User Pass
Home Sign Up Contact Log In
Forum > Suggestions > Epic Suggestions > Veteran Abilities Suggestion Thread
Page:
 
crazy454
what
offline
Link
 
Originally posted by Stobie
Mentor

This VA should be changed to only act on Age....

Currently must be lower leveled and younger. But if a player neglected to boost or he didn't get all XP because of an PT issue or what ever the case they are screwed out of mentorship because of this.


+1
 
pottsman
offline
Link
 
Originally posted by Joe Buck
So with the addition of ANY new VA's means we will be getting full VA re-specs right?


Originally posted by Bort
Originally posted by pottsman

So if these get added...full reset, right?


I was thinking I would just do double points reset. That's a lot of points to move around.

Also Jed, I changed OT killer to a flat 5% bonus, with 20 seconds per level of the skill. I agree that the 1% per level was dumb.


 
AngryDragon
offline
Link
 
Originally posted by Stobie
Mentor

This VA should be changed to only act on Age....

Currently must be lower leveled and younger. But if a player neglected to boost or he didn't get all XP because of an PT issue or what ever the case they are screwed out of mentorship because of this.


I agree with this. It gives nonboosters some new value or just a player that made early boosting mistakes. Look at kubiak. He kind of mentored Elway but was never better than him. Those who cant generally make the best teachers.
 
Mightyhalo
offline
Link
 
Kill mentor if anything. Talk about a total cheese VA.
 
head1
offline
Link
 
Edited by head1 on Dec 1, 2009 17:40:42
 
Kayoh
offline
Link
 
In The Huddle (defense only): This player knows how to get into the play caller's head. Each level of In The Huddle gives this player a .5% bonus to Vision on plays that the offense has already run more than 5 times. Every time the offense runs a play that has already been run more than 5 times, the bonus to Vision gets doubled, maxing out at 4% per level.

So basically, if the offense runs a play 5 times, the 6th time they run that play, this player gets .5% Vision per level of In The Huddle. On the 7th time they use the same play, the Vision bonus becomes 1% per level. On the 8th time , the Vision bonus becomes 2% per level. On the 9th play and beyond, the Vision bonus is 4% per level. This will force offensive coordinators to stop being so repetitive and not continuously call the same plays like what is happening right now in the better leagues.

Spin Move (defensive ends only): This DE knows how to use his opponent's momentum against them. Each level of the Spin Move VA gives this defensive end a 3% chance to spin underneath an over setting offensive tackle.
Edited by Kayoh Claus on Dec 1, 2009 18:08:43
 
marioman
offline
Link
 
Originally posted by Bort
I'm calling it "Death Grip"

though Lion Heart is not bad


I was actually thinking what about iron grip or relentless tackler when I originally saw it but death grip sounds pretty sweet too.
Edited by marioman on Dec 1, 2009 18:44:31
 
Staz
offline
Link
 
Originally posted by DONKEIDIC
Thick Skin
Trash talking means nothing to this player. Each level of Thick Skin reduces the effect of the Trash Talk, Growl, Snarl, and Glare special abilities by 1.5% when used against this player. Failed Trash Talk, Growl, Snarl, and Glare effect the originator instead.

THIS HAD BETTER NOT GET IMPLEMENTED.

And yes I went there with bold and capital letters.

15 points in one VA could not only get an increased ability to counteract120 SP worth of SAs that do not work well in the first place, but now can be made to be a weakness.

WTF really?????????



I agree 100%! No way in hell a failed snarl or growl should make my player lose morale, just make it not affect the ball carrier. Why would a special ability be turned into a weakness.
 
jktooley
offline
Link
 

Bort Approved VA Suggestions:

Jab Step (Garbloom): +1% chance getting past a bump and run and +1% freezing the defender at the line.Originally posted by Bort

(if/when we add bump)


Originally posted by jktooley opinion
With Pump Fake Freezes already being ridiculous, should be a .3% freeze chance at most....


