A few separate questions here.
1. How are the level targets different for running backs using juke vs those using spin? Since each has different activating skills, and points in one thing always comes with an opportunity cost elsewhere, I'm needing input for the following skills:
Quickness - For the opportunity cost and because it effects the 'hard cuts' portion of elusive running.
Balance - Gets hurt during a spin. How much higher for Spin backs to compensate? And what level range?
Footwork - What proportion of spin chance is caused by this vs elusive running? And what level should be targeted for each?
Elusive Running - Similar to above. If using Spin, does this take slightly less precedence than if using Juke, which relies exclusively on it to activate? What ranges?
Power Running - At the end of a build, I'll usually take a skill that receives really diminishing returns per point and drop it just a tad to throw points into this. Should this take a little more focus if using Spin?
1. How are the level targets different for running backs using juke vs those using spin? Since each has different activating skills, and points in one thing always comes with an opportunity cost elsewhere, I'm needing input for the following skills:
Quickness - For the opportunity cost and because it effects the 'hard cuts' portion of elusive running.
Balance - Gets hurt during a spin. How much higher for Spin backs to compensate? And what level range?
Footwork - What proportion of spin chance is caused by this vs elusive running? And what level should be targeted for each?
Elusive Running - Similar to above. If using Spin, does this take slightly less precedence than if using Juke, which relies exclusively on it to activate? What ranges?
Power Running - At the end of a build, I'll usually take a skill that receives really diminishing returns per point and drop it just a tad to throw points into this. Should this take a little more focus if using Spin?






























