2 to all skills for the rest of the game
Reasoning: They aren't just great at the start of their careers, they are also great at the start of the game... put they tend to wear themselves out and let the other team back in the game.

Dependable Returner (Available to any player with the Return Specialist Trait)
Ability Type: Passive
Activation Condition: When receiving the ball on a kick-off or punt
Activation Chance: 40%
Duration: Entire Play
Effects: Plus 4/9/15 to Carrying Grip, Carrying Awareness, Return Awareness, and Toughness skills, minimum 50% to all Carrying Grip rolls.
Cannot be selected if you already have the Specialist SA
Reasoning: You've got two kinds of Returners in the world: those who can hold on to the ball, and those who can't. This is the SA you take when you want a reliable ball control return game.

The Specialist (Available to any player with the Return Specialist Trait)
Ability Type: Passive
Activation Condition: When receiving the ball on a kick-off or punt
Activation Chance: 40%
Duration: Entire Play
Effects: Plus 4/9/15 to Elusive Running, Power Running, and Balance skills.
Cannot be selected if you already have the Dependable Returner SA
Reasoning: You may not always be able to secure the ball, but you make tacklers miss and you get those extra yards of field position for the team.
Edited by Time Trial on Sep 23, 2014 22:38:03
 
Corndog
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Originally posted by Time Trial
I'd like to see some Archetype Only SAs... I think that could bring an interesting dynamic to the trait selection process.


Wow, shame that wasn't mentioned during testing (or never caught on), awesome idea and adds a lot of depth to both systems.

I'd have to pitch it to Bort, but it sounds like a fun way to add new SAs will making some less appealing traits more so.
Edited by Corndog on Sep 24, 2014 02:58:51
 
Xars
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QB SAs
IMO, the most important QB skills are:
1a. Pass Technique – no SA’s fire off this skill
1b. Pass Accuracy – no SA’s fire off this skill
3. Pass Consistency – no SA’s fire off this skill; TT suggested one in a post above
4. Pass Power – no SA’s fire off this skill
5. Pass Aware – Quick Read and Pump Fake exist
6. Pocket Aware – On the Run
7. Drop Back Grip - no SA's fire off this skill
8. Drop Back Power - no SA's fire off this skill

So call them whatever you like and implement them however, but I’d like to see some SA’s that fire off the first 4 skills listed above. I added something for all of them (except PA), but a Passing QB needs more SA's that fire off the top 4.

SA – Super Spiral - +5/10/15 to Pass Technique with a firing chance of 5%/10/20 per pass attempt
SA – On Fire - +5/10/15 to Pass Accuracy with a firing chance of 5%/10/20 per pass attempt
SA – In the Zone - +5/10/15 to Pass Consistency with a firing chance of 5%/10/20 per pass attempt
SA – Throw a Rope - +5/10/15 to Pass Power with a firing chance of 5%/10/20 per pass attempt
SA – Slide in Pocket - +5/10/15 to Pocket Awareness with a firing chance of 10%/20/40 when pressured
SA – Tuck Rule - +5/10/15 to Drop Back Grip with a firing chance of 20%/50/80 when sacked
SA – Stand Tall - +5/10/15 to Drop Back Power with a firing chance of 20%/50/80 when sacked, hurried, and/or pressured

Feel free to change or adjust; love or hate. Just ideas as a starting point.
Edited by Xars on Sep 24, 2014 06:48:13
Edited by Xars on Sep 24, 2014 06:33:16
Edited by Xars on Sep 24, 2014 06:32:31
Edited by Xars on Sep 24, 2014 06:31:58
Edited by Xars on Sep 24, 2014 06:30:48
 
Galithor
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Originally posted by Time Trial
All Seeing (Available to all D players)
Ability Type: Active
Powered By: Blitz Awareness
Activation Condition: While Blitzing the QB.
Activation Chance: 40% (for all three levels)
Duration: 2 Seconds (for all three levels)
Effects: Pass Rush Deflection + 4/9/15, Blitz Awareness + 4/9/15, all blitz awareness rolls are guaranteed to be at least 40/50/60% of maximum.
Cannot be selected if you have already selected Tunnel Vision SA
Reasoning: A more cautious approach to blitzing the QB, this precludes obtaining the tunnel vision speed bonus and gives you no physical skill boosts, but allows you to change targets from the QB to the HB quicker and allows you to swat down passes more easily if you are not engaged in a block.


