Originally posted by Laggo
This information really wouldn't change my build, I just wonder if it contributes to why it seems like we see substantially more ints as more players level up than when everyone was in Rookie or Sophomore. Obviously coverage changes play a part, just doesn't seem too far out of the realm of possibility.
As for mechanics of the game, I think a game like League of Legends or even Counterstrike would be pretty shitty if you had just "kind of an idea" of how much life you had, or ammo remaining, or damage that can be dealt, or whatever accessibility features that help you make more informed playing decisions. I've never seen a balance through obscurity game survive long periods of time. But that's a seperate topic in itself.
I just think of GLB1 and how the forums were a lot more interesting when we were trying to figure things out instead of knowing how everything worked (well, most of everything).
As far as why INTs go up, it is the same thing in GLB1 + a bit more. You can't build an INT build in the early game because there are a lot of things that you need to be able to do to get INTs. I mean, getting PDs is tough, so completely overcoming the PQ roll + making a catch roll is probably difficult. That's why most of the early level INTs aren't "get in front of the ball and start running with it" type INTs. Most are juggle/PD combination grabs.
Just think if it like the PD roll, but harder.
Also, from my understanding, there was a "rookie boost" in place. No idea what it covered, but if you go back to the S1 threads, I think Corn and Bort talk about it. Back when Bort posting was a thing. If the rookie level PQ roll is getting a boost (because let's face it, the QBs haven't exactly got their skills up enough at that stage to work with the high level sim), INTs would be even tougher.
Those are my thoughts on why the INT roll gets easier in the later levels.