Anyone else tempted to make a team of early bloomer dots to pwn early levels then retire them after 2 seasons or so?
Forum > Goal Line Blitz 2 > Early Bloomer - The New Peewee?
Laggo
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I assume SP scaling is exponential, so for positions like LB that can utilize a lot of different skills (coverage, tackling, movement, heart/conditioning/intim, and secondary stuff like deflection / etc.) I could see Early Bloomer being decent in building a well-rounded player.
For positions like QB / K / P / O-Line I guess it doesn't really make sense to pick anything else
For positions like QB / K / P / O-Line I guess it doesn't really make sense to pick anything else
Time Trial
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Originally posted by tpaterniti
Anyone else tempted to make a team of early bloomer dots to pwn early levels then retire them after 2 seasons or so?
Did it.
Anyone else tempted to make a team of early bloomer dots to pwn early levels then retire them after 2 seasons or so?
Did it.
bhall43
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Originally posted by Laggo
I assume SP scaling is exponential, so for positions like LB that can utilize a lot of different skills (coverage, tackling, movement, heart/conditioning/intim, and secondary stuff like deflection / etc.) I could see Early Bloomer being decent in building a well-rounded player.
For positions like QB / K / P / O-Line I guess it doesn't really make sense to pick anything else
early bloomer is awful for oline unless you are making them average at both run and pass blocking.
I assume SP scaling is exponential, so for positions like LB that can utilize a lot of different skills (coverage, tackling, movement, heart/conditioning/intim, and secondary stuff like deflection / etc.) I could see Early Bloomer being decent in building a well-rounded player.
For positions like QB / K / P / O-Line I guess it doesn't really make sense to pick anything else
early bloomer is awful for oline unless you are making them average at both run and pass blocking.
Time Trial
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Originally posted by bhall43
early bloomer is awful for oline unless you are making them average at both run and pass blocking.
Yes because Early Bloomer + Power Blocker + Run Blocker is a terrible combo.
early bloomer is awful for oline unless you are making them average at both run and pass blocking.
Yes because Early Bloomer + Power Blocker + Run Blocker is a terrible combo.
Laggo
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Originally posted by Laggo
For positions like QB / K / P / O-Line I guess it doesn't really make sense to pick anything else
I actually meant to put a "slow built" in there somewhere
For positions like QB / K / P / O-Line I guess it doesn't really make sense to pick anything else
I actually meant to put a "slow built" in there somewhere
I think this could be a huge problem. Why did we get rid of ALGs? To improve league competitiveness early on. What is going to happen if EB teams are very successful? You will get a mix of teams building for later and teams kicking butt with EB. Which is the whole problem we were trying to address by getting rid of ALGs.
Edited by tpaterniti on Dec 12, 2013 10:19:20
Time Trial
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Originally posted by tpaterniti
I think this could be a huge problem. Why did we get rid of ALGs? To improve league competitiveness early on. What is going to happen if EB teams are very successful? You will get a mix of teams building for later and teams kicking butt with EB. Which is the whole problem we were trying to address by getting rid of ALGs.
I don't think a 5% reduction is game breaking in the early stages. That's a 5% savings (on "some" skills, because you also have the opportunity cost of not choosing a different skill). However, that is a 5% savings on assigned SP. That's kind of like having 37.5 more SP per game (unless you were spending SP on a skill where you could have had a better than 5% savings).
I think this could be a huge problem. Why did we get rid of ALGs? To improve league competitiveness early on. What is going to happen if EB teams are very successful? You will get a mix of teams building for later and teams kicking butt with EB. Which is the whole problem we were trying to address by getting rid of ALGs.
I don't think a 5% reduction is game breaking in the early stages. That's a 5% savings (on "some" skills, because you also have the opportunity cost of not choosing a different skill). However, that is a 5% savings on assigned SP. That's kind of like having 37.5 more SP per game (unless you were spending SP on a skill where you could have had a better than 5% savings).
Galithor
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Originally posted by tpaterniti
I think this could be a huge problem. Why did we get rid of ALGs? To improve league competitiveness early on. What is going to happen if EB teams are very successful? You will get a mix of teams building for later and teams kicking but with EB. Which is the whole problem we were trying to address by getting rid of ALGs.