I've wondered if Pass Rush Deflection is active after you pass a blitz awareness check. I mean, if you pass a blitz awareness check, your player goes into pursuit (handoff made) or coverage(pass thrown). Is pass rush deflection still active when you're player has shifted out of "pass rushing" mode?

If it does work like that, and pass rush deflection is no longer active after passing the blitz awareness check, it'd mean you'd want very low blitz awareness on a pass deflecting D-lineman.
Edited by Galithor on Sep 24, 2014 07:33:16
 
Galithor
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Since this is a thread where ideas are getting compiled for Corndog's possible changes, I'll bring back up some stuff I'd mentioned before for Offensive Blockers:

Skill: Associated SA

Pass Block Technique: Leverage
- good as is.

Pass Block Power: Strong Arm
- good as is.

Pass Block Awareness: Peel Back (new SA)
- SA increases pass blockers mobility skills and pass block awareness in some fashion when not actively engaged in a block. Thereby helping them get to a blocking target more easily.

Run Block Tech: Immoveable Object
- Moving this SA to Tech instead of Run Block Power. This is similar to Leverage for pass blocking, so it makes more sense to be tied to tech for run blocking.

Run Block Power: Get Low
- good as is.

Run Block Awareness: You're Next
- it makes more sense for the ability to quickly get to the next run blocking target to be tied to run blocking awareness instead of intimidation.

Lead Block Awareness: Pull Specialist
- good as is.

Block Consistency: Pancake Chef
- and make it work for both run and pass blocking. This will lessen the power of the SA by moving it to a less popular skill, and force linemen to diversify a bit more. It'll also balance it's potential impact to work for pass blocking linemen as well, giving them the chance to leverage it on Special teams too by chosing to invest in Consistency.

Intimidation: Beat Down
- good as is.

Snap Reaction: Silent Snap (new SA, centers only)
- since Centers can't get wide load, we give them this option to provide an equal number of possible SAs between them and the G/T's that can take Wide Load. This SA reduces the snap reaction of the entire defense when it fires. An alternative would be something called Clean Snap, that would buff the entire offense's snap reaction instead.

passive: Wide Load
- good as is.

passive: Goalline Blocker
- good as is.
Edited by Galithor on Sep 24, 2014 08:20:11
Edited by Galithor on Sep 24, 2014 07:50:45
Edited by Galithor on Sep 24, 2014 07:49:29
Edited by Galithor on Sep 24, 2014 07:45:22
 
Time Trial
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Originally posted by Galithor
I've wondered if Pass Rush Deflection is active after you pass a blitz awareness check. I mean, if you pass a blitz awareness check, your player goes into pursuit (handoff made) or coverage(pass thrown). Is pass rush deflection still active when you're player has shifted out of "pass rushing" mode?

If it does work like that, and pass rush deflection is no longer active after passing the blitz awareness check, it'd mean you'd want very low blitz awareness on a pass deflecting D-lineman.


Determines how quickly this player will react to the ball being passed, pitched or handed off when rushing the QB.

To me, that means that you need to be aware that the ball has been passed in order to swat it.
 
Time Trial
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Originally posted by Corndog
Wow, shame that wasn't mentioned during testing (or never caught on), awesome idea and adds a lot of depth to both systems.

I'd have to pitch it to Bort, but it sounds like a fun way to add new SAs will making some less appealing traits more so.


Yeah, if I had thought of it back then I would have for sure mentioned it. Too bad the idea just came to me last night.

I still think it is a viable addition to Beta... sort of how GLB1 introduced the new ALGs and the Archetypes later on. If it is good for the game, you don't need to offer a full reset.
Edited by Time Trial on Sep 24, 2014 09:44:39
 
TxSteve
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Originally posted by Time Trial
I'd like to see some Archetype Only SAs... I think that could bring an interesting dynamic to the trait selection process.



Really cool idea!

Originally posted by Galithor

Block Consistency: Pancake Chef
- and make it work for both run and pass blocking. This will lessen the power of the SA by moving it to a less popular skill, and force linemen to diversify a bit more. It'll also balance it's potential impact to work for pass blocking linemen as well, giving them the chance to leverage it on Special teams too by chosing to invest in Consistency.


