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turnit643
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Possible VA removals/changes.

Discussion began: 2/12/10
Current post tally in thread: 115

*Note - A concurrent discussion is taking place to review ideas for new "Archetype-specific SA's".

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From Mat McBriar’s “Sunday Snapshot” 2/14/10:

Possible VA removals/changes -
This threads aim is to discuss potential VAs that could be removed/changed based upon the new archetypes. Consider this a giant debate on what VAs are effective, not effective, and overly effective.


Current status:

Discussion is ongoing, with no decision on any change imminent. Much of it has turned to Short Yardage Monster, David vs. Goliath, and the +% AEQ stacking limits that will be put in place for Season 15, but some of the discussion has stayed more broad about the role of VA's in general and their contribution to build diversity. One tester offered comments on the entire list of current VA's, I'll include that in post #2 of this thread.


Some quotes from the discussion:

Originally posted by Catch22
Again, just discussion (feel free to add some if you can think of any) on potential VA's that could be removed/changed based upon the new archetypes. The only one for sure that I know we are pretty sure about is Scat Back. The others are open for interpretation.

Blocking Back - we have a blocking FB archetype, only problem I see is some HB's might want to use this, so change it to Blocking Halfback and make it only available to HB's. (could convert to archetype specific SA for Blocking FB)
Hail Mary (convert to Deep Passer archetype specific SA)
Pass Blocker and Pass Rusher
Scat Back (could convert to archetype specific SA for scat back archetypes, probably at a reduced level if we do this)
Zone Specialist (if anything we convert this to the archetype specific SA for the ZS archetype)
Bull Rusher (could convert to archetype specific SA for Strength DL archetypes)
Technique Man (could convert to archetype specific SA for Speed DL archetypes - remove agility requirement)

--

Originally posted by Catch22
Originally posted by Tester

I'm confused, we talking about converting VA's into SA's or removing the duplication? Like Scat Back (VA) is similair to Route Run (SA)

Removing VA's completely (Scat Back) or removing a VA and converting it to an archetype specific SA.

Originally posted by Catch22
we'll probably just get rid of Scat Back and come up some type of custom archetype SA that makes sense.

--

Originally posted by Catch22
Originally posted by Tester
Originally posted by Catch22

really don't think we need MORE VA's. Part of the problems we've had with game balance is introducing too many VA's.

For some positions, I severely disagree.
There's no such thing as a VA for many types of player focuses (inside blocking, for instance) and there's some positions which, as [tester] pointed out, have VERY few choices. I mean look at the O-line list again:
GL Blocker
Pulling Lineman
Pass Blocker
Showboat Blocker
There's so few that, even with Pulling Lineman, almost every lineman is going to have the same set of VA's. That defeats the purpose of VA's, to actually force a choice on players and differentiate themselves.

for some positions - I agree more are needed, we just need to make sure they aren't going to throw the sim out of whack (meaning ummm actually test them more than 1 day before releasing them?)

--

Originally posted by Catch22
Originally posted by Tester
Originally posted by Catch22

[...] pretty much all of my linemen have Workout Warrior and Great Blocker as their two primary VA's. I do occasionally use Showboat Blocker though but almost never use GL Blocker or Pass Blocker.

And I hope you see that as an issue, if you use the same exact ones no matter what

yea it means the other ones suck lol. Of course it's an issue. Especially for OL/DL. It's pretty much automatic what VA's I choose for those positions.

Originally posted by Tester
For O-line, almost everyone at high levels is using Great Blocker and Workout Warrior
The VAs that fill out the chain are generally some combination of:
Heart of a Champion
Pass Blocker
Quick
Showboat Blocker
Stonewall
Streaky
Clutch used to be an occasional choice but I think Stonewall and the S13 sim mostly killed it.
RZ Freak, GL Blocker are fairly rare I think.
Pulling Guard and Outside Blocker are used by a few teams that want to run the two or three plays where it's meaningful.
That's been my experience at least.

Originally posted by Tester
Is there any chance that we could considerably increase the effects of some of these, but limit them to 5 per player?
I would take Goal Line Blocker (for instance) if it only cost 5 points for the full effect.
There are several of these that have a decent enough effect but the window of usefulness is so narrow that it's just not worth considering.

Originally posted by Tester
I was going to suggest 3 tiers based on how often they activate, with stuff that's rare being capped at 5, most of the stuff that isn't rare but isn't usually active capped at 10, and everything else (including some of the situational stuff still) capped at 15. But simpler might be better.

