Let’s try to recap what’s going on:
On Passes that have YPC of 8-12 yards, the INT rate, Sack rate and Comp% are all too low. This results in YPA numbers that are horrible. It’s bad with a Man D and it’s worse for Zone. There are certainly a bunch of mechanics going on under the hood due to builds, physics and whatever causing this and fixing one or many of them is probably difficult. However, somehow it has to be addressed because we’ve created the all-run meta.
Longer passes aren’t in vogue but with the Pass Power arc change these should be where the action moves to. Longer passes can support higher INT and Sacks rates since the YPC is higher - and will probably need to.
So, do I want the jumping LB INT thing toned down? Absolutely. Does this mean I want all of Zone nerfed? No.
Wanting one aspect changed doesn’t mean I want an entire gameplay option destroyed.
Now is it easy to thread the needle code-wise and fix one thing while not breaking the whole? Probably not. But that’s where developer feedback comes in.
We aren’t typically told what the code can do, and there are good reasons for that because there are plenty of us that would reverse engineer the system. But it’s also bad because we then have no real way to help Bort/Cdog fix the problem.
So I have this theoretical idea with no idea of if/how they could make it work because I don’t understand what’s actually going on.
But spit-balling it’s something like this:
A 10yd pass over the middle has a ball flight of 12 ticks (or whatever) and let’s say that Awareness checks happen every 10 ticks so most Short passes only give the O & D player one chance to pass or fail the awareness check. Passing a check means a 60-70% completion with a 1-2% INT rate and maybe 1-2% Sacks. This is how you get a 6.5-7.5 YPA.
A 30yd pass to the sideline actually flies 55yards and takes 60 ticks (again, example that’s probably wrong but whatever). This means that the O & D player can make/fail 6-7 checks. Now if the YPC is 30, the even a 40% completion from a S* QB to a S* WR guarded by a non-S* CB is going to cause a 12 YPA and blow up the game.
So you create a system that rewards multiple consecutively passed Awareness checks exponentially. This creates the situation where the Offense can be close to game breaking with ideally built S* against normal CBs, but allows a S* CB to counter act things.
So a 50 Awareness player has a 50% chance to succeed. Getting 5 consecutive success checks is a 3.12% event. But a 95 Awareness player can get 5 consecutive success rolls 77% of the time (with a 95% base rate). Add in double teams by playing Man underneath with a S* CB that can run with a S* WR who gets Safety help and things can go to shit fast with really exponential effects.
This allows for short passes to not have absurd levels of INT (or Sacks), but does allow for longer throws to have dramatically higher risk of INT and Sack.
Now can something like this work? I have no idea.
But short passes can’t have 10% INT rates from jumping LBs. (Nor 20%+ Sack rates.). It can’t be 0% either because it’s an element of real games we want represented in GLB2 but the current rate is absurd.
Long passes could have 10% INT rates. They may need even more. We don’t know yet. But Long passes happen in real football and they’ve been missing from GLB.
How this all actually gets done under the hood is a challenge, but we’ve got to start tweaking some things and see how they work.
I want to fix the Salary issue first - and do it respectfully - so teams and players don’t blow up during a run to Vet because it’s a pretty simple game balance fix. It’s a content change more than a code change. It just needs to be done carefully.
At the same time, small tweaks should be made to fix the short pass game with the idea that it may not be enough and multiple change logs will be needed OR arhat it might go too far and have to be corrected back.
But doing nothing isn’t really an option when multiple Zone plays are running a negative net yardage and Man plays are sub-2.
Sorry Myrik, you broke Humpty Dumpty so bad that we have to try and fix it - but at least everyone’s D is getting nerfed. You’ll probably still win the Ladder, just with 3yd Zone D plays and not (.30) Zone D plays.

Then you can get Swat Down - but you might not be enamored either it once you have it (my interest faded on it).