Originally posted by Kayoh
I'm probably being hyperbolic, but I'm following this logic
-the current/lasting passing meta is trying to win catch rolls because receivers can't get open long enough for QBs to hit them before the situation becomes contested, or at least QBs can't hit open receivers while they're still open
-if receivers could get openfor long enough for QBs to hit them uncontested, or if QBs could hit them in stride while they are open for however brief that is, passing would become unstoppable
The overpowered passing was during the era when teams would often go 100% passing or 100% rushing. That put DBs and DCs in a bind.
The 100% passing teams fielded superfast S* WRs that ran fly and post routes all the time. QBs could lead their WRs properly which meant any slip up by your safeties led a TD.
Now, DBs could be built to keep up with the WRs, but that meant getting streamrolled by the 100% power running teams. DBs couldn't both keep up with the S* WRs and tackle S* HBs.
I think if we wanted to bring accurate passing back then we would need to make a few changes.
1) We need to nerf S* HBs a little bit. Power HBs shouldn't be racking up 40+ broken tackles a game. Elusive HBs are similarly overpowered in their own way. This would make it more feasible to build mobile DBs that can keep up with speedy WRs.
2) Lower the cost of S* CBs.
3) Have a way to tag up S* CBs with S* WRs. Could be a system where the game assigns a cover score to each CB and a receiving score to each WR. Then the system matches your highest rated CBs against their highest WRs and go down the list. DCs can toggle that on and off as a choice.
These changes would probably lower scoring across the board, but it would make the game feel more realistic.
I'm probably being hyperbolic, but I'm following this logic
-the current/lasting passing meta is trying to win catch rolls because receivers can't get open long enough for QBs to hit them before the situation becomes contested, or at least QBs can't hit open receivers while they're still open
-if receivers could get openfor long enough for QBs to hit them uncontested, or if QBs could hit them in stride while they are open for however brief that is, passing would become unstoppable
The overpowered passing was during the era when teams would often go 100% passing or 100% rushing. That put DBs and DCs in a bind.
The 100% passing teams fielded superfast S* WRs that ran fly and post routes all the time. QBs could lead their WRs properly which meant any slip up by your safeties led a TD.
Now, DBs could be built to keep up with the WRs, but that meant getting streamrolled by the 100% power running teams. DBs couldn't both keep up with the S* WRs and tackle S* HBs.
I think if we wanted to bring accurate passing back then we would need to make a few changes.
1) We need to nerf S* HBs a little bit. Power HBs shouldn't be racking up 40+ broken tackles a game. Elusive HBs are similarly overpowered in their own way. This would make it more feasible to build mobile DBs that can keep up with speedy WRs.
2) Lower the cost of S* CBs.
3) Have a way to tag up S* CBs with S* WRs. Could be a system where the game assigns a cover score to each CB and a receiving score to each WR. Then the system matches your highest rated CBs against their highest WRs and go down the list. DCs can toggle that on and off as a choice.
These changes would probably lower scoring across the board, but it would make the game feel more realistic.




. Look...I agree that CBs cost too much, but I don't agree about LBs costing too little. Maybe ask Bort/CDog why they chose the prices on the positions yet put them in those tiers? Better yet, how about CBs need to be Tier 1 and LBs moved to Tier 2, a much simpler fix that swapping costs and affecting rosters for the entire game vs SPP. At this late stage of the game I don't see them wanting to make such a huge change. Maybe for GLB3 if they ever get around to making us a Steam version.
























