Ok: This is NOT a 'nerf passing' thread.
As we've seen in other threads - it would appear that not many teams have truly focused on run stopping skills (some have). That must mean that teams have generally focused on stopping the pass - and rushing the passer (with DE's and DTs). I'm seeing this on my team as well - as (because of the general competition I face) I play a lot more pass teams than run teams. I have certainly focused on pass defense skills - including pass rushing (which hurts me against running teams).
As my journeyman team is quickly approaching the end of the builds life (still a ways to go) - I'm spending more time evaluating my use of skill points so far -- primarily - are pass rushing skills even worth spending on??
First of all - even though rookie ball leads to lots of sacks - I'm skeptical that pass rush skills contribute to all of them. As my example - my LB Peter: http://glb2.warriorgeneral.com/game/player/56613
102 sacks in Rookie
46 soph
47 seas
He has no pass rushing skills. That is all blitzing and speed and agility.
Here we are looking at pass rushing skills specifically. Pass Rush Tech; Pass Rush Power; Spin; Tunnel Vision; etc. My D Line uses spin fairly often -- and it fires fairly often -- but it is not often that it actually results in a sack or hurry. This has me wondering - what does pass rushing look like in Vet?
I went through and looked at every Vet team with a winning league record. I gathered my data from their 'team leaders' page - looking only at their QB stats.
Format: Team Pass Attempts-Hurries-Sacks
Gen 336-23-0
Bris 334-8-1
Rusty 622-46-6
Sen 223-27-4
Dinos 311-15-6
Corning 307-32-3
QC 142-10-4
SoA 712-17-3
Rancho 197-7-2
Hub 155-41-6
Mem 333-32-4
Mr. Men 100-27-9
Burning 239-28-5
Pauline 382-62-10
Erkner 132-13-5
NW 386-55-7
SEA 499-43-8
NY 244-15-6
Mong 546-45-6
Iowa 390-20-0
Sunny 463-51-13
Tampa 363-29-1
MoD 395-41-3
Alpine 437-60-11
Hustlers 307-46-8
Osprey 720-35-5
Warsaw 285-28-8
Music City 422-8-1
Minn 498-44-3
Ronin 117-12-0
Dakota 425-36-3
Legacy 320-28-4
Totalling all of that up:
11,322 pass attempts
984 Hurries (8.7%)
155 Sacks (1.37%)
For the sake of estimating - this means in a game with 40 pass attempts - there will be:
3.48 hurries
.54 sacks
All of those points by DE's and DT's in pass rushing skills -- and that is the output?
Does it seem to anyone else that spending even a single skill point on Pass Rush Tech / Pass Rush Power is insane (maybe include footwork there)?
Doesn't it seem that spending even a single action point on spin or tunnel vision is absolutely crazy?
Based on this - It seems to me that if you're a rookie team building a defense focused on anything other than run stopping skills (since pass rushing skills are ineffective) you are making a big mistake. (Sure - your pass rushing will have some highlight worthy plays against terrible teams)
Am I missing something here? I'm honestly thinking that I must be - so please point it out to me.
As we've seen in other threads - it would appear that not many teams have truly focused on run stopping skills (some have). That must mean that teams have generally focused on stopping the pass - and rushing the passer (with DE's and DTs). I'm seeing this on my team as well - as (because of the general competition I face) I play a lot more pass teams than run teams. I have certainly focused on pass defense skills - including pass rushing (which hurts me against running teams).
As my journeyman team is quickly approaching the end of the builds life (still a ways to go) - I'm spending more time evaluating my use of skill points so far -- primarily - are pass rushing skills even worth spending on??
First of all - even though rookie ball leads to lots of sacks - I'm skeptical that pass rush skills contribute to all of them. As my example - my LB Peter: http://glb2.warriorgeneral.com/game/player/56613
102 sacks in Rookie
46 soph
47 seas
He has no pass rushing skills. That is all blitzing and speed and agility.
Here we are looking at pass rushing skills specifically. Pass Rush Tech; Pass Rush Power; Spin; Tunnel Vision; etc. My D Line uses spin fairly often -- and it fires fairly often -- but it is not often that it actually results in a sack or hurry. This has me wondering - what does pass rushing look like in Vet?
I went through and looked at every Vet team with a winning league record. I gathered my data from their 'team leaders' page - looking only at their QB stats.
Format: Team Pass Attempts-Hurries-Sacks
Gen 336-23-0
Bris 334-8-1
Rusty 622-46-6
Sen 223-27-4
Dinos 311-15-6
Corning 307-32-3
QC 142-10-4
SoA 712-17-3
Rancho 197-7-2
Hub 155-41-6
Mem 333-32-4
Mr. Men 100-27-9
Burning 239-28-5
Pauline 382-62-10
Erkner 132-13-5
NW 386-55-7
SEA 499-43-8
NY 244-15-6
Mong 546-45-6
Iowa 390-20-0
Sunny 463-51-13
Tampa 363-29-1
MoD 395-41-3
Alpine 437-60-11
Hustlers 307-46-8
Osprey 720-35-5
Warsaw 285-28-8
Music City 422-8-1
Minn 498-44-3
Ronin 117-12-0
Dakota 425-36-3
Legacy 320-28-4
Totalling all of that up:
11,322 pass attempts
984 Hurries (8.7%)
155 Sacks (1.37%)
For the sake of estimating - this means in a game with 40 pass attempts - there will be:
3.48 hurries
.54 sacks
All of those points by DE's and DT's in pass rushing skills -- and that is the output?
Does it seem to anyone else that spending even a single skill point on Pass Rush Tech / Pass Rush Power is insane (maybe include footwork there)?
Doesn't it seem that spending even a single action point on spin or tunnel vision is absolutely crazy?
Based on this - It seems to me that if you're a rookie team building a defense focused on anything other than run stopping skills (since pass rushing skills are ineffective) you are making a big mistake. (Sure - your pass rushing will have some highlight worthy plays against terrible teams)
Am I missing something here? I'm honestly thinking that I must be - so please point it out to me.






























