Originally posted by Rage Kinard
Seasons 12/13 there was very good OL/DL interaction and agility/speed based interior DL were relevant. Teams could put a "pass rushing" DT in the game and disrupt the passing game, but be exposed to the interior run or put 2 run stoppers in the middle, clog up the interior run and sacrifice pass pressure opening them up to good passing attacks.
Offensive coordinators, QB owners, and WR owners complained because they had trouble passing against teams with really good pass rushing DLs. Agility (and I believe shed block as well) took a huge nerf in the OL/DL interaction after season 13. Strength was made a much bigger part of the hold block/break block mechanic.
This forced pretty much all DTs to change equipment and become strength based and because strength had been made so much more important in the OL/DL interaction, the result was a lot more reverse pancakes as more and more defensive linemen shifted over to being strength based.
It also changed the SIM so that DL basically only made plays after reverse pancaking offensive linemen. DL agents noticed this and then focused on building DL with the sole focus being on increasing the break block/reverse pancake roll. The reverse pancakes got out of control, so before this season, Bort made it harder for defenders to break blocks and get reverse pancakes.
Now you have a situation where defenses are forced into 1 of 2 options. Send more people than the offense can block and hope the one who goes free makes the play (sack, tackle). Or drop a ton of players deep and give up some free yards against the run and hope that double and triple coverage on all the WRs will help get some INTs or at least prevent the WR from catching it more than 60% of the time.
OCs are now upset that sending more players than the offense can block is effective a larger % of the time than they would like to see. (which means anything more than 25%)This is 100% accurate.
As a DC of a pro league, and couple seasons in the WL team, I've seen defenses go through each of these phases. And no matter what we do to figure out what works next, OC's and GLB start crying that Defenses are OP'ed... Well, we're running out of options, and the average scores per game are going up and up and up...
Overload / Exploit Blitzes: "Are too cheap and give up too many insta-sacks because offenses can't react to the same blitz over and over again.
- Well defenses can't react to a blown coverage in one of their plays, or a misplaced DE that allows sweeps over and over and over... Maybe OC's should have gameplanned ahead of time and made the appropriate adjustments to stop / slow down the blitzes?
Ok, so we can't blitz to keep QB's completion percentages under 60%, let's try blanketing WR's shall we?
On Third and Forever, Qb's pass the ball into triple coverage... Two were pump faked, the third waited patiently to tackle the WR once he was certain the WR had a firm grasp on the ball so he wouldn't knock the ball loose or even worse, cause a fumble.
Oh, and the Offense ran the ball up the gut for 4-5 yards a carry when they didn't throw a deep pass.
Well, gee, blanketed coverages and the blitzes don't work anymore, our agility DT's do nothing but fall down, and our strength DT's can't break the block and get past the blocker before being re-engaged, and revcakes have been neutered... The only chance a defense has is to have a DE get penetration up field and get a coverage sack! Great...
The solution? Handicap the DPC... This will show those DC's who runs this game!