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mrm708
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some builds you wont even get witin 10 of the cap of more than one or two skills with positions like LB or OL. so early bloomer just completely improves the build in almost every way.
 
bhall43
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Originally posted by mrm708
improves the build in almost every way.


You say improve, however I look at it as the negatives outweighing the positives. Especially when it comes to your SA's which are pretty much your build maker or breakers.
 
Adderfist
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Originally posted by bhall43
What good is everything though when it is all average? Ok you have a mid speed LB with mid tier pass rushing/coverage/tackling/run support skills. Is that really better than having guys that are actually built to do 2 of those things really well with SA's applied towards doing those things? I just don't see it.


Because on defense you don't have the benefit of having a single offense. You're facing every offense.
 
mrm708
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Originally posted by bhall43
You say improve, however I look at it as the negatives outweighing the positives. Especially when it comes to your SA's which are pretty much your build maker or breakers.


but if you plan out your entire build using inspect element and dont get within 10 of any caps outside of conditioning, for example, then there are no negatives. you can cap booster conditioning and just have 5% more SP to use.
Edited by mrm708 on Oct 20, 2014 19:33:53
 
bhall43
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Originally posted by Adderfist
Because on defense you don't have the benefit of having a single offense. You're facing every offense.


You have a pretty solid idea of what you are facing and it is the guys you have almost 100% idea of what you are getting that are the hardest to stop.

Originally posted by mrm708
but if you plan out your entire build using inspect element and dont get within 10 of any caps outside of conditioning,


 
AirMcMVP
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Originally posted by bhall43
What good is everything though when it is all average? Ok you have a mid speed LB with mid tier pass rushing/coverage/tackling/run support skills. Is that really better than having guys that are actually built to do 2 of those things really well with SA's applied towards doing those things? I just don't see it.


If you run a system where you can guarantee the two individuals are always where you need them to be, that is clearly the way to go. Since GLB2 doesn't give you that level of control, I can see the value of a "do-everything" type of player to ensure you don't end up with your run-stuffer in on a passing down or your blitzer on a running down.

Originally posted by bhall43
I mean don't get me wrong you can do just fine with these builds but they aren't as good as builds with a plan behind them.


You infer that "these builds" don't have a plan? I would assume many people who use create Early Bloomers have pretty good plans to ensure they make the most of the trait. The real key is ensuring they utilize the builds correctly in their tactics.
 
bhall43
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Originally posted by AirMcMVP
You infer that "these builds" don't have a plan? I would assume many people who use create Early Bloomers have pretty good plans to ensure they make the most of the trait. The real key is ensuring they utilize the builds correctly in their tactics.


When I say plan I mean more building around sa choices not a jack of all trades.

As far as not not being able to put the personnel you want on the field where you want you certainly can do that in glb2.
 
DeeVee8
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Originally posted by bhall43
As far as not not being able to put the personnel you want on the field where you want you certainly can do that in glb2.




I'm not not understanding what you aren't saying...
 
Galithor
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There's a bad assumption here that early bloomers are stuck with skills in the 70s. A well planned early bloomer build can absolutely take 3-4 skills 80+, with one or two upwards of 90. Many builds capable of that.

I built Air Raid's entire offensive line as early bloomers. You'd be hard pressed to find a better pass blocking line in glb2.
 
Mezirah
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Originally posted by Adderfist
Unless you're something like a MLB/SS/FS that's asked to do everything.... In which case you should just be a s*... But if you don't have that option go for the early bloomer.


Or like, do both.
 
bhall43
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Originally posted by Galithor
There's a bad assumption here that early bloomers are stuck with skills in the 70s. A well planned early bloomer build can absolutely take 3-4 skills 80+, with one or two upwards of 90. Many builds capable of that.

I built Air Raid's entire offensive line as early bloomers. You'd be hard pressed to find a better pass blocking line in glb2.


Only because I stopped caring about pass blocking 3 seasons in.
 
bhall43
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Originally posted by DeeVee8


I'm not not understanding what you aren't saying...


When my builds reach vet I'll show you bro.
 
AirMcMVP
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Originally posted by bhall43
Only because I stopped caring about pass blocking 3 seasons in.


Which works for now. At some point Corndog is going to realize how little pass blocking is required to be effective and adjust.
 
Xars
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Originally posted by AirMcMVP
Which works for now. At some point Corndog is going to realize how little pass blocking is required to be effective and adjust.


Pass blocking is too easy, which is why run heavy teams can pass block enough to add it in.

Run Blocking isn't great until the high end and then it dominates. Mostly though the RunO vs D mismatch is caused because Pancake Chef is awesome and Shed Block sucks.

Buffing Shed Block a lot and/or needing Pancake Chef is the real way to balance the Run game and not through Leadership changes. (sorry Corndog, but props for trying).

 
TxSteve
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Originally posted by AirMcMVP
Which works for now. At some point Corndog is going to realize how little pass blocking is required to be effective and adjust.


I hope so. Would be a major buff for the D line
 
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