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Aeir
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Originally posted by Time Trial
I'm a little scared of going too high on the floor. The WR still needs to have a chance at pulling the ball in. I don't mind a 75% floor on an SA that prevents fumbles because of the opportunity cost, but I'd hate to see a really high floor on an SA that causes fumbles/KLs.

The passing game is tough enough right now without an SA that gives a near automatic KL with no negative side-effects.

I really like the SAs that offer X bonus, but with Y consequences. Like I think all the break tackle SAs should have a negative side effect to them. Spin has one, Stiff Arm has one, Power Thru should have one, and Juke should have one.


Understandable, you could always put in a -tackling tech/grip. Since it's pretty much made to be a shoulder to the ball.

Juke has one, you go out of bounds all the time along the sideline
Edited by Aeir on Sep 24, 2014 19:08:36
Edited by Aeir on Sep 24, 2014 19:07:47
 
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Originally posted by Xars

Leap of Faith - a CB that's beat makes an extraordinary leap to deflect. Powered by Vertical. CB leap distance/ range is doubled for Pass Deflection roll.


I like this. I don't think any SA is powered by vertical/diving.
 
Aeir
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Originally posted by Galactic Empire
I like this. I don't think any SA is powered by vertical/diving.


Still think those 2 skills should be combined into one: Jumping
 
Stixx
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Originally posted by TxSteve
How does it force diversification? I'm not involved with too many teams - but isn't everyone capping block consistency? (granted the cap is much lower than pass tech on my guys)


I don't have it above 40 on any of my pure pass blockers in journeyman right now. The team only has two players with over 40 block consistency and as a whole unit we've only given up 28 sacks in 1,420 pass attempts. Even if low block con. is causing more hurries it hasn't played a big impact on the QB throwing accurate passes as he has his best QBR ever and is only .4 off from his best completion % in his career.
Edited by Stixx on Sep 25, 2014 04:24:11
Edited by Stixx on Sep 25, 2014 04:23:41
 
Galithor
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Originally posted by Stixx
I don't have it above 40 on any of my pure pass blockers in journeyman right now. The team only has two players with over 40 block consistency and as a whole unit we've only given up 28 sacks in 1,420 pass attempts. Even if low block con. is causing more hurries it hasn't played a big impact on the QB throwing accurate passes as he has his best QBR ever and is only .4 off from his best completion % in his career.


40? Overspender
 
Stixx
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Originally posted by Galithor
40? Overspender


Most of mine are low 30s but I had to say a higher number for intimidation ya know! Never know which team owners are lurking around waiting to exploit my low block consistency.
 
mrm708
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Switching pancake chef to be based off block consistency sure would throw a wrench into my OL build!

What about it being power by RBT or PBT depending on if its a passing play or a running play.
 
Galithor
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Originally posted by mrm708
Switching pancake chef to be based off block consistency sure would throw a wrench into my OL build!

What about it being power by RBT or PBT depending on if its a passing play or a running play.


my overall idea was to tie a single SA to each skill used in blocking. And then keep the two passive SAs as they are.

Consistency needed to be tied to a SA useful in run and pass blocking, and I've long complained about the imbalance of Pancake Chef and pass blocking not having access to such a skill. It was the best candidate of the core 3 run blocking focused skills to move, with the other two being obvious mirriors of leverage/strong arm for the power and technique skills.
Edited by Galithor on Sep 26, 2014 07:13:37
 
jhiggseiu14
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I just hope that none of the sa's are cheesed. Very hopeful for the change coming though!
 
mrm708
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Yea the OL SAs could definitely use some reshuffling. Id be ok changing pancake chef how you said if they made it so get low was powered by RBT, along with changing it to increase pancake chance in some way. As it is right now its silly that Get Low and Immovable object are both powered by RBP, and they are both just weak SAs in my opinion anyway.
 
Time Trial
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While on the subject, we should also fix Laces Out for Kickers. Currently the SA only activates if you are kicking a game-tying or go-ahead field goal in the 4th quarter.

