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Forum > FAQ's, Player Guides and Game Help > Fumble reduction SA debate: Mr. R or B4I
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mrm708
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I think the best way to fix it would be to reduce or remove the balance bonus as previously stated. The name of the SA is mr. reliable so it seems like it should reliably fire when the conditions are met.

You could even change the %chance to fire to 100% (it pretty much acts like its 100% already) and reduce or even remove the balance bonus and I think it would be fine.
 
TxSteve
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Well for me - I'd personally rather keep the balance bonus -- and reduce the frequency of the firing.


Seems rough to completely remove half of an SA's bonus.
 
Sean1995
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Yeah showboat is OP in ROOKIE, which is exactly why the fire rate shouldn't be 100% at bronze/silver.
 
Time Trial
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http://glb2.warriorgeneral.com/game/game/81223

Originally posted by Sean1995
Yeah showboat is OP in ROOKIE, which is exactly why the fire rate shouldn't be 100% at bronze/silver.


Except that it rarely fired in important games between top teams.
 
pottsman
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Originally posted by TxSteve
Well for me - I'd personally rather keep the balance bonus -- and reduce the frequency of the firing.


Seems rough to completely remove half of an SA's bonus.


See, that, to me, is exactly why you SHOULD nerf the balance bonus. It's clearly an overpowered SA, and if you're going to adjust it, take away the thing that makes it seem so strong, leave the part that makes it "useful".
 
Sean1995
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Originally posted by Time Trial
Except that it rarely fired in important games between top teams.


what do you mean rare?

This game could be a good example. http://glb2.warriorgeneral.com/game/game/95253 (championship game for your rookie team last season)

31 sacks total. 3 TFLs. Talking about rarity here, man.
 
Time Trial
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Originally posted by Sean1995
what do you mean rare?

This game could be a good example. http://glb2.warriorgeneral.com/game/game/95253 (championship game for your rookie team last season)

31 sacks total. 3 TFLs. Talking about rarity here, man.


If you think that allowing 22 sacks was anything more than a goof on my part relating to the blitz and the passing game, you are mistaken.
 
Parab00n
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Originally posted by TxSteve
Somewhere Corndog is saying he wants to re-vamp/adjust SA's because some are so obviously "you must take them" -- and others are underpowered.

Mentions that Mr. Reliable fires way too much....and others like Shed Block are underpowered.

First said he was hoping to get to it this offseason -- but it might not happen until next offseason because of things and stuff.



So it only took ~6 seasons to realize it fired way too often? I made numerous posts about it Season 1 and it was ignored...Corndog drives me up the wall with how he chooses to ignore certain things that users point out.

http://glb2.warriorgeneral.com/game/forum/thread/5144565
Edited by Parab00n on Oct 1, 2014 17:36:40
 
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Originally posted by Sean1995
How does that 'instantly make it untakeable?'

50%/70%/100% looks reasonable to me(and still overpowered). First of all, it is a passive SA, which means that you don't have to invest on some ability to make it fire. And then it just fires 100% even at bronze. Compare that to Beat Down (the only other morale buff SA available to all defenders). Powered by intimidation, it fires 40%/50%/70% for 3/5, 5/8, and 8/12 additional energy and morale penalty when a revcake is made. Showboat gives 3/3 5/5 8/8 energy and morale boost to every defender on the field so its much more like (33/33 55/55 88/88 energy and morale boost) and since each offensive player loses 5/10/18 morale, the offense loses combined 55/110/198 morale. Not that much difference besides the fire chance and the morale penalty, right?


 
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Originally posted by Galithor
Yeah, it's one of those "can fire every tick" type SAs instead of something like Monster Hit, that either does or doesn't fire at the relevant moment. As long as you meet the requirements, it can fire anytime during the duration those requirements are met.

I think there's a pretty strong argument for taking all the SAs that work like that with multiple chances to fire and significantly reducing their % chance to fire.

I mean, what QB with silver quick read doesn't have it fire on 90%+ of their passing plays? And that's just with modest pass awareness.


Eye on the Prize, baby! I'll let you know how it turns out.
 
Adderfist
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Originally posted by Galactic Empire
Eye on the Prize, baby! I'll let you know how it turns out.


Poorly; It doesn't work well enough.
 
kirincnj
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Originally posted by Adderfist
Poorly; It doesn't work well enough.


This.

I stopped investing in Eye on the Prize a few seasons ago.
 
Stixx
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I don't watch the defense enough for DC to really know how often it fires, but I do know we had a couple of INTs last game because of it including this http://glb2.warriorgeneral.com/game/replay/98405/2368573


Obviously it working well in this one game is no indication of it working well across the board, plus you have to take into account that DC is a 100% zone based team.
Edited by Stixx on Oct 2, 2014 07:13:52
 
Aeir
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Why does EotP fire for the other LB?

Also not sure how long it lasts for gold level, but that lasts over 80 ticks... that supposed to last that long?
Edited by Aeir on Oct 2, 2014 07:58:14
 
Sean1995
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Originally posted by Time Trial
If you think that allowing 22 sacks was anything more than a goof on my part relating to the blitz and the passing game, you are mistaken.


I am sure you would still take bronze showboat for your rookie pass rushers even if it has 50% firing chance. What else are you going to take? First step? Trash Talk? lol
 
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