I think that might be a stretch, but when I get around to adding things again I'll include it.
Staz
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Originally posted by Granted86
http://goallineblitz.com/game/forum_thread.pl?thread_id=2311267
I haven't heard anything about attribute VAs being removed, so until Bort says so, don't listen to a single word. People are just whining, like they always will.
As for your suggestion, there isn't any ability suggestions, which is what this thread is for. As lazy as I've been lately, though, nothing is really being done
http://goallineblitz.com/game/forum_thread.pl?thread_id=2311267
I haven't heard anything about attribute VAs being removed, so until Bort says so, don't listen to a single word. People are just whining, like they always will.
As for your suggestion, there isn't any ability suggestions, which is what this thread is for. As lazy as I've been lately, though, nothing is really being done

strikes369
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I have 3 VAs that at the moment are just pointless to use. I was thinking on how to give them a little more power, and I think I have a few good ideas. Hometown Hero, Heart of Champion, and Slow Starter are just too weak, and are rarely used, IF they are used at all. I would also ask that if this were to be done, that the Vet points could be reset, so people could take advantage of them (particularly Slow Starter).
For Hometown Hero, just make it +1 per point when playing at home, take away the -0.5 when playing away. This could also be used in the playoffs if it's a home game. The -0.5 when playing away makes it basically useless; I would rather use Swagger as of right now. Heart of Champion would be bumped up to +1.5 per level for Confidence AND Stamina in the playoffs, because of the limited usefulness of this VA at the moment.
For Slow Starter, in the first 4 regular season games it would be -0.33% per level (which would make it -5 at 15). From games 9-12, it would be +0.33% per level (so +5 at 15). From games 13-16, it would be +0.66% per level (so +10 at 15). In the playoffs, it would be +1% per level (so +15 at 15). This would lessen the impact in the first 4 games when you only have 1-2 points in it. It extends the bonus to 8 games instead of 4, so you get a little more usefulness for it, and because it would work during the playoffs, you could easily see some more 8-1 and 7-2 upsets (parity is good!).
For Hometown Hero, just make it +1 per point when playing at home, take away the -0.5 when playing away. This could also be used in the playoffs if it's a home game. The -0.5 when playing away makes it basically useless; I would rather use Swagger as of right now. Heart of Champion would be bumped up to +1.5 per level for Confidence AND Stamina in the playoffs, because of the limited usefulness of this VA at the moment.
For Slow Starter, in the first 4 regular season games it would be -0.33% per level (which would make it -5 at 15). From games 9-12, it would be +0.33% per level (so +5 at 15). From games 13-16, it would be +0.66% per level (so +10 at 15). In the playoffs, it would be +1% per level (so +15 at 15). This would lessen the impact in the first 4 games when you only have 1-2 points in it. It extends the bonus to 8 games instead of 4, so you get a little more usefulness for it, and because it would work during the playoffs, you could easily see some more 8-1 and 7-2 upsets (parity is good!).
Mightyhalo
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Originally posted by Bort
Originally posted by tigerbait22
I understand why Bort introduced Vet points to the game, but how many believe that Vet points should be limited to options that are not boosts to actual attributes?
I'm kinda leaning to that side. We've seriously been discussing modifying or removing those for next season, and doing some more re-balancing on the others to make them better or worse as needed. I do believe some of them I tried to balance too much and made them less useful than others. I also think situational VA's and skills are probably more in the spirit of the idea.
The original reason I had for adding them was because in drifter's original epic suggestion, he had some that raised soft caps when adding SP's. I felt that those were too confusing and possibly overpowered, and most agreed, so we came up with the idea of just making them +% to your abilities.
As always, up for discussion on it! Perhaps we could rework some of them to give situation bonuses or skills instead, with the same names?
Originally posted by tigerbait22
I understand why Bort introduced Vet points to the game, but how many believe that Vet points should be limited to options that are not boosts to actual attributes?
I'm kinda leaning to that side. We've seriously been discussing modifying or removing those for next season, and doing some more re-balancing on the others to make them better or worse as needed. I do believe some of them I tried to balance too much and made them less useful than others. I also think situational VA's and skills are probably more in the spirit of the idea.