--

Originally posted by Tester
[...]SYM doesn't sit great with me, but especially since the AEQ changes next season will be a nerf to power backs, I'm not convinced it should be changed.

Originally posted by Tester
the BT% AEQ reduction will make a difference. If everything else stays the same for the defense, it is a much more even playing field.

Originally posted by Tester
I would also submit that the other effect of nerfing % stacks is that D-linemen will quite likely start packing at least 1 piece of make tackle % gear instead of a full stack of break block.
So...Break Tackle % is nerfed and incentive is provided for Make Tackle % for the D-line. That's already a pretty big swing. Adding a nerf to SYM on top of that is a pretty dramatic shift in the balance of inside running.

Originally posted by Tester
[...] For those that believe that % make tackle can be useful to counter SYM, the fear is that DL are becoming better tacklers behind the LOS, while power backs are losing their ability to break tackles at the same time.
I'm not sold that it will be a big issue. I don't think DL have problems making tackles now unless they are diving or being blocked, but that opinion is not likely held by the majority of GLB or the majority of those competing in the top leagues.
IMO - the players power backs need to worry about if SYM bonus is reduced are LBs and Ss with DvG. If DvG bonus is reduced as well, it should be a wash behind the LOS with power backs breaking more tackles beyond the LOS.


Originally posted by Tester
What is it going to do with the new archetypes, though? 140 strength PBs could become pretttttty powerful.

Originally posted by Tester
true, but tkling is also going to be higher

Originally posted by Tester
There are PBs with high 130s now, and they are not the real threats (for the most part). I don't think things will change that much. Break Tackle% stacks are much more devastating than NT strength super-steroid power backs.

Originally posted by Tester
Really? On who? I guess LBs. It's not going to be on D-linemen.

Originally posted by Tester
DBs, too.

Originally posted by Tester
Eh, that remains to be seen what archetypes will be used.
On the flip side, DT's will be worse tacklers, losing both Strength and Tackling ALGs.

Originally posted by Tester
[...]And it's undeniable that the new DT archetype will be worse tacklers than what we have now. I'm willing to bet that the LBs predominantly built will be, too.
Especially if things like DvG are left alone, which lets the LBs continue to focus on other things a bit more.

Originally posted by Tester
Your comments on DTs seem to make perfect sense when looking at the new ALGs, and are easliy confirmed by looking at the archetype roster.
LBs I think could go either way.

--

Originally posted by Tester
Originally posted by Tester
It's a band-aid. Are VAs really there so we can make basic things in the sim function?

This is the point upon which we agree...it is something of a band-aid.
At the end of the day, you are making an argument for more realism...much more of a stalemate at the LOS and a little less uberness (or a lot less even) from HBs.
But as it is, the D-line is reasonably happy because they are actually tossing folks around and making an impact, the HBs are happy because they can generally be effective despite the somewhat porous O-line, and even O-line is fairly happy because the Pancakes are up.
So...while it doesn't necessarily look like "real football," and the mechanism for SYM leads to certain silliness on LB blitzing strategy at times (and also prevents hyper-aggressive blitzing which would be pretty devastating without SYM I think)....
at the end of the day, I can at least make the argument that the "fun meter" AND game balance are about right, even if the "realism meter" is a little off.



Edited by turnit643 on Feb 18, 2010 02:16:21
 
turnit643
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Originally posted by Tester
OK, I'll start by going through the current ones and commenting on what I think could be done to help balance things out:

General

Adrenaline Junkie - 1% less energy used to make a tackle or when being tackled
The issue here is Energy doesn't take all that much Stamina to have enough of. Soft-cap it at any position and you're either set or you've actually spent too much. Additionally, while I don't know the exact numbers of how much someone gains/loses during the course of a game, I do know that most teams run 99/0 sub in/out tactics, so losing more than 1% means just sitting 1-2 plays to recover. So maxed out, it still does basically nothing.

The description talks about loving physical play. How about add in a SMALL bonus to Big/Monster hit as well as a SMALL bonus to Cover Up and Dive 4 Yards?

Ball Hawk 2% bonus to Speed, Agility, and Vision from the player sees the ball coming
Well, on one hand, this is WAY overpowered. On the other hand, the sim has been balanced so it's not so overpowered anymore. I can't say I approve of a basically necessary VA like this, but it seems to be too much work to try to nerf this and get things balanced again right now.

