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Forum > Goal Line Blitz 2 > Changes...here they are
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bhall43
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Originally posted by TxSteve

We don't know. A made up example:

what if the old way:
100 morale = 110% of skill effectiveness (ie 10% skill bonus)
50 morale = 80% of skill effectiveness (ie 20% skill penalty)
20 morale = 60% of skill effectiveness (ie 40% skill penalty)
1 morale = 50% (ie 50% skill penalty)

But what if now it is:
50 = 100% skill effectiveness (no bonus or penalty)
75 = 10% bonus
100 = 20% bonus
25 = 20% penalty
1 = 35% penalty


Not to mention - we don't know what the gravitate means -- does it mean a 2 moral bonus every play where there isn't a morale beating taken? 5 morale bonus?

Also don't know if the moral hit from pancake has been reduced or even halved to account for the new 50 midpoint


CDog and Bort have generally thought things through pretty well when they've made changes -- I imagine they've thought things through here as well and these morale changes are designed to make morale spirals less common and less debilitating -- and as a result -- this will almost certainly not help the stunners -- if anything it will hurt us a bit.

But that is just my guess -- no more likely to be accurate than yours or anyone elses.


This would be my guess otherwise this really kinda sucks for players in general as you almost are never going to be at 100 morale during the game and not be at your full build. Makes a lot more sense that 50 is 100% of your build and higher plays better while lower lessens your build.
 
Mysterio
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Did this completely screw over Pro all-running teams who havent capped Run Blk Tech/Power Yet?
 
kaiijy
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Originally posted by Galithor
- Deflecting a little more likely to affect catch chance, base value weighted a little higher in general

Reading between the lines here a bit. I know many have always assumed that deflection impacted CiT rolls, even if you failed to get a deflection. Based on the wording here, it appears to confirm that deflection did indeed always impact "nearby defense" type plays when you didn't actually deflect a pass outright. You can only improve the impact of something which did previously exist as a mechanic right?


I think I already proved that with my CB experiments.
 
TxSteve
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Originally posted by Mysterio
Did this completely screw over Pro all-running teams who havent capped Run Blk Tech/Power Yet?


I don't know about screw over -- but uh - ya -- you aren't going to be capping those skills I bet (or you will but it will cost a lot more)
 
InRomoWeTrust
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Seemingly closer to what it's like with sprinting. You can get 100, but it's expensive.
 
peeti
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Originally posted by InRomoWeTrust
Seemingly closer to what it's like with sprinting. You can get 100, but it's expensive.


not even close tho...100 Sprinting costs like 2000 for 100 (Superstar). 100 Run Block Tech costs almost 4000^^
Edited by peeti on Jan 29, 2015 11:52:35
 
. Ninja
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Bort/Corndog it appears the 44 Big DC has the SS/FS on the wrong sides.
 
Rob.
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Originally posted by TxSteve
I don't know about screw over -- but uh - ya -- you aren't going to be capping those skills I bet (or you will but it will cost a lot more)


So basically any current vet teams with pure run blocking lines are going to have an advantage? New rush teams coming up the ranks won't be able to hit those same numbers. The Stunners and Virgins are in perfect positions. They will have significantly higher run blocking skills than anyone else will ever be able to hit.
 
Kayoh
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This is literally just saying "fuck intertier parity for the next 5-7 seasons". Any vet teams around now have a massive advantage over every other tier in the game. Pro teams have a massive advantage against everyone but Vet. Journeyman has a massive advantage against Seas/Soph/Rook. This change NEEDS to result in a change in the ladder system because after this season, there isn't going to be a "stay competitive with a team in the tier above you", for AT LEAST 5 more seasons after that.
Edited by Kayoh on Jan 29, 2015 12:46:02
 
Rob.
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Originally posted by Kayoh
This is literally just saying "fuck intertier parity for the next 5-7 seasons". Any vet teams around now have a massive advantage over every other tier in the game. Pro teams have a massive advantage against everyone but Vet. Journeyman has a massive advantage against Seas/Soph/Rook. This change NEEDS to result in a change in the ladder system because after this season, there isn't going to be a "stay competitive with a team in the tier above you", for AT LEAST 5 more seasons after that.


I was already worried about playing up a tier or two with my seasoned team and now I am even more worried. May need to limit us to playing each other or only 1 tier up.
 
Mysterio
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Instead of adding awareness buffs to defenses facing run / pass only offenses, what would make the most sense in real life, they took the lazy route by making it impossible to build effective specialty blockers. Love it.
Edited by Mysterio on Jan 29, 2015 12:52:17
 
Stobie
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I think a good solution is that we know there were I think like 6 skills that are effected by this change. I am not asking for a full build reset, but what about a 6 skill reset, default all those skills back to base value and return all SP back to the players. That way the 'WHOLE' game is back on the same level of effected skill values.
 
Mezirah
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Originally posted by peeti
not even close tho...100 Sprinting costs like 2000 for 100 (Superstar). 100 Run Block Tech costs almost 4000^^


Bye Bye tech cranking offenses. Great changes. Enter the Age of physical GLB2. I love the changes. Passing getting smashed in the face with the nerf bat may have been kind of a rush without new morale game mechanics really tested. Starting at 50 morale scares me. Balanced offenses might take off, but to be throwing early in the game may be scary as all hell. It may be beneficial to just run for the first quarter, then throw in some low trailing and leading big point tactics at like 8, to work in passing. Honestly I just don't know.

worse morale (accuracy, catching (spirals))
worse pocket awr (more sacks, hurries (accuracy)
worse consistency (accuracy)
worse missed targets (accuracy)
worse catching bad spirals (catching)
worse Catch in Traffic check (catching)
more deflections from defense (catching)
 
Kayoh
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Originally posted by Stobie
I think a good solution is that we know there were I think like 6 skills that are effected by this change. I am not asking for a full build reset, but what about a 6 skill reset, default all those skills back to base value and return all SP back to the players. That way the 'WHOLE' game is back on the same level of effected skill values.

Exactly this. This NEEDS to happen. Otherwise in 2 seasons you'd have entire Vet teams with 100 RBT/90 RBP offensive lines going up against new Vet teams with 75 RBT/60 RBP, and that's at a MASSIVE sacrifice to the rest of the build.
 
Rob.
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Originally posted by Stobie
I think a good solution is that we know there were I think like 6 skills that are effected by this change. I am not asking for a full build reset, but what about a 6 skill reset, default all those skills back to base value and return all SP back to the players. That way the 'WHOLE' game is back on the same level of effected skill values.


This makes sense to me. I think the blocking changes will be good for the game in the long run, but the way they have been implemented really hurt the lower tier teams and reward higher tier teams.
Edited by Rob. on Jan 29, 2015 12:52:58
 
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