I could see early bloomers being good later too. Fewer specialized stats, but vastly more total skill points spread around the build by the end. No Brainer for a hybrid build?
I think this could be a huge problem. Why did we get rid of ALGs? To improve league competitiveness early on. What is going to happen if EB teams are very successful? You will get a mix of teams building for later and teams kicking but with EB. Which is the whole problem we were trying to address by getting rid of ALGs.
I could see early bloomers being good later too. Fewer specialized stats, but vastly more total skill points spread around the build by the end. No Brainer for a hybrid build?
NiborRis
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Originally posted by Time Trial
I don't think a 5% reduction is game breaking in the early stages. That's a 5% savings (on "some" skills, because you also have the opportunity cost of not choosing a different skill). However, that is a 5% savings on assigned SP. That's kind of like having 37.5 more SP per game (unless you were spending SP on a skill where you could have had a better than 5% savings).
This is basically the deal. The goal from a game balance perspective is that once the cheaper SP costs really start to be an edge, you're being impacted by the significantly lower skill caps. I'm not sure if the numbers hit that exactly, but for now it seems to be about right. We'll have to see how it looks through this season and next, of course, but I think it's going to be okay.
I don't think a 5% reduction is game breaking in the early stages. That's a 5% savings (on "some" skills, because you also have the opportunity cost of not choosing a different skill). However, that is a 5% savings on assigned SP. That's kind of like having 37.5 more SP per game (unless you were spending SP on a skill where you could have had a better than 5% savings).
This is basically the deal. The goal from a game balance perspective is that once the cheaper SP costs really start to be an edge, you're being impacted by the significantly lower skill caps. I'm not sure if the numbers hit that exactly, but for now it seems to be about right. We'll have to see how it looks through this season and next, of course, but I think it's going to be okay.
Originally posted by Galithor
I could see early bloomers being good later too. Fewer specialized stats, but vastly more total skill points spread around the build by the end. No Brainer for a hybrid build?
That's what I'm trying with my QB. Doubt it will work but he had a 5 TD scrim game a few days ago.
I could see early bloomers being good later too. Fewer specialized stats, but vastly more total skill points spread around the build by the end. No Brainer for a hybrid build?
That's what I'm trying with my QB. Doubt it will work but he had a 5 TD scrim game a few days ago.
NiborRis
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Yeah I'm trying it on my FS, but I'm worried the really low caps on my heart, conditioning, and toughness might eventually be a problem. And Sprinting ended up being the only thing I can take over 75 - also could be an end-game issue, we'll see.
Originally posted by Time Trial
I don't think a 5% reduction is game breaking in the early stages. That's a 5% savings (on "some" skills, because you also have the opportunity cost of not choosing a different skill). However, that is a 5% savings on assigned SP. That's kind of like having 37.5 more SP per game (unless you were spending SP on a skill where you could have had a better than 5% savings).
I am not sure whether it will be game breaking or not. But you know as well as I that you get 5% savings on things that are already low and thus cheap, which means the 5% will have a much larger impact early than later when attributes are higher and the savings is less.
I don't think a 5% reduction is game breaking in the early stages. That's a 5% savings (on "some" skills, because you also have the opportunity cost of not choosing a different skill). However, that is a 5% savings on assigned SP. That's kind of like having 37.5 more SP per game (unless you were spending SP on a skill where you could have had a better than 5% savings).
I am not sure whether it will be game breaking or not. But you know as well as I that you get 5% savings on things that are already low and thus cheap, which means the 5% will have a much larger impact early than later when attributes are higher and the savings is less.
burn_209
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Originally posted by tpaterniti
I think this could be a huge problem. Why did we get rid of ALGs? To improve league competitiveness early on. What is going to happen if EB teams are very successful? You will get a mix of teams building for later and teams kicking butt with EB. Which is the whole problem we were trying to address by getting rid of ALGs.
ALGs are gone and rightly so
LET.....IT......GO
I think this could be a huge problem. Why did we get rid of ALGs? To improve league competitiveness early on. What is going to happen if EB teams are very successful? You will get a mix of teams building for later and teams kicking butt with EB. Which is the whole problem we were trying to address by getting rid of ALGs.
ALGs are gone and rightly so
LET.....IT......GO
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