The original reason I had for adding them was because in drifter's original epic suggestion, he had some that raised soft caps when adding SP's. I felt that those were too confusing and possibly overpowered, and most agreed, so we came up with the idea of just making them +% to your abilities.
As always, up for discussion on it! Perhaps we could rework some of them to give situation bonuses or skills instead, with the same names?
Kblitz
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Short memory QB- this ability allows for qb's that have just thrown bad passes or interceptions or sacks to quickly forget about them and can restore their morale and boost their confidence even when doing bad.
Staz
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Sorry, I've been caught up. It's a solid thought, although I think QB confidence is already so high that it doesn't really have much of an effect.
I'm working on clearing out the other VA that didn't make the cut, or ones I don't think WILL make the next cut. I'm going to be a lot more selective with this list.
I'm working on clearing out the other VA that didn't make the cut, or ones I don't think WILL make the next cut. I'm going to be a lot more selective with this list.
ipstaff
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For kickers, I would like to see us have some VAs that allow players to better approximate the accurate vs. strong-leg types seen in real football.
So:
Kickoff Specialist: yield a bonus to kickoff length
Chip Shot: accuracy bonus to XPs and any FGs under 30 yards
FG Bomber: bonus to strength (not accuracy) when kicking FGs of over 40 yards
So:
Kickoff Specialist: yield a bonus to kickoff length
Chip Shot: accuracy bonus to XPs and any FGs under 30 yards
FG Bomber: bonus to strength (not accuracy) when kicking FGs of over 40 yards
Staz
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Originally posted by Mufasa92
Jesus that's a loooooooooong list lol
A lot of those will be cut down, since they were left over from last season. If they sound like they've got a good base, I'll keep them. However, I'm going to be more selective in the future.
Jesus that's a loooooooooong list lol
A lot of those will be cut down, since they were left over from last season. If they sound like they've got a good base, I'll keep them. However, I'm going to be more selective in the future.
Staz
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Originally posted by strikes369
I have 3 VAs that at the moment are just pointless to use. I was thinking on how to give them a little more power, and I think I have a few good ideas. Hometown Hero, Heart of Champion, and Slow Starter are just too weak, and are rarely used, IF they are used at all. I would also ask that if this were to be done, that the Vet points could be reset, so people could take advantage of them (particularly Slow Starter).
For Hometown Hero, just make it +1 per point when playing at home, take away the -0.5 when playing away. This could also be used in the playoffs if it's a home game. The -0.5 when playing away makes it basically useless; I would rather use Swagger as of right now. Heart of Champion would be bumped up to +1.5 per level for Confidence AND Stamina in the playoffs, because of the limited usefulness of this VA at the moment.
For Slow Starter, in the first 4 regular season games it would be -0.33% per level (which would make it -5 at 15). From games 9-12, it would be +0.33% per level (so +5 at 15). From games 13-16, it would be +0.66% per level (so +10 at 15). In the playoffs, it would be +1% per level (so +15 at 15). This would lessen the impact in the first 4 games when you only have 1-2 points in it. It extends the bonus to 8 games instead of 4, so you get a little more usefulness for it, and because it would work during the playoffs, you could easily see some more 8-1 and 7-2 upsets (parity is good!).
Not sure you quite understand HoaC and HH. It's not a %, its a full confidence point. With 15 in HoaC, you're getting +15 confidence. That's an incredibly high number, only attainable by Swagger with 100 base confidence. Not likely.
Also, HH is fine where it's at IMO. The -.5 confidence on away games gives the VA a downside, which it should. If you've got 15 in HH, then you'll get +15 confidence at home, and -7.5 confidence on away games. The upside is better than the downside, IMO, and that's the perfect idea. Perform better at home than away.
I have 3 VAs that at the moment are just pointless to use. I was thinking on how to give them a little more power, and I think I have a few good ideas. Hometown Hero, Heart of Champion, and Slow Starter are just too weak, and are rarely used, IF they are used at all. I would also ask that if this were to be done, that the Vet points could be reset, so people could take advantage of them (particularly Slow Starter).
