Originally posted by Warlock
As someone who took full advantage of +% to turn an ordinary build into a good/great build, I think I should weigh in on the discussion...
+% stacking is not too powerful. It is perceived as such because of the different trends in player development. By removing the ability to build in a specialized fashion, you are hurting build diversity, this is a fact and I will illustrate why. As long as something has an equally effective counter, it is balanced. For example +% break tackle chance is, in theory, balanced because of +% make tackle chance. The problems that have developed, have not one iota to do with +% stacking, it has to do with build trends... for the longest time defenders (hell most positions) were built with the "speed kills" mentality. Well guess what, a HB with a considerable advantage in break tackle attributes has a very good base chance to break a tackle, this discrepancy is only further widened by multiplicative bonuses... for example, 60% bonus * 5% base = 3% increase, 60% bonus * 25% base = 15% increase... that's a 500% increase to the effectiveness, based solely on key attribute differences.
What this means is that it's not the +% that is the flaw, it's the build trend. By removing the ability to specialize, you do not fix the problem nor add diversity, all that is accomplished is forcing everyone to build mediocre balanced players... because it will become the trend, due to being the most viable route.
The real problem in GLB is the failure of diversity in attributes. If catching was just as valuable as strength, we might not see builds that take the "overpowered" attributes to ridiculous levels. Even if someone wanted to take an attribute to a ridiculously high level, the balance would be in what they sacrificed by doing so... right now, many secondary attributes (stamina/confidence/vision/jumping and most football skills) do not impact the game anywhere near the primary ones (strength/speed/agility). If you want more build diversity, make all attributes of equal value.
The bottom line is that attributes need to be fixed before making any changes to the rest of the game... if you build a house on shoddy foundation, you should expect major issues to arise.
Actually, you should probably fix the easy things, like overpowered AE or VA's before moving onto attributes since 1. It is the easier fix 2. The AE/VA's sway the balance so much that if you were to fix the attributes first and then fix the AE/VA's you may end up with something terribly off from the envisioned goal. Sure this is true to an extent with going AE/VA's first, but you know exactly how much you changed something so it is easy to counter and the true sim shows its hand instead of the sim that was adjusted to allow such OP'ed items.