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Forum > Game Changes Discussion > Archived Changes > New Special Abilities (And info about VA's to be replaced by New SA's)
Catch22
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I still have to go through and test these SA's for balance but this is the proposed list that we will be adding. Jackhammer, Scat Back, and Zone Focus are replacing the respective VA's at those positions - existing players who have these VA's will be able to keep them but they will not stack with the new SA's (meaning don't select it when you choose an archetype). If there are points in both the SA and the VA, the sim will use the VA to determine the ability. Points will not be able to be added to these VA's once the new archetype system is rolled out but you will not lose any points or the ability if you currently have it. These three VA's will all have VA resets available to them and will go away at the end of season 16. New players created will not be able to select the VA's that are now SA's and eventually these three VA's will phase out over time. I will revise this post if anything changes regarding the new SA's.

These SA's will ONLY be available as a extra SA (the one per player that you are allowed).

Balance All Players
After being pancaked by an opposing player, the Balance ability gives this player a chance to keep his footing and avoid falling down. He will only stumble backward a bit instead. This works for both blockers and players being blocked.

This skill can be very important if this player is not very strong or gets knocked down a lot.

Additional Levels:
Increases the chance of this player keeping his balance and not falling down.


Brace for Impact Offense
The Brace for Impact skill allows this player to steel his body and reduce the chance of having the ball knocked loose by a punishing hit after a catch.

This skill is important for players who are often matched up against strong defenders.

Additional Levels:
Increases the chance of Brace for Impact working, and the bonus toward not dropping the pass.

Catch Fake Offense
The player can make a quick fake with his hands while running a route, pretending to catch a pass. Defenders in man coverage on him can be fooled by this, and may fall a step behind.

This skill can throw off a defender who is following closely, buying some time to get open.

Additional Levels:
Increases chance of the skill working.


Catch in Stride Offense
This player knows how to catch and pull in a pass. The Catch in Stride ability increases the chance that this player can catch a pass without slowing down.

This skill can be important for speedy receivers who have trouble pulling in passes quickly.

Additional Levels:
Increases the chance of catching a pass cleanly.


Disguise Blitz LB/Secondary
This player is a sneaky blitzer. The Disguise Blitz ability increases the chance that opposing QBs and blockers will not account for this player's blitz, leaving him unblocked, when he is playing any non-defensive-line position.

This skill is most useful for linebackers and secondary players who blitz a lot, especially against an offensive line with poor vision.

Additional Levels:
Increases the chance of this player not being picked up by the offense.


Fire Up Defense
Whenever this player gets a tackle for loss, forces a fumble, or 3rd/4th down tackle short of first down, The Fire Up ability allows him to fire up his teammates, giving all defenders on the field a boost to morale and energy.

This skill helps the entire defense play better when this player is a frequent playmaker.

Additional Levels:
Increases the bonus to morale and energy.


Gang Tackle Defense
Working together is the key to a good defense. The Gang Tackle ability gives this player a bonus to tackling ability when there are other tacklers within 2 yards.

This skill can mean the differece between the ball carrier breaking through multiple tacklers and bringing him down.

Additional Levels:
Increases bonus to tackling ability.


Head Hunter Defense
The Headhunter ability gives a bonus to causing fumbles, big hits, and monster hits when this player is traveling at or near full speed.

This skill works best for secondary players who can fly in and make the big hit.

Additional Levels:
Increases bonus to causing fumbles, big hits, and monster hits.


Head of Steam LB/Secondary
This player goes all out when he blitzes from a LB, CB, SS, or FS position, making him less likely to be pancaked or engaged in a block.

This skill is most helpful to lower strength players who get pancaked often during a blitz.

Additional Levels:
Increases bonus to avoiding pancakes and blocks while blitzing.


Hurdle Offense
This player can jump over diving defenders with ease. The Hurdle ability gives this player a bonus to avoiding diving tackles.

This skill tends to work best when the player has high jumping skill.

Additional Levels:
Increases the bonus to avoiding diving tackles.


Jackhammer Defense
Knock that ball loose! The Jackhammer skill gives a bonus to knocking the ball loose when tackling the receiver right after a catch.