For Hometown Hero, just make it +1 per point when playing at home, take away the -0.5 when playing away. This could also be used in the playoffs if it's a home game. The -0.5 when playing away makes it basically useless; I would rather use Swagger as of right now. Heart of Champion would be bumped up to +1.5 per level for Confidence AND Stamina in the playoffs, because of the limited usefulness of this VA at the moment.
For Slow Starter, in the first 4 regular season games it would be -0.33% per level (which would make it -5 at 15). From games 9-12, it would be +0.33% per level (so +5 at 15). From games 13-16, it would be +0.66% per level (so +10 at 15). In the playoffs, it would be +1% per level (so +15 at 15). This would lessen the impact in the first 4 games when you only have 1-2 points in it. It extends the bonus to 8 games instead of 4, so you get a little more usefulness for it, and because it would work during the playoffs, you could easily see some more 8-1 and 7-2 upsets (parity is good!).
Not sure you quite understand HoaC and HH. It's not a %, its a full confidence point. With 15 in HoaC, you're getting +15 confidence. That's an incredibly high number, only attainable by Swagger with 100 base confidence. Not likely.
Also, HH is fine where it's at IMO. The -.5 confidence on away games gives the VA a downside, which it should. If you've got 15 in HH, then you'll get +15 confidence at home, and -7.5 confidence on away games. The upside is better than the downside, IMO, and that's the perfect idea. Perform better at home than away.
Staz
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Originally posted by Kblitz
Short memory QB- this ability allows for qb's that have just thrown bad passes or interceptions or sacks to quickly forget about them and can restore their morale and boost their confidence even when doing bad.
That was suggested multiple times, and I think I had a few variations up in the original post before I cleaned house. Didn't catch on the first time, so I cleared it (I think)
Short memory QB- this ability allows for qb's that have just thrown bad passes or interceptions or sacks to quickly forget about them and can restore their morale and boost their confidence even when doing bad.
That was suggested multiple times, and I think I had a few variations up in the original post before I cleaned house. Didn't catch on the first time, so I cleared it (I think)
Staz
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Originally posted by TehKyou
Sorry if any of this has been brought up before.
Sly Fox (QB only) - This QB does all the little things to trick defenders into hesitating. Each level of Sly Fox has a +3% chance against defenders vision checks. Example: looking off defenders, hiding behind blockers before breaking out for a run etc. (Requirements: level 40, 6 points in field general)
Golden Legs (QB only) - Each level of Golden Legs gives the Quarterback a +1% boost to speed, agility, break tackle chance, and fake chance when running from the QB position. (requirements: 50 speed 40 carrying)
Whirlwind Runner - Each level of Whirlwind Runner gives the player a +2% chance of the Spin SA activating as well as a +2% chance of the spin succeeding (Requirements: 50 agility 50 carrying, 6 Spin SA)
Catch in Traffic - Each level gives a +3% chance to hang onto the ball when hit in the middle of a catch attempt (requirements: 50 catching and carrying, level 40)
Rooted to the Spot - Each level gives a +1% chance to resist being pancaked or pushed backwards. (works for reverse pancakes as well) Requirements: 225 pounds, 50 strength.
Seal the Edge (TE only) - This Tight End knows how to make life easy for running backs. Each level of Seal the Edge gives the TE a 1% boost to speed, agility, and blocking when run blocking. Must be playing in the TE position. Requirements: 50 blocking
Shed Weight - This player hates people hanging all over him. Each level of Shed Weight gives a +3% chance to break away from defenders dragging him down. (Requirements 50 strength)
Dear Life Clinger - When this player misses a tackle he is able to hang on till death (figuratively speaking). Each level of Dear Life Clinger gives a +2% chance drag the ball carrier when missing a tackle. (Requirementsz: 40 tackling)
Rip the Ball - This vet takes advantage of opportunities. Each level of Rip the Ball gives a +3% chance to force a fumble when tackling a ball carrier who is currently being dragged. (Requirements: 50 Vision, Strength, and Tackling)
Pocket Crusher - This defender can destroy the QBs safety zone. Each level of Pocket Crusher gives the player a +2% boost to pushing blockers back as well as a boost to the distance the blockers are pushed back. Must be using Power Rush settings. (Requirements 50 strength, 250 lbs)
STAZ
http://goallineblitz.com/game/forum_thread.pl?thread_id=2067484
Heres a thread I made awhile ago about changes to current VAs, I never noticed you had a section for them on your original post
A few GREAT VA suggestion, actually. The two at the top about QBs, I might change. How about Sly Fox only relating to the Turn Shoulder and Pump Fake SAs? Would be able to avoid sacks and fake more defenders
And golden legs, how about that only applying to a QB when he's scrambling around behind the LOS? Would prevent boosts for HBs at QB in the wildcat
Sorry if any of this has been brought up before.
