Originally posted by Myrik_Justiciar
I'm aware how zone works in real life, I'm just saying we should be discussing the game mechanics and game balance instead of making comparisons to it is all.
We've ran Zone on KY & Lex for a bit now and we are not getting high Int counts despite being built to for them...Whose LB's are getting insane amounts of Int currently in the game? These are the recent top Zone MLB in Vet (unless I missed some):
Gilwice: https://glb2.warriorgeneral.com/game/player/341524
https://glb2.warriorgeneral.com/game/player/341525
Lexington:https://glb2.warriorgeneral.com/game/player/335276
Kentucky: https://glb2.warriorgeneral.com/game/player/318201
Himalayas:https://glb2.warriorgeneral.com/game/player/322278
Here is Rob's Zone S*MLB from before the Pass Power buff:
https://glb2.warriorgeneral.com/game/player/296297
To me it looks like the current generation have nowhere near Rob's numbers (proving that the Pass Power buff worked IMO)... But I digress, are their numbers too high despite that they are basically built to use EotP and get Ints? Do we cripple the build type because we want to reduce Int % rates despite the fact QB's are able to consistently have good completion % vs them? Despite the data presented I don't see how nerfing Zone MLB's/EotP to allow QB's hardly any risk and high completion % balances the game out, in my opinion. For that matter, zone CB's do not constantly sit in underneath coverage to benefit from EoTP and is in part why you don't see them do nearly as well as the MLB. In effect, what you wind up doing is you only nerf Zone and it's not like Trips and Big I are not already showing a weakness in Zone. Where is the line here, would you all only be happy with zone LB's getting single digit Int totals in 30 games despite being built for getting them?
Why not ask for QB Throwing Tactics? It's not like we didn't get the TTN SA already that reduces QB Int rates.I remember this game
https://glb2.warriorgeneral.com/game/game/805205 and now we can look back and see how two top teams combined for 7 INTs. INTs, TDs, everything really can go nuts when you have big mismatches, but 7 INT games amongst top teams shouldn't be happening. (They didn't in the second game between these two.)
So, I didn't say "Nerf Zone". The original post is to fix the Passing Arc for Pass Power because something is wrong there. Pass Power helps on longer throws, certainly, but the arc thing is a problem.
The consequence of the above should lower Zone INTs, but it may also lower Man as well. We don't know. Some lowering of Zone INTs is needed, but that doesn't mean Zone should be nerfed when Pass Power - at least the arc component - needs a buff.
Overall since this is a game, I'm perfectly fine with having a viable Zone D as alternative to Man. But play calling still needs to matter - in this game it's been argued that it's the most important thing - and it doesn't when plays like 3-4 Cover 3 Tiger isn't getting destroyed by TRIPS.
So to be clear, there should be Zone plays that work decently well against a TRIPS formation, but 3-4 Cover 3 Tiger shouldn't be a viable option and yet it has been for a long time. You can't have one CB cover 3 WRs with a blitzing RO and not think you'd get lit up. And I'm not talking 68% completion for 14 yard catches. I'm talking 50% TD rate because who the f**k is going to cover WR1 on the sideline route when WR2 can run interference/block????
The OPness of the play was overlooked because Zone overall was bad. Now that Zone is viable, certain things should be addressed.
Why not ask for QB Throwing Tactics?Perhaps that is how they fix the arc. But that's predetermining the solution rather than just stating the problem. It's best not to tell developers how to fix a problem. It's a Scrum/Agile project management thing.
The Pass Arc is a problem. Fixing that will have derivative effects and then we'll address them.