I've had Gold Laces Out SA on my kicker forever and looking back on all the games, it has never fired once. It seems like a super clutch SA to have, but the situations where it activates are so rare that I don't think I've been in a single one.

I think the SA needs to be expanded so that if you are kicking a field goal in the 4th quarter and you are within the following range:

Down by 6 to up by 6.

You can change the description to read:

Activation condition: Kicking a field goal when the score is within six points in the 4th quarter or OT.

Again, this is the first SA I took and I took it to gold on my kicker.

http://glb2.warriorgeneral.com/game/player/28093

He's kicked 154 field goals, not one of them has had this SA activate.
 
Sean1995
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For : receivers
Name : Wide open catch
Ability Type : Active
Powered By : Receiving Awareness
Activation Condition : targeted, no defender within 3 yds, not diving or jumping
Activation Chance : 30%/50%/90%
Duration : entire play
While Active : Chance for a drop decreases by 30%/50%/90%

For : QBs
Name : Over the head pass
Ability Type : Active
Powered By : Pass Accuracy
Activation Condition : Throwing the ball to a single-covered receiver who is running a streak/fly route.
Activation Chance : 5%/10%/20%
-20/-15/-10 rec awareness for the intended receiver, the pass angle adjusted so that the throw passes rolls for a jumping deflection if the receiver is ahead of the defender. -5/-10/-15 pass deflection for the defender.
Edited by Sean1995 on Oct 2, 2014 22:10:36
 
Sean1995
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nvm
Edited by Sean1995 on Oct 2, 2014 22:10:25
 
SikoraP13 DTD
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Originally posted by Galithor
Coverage SA idea

Tip Drill
- upon deflection, ball is popped high into the air, giving both nearby offensive and defensive players an opportunity to catch/intercept the ball.


I really like this idea. For the purpose of fleshing it out, I'd go with something like:

Name: Tip Drill
Ability Type: Active
Activation Condition: Defensive player has just made a Pass Deflection
Powered By: Deflecting
Activation Chance: 20%/40%/75%
Duration: 2 Seconds
Effects: The defender is able to tip the ball upward, allowing other nearby players to attempt to catch the ball. The amount the ball continues to move forward rather than upward depends on the passing QB's throwing power. If the ball ends up being intercepted, the entire offense loses an additional 5/9/15 morale.

Even at the top levels of the game, you're still only looking at having maybe 60 PDs a season. That means this will only activate on 45. Now on top of that, balls thrown near the sidelines are somewhat likely to do OOB. So maybe reduce that to 40. And on top of that, another defender has to be in close enough proximity and pass the needed awareness checks to make a play for the ball, then have to pass the rolls to intercept it. I think this should be about right without being too overpowered.
 
Aeir
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Originally posted by SikoraP13 DTD
I really like this idea. For the purpose of fleshing it out, I'd go with something like:

Name: Tip Drill
Ability Type: Active
Activation Condition: Defensive player has just made a Pass Deflection
Powered By: Deflecting
Activation Chance: 20%/40%/75%
Duration: 2 Seconds
Effects: The defender is able to tip the ball upward, allowing other nearby players to attempt to catch the ball. The amount the ball continues to move forward rather than upward depends on the passing QB's throwing power. If the ball ends up being intercepted, the entire offense loses an additional 5/9/15 morale.

Even at the top levels of the game, you're still only looking at having maybe 60 PDs a season. That means this will only activate on 45. Now on top of that, balls thrown near the sidelines are somewhat likely to do OOB. So maybe reduce that to 40. And on top of that, another defender has to be in close enough proximity and pass the needed awareness checks to make a play for the ball, then have to pass the rolls to intercept it. I think this should be about right without being too overpowered.


Instead of the offense losing morale, I'd rather see the defense gain morale. As a way to combat defenses getting completely morale spiraled. It would kind of work like the opposite of Prime Time.

The QB will lose morale anyway for throwing a pick
Edited by Aeir on Oct 3, 2014 07:09:09
 
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