Sly Fox (QB only) - This QB does all the little things to trick defenders into hesitating. Each level of Sly Fox has a +3% chance against defenders vision checks. Example: looking off defenders, hiding behind blockers before breaking out for a run etc. (Requirements: level 40, 6 points in field general)
Golden Legs (QB only) - Each level of Golden Legs gives the Quarterback a +1% boost to speed, agility, break tackle chance, and fake chance when running from the QB position. (requirements: 50 speed 40 carrying)
Whirlwind Runner - Each level of Whirlwind Runner gives the player a +2% chance of the Spin SA activating as well as a +2% chance of the spin succeeding (Requirements: 50 agility 50 carrying, 6 Spin SA)
Catch in Traffic - Each level gives a +3% chance to hang onto the ball when hit in the middle of a catch attempt (requirements: 50 catching and carrying, level 40)
Rooted to the Spot - Each level gives a +1% chance to resist being pancaked or pushed backwards. (works for reverse pancakes as well) Requirements: 225 pounds, 50 strength.
Seal the Edge (TE only) - This Tight End knows how to make life easy for running backs. Each level of Seal the Edge gives the TE a 1% boost to speed, agility, and blocking when run blocking. Must be playing in the TE position. Requirements: 50 blocking
Shed Weight - This player hates people hanging all over him. Each level of Shed Weight gives a +3% chance to break away from defenders dragging him down. (Requirements 50 strength)
Dear Life Clinger - When this player misses a tackle he is able to hang on till death (figuratively speaking). Each level of Dear Life Clinger gives a +2% chance drag the ball carrier when missing a tackle. (Requirementsz: 40 tackling)
Rip the Ball - This vet takes advantage of opportunities. Each level of Rip the Ball gives a +3% chance to force a fumble when tackling a ball carrier who is currently being dragged. (Requirements: 50 Vision, Strength, and Tackling)
Pocket Crusher - This defender can destroy the QBs safety zone. Each level of Pocket Crusher gives the player a +2% boost to pushing blockers back as well as a boost to the distance the blockers are pushed back. Must be using Power Rush settings. (Requirements 50 strength, 250 lbs)
STAZ
http://goallineblitz.com/game/forum_thread.pl?thread_id=2067484
Heres a thread I made awhile ago about changes to current VAs, I never noticed you had a section for them on your original post
A few GREAT VA suggestion, actually. The two at the top about QBs, I might change. How about Sly Fox only relating to the Turn Shoulder and Pump Fake SAs? Would be able to avoid sacks and fake more defenders
And golden legs, how about that only applying to a QB when he's scrambling around behind the LOS? Would prevent boosts for HBs at QB in the wildcat
Staz
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Originally posted by ipstaff
For kickers, I would like to see us have some VAs that allow players to better approximate the accurate vs. strong-leg types seen in real football.
So:
Kickoff Specialist: yield a bonus to kickoff length
Chip Shot: accuracy bonus to XPs and any FGs under 30 yards
FG Bomber: bonus to strength (not accuracy) when kicking FGs of over 40 yards
Originally posted by TehKyou
Sorry if any of this has been brought up before.
Sly Fox (QB only) - This QB does all the little things to trick defenders into hesitating. Each level of Sly Fox has a +3% chance against defenders vision checks. Example: looking off defenders, hiding behind blockers before breaking out for a run etc. (Requirements: level 40, 6 points in field general)
Golden Legs (QB only) - Each level of Golden Legs gives the Quarterback a +1% boost to speed, agility, break tackle chance, and fake chance when running from the QB position. (requirements: 50 speed 40 carrying)
Whirlwind Runner - Each level of Whirlwind Runner gives the player a +2% chance of the Spin SA activating as well as a +2% chance of the spin succeeding (Requirements: 50 agility 50 carrying, 6 Spin SA)
Catch in Traffic - Each level gives a +3% chance to hang onto the ball when hit in the middle of a catch attempt (requirements: 50 catching and carrying, level 40)
Rooted to the Spot - Each level gives a +1% chance to resist being pancaked or pushed backwards. (works for reverse pancakes as well) Requirements: 225 pounds, 50 strength.