Big Heart Skill bonus while trailing
Since the nerf, seems good to me. Has its' use, not overpowering.

Clutch Does something on 3-4th down
My favorite VA. If we could make more like this, I'd love it. You can tell it works, but there's no real numbers on it, it's all about feel.

Heart of a Champ +Confidence in the playoffs
Love this one, too. Big bonus, but situational.

Hometown Hero +Confidence/Stamina at home
Very good, has some trade-offs. How it should be.

Mentor +Vision/Confidence for younger players
We discussed this already, put on a requirement for Mentors to actually play the position they're mentoring and this is fine. Again, tradeoffs.

Motivational Speaker Regen morale while on the bench for the whole team
It's been nerfed, I personally think it needs more. Morale-reducing things do very little right now, completely due to MS. I'd recommend 2 things: 1) Have it only active for the side of the ball the player is on (Offense/Defense/Special Teams) so it's not just "give it to the punter and the team is set" and 2) Give it the Mentor treatment so players are required to play 10-15 plays for it to be fully active, so people can't just get players who don't play to have it.

Natural Leader Boost to "General" skills
Seems to work, I guess. Tough to tell all the way since MS overkills Morale to the point where it's tough to see.

Overtime Killer +Skills when it's close at the end of the game/OT, +Energy for OT
Love it since the buff. Very situational, but a big bonus.

Primetime Player +Jumping/Catching in the end zone
I had thought this was overpowered, but talked out of it (see page 4 of this thread). Seems like we can just leave this alone.

Red Zone Freak +Skills when in the red zone
Love it. Big bonus, very situational.

Second Wind +Energy at the start of the 4th quarter
I don't see anyone actually using this. Again, Energy just isn't really important enough to waste VPs on.

If we nerf MS some, how about giving both +Energy and +Morale? Morale could be a big enough difference that way.

Slow Starter -Skills at the beginning, +Skills at the end of a game
Love it, there's a good tradeoff.

Stonewall Bonus to pushing/being pushed
Love it, big bonus to one very situational thing.

Streaky Chance of +Skills or -Skills
Here's the thing....it's only actually useful for WRs. Let me know if you need me to explain, but it's only useful there, and I'm really not sure, but it might be too popular there. It's just a very disjointed VA which I don't have a simple fix for.




Offense

Awe Inspiring -Vision to less famous defenders in man-to-man coverage
Considering all the situations (% per level, less fame, needs man coverage), this might need to be buffed a little bit. Maybe remove the % per level and just give 1 1/15% per level, active all the time?

Blocking Back +Vision when trying to pick out blitzers
Pretty rarely used afaik. The issue is, RBs aren't all that concerned with pass blocking in this game. Maybe give a bonus to Blocking as well on pass-blocking plays as well to make it more attractive?

Bruiser +Break Tackle
One thing I'd recommend nerfing, that would be to have it only active on running plays. It seems a bit silly for power RBs to be able to break tackles like that on passing plays.

Clever Instincts +Fakes against older players
Very situational, big bonus, so it's good.

Clock Manager +Passing/Catching when near the end of the half/game
5% passing might be just a little bit strong, other than that, it's good.

Comeback Kid +Jumping/-Fumbles on long passes when trailing
Very situational, not really enough of a bonus. Tack on a +Jumping % as well and it gets more interesting.

Downfield Blocker +Holding a block while downfield
Situational, but a good bonus. Looks good.

Go to Guy +targeting/+pass quality
Hated it before, love it since the change.

Goal Line Back Big bonuses when rushing on the goal line
Very situational, very big bonus. Love it.

Goal Line Blocker Big bonuses when blocking on the goal line
The only thing I'd say here is to make it available to FB/TEs as well, mostly because those 2 don't have a ton of useful VA's and this could really be one.

Hail Mary +Strength/Throwing on long passes
I'd say this should be limited to when the team is losing. I can't say it's been part of something too overpowered yet, but with the proper blocking, it seems like a team could base everything around long passing and have this be active all the time.

Hard Count +Offsides for the defense
I love it. It's not a direct counter to Jump the Snap, but it makes defenders think twice about it or have to go very high Vision. Great stuff.

