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Forum > Goal Line Blitz 2 > How would you guys feel about Passives "skills"?
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I was thinking, maybe passives would be a cool adition? It would be an easy inclusion, making traits with passive stats intead of skill point cost discount, something like this:

Deep threat
*This player excels in making big plays, but suffers in short passes
*Conflicts with: Short threat
*catching rolls for 20+ yd passes are at least 10% of the max.
*catching rolls for less then 10 yd passes suffer a penalty of 10% of the max.

Short threat
*The oposite.

These passive traits could compete with the others while creating a player, or they could be choosen outside the 3 that we can pick, maybe 1-3 extra slots for passives only?

I don't know, just a thought.

Remember that we already have a type of passive, weight.
 
Corndog
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I mean, traits are already kind of the passives that help shape how your build looks.
 
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Originally posted by Corndog
I mean, traits are already kind of the passives that help shape how your build looks.


Yeah, but this traits would effect gameplay directly, i meant passive making an alluding to the classic passive skills on RPGs and MOBAs.
 
Nyria
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There is one "passive" trait, not affecting the cost or amount of skills directly, but otherwise affecting the player, and that's "Scholar." Easy Going has a passive effect in addition to active ones, by speeding up chem gain.

This obviously couldn't be done this offseason, but I'd love to see a bunch of "skill traits" separate from the regular ones, and you get to pick one (two if there were enough variety, maybe start with one and then eventually have two as some were added as possibilities each season) that would directly affect game play without changing the cost or level of skills and SA's.

I will say the counterargument I can imagine, which is that many would be other implementations of the current traits. For example, the first thing I thought of was a player that dishes out especially strong hits, which is of course what a guy with Fearsome does.

But still, there are a lot of places for them, like how power RB's aren't especially good inside rather than outside, and the reverse with elusive rushers. But there could be an "inside rusher" (+2% max Speed, +3 to Balance/Power Running/Elusive Running/Footwork on inside rushes, but -1% max speed and -2 to those same attributes on outside rushes) and "outside rusher" as the opposite (I'd make them a slight overall bonus, so that there could be a few that were pure small bonuses, like maybe one that increased by 10% from the base-- as in 30% becomes 33%, not 40%-- the chance of SA's firing).

 


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