Solid Footwork (saintedix): Gives a +1% chance to hold block against a higher level player.Originally posted by Bort

is decent, not great


Originally posted by jktooley opinion
no opinion


Seal the Edge (TE only)(Tehkyou): This Tight End knows how to make life easy for running backs. Each level of Seal the Edge gives the TE a 1% boost to speed, agility, and blocking when run blocking. Must be playing in the TE position. Requirements: 50 blocking

Originally posted by jktooley opinion
Ummm... No. Let this stack with Outside Blocker and Downfield Blocker, and TE Blocking is absolutely retarded...


Technique Man (saintedix): Gives a +1% chance to break block when being blocked by a higher level player. Originally posted by Bort

more useful than solid footwork


Originally posted by jktooley opinion
no opinion... which means it doesn't completely suck


Pocket Crusher (Tehkyou): This defender can destroy the QBs safety zone. Each level of Pocket Crusher gives the player a +2% boost to pushing blockers back as well as a boost to the distance the blockers are pushed back. Must be using Power Rush settings. (Requirements 50 strength, 250 lbs) Originally posted by Bort

I like the "power rush" requirement.


Originally posted by jktooley opinion
Not bad... Counter to Pass Blocker, so that's a plus...



Bull Rush (Ken1): When someone's blocking this player and this player is stronger (ideally, post-equipment) by at least 10%, +3% chance per level of shedding the block. Originally posted by Bort

Would make strength based defenders more of an option


Originally posted by jktooley opinion
By at least 10%? Won't work often enough to make it worthwhile... And when it does, it will be typically be against underleveled players that don't have much of a chance anyways....



In the Neighborhood(Ken1): +5% bonus per level to chance of deflecting a pass when in man but in Medium or Far coverage distance. (Rename to Tip Drill). Prereq: 40 Vision.

Originally posted by jktooley opinion
+5%? Overpower much? Would just make zone coverage even more ridiculous....


Dear Life Clinger(Tehkyou): When this player misses a tackle he is able to hang on till death (figuratively
speaking). Each level of Dear Life Clinger gives a +2% chance drag the ball carrier when missing a tackle. (Requirements:
40 tackling)Originally posted by Bort

Love the idea. Needs a better name.


Originally posted by jktooley opinion
So maxed out this has a +30% chance of firing, and really not helping a ton when it does? Sure, add it if you want... But outside of people wanting to test it, won't get much use..
.

Rip the Ball(Tehkyou): This vet takes advantage of opportunities. Each level of Rip the Ball gives a +3% chance to force a fumble when tackling a ball carrier who is currently being dragged. (Requirements: 50 Vision, Strength, and Tackling)

Originally posted by jktooley opinion
If I had a 1K flex for every time I watched a HB dragging a defender when he was tackled... I'd need to buy more flex... This would rarely ever fire, so what's the point?


Sadist(RaunchyRob): Player has a +2% chance per level to gain morale when doing an action that lowers an opponent's morale (the gain is equivalent to the loss to the opponent).

Originally posted by jktooley opinion
Sure. Fine with it... But can't see many people using it... Or it doing much...


Rooted to the Spot (TehKyou): Each level gives a +1% chance to resist being pancaked or pushed backwards. (works for reverse pancakes as well) Requirements: 225 pounds, 50 strength. (Staz: Perhaps rename to "Hold Ground" or "Dig In")
Originally posted by Bort

Might need a better name


Originally posted by jktooley opinion
15 pts will get me a 15% chance to avoid pancakes/reverse cakes? Mind if I spend my VA's on something else instead? Worthless...


-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Suggestions the Bort would like to see detailed more - Please Comment. Details will be added to these suggestions

Mauler: needs a per level quantifier

Superb Back: Might make more sense as just a bonus to cutting ability...

Originally posted by jktooley opinion
A boost to Quick Cut? Sure, that's fine...