This skill is works best when used by players who have higher strength and tackling skill.

Additional Levels:
Increases the bonus to knocking a pass loose.


Look Off Quarterback
The QB can use the Look Off ability to fake out zone defenders by glancing away from his intended receiver. If they are watching his eyes, they may bite and cover a different receiver.

This skill can cause problems for zone heavy defenses.

Additional Levels:
Increases chance of the skill working and the range of its potential effect.


Open Field Fake Offense
The Open Field Fake ability gives this player a bonus to performing head fakes and jukes when there is only one defender within 5 yards.

This skill can help break down the last man on defense, leading to a TD.

Additional Levels:
Increases the bonus to Head Fake and Juke skills.


Pummel Blockers
This player is uses every advantage he can when blocking, really putting the hurt on his man. The Pummel skill decreases the morale of a defender when attempting to break this player's block.

This skill is important for all blockers, and can help even the playing field when they are overmatched.

Additional Levels:
Increases penalty to defender morale by even more.


Quick Read Quarterback
The Quick Read skill allows this QB to proceed through his checkdown progressions more quickly and find wide open receivers more easily.

This skill can be very helpful vs a smothering zone defense.

Additional Levels:
Increases bonus to progression read ability and open man read ability.


Relentless Pursuit Defense
This player will tirelessly pursue the QB. The Relentless Pursuit skill gives him a bonus to breaking pass blocks when the QB has not passed within 3 seconds.

This skill will improve the defense's chances of coverage sacks.

Additional Levels:
Increases bonus to breaking blocks.


Scat Back Offense

A back catching passes out of the backfield can be a great weapon. The Scat Back ability gives this player a small bonus to catching passes, and a small bonus to speed and agility when running a route while playing HB/FB.

This skill can help make up for a lack of catching attributes on a running back.

Additional Levels:
Increases bonus to catching passes and running routes.


Surge Offense
This player hits the hole with gusto when he is rushing. The Surge skill gives the player a burst of acceleration when he hits the line of scrimmage untouched on inside runs.

This skill is important for rushers who run up the middle a lot. It does not help rushing outside.

Additional Levels:
Increases the acceleration boost.


Zone Focus Defense
This player is best in zone coverage. The Zone Specialist ability gives a bonus to speed, agility, and vision when playing in zone coverage. This bonus does not apply after the defender sees the incoming pass, or after the ball has been caught.

This skill is very important for all defenders who play zone defense frequently.

Additional Levels:
Increases the bonus to speed, agility, and vision when in zone coverage.
Edited by Catch22 on Mar 22, 2010 14:02:58
Edited by Catch22 on Mar 21, 2010 23:30:02
Edited by Catch22 on Mar 18, 2010 12:59:22
Edited by Catch22 on Mar 16, 2010 19:59:03
Edited by Catch22 on Mar 16, 2010 18:18:10
 
Catch22
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Clarified opening paragraph to explain how the VA's that are turning into SA's will be handled:

Jackhammer, Scat Back, and Zone Focus are replacing the respective VA's at those positions - existing players who have these VA's will be able to keep them but they will not stack with the new SA's (meaning don't select it when you choose an archetype). New players created will not be able to select the VA's that are now SA's and eventually the VA's will phase out over time.
 
Catch22
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Added Look Off and Catch Fake SA descriptions to the list.
 
Catch22
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Open Field Fake reduced to 5 yards from 10 yards.
 
tuba_samurai
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Title Changed to reflect information about VA's that will be replaced by new SA's.
 
Catch22
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Added the following concerning putting points into the converted VA's:

If you have between 1-4 points in the VA as of implementation of the new archetype system you will not be allowed to add any more points into that VA. If you have five or more points in the VA, you will be able to add points to it. These three VA's will all have VA resets available to them.
 
Catch22
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Revised again after further discussion - will be announcing this along with another change:

Points will not be able to be added to these VA's once the new archetype system is rolled out but you will not lose any points or the ability if you currently have it. These three VA's will all have VA resets available to them.
 
Catch22
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Revised to include that the three VA's will be going away at the end of season 16.
 
Catch22
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Added the following:

If there are points in both the SA and the VA, the sim will use the VA to determine the ability.
 


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