Seal the Edge (TE only) - This Tight End knows how to make life easy for running backs. Each level of Seal the Edge gives the TE a 1% boost to speed, agility, and blocking when run blocking. Must be playing in the TE position. Requirements: 50 blocking
Shed Weight - This player hates people hanging all over him. Each level of Shed Weight gives a +3% chance to break away from defenders dragging him down. (Requirements 50 strength)
Dear Life Clinger - When this player misses a tackle he is able to hang on till death (figuratively speaking). Each level of Dear Life Clinger gives a +2% chance drag the ball carrier when missing a tackle. (Requirementsz: 40 tackling)
Rip the Ball - This vet takes advantage of opportunities. Each level of Rip the Ball gives a +3% chance to force a fumble when tackling a ball carrier who is currently being dragged. (Requirements: 50 Vision, Strength, and Tackling)
Pocket Crusher - This defender can destroy the QBs safety zone. Each level of Pocket Crusher gives the player a +2% boost to pushing blockers back as well as a boost to the distance the blockers are pushed back. Must be using Power Rush settings. (Requirements 50 strength, 250 lbs)
STAZ
http://goallineblitz.com/game/forum_thread.pl?thread_id=2067484
Heres a thread I made awhile ago about changes to current VAs, I never noticed you had a section for them on your original post
Originally posted by Staz
Originally posted by drifter
WIth all the new demoralizing VAs, I'm surprised this one hasn't been added yet:
Punishing Runner: This runner dishes out more than he takes. When tackled there is a 2% chance per level that the tackler takes an extra hit to energy and in game morale.
I definitely like this one. Wondering, though. Should I clear the OP and start fresh?
Originally posted by Firesky
Utility Player- this player is proficient at playing multiple positions on the depth chart, he can step in in a pinch and be as productive as a player who specializes in that position! decreases the Penalty for playing out of position by 5% per level invested in Utility player.
Originally posted by OvechkinSCORES
Superb Back:
This player is Superb, when on Super Elusive you get 2% to the agility attribute.
Originally posted by frondz
Here's some more, I guess:
Leverage: This player has learned to use leverage and positioning in order to gain an advantage in blocking his opponent. Each level gives a +1% bonus to holding a block.
Wide Range: This player has great lateral movement and can play sideline to sideline. Each level gives a 1% bonus to speed, vision, and agility when having to cover RBs out of the backfield or running off tackle.
Downhill Defender: This defender excels against the run. Each level gives him a +1% bonus to breaking blocks and a +1% bonus to tackling on running plays.
Low Center of Gravity: This player knows that staying low is the best way to beat off a blocker and hold his gap. Each level gives a +2% bonus to holding his ground against a blocker and avoid being pushed back.
Arm Bar: This receiver has learned what he can and can't get away with while being covered. Each level gives a +1% bonus to pushing off from the defender when going up for a reception.
Tough: This player is tough as nails. Each level reduces the effects of stamina reduction (getting tackled, run over, pancaked, etc) by -5%.
Fast Hands: This defender has learned to use his hands to get a blocker off of him. Each level gives a +1% bonus to breaking blocks.
Will be adding these. Maybe not ALL of them, but a good portion of them. If you're only quoted with one suggestion, consider it in the OP.
For kickers, I would like to see us have some VAs that allow players to better approximate the accurate vs. strong-leg types seen in real football.
So:
Kickoff Specialist: yield a bonus to kickoff length
Chip Shot: accuracy bonus to XPs and any FGs under 30 yards
FG Bomber: bonus to strength (not accuracy) when kicking FGs of over 40 yards
Originally posted by TehKyou
Sorry if any of this has been brought up before.
