Let's make SAs better. Yay.
Rough Cover - Increase the size of the Rough Cover bubble. Reduce the Sprinting of Receivers upon entering the Cover Bubble. Once per receiver per play.
Death Grip: Powered by Tackling Grip and Toughness. Increase Activation Rate to 25, 50, 95%. Reduce Morale and Condition Loss while being Dragged by 25, 50, and 100%.
Second Wind: Powered by Conditioning. Change Ability Type to Passive. 10, 20, 35% chance to Activate. Reduces Morale and Conditioning Loss for the play by 10, 25, 50%.
Opportunist: Add Tackling an Off-Balance Ball Carrier to the Activations.
Contain Expert: Change Ability Type to Passive. Powered by Pursuit and Blitz Awareness.
Road Warrior: Increase to Home Town Hero Values. Reduce Weather Effects by 50% at Gold.
Home Town Hero: Reduce Weather Effects by 100% at Gold.
Zone Shark: Change Activation Trigger to being in Zone Coverage.
Pick Six: Powered by Return Awareness. Change Activation Trigger to Intercepting a Pass. Increase duration to 2 to 3 seconds.
Wide Load: What does this do, exactly?
You’re Next: Powered by Lead Block. Regain all Balance on Activation.
Strong Arm: Change Activation Trigger to Winning a Pass Blocking Interaction.
Resolute: Change Activation Trigger to when you would be stunned.
YAC Attack: Powered by Receiving Awareness.
Slot Machine: Change Activation Rates to 25, 50, 100%.
Juke: Cannot activate behind the Line of Scrimmage.
Tuck and Run: Change Ability Type to Passive.
Iron Grip: Change Activation Rate to 25, 50, 100%.
Hail Mary: Change Activation Trigger to Throwing a Pass farther than 25 yards. Increases Receivers Vertical by 5, 10, 20.
Quick Read: Forces a free recheck of the designated primary receiver every 15, 10, 5 Ticks.
Nobody cares about Kickers and Punter's SAs.
Rough Cover - Increase the size of the Rough Cover bubble. Reduce the Sprinting of Receivers upon entering the Cover Bubble. Once per receiver per play.
Death Grip: Powered by Tackling Grip and Toughness. Increase Activation Rate to 25, 50, 95%. Reduce Morale and Condition Loss while being Dragged by 25, 50, and 100%.
Second Wind: Powered by Conditioning. Change Ability Type to Passive. 10, 20, 35% chance to Activate. Reduces Morale and Conditioning Loss for the play by 10, 25, 50%.
Opportunist: Add Tackling an Off-Balance Ball Carrier to the Activations.
Contain Expert: Change Ability Type to Passive. Powered by Pursuit and Blitz Awareness.
Road Warrior: Increase to Home Town Hero Values. Reduce Weather Effects by 50% at Gold.
Home Town Hero: Reduce Weather Effects by 100% at Gold.
Zone Shark: Change Activation Trigger to being in Zone Coverage.
Pick Six: Powered by Return Awareness. Change Activation Trigger to Intercepting a Pass. Increase duration to 2 to 3 seconds.
Wide Load: What does this do, exactly?
You’re Next: Powered by Lead Block. Regain all Balance on Activation.
Strong Arm: Change Activation Trigger to Winning a Pass Blocking Interaction.
Resolute: Change Activation Trigger to when you would be stunned.
YAC Attack: Powered by Receiving Awareness.
Slot Machine: Change Activation Rates to 25, 50, 100%.
Juke: Cannot activate behind the Line of Scrimmage.
Tuck and Run: Change Ability Type to Passive.
Iron Grip: Change Activation Rate to 25, 50, 100%.
Hail Mary: Change Activation Trigger to Throwing a Pass farther than 25 yards. Increases Receivers Vertical by 5, 10, 20.
Quick Read: Forces a free recheck of the designated primary receiver every 15, 10, 5 Ticks.
Nobody cares about Kickers and Punter's SAs.
Edited by ellix on Jul 1, 2021 07:46:41






