Ball Fight (GG): (Merged with Beat Man Coverage and 40" Vertical)): When covered in tight man coverage, the player gets +1%/level to SpeedAgility, Jumping, and Catching (until the ball is caught, if it is; no extra help for YAC). He also gets, in any coverage, a +1%/level bonus to his chance to catch a tipped pass. Prereq: 40 Jumping. (Ken1)Originally posted by Bort

Ken has asked for this one before, and I get the idea, but I don't like the speed bonus


Originally posted by jktooley opinion
Ken is a freaking window licker...



Scoop and Score: Similar to Ball Hawk, but related to fumbles instead. Each level gives a 2% boost to speed, agility, and vision when a player notices the fumble. Staz Edit: I added 2% per levelOriginally posted by Bort

needs a per level quantifier


Originally posted by jktooley opinion
Will this make the player actually do something once he recovers? If so, I like the idea, but it shouldn't be a VA... Who the hell would waste valuable VA points on something so extremely situational? TBH, this should just be included in each players check based off of attributes when a fumble occurs... And players should be able to occasionally pass a check to instantly recover and move when recovering a fumble....



Downhill Defender (frondz): This defender excels against the run. Each level gives him a +1% bonus to breaking blocks and a +1% bonus to tackling on running plays.Originally posted by Bort

Should it have a drawback vs the pass?


Originally posted by jktooley opinion
Good VA, but should have a drawback vs. the pass... I would suggest a -1% vision/jumping decrease vs. the pass...


-Towering Man (mbking): +3% bonus to pass deflections. Requires 40 Jumping (DE/DT only) Staz Edit: Added Prereq: 40 Jumping
Originally posted by Bort

I like it, maybe should have a height or jumping prereq?


Originally posted by jktooley opinion
Not terrible, but maybe a -1% effect to tackling on a pass...


Security Blanket(saintedx): Gives a +1% to deflect ball chance when covering a higher level player in man-to-man coverage.Originally posted by Bort

I like it, but would it ever be taken?
Staz Response: Yes, especially with the current league structure and so many players ending up playing against higher leveled competition


Originally posted by jktooley opinion
Make it a +2.5% instead....


Steady Foot(saintedx): Gives player +1% kick distance and +1% kick accuracy kicking field goals and PATs against a higher level team.Originally posted by Bort

Higher level average, median, overall? How is higher level determined?
Staz Response: Average sounds good to me.


Originally posted by jktooley opinion
Higher level average and this is a good VA....


Adrenaline Junkie(THE PWNER): 2% decrease to energy loss when making or being tackledOriginally posted by Bort

I think 1% would be better, but would it be taken?
Staz Response: I think this would be something that players seeing a lot of tackles could invest in. Wouldn't be an intensely popular VA, but for those seeking to stay fresh late in the game, this could help.


Originally posted by jktooley opinion
Meh... Not all that valuable....



Now for my suggestions.....


Defense:

Backfield Beast - +3%/level to backfield tackling chance... Counter to SYM

Tough in Space - +3%/level to shed block vs outside and downfield blocking defined by any engaged block in outside of the tackle box and more than 4 yards downfield... Counter to Outside and Downfield Blocker

Pump Proof - +5% defense per level to Pump Fake... Good for CB's that get pump-faked a lot...

Open-Field Tackler - +4% resistance per level to headfake, juke, and spin. This player is an effective open field tackler and doesn't fall for tomfoolery... Counter to Quick Feet

YAC Smack - +3% bonus to making a tackle within first 3 ticks of a player catching the ball... Obvious counter....

Helping Hand - +5% deflection chance/level if the defender has another defender within 3 yards... Should help counter the ridiculous catches in triple coverage....

Downfield Deflection - +4% deflect chance/level when 13 yards or deeper from L.O.S.

