"First Step:
Ability Type: Active
Powered by: Quickness
Activation Condition: not moving, or nearly stopped.
Activation Chance: up to 15%/30%/50%
Duration: .3-.6 / .4-.7 / .5-.8 seconds
While Active: Acceleration increased by 30%/80%/150%, and max speed increased by 2%/4%/8%.
Most useful on very fast players that need to accelerate from a stop quickly. High sprinting/quickness WRs and TEs can make excellent use of this to get downfield before coverage can effectively react. Also potentially very useful on quick DEs, DTs, or blitzing LBs that want to get a very good jump on their would-be blockers. Special teams players get good mileage from this too in getting to their blocking positions or coverage lanes quicker. Will also work if your players movement gets stopped or nearly stopped for any reason such as a turn, or recovering from a knockdown or stun, so it can be fired mid-play sometimes depending on the situation, not just at the beginning of a play. Not as useful on a HB or FB where the initial run pathing is typically predetermined to a degree."
1) It is an interesting option for Powerbacks who run inside and outside. They would probably be well served from the boost after breaking a tackle as a third SA;
2) Pretty much a Gold or nothing SA... the problem with a lot of these SAs is that there really isn't a benefit to a single point when you get no effect, low activation chance, and a low activation duration; and
3) Because it is powered by quickness, it is tailored to more than simply "100 sprinting" builds.
Ability Type: Active
Powered by: Quickness
Activation Condition: not moving, or nearly stopped.
Activation Chance: up to 15%/30%/50%
Duration: .3-.6 / .4-.7 / .5-.8 seconds
While Active: Acceleration increased by 30%/80%/150%, and max speed increased by 2%/4%/8%.
Most useful on very fast players that need to accelerate from a stop quickly. High sprinting/quickness WRs and TEs can make excellent use of this to get downfield before coverage can effectively react. Also potentially very useful on quick DEs, DTs, or blitzing LBs that want to get a very good jump on their would-be blockers. Special teams players get good mileage from this too in getting to their blocking positions or coverage lanes quicker. Will also work if your players movement gets stopped or nearly stopped for any reason such as a turn, or recovering from a knockdown or stun, so it can be fired mid-play sometimes depending on the situation, not just at the beginning of a play. Not as useful on a HB or FB where the initial run pathing is typically predetermined to a degree."
1) It is an interesting option for Powerbacks who run inside and outside. They would probably be well served from the boost after breaking a tackle as a third SA;
2) Pretty much a Gold or nothing SA... the problem with a lot of these SAs is that there really isn't a benefit to a single point when you get no effect, low activation chance, and a low activation duration; and
3) Because it is powered by quickness, it is tailored to more than simply "100 sprinting" builds.






