How does it force diversification? I'm not involved with too many teams - but isn't everyone capping block consistency? (granted the cap is much lower than pass tech on my guys)
 
william78
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I like alot of these ideas,

I still think the biggest "missing component" from GLB2 , especially for QB play is the mobile pocket passer and would like to see the SA's that benefit that. Right now we've got some quick accurate decision makers, some big armed guys, some running guys....

But none that look to "extend the play" from the pocket and take advantage of breakdowns that happen with longer coverage times. I'm seeing it on Saturday and Sunday but not on the virtual Gridiron.
 
Time Trial
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I also had the idea of having more powerful SAs that power each other in a way that still keeps them from becoming OPed:

Beast Mode (Available to all players)
Ability Type: Passive
Powered By: Heart
Activation Condition: At the start of any play, but only if Charge SA has fired three times.
Activation Chance: 30% (for all three levels)
Duration: Entire Play
Effects: All skills increased by + 4/9/15 and Charge SA firings are reduced by three.

Charge (Available to all players)
Ability Type: Passive
Powered By: None
Activation Condition: At the start of any play.
Activation Chance: 10/15/25%.
Duration: Entire Game, until Beast Mode activates
Effects: Must fire three times before Beast Mode can activate.

Reasoning: Sometimes a player just goes off on a play. The added expense of requiring the Charge SA will allow a player to determine his investment in going Beast Mode. Essentially, you could have a Gold Beast Mode SA with a Bronze Charge SA and there is a chance that Beast Mode will only activate once a game (depending on the number of snaps) or goes off at the wrong time (like on a QB for a handoff). This keeps the ability in check, as does having to invest in Heart in order to activate it.

Edit:

Note, a player who has 60 plays in a game with Charge should expect to see Charge fire 6/9/15 times per game. A player with more plays will see it fire more often. Having both SAs at Gold also means you are missing out on other SAs like Power Thru, First Step, Tunnel Vision, Monster Hit, Etc. Some people will make the investment, but it wouldn't be OPed.
---

I don't think that this is the only kind of SA that could work like this... I also thought of an SA that powers your skills up when your player does something wrong. Like an SA that makes it so that every time you fumble in a game your skills increase a bit and your chance to fumble goes down. Something like:

Never Again (Available to QB/HB/FB/WRs with the Thick Skin or Soft Hands traits)
Ability Type: Passive
Activation Condition: You fumble the ball and it is recovered by the other team.
Activation Chance: 100%
Duration: Entire Game
Effects: All skills increased by + 2/3/4 for the rest of the game, all carrying grip/drop back grip rolls are at least 50% of maximum; this effect stacks additively, but no more than twice in a game.
Reasoning: On some teams you get benched for putting the ball on the ground... every time you fumble, you become more determined to be careful with the ball. This isn't really OPed because it requires your player to turn the ball over. I don't see people taking these traits just to build a player that will turn the ball over in order to power up... you also have to think that taking this SA comes with an opportunity cost.
Edited by Time Trial on Sep 24, 2014 10:40:02
 
Galithor
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Originally posted by TxSteve
How does it force diversification? I'm not involved with too many teams - but isn't everyone capping block consistency? (granted the cap is much lower than pass tech on my guys)


Most O linemen don't have really have high consistency caps or pump it the way they do technique. And, it's a neutral skill, which lends to the idea I had of making it work for passing or run blocking.

It ought to fire less often if tethered to consistency, and it can be shared. And my thought was to move immoveable object to Run Block tech anyhow, and I didn't wanna double up any SAs on any single skill.
 
Galithor
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Originally posted by william78
I like alot of these ideas,

I still think the biggest "missing component" from GLB2 , especially for QB play is the mobile pocket passer and would like to see the SA's that benefit that. Right now we've got some quick accurate decision makers, some big armed guys, some running guys....

But none that look to "extend the play" from the pocket and take advantage of breakdowns that happen with longer coverage times. I'm seeing it on Saturday and Sunday but not on the virtual Gridiron.


The issue with the extend the play type player is they don't fluidly move about the pocket with much freedom. they just roll left or right directly into blocked evasive DEs for sacks, or straight into OLB blitzers for sacks. Or, if they do scramble, they've got weak carrying skills, so it's a very high fumble risk. And you're burning their energy/morale for them to scramble and get tackled, which makes their following ability to throw even weaker.

I'm not saying it can't be done. But building a real dual-threat QB that can be effective is probably one of the tougher build challenges in GLB2.
 
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