Mr. First Down +Chance of getting an extra half yard to get a first down
This one really needs work. It's EXTREMELY situational (the ball carrier has to be getting taken down within 1/2 a yard of the first down marker and NOT already be leaning forward for this to matter). I'd say it would really need to be 10% per level for how horribly small the situation is, for it to be worth it for anyone.

Mr. Reliable Anti-fumble bonus on 1-2 down, +catch bonus on 3-4 down
The only change I'd make is to have 1-2 down be +anti-fumble and +anti-knocked loose. Even after the nerfs, a receiver still has to plan 100% around anti-knocked loose to survive anything other than a 9-route.

Nerves of Steel Chance to reroll a KL'd pass
Sorry, I have to include a whole theory here. All SA's like this are complete garbage. Why? Well, it seems like if a player fails or succeeds on a roll like that (where it's not just player vs ball, it's player vs player), that player will keep winning that battle all day. Therefore, I conclude that the difference in the rolls must be pretty far apart (or else the RNG included in every roll would give more of a back and forth).

Therefore, if you lose the roll once, you're more than likely going to lose it again. All an SA like this does is help minimize RNG-screwage, which is pretty small.

I'd suggest either turn this one into a flat-out +resistance to having the ball knocked loose or scrap it altogether (and roll it more into Mr. Reliable like I suggested above).

Pass Blocker
Catch says this is going away, so I won't waste my time here

Possession Receiver +Catching under 8 yards, +anti-KL all the time
I'd say limit the +anti-KL to under 8 yards as well. Over 8 yards away, and any player built to KL passes shouldn't be a big concern anymore (since they're likely slower, so less likely to be in-position).

Pulling Lineman
Haven't used it, it's too new to make much of a judgment on, but looks good

Punishing Runner +Chance to cause double energy hit per level
The biggest problem with this one is no one has any clue how much it actually does. We have no way of seeing what kind of affect every play has on Energy, just the end results. So we don't know if this is a chance to cause double a .5% hit to Energy or double a 10% hit to Energy. Without knowing that, even if someone does use it, it's pretty difficult to tell if it really does anything, since generally, any hit to Energy just causes a sub-in and for the player to be back in 1-3 plays anyway.

Quick Feet +Fake/Spin chance
Pretty much a requirement for elusive RBs to even have a chance of succeeding. Might want to consider doing away with this one and just bumping up the effectiveness of Fakes and Spin moves since generally, if someone gets this, they're built around those moves completely.

Quick Release +ball release time
Some people love it, some people think it's useless. Guess that's a good sign, I can't say for sure.

Scat Back
Going away, so not bothering

Scrambler +breaking sack tackles and +Turn the Shoulder
The issue with this one is there is no such thing as a true scrambling QB in this game. Either he's built to run or built to pass. If a QB actually does move around at all, DEs and OLBs are SOOOOOO fast that it doesn't really buy him any extra time anyway, so it's useless to even try for that.

Outside Blocker +blocking skills on outside rushing
Love it for FBs. Great stuff.

Shed Weight +Shed Tacklers
Useless. That whole mechanic to drag a tackler is a nice thought, but in practice, it happens so infrequently, followed by someone else being in the right spot to really make a play, that it's pointless to actually plan around. There's no hurt in having these kinds of SA's in the game, but don't expect them to be used by anyone who really understands the game (or, if they're used, it means they're going to be overpowered).

Short Yardage Monster +Break Tackle behind the LoS
So after much going back and forth here, it seems that all RBs rely on this for inside running. So we're going to have Open Field Monster, which makes more sense for outside running, how about just have this one work between the tackles only so players who don't normally break tackles are breaking a ton outside on pitches?


Showboat Blocker +Morale loss to defender when pancaked
If we nerf MS again, this might work better. One thing I'd recommend is move it to General and have it work for defenders reverse-pancaking O-linemen as well. No reason not to.

Slippery +broken tackles when on elusive
Might as well call this what it is: +Spin. As long as Spin isn't overpowered, this one is fine.

Slot Machine Bunch of bonuses for WR3
Love it.

Sure Hands +chance to reroll a drop per level
See Nerves of Steel for why this is useless

Tenacious +fighting out extra yards per level
Love it, very situational (only really good for a RB who carries the ball a lot), good bonus for the right situation

Thick Skin +resistance to -Morale SA's, chance to reverse it on the user
Useless until Morale means something more in-game. Then, could be very good.

