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Stixx
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Small buff though. We don't need offensive linemen to become irrelevant against DEs and DTs with gold shed block and gold spin cycle
 
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Originally posted by PS3
I don't mind Tunnel vision at all, does anyone even have a DT that consistently sheds blocks and tackles ball carriers against top running teams anyways? It rarely happens, but in theory everyone says shed block DT stops all these inside runs.

Top DT's rarely get more than 30 tackles a season and a lot of those come against league vanilla cupcake games. Another reason why Shed Block SA needs a buff.


EXACTLY
 
Eurostar
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Originally posted by Majestic Gent
There are some SAs I wonder if anyone has ever used or invested in outside of test builds, such as:

Pick Six - INTs are so rare is it worth it?

Road Warrior - seems like no bang for your buck

Hometown Hero - see above

Inspire Fear - intimidation is so expensive to invest in this?

YAC Attack - interesting that this is powered by carry awareness.

Hail Mary - never saw this fire in any game guess no one invests in it

Tuck and Run - in theory it sounds good.

Streaky - Risk Reward?

Celebration - Never saw this fire

Follow Up - Never saw this fire



My QB Ashur Kanisho has Hail Mary. Never checked if it worked or not though. lol
 
bhall43
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stupidly we are going to hinge hardly on the SA's that dont effect morale which is great until you realize what the morale SA's are....

Its whatever but I am going on record to say Morale SA's are stupid and they have always been. Continue to run them and try balancing the game. Its whatever at this point.
 
tank620
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A couple suggestions that I would like to see added or something similar:

Power Tackling SA - +5%, +10%, +20% Power Tackling & Grip - Could also Modify Death Grip to boost Power Tackling

Tackling Tech SA - +5%, 10%, 20% Technique and Pursuit

Shed Block - Buff, nothing drastic to the level of Spin Cycle but for when it fires that it actually gets you off the Blocker

Spin Cycle - Tone it down

Pass Awareness - Tone it down

Mr. Reliable - Tone it down

Slot Machine - Buff the firing rate

Coverage SA - +5%, +10%, +15%, Speed, Agility, Footwork, & Deflection - This could modify a current SA or a new one
 
DeeVee8
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If Shed Block gets buffed too much I have a feeling we're gonna be seeing a lot of lower scoring games.
 
Zaranthuul
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Originally posted by DeeVee8
If Shed Block gets buffed too much I have a feeling we're gonna be seeing a lot of lower scoring games.


In a way I kinda hope it does. Passing at higher lvls needs to be reeled in with some SA changes to make sacks more effective in the end but the dominance of run only teams in rookie ball and somewhat into soph is kinda ridiculous. If shed block was on same lvl as spin was for pass rush it would be fair in that regard. Not stronger but on par.

Maybe combine it with quickness or something so it has a duel stat requirement for proc and make it work as well as spin which uses prt and foot.
Edited by Zaranthuul on Nov 20, 2014 07:47:28
Edited by Zaranthuul on Nov 20, 2014 07:46:06
 
o The Boss x
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If shed block is buffed and prime time isn't nerfed then I could see imbalance occur.
 
Zaranthuul
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Originally posted by o The Boss x
If shed block is buffed and prime time isn't nerfed then I could see imbalance occur.


Before needing pt I would like to see the pass defense stuff brought up a little to slow down the passing game. Pt is limited in it's activation the problem is that at higher levels its appears to be nearly impossible to stop a passing attack because defense can't stop them. Or maybe I just need to watch more games in pro/vet to see that it's because of pt morale spirals,making it unstoppable.

However in the TT discussion it was shown that even heavily demoralized QB were still effective enough to basically only be slowed down and not actually be effected. Instead of seeing a Jay Cutler at 1 morale we see an Aaron Rodgers who has the flu. Not as good as when healthy but still effective enough that they can easily climb out of the morale if TT isn't constant. And even if constant you make a what 70% chance of completion a 60% at 1 morale?
 
o The Boss x
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Just make SAs affect the players involved in the play. Don't penalize a whole offense for a QB/HB tackled behind the LoS, and don't penalize a whole defense for a catch
 
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Originally posted by Zaranthuul

Maybe combine it with quickness or something so it has a duel stat requirement for proc and make it work as well as spin which uses prt and foot.


Yes! I agree with this statement. Buff Shed Block SA but also make it powered by Break Run Block AND Footwork or Quickness.
 
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Originally posted by o The Boss x
Just make SAs affect the players involved in the play. Don't penalize a whole offense for a QB/HB tackled behind the LoS, and don't penalize a whole defense for a catch


I agree. The problem with SAs is that they have too much of an impact on the game and the players performance. They should enhance the players performance but not overwhelmingly control the performances. The skills should have a much higher effect on the game play than the SAs.

Of course this could also hurt the bottom line as more people wouldn't spend the extra flex for the additional SAs if their impact is scaled back.
Edited by Galactic Empire on Nov 20, 2014 10:31:59
Edited by Galactic Empire on Nov 20, 2014 10:30:40
 
mrm708
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Originally posted by tank620

Tackling Tech SA - +5%, 10%, 20% Technique and Pursuit


This is the most important one. It should also have a minimum roll element to match power through and such. something like "tackling tech. roll guaranteed to be 15/30/50% of max"
 
mrm708
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Originally posted by PS3
I don't mind Tunnel vision at all, does anyone even have a DT that consistently sheds blocks and tackles ball carriers against top running teams anyways? It rarely happens, but in theory everyone says shed block DT stops all these inside runs.

Top DT's rarely get more than 30 tackles a season and a lot of those come against league vanilla cupcake games. Another reason why Shed Block SA needs a buff.


My run stopping DT makes a huge difference. When they do shed their block (rarely due to the SA but just because of high BRB) and make a tackle that play alone can shut down a drive. He often gets a hold of the RB as well which allows the LB and/or safety to come in and complete the tackle.
 
Parab00n
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Originally posted by mrm708
My run stopping DT makes a huge difference. When they do shed their block (rarely due to the SA but just because of high BRB) and make a tackle that play alone can shut down a drive. He often gets a hold of the RB as well which allows the LB and/or safety to come in and complete the tackle.


I have 2 DTs that do a decent job of fighting off blocks, but both miss a ton of tackles. I've opened both builds for people to tell me why the suck so bad at tackling.

http://glb2.warriorgeneral.com/game/player/77111
http://glb2.warriorgeneral.com/game/player/77112
 
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