Pin Back Ur Ears - +3% shed block/level in 3rd and 5+, 2 minute drill, and final 4 minutes (only when in the lead) vs. pass blocking... This DLineman knows the pass is coming, and is coming to get your QB....


Offense:

Iced Veins - +4% resistance/level to a QB feeling hurried... Knows how to stand in and make the throw under pressure

Mauler Magic - +1% boost per level to pancake chance and .5 decrease to pancaked player morale per level. Effect triggers when blocker gets first pancake and is multiplied by .3 for each additional pancake in the game... This blocker tastes blood and goes on a roll when making defensive players his beyotch...

Blitz Fake - Each level of blitz fake gives a +3% chance to freezing a defender that is assigned to this player when staying in to run block on a pass play. Basically, if a defender is assigned to cover this man and then blitz as a second option, and the player stays in to block, it's a % chance that the defender will face a timed freeze instead of immediately blitzing. (2 seconds seems about right)

Hercules Blocker - Each level gives +1.5% chance to hold block and +1% chance to pancake chance when blocking a defender that has more than a 10% disadvantage in strength when compared to the blocker.

Lead U to the Promised Land - +3% pass quality bonus/level when leading a receiver.

Zone Exploiter - +3% catch ball chance/level when facing a defender in zone coverage.

Goliath Vs. David - +3% chance to break tackle when facing a defender with 15+ less strength than ball carrier

Freeze the Blink - +3% chance per level to add 2 tics to freeze time on an effectively juked/head faked defender... Would reduce the likelihood of having a faked defender pop up in time to make the tackle.

Burner Boost - -1% penalty to speed on defenders covering player in man to man coverage with a speed differential greater than 15 pts. Would help 120+ speed receivers get separation vs. cookie-cutter 105/90 speed/agility cb's/safeties, and allow them to fully take advantage of huge SP investment disproportion...





Edited by jktooley on Dec 1, 2009 19:07:55
Edited by jktooley on Dec 1, 2009 19:06:54
Edited by jktooley on Dec 1, 2009 19:01:14
Edited by jktooley on Dec 1, 2009 19:00:55
 
Gart888
things!
offline
Link
 
^^^^^

wtfldr
 
Link
 
Originally posted by Bort
I'm calling it "Death Grip"

though Lion Heart is not bad


i think "crazy ex-girlfriend" would work too.
 
bigg987
offline
Link
 
Originally posted by jktooley
Dear Life Clinger(Tehkyou): When this player misses a tackle he is able to hang on till death (figuratively
speaking). Each level of Dear Life Clinger gives a +2% chance drag the ball carrier when missing a tackle. (Requirements:
40 tackling)Originally posted by Bort

Love the idea. Needs a better name



limpet tackler. you ever tried to get one of those suckers off? if a limpet tackle isnt a football term it should be someone that hangs on for dear life whilst his buddies come along and help out.
 
PRUETER
offline
Link
 
Since there are again going to be changes to these, we should get a 100% reset.
 
PRUETER
offline
Link
 
New Vet Suggestion

Since the defense has "CLOSING SPEED" which allows defenders to run down fast ball carriers when they're far away even though the offensive player is faster build wise...................How about this

BREAK AWAY SPEED - When a ball carrier is say 10+ yards away from the closest defender they get a small speed boost....This will help counter those CB's,SS's & FS's chase down the ball carrier.

Makes sense because how many times have we seen a guy burn his man and appear to be gone for a score only to see a defender get super man speed and run them down?????....How many times have you seen Randy Moss or Chris Johnson get chased down when they're 10+ yards ahead of the nearest defender????......NEVER!!
 
Link
 
Fast Hands (frondz): This defender has learned to use his hands to get a blocker off of him. Each level gives a +1% bonus to breaking blocks.

kinda high powered but, what if it had a prereq of 40 blocking. Since it is about technique and blocking is usually not taken that high it would give them a reason to go another direction.
 
Page:
 


You are not logged in. Please log in if you want to post a reply.