Underdog +chance per level for Vision penalty
See Awe inspiring

YAC Attack +Broken Tackles after catching a short pass
The only thing I'd recommend here is defining "seconds." Everything in this game runs on "ticks." If 1 tick = 1 second, then define it as a tick and not a second. If it means something else, say so.






Defense

Brick Wall % chance per level to prevent ball-carrier from getting extra yards
Perfectly good counter, just not a counter to something most offensive players rely on so the counter isn't used all that much. I'd leave it alone and just have it there for if/when the metagame swings to more HBs relying on it as a counter.

Bull Rusher Makes Strength more important for breaking blocks
I use it and love it and personally can't say I've seen it do "too" much.

David vs Goliath Makes tackling bigger/stronger players easier and causes energy drain from the tackler and morale drain from the ball carrier
I think it's overpowered right now, but I wouldn't overnerf it. If we make Energy and Morale mean more, this might be a different story. I'd just reduce quite how much of a Tackling bonus is given by this.

Death Grip +Chance per level to be dragged
Useless. The idea is nice in theory, but in order for dragging to work well, first a player needs to miss a tackle (tough to really do on purpose in the right situations), then another defender has to be in the right spot to take advantage of it within a couple of clicks (very tough to manage to pull off), and then all the rolls have to go in your favor. Basically, nice thought, WAY too infrequent to invest in as a VA or VA group.

Fearsome +Pressure distance for LB/S's per level
Not used a ton right now, but if Morale means more soon, then I think we might see this be a very good VA. Leave it alone and see.

Goal Line Stand +stats for goal line plays
For how specialized it is, I think the bonus needs to be bigger. 2.5% per level would help imo

Heavyweight +chance to knock down a guy when breaking a block per level
Love it, it's a staple of d-linemen

Helmet Crash +chance of Morale reducers per level
If Morale-reducers are powered up, this should be a great VA

Intimidating +Morale reducing SA's per level
See Helmet Crash

Jackhammer +KL per level
Turning into an SA, which should finally even it out.

Jump the Snap +Vision check at snap/+chance to go off-sides per level
Love it, gives a nice bonus but at the same time has a penalty which can be exploited by the offense.

Long Reach Chance to reroll a missed PD per level
See my rant on rerolling VA's above. Useless.

Never Give Up +Get up speed after falling down, -Morale loss from being pancaked per level
I doubt this is used much, most people would rather spend their points trying to not get knocked down than recovering.

Pass Rusher +Attributes when pass-rushing per level
If it works, great. it really doesn't seem like it works right now.

Pocket Crusher +chance per level to push back blockers
Love it, it's a nice bonus for Strength-based D-linemen to actually get pressure

Power Tackler +FF chance per level when not using wrap-up
Love it in theory, the issue is FF's are a low enough chance that it doesn't seem like people can do a whole lot to actually make it happen enough to matter. Maybe after people aren't stacking BB% gear, they'll shift over to FF% chance a bit and the #'s will raise enough for this to really matter more.

Rip the Ball +FF% per level when ball carrier is dragging someone
See my rant on Death Grip

Showboat +Morale drain per level when PD'ing a pass
Should be great after Morale gets a boost

Sure Tackler +Chance to reroll missed tackle
See my rant above about rerolling VA's. Useless

Technique Man +BB% per level when out-Agility'ing the blocker by 10%+
Perfectly fine for DE's, useless for DTs (since Agility-based DTs suck). If that's fine with everyone, then this one's fine.

Third Down Stopper +PD chance on 3rd and 4th down per level
Nice in theory, I like Clutch better, though, seems to do as much if not more on the PD side of things + everything else Clutch does.

Towering Man +PD chance per level for D-linemen
Just doesn't do enough. Even d-linemen who really dedicate themselves to this seem to get VERY few PDs. The issue is, if it was made strong enough to really be worth it, it would be too powerful. I think the mechanism in general is fine, just never going to be worthy of VA points.

Zone Specialist +Attributes in zone
Being made an SA, might need a slight buff for that reason, but looks good for now.


 
tragula
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Note on blocking back VA :

From a Q&A session we learned that a RB with vision at 60 sees only 50% of the coming blitzes. I have no clue how much vision is needed to make the RBs see 90% of the blitzes, but at least in current sim the blocking back VA is crucial to achieve this goal.
If vision at 70+ is not enough, I think many FB owners will still want the blocking back VA.
 
pottsman
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In the big quote with all the VA reviews...I think that tester wants to delete/nerf every CB VA except 3DS
 
Iron Maiden
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Originally posted by pottsman
In the big quote with all the VA reviews...I think that tester wants to delete/nerf every CB VA except 3DS


lawl
 
crazy454
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Is it not time we talk about removing Mentor from the game?