Sly Fox (QB only) - This QB does all the little things to trick defenders into hesitating. Each level of Sly Fox has a +3% chance against defenders vision checks. Example: looking off defenders, hiding behind blockers before breaking out for a run etc. (Requirements: level 40, 6 points in field general)
Golden Legs (QB only) - Each level of Golden Legs gives the Quarterback a +1% boost to speed, agility, break tackle chance, and fake chance when running from the QB position. (requirements: 50 speed 40 carrying)
Whirlwind Runner - Each level of Whirlwind Runner gives the player a +2% chance of the Spin SA activating as well as a +2% chance of the spin succeeding (Requirements: 50 agility 50 carrying, 6 Spin SA)
Catch in Traffic - Each level gives a +3% chance to hang onto the ball when hit in the middle of a catch attempt (requirements: 50 catching and carrying, level 40)
Rooted to the Spot - Each level gives a +1% chance to resist being pancaked or pushed backwards. (works for reverse pancakes as well) Requirements: 225 pounds, 50 strength.
Seal the Edge (TE only) - This Tight End knows how to make life easy for running backs. Each level of Seal the Edge gives the TE a 1% boost to speed, agility, and blocking when run blocking. Must be playing in the TE position. Requirements: 50 blocking
Shed Weight - This player hates people hanging all over him. Each level of Shed Weight gives a +3% chance to break away from defenders dragging him down. (Requirements 50 strength)
Dear Life Clinger - When this player misses a tackle he is able to hang on till death (figuratively speaking). Each level of Dear Life Clinger gives a +2% chance drag the ball carrier when missing a tackle. (Requirementsz: 40 tackling)
Rip the Ball - This vet takes advantage of opportunities. Each level of Rip the Ball gives a +3% chance to force a fumble when tackling a ball carrier who is currently being dragged. (Requirements: 50 Vision, Strength, and Tackling)
Pocket Crusher - This defender can destroy the QBs safety zone. Each level of Pocket Crusher gives the player a +2% boost to pushing blockers back as well as a boost to the distance the blockers are pushed back. Must be using Power Rush settings. (Requirements 50 strength, 250 lbs)
STAZ
http://goallineblitz.com/game/forum_thread.pl?thread_id=2067484
Heres a thread I made awhile ago about changes to current VAs, I never noticed you had a section for them on your original post
Originally posted by Staz
Originally posted by drifter
WIth all the new demoralizing VAs, I'm surprised this one hasn't been added yet:
Punishing Runner: This runner dishes out more than he takes. When tackled there is a 2% chance per level that the tackler takes an extra hit to energy and in game morale.
I definitely like this one. Wondering, though. Should I clear the OP and start fresh?
Originally posted by Firesky
Utility Player- this player is proficient at playing multiple positions on the depth chart, he can step in in a pinch and be as productive as a player who specializes in that position! decreases the Penalty for playing out of position by 5% per level invested in Utility player.
Originally posted by OvechkinSCORES
Superb Back:
This player is Superb, when on Super Elusive you get 2% to the agility attribute.
Originally posted by frondz
Here's some more, I guess:
Leverage: This player has learned to use leverage and positioning in order to gain an advantage in blocking his opponent. Each level gives a +1% bonus to holding a block.
Wide Range: This player has great lateral movement and can play sideline to sideline. Each level gives a 1% bonus to speed, vision, and agility when having to cover RBs out of the backfield or running off tackle.
Downhill Defender: This defender excels against the run. Each level gives him a +1% bonus to breaking blocks and a +1% bonus to tackling on running plays.
Low Center of Gravity: This player knows that staying low is the best way to beat off a blocker and hold his gap. Each level gives a +2% bonus to holding his ground against a blocker and avoid being pushed back.
Arm Bar: This receiver has learned what he can and can't get away with while being covered. Each level gives a +1% bonus to pushing off from the defender when going up for a reception.
Tough: This player is tough as nails. Each level reduces the effects of stamina reduction (getting tackled, run over, pancaked, etc) by -5%.
Fast Hands: This defender has learned to use his hands to get a blocker off of him. Each level gives a +1% bonus to breaking blocks.
Will be adding these. Maybe not ALL of them, but a good portion of them. If you're only quoted with one suggestion, consider it in the OP.
Last edited Mar 27, 2009 11:43:20
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