I hate having to find a roster full of mentors to compete at the highest level.
 
foshizzel17
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Originally posted by crazy454
Is it not time we talk about removing Mentor from the game?

I hate having to find a roster full of mentors to compete at the highest level.


Amen to that!!!
 
bhall43
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Originally posted by
Streaky Chance of +Skills or -Skills
Here's the thing....it's only actually useful for WRs. Let me know if you need me to explain, but it's only useful there, and I'm really not sure, but it might be too popular there. It's just a very disjointed VA which I don't have a simple fix for.


have to say i highly disagree with saying its only useful for WR's...and id even go as far as saying its terrible for WR's.
 
ijg
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I can understand removing things like scat back once players built with archetypes are universal, but new players won't even get VA's for 3 seasons, and don't get to 15 points in a VA for 5 seasons.

Point is why pull it away from existing players who can't choose an archetype? What are they supposed to do?

How about just announcing it will be pulled in 3-5 seasons since then more of the player pool will be under archetype? If you do it now, you are big time nerfing all the existing scat backs pretty hard since they can't get the SA or VA.

I don't see the urgency to rush out this change.
 
blln4lyf
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Originally posted by pottsman
In the big quote with all the VA reviews...I think that tester wants to delete/nerf every CB VA except 3DS


Not to mention that some of the current analysis of the VA's seem off to me. But anyhow, as for SYM...it changes way to many things currently in the game. Right now run blitzing is kind of pointless because of it, and as for DvG you could just weaken it(because it is OP'd imo) or make it only work past the LOS so that getting a LB to come off the line won't result in an abnormally high tackle %.

Also, the way this information is being provided is hard to judge, any chance we can get an update every now and then from what Catch is leaning towards or at least the ideas being tossed around per each VA.
 
blln4lyf
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Originally posted by ijg
I can understand removing things like scat back once players built with archetypes are universal, but new players won't even get VA's for 3 seasons, and don't get to 15 points in a VA for 5 seasons.

Point is why pull it away from existing players who can't choose an archetype? What are they supposed to do?

How about just announcing it will be pulled in 3-5 seasons since then more of the player pool will be under archetype? If you do it now, you are big time nerfing all the existing scat backs pretty hard since they can't get the SA or VA.

I don't see the urgency to rush out this change.


Probably because Scat Back is OP'd and has been forever. Take out screens when they were OP'd and HB receiving #'s were still way higher than WR/TE receiving #'s for the longest time. I think this VA should have been removed/changed a long time ago.
 
ijg
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Originally posted by blln4lyf
Originally posted by ijg

I can understand removing things like scat back once players built with archetypes are universal, but new players won't even get VA's for 3 seasons, and don't get to 15 points in a VA for 5 seasons.

Point is why pull it away from existing players who can't choose an archetype? What are they supposed to do?

How about just announcing it will be pulled in 3-5 seasons since then more of the player pool will be under archetype? If you do it now, you are big time nerfing all the existing scat backs pretty hard since they can't get the SA or VA.

I don't see the urgency to rush out this change.


Probably because Scat Back is OP'd and has been forever.


that wasn't the only one discussed as switching to archetype...also hail mary, zone specialist, technique man, etc. Why pull those from older players who don't have access to the archetype?
 
blln4lyf
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Hail Mary makes sense on Deep Passer, ZS is OP'd and makes sense on the zone guy at a much smaller %, Tech man is debatable at least.

The archetypes can also be used as a way to start balancing the sim more, no reason to keep it unbalanced for older players during this transition.
 
Staz
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Originally posted by ijg
that wasn't the only one discussed as switching to archetype...also hail mary, zone specialist, technique man, etc. Why pull those from older players who don't have access to the archetype?


They can pick an archetype.
 
ijg
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Originally posted by Staz
Originally posted by ijg

that wasn't the only one discussed as switching to archetype...also hail mary, zone specialist, technique man, etc. Why pull those from older players who don't have access to the archetype?


They can pick an archetype.


since when? I thought only players up to 80 days old can. My lvl 60s can't but they'll lose their VAs.
 
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