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Xars
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There are a bunch of Traits that are massively unused for Player Building. Perhaps some adjustments would change up the game.

I'll start with the Universal ones and then in other posts go into Traits that are position specific.

Adept

Current: 2 extra SA points; 10% Salary

Idea: How about 3 SA points for 0%? It would allow for a 3rd Gold SA on a non-Superstar. Why free? The typical free Trait adds about 3000-4000 SP points to a build. What's one Gold SA versus a Silver SA worth in SP points when it's only used a few times per game (rather than every play)?

Easy Going

Current: Heart 5% lower w/ +6 max; Intimidation 10% higher w/ -6 max; Chemistry recovery 20% faster

Idea: Since Intimidation is linked to Toughness, I don't see why it's the offset to the Heart buff of Easy Going. The Intimidation cost should be removed. After all it's almost 60k in SP costs to get to 100 Heart on a player so saving 5% on SP is only worth 3000 SP at most. Or link it to something else as a cost and make it a 10% lower Trait.

Lightning Reflexes

Current: Snap Reaction 8% lower w/ +6 max

Idea: Effectively useless these days since we know how Conditioning effects Sprinting. I'm not sure how to revamp it if you want it still tied to Snap Reaction because Snap is worthless. You'd have to buff the value of Snap Reaction first.

Quick Feet

Current: Footwork 10% lower w/ +6 max; Quickness 10% lower w/ +6 max; Sprinting 10% higher w/ -6 max

Idea: Sprinting costs 85k SP to max at 100 so the 8500 SP cost is significant. Footwork costs 60k to max and Quickness costs 83k to max. But it costs 248k SP to max them all and non-S* builds cap at 210k SP, so you can't use this on Sprinting dependent positions because you run out of SP (literally). So while the theoretical value is potentially high (6k + 8.3k - 8.5k = 5.8k) for a Trait without a Salary cost, it's never used that way. Instead it only makes sense on the OL/DL builds but high Quickness & high Footwork don't seem to have much value when you're moving slow. My suggestion would be to lower the Sprinting cost to 5% higher. You could build a 90 Sprinting (74k SP cost), 80 Footwork (36k SP Cost), 80 Quickness (53k SP cost) and still potentially get a good SP value (3.6k + 5.3k - 3.7k) of 5.2k SPs for a free Trait. However, it would still require 164k of SP to get it (out of 210k) so while it's calculated value would be higher than most free Traits, you'd have spent 80% of your SPs on it.

Scholar

Current: Gain Play Knowledge at twice the rate.

Idea: Play knowledge was a nice little addition but no one knows what the bonus is. My suggestion would be to add a bonus to the value of it as well. Maybe it's a 2X bonus or even 3X. Hard to say when we don't know the bonus.

Slow Built


Current: +5% increase to all skills w/ +10 to all skills max

Idea: Not used anymore while it's opposite, Early Bloomer, is used quite often. When used well, EB is one of the most powerful free Traits (10.5k in SP value). Slow Built, by contrast, is one of the worst. It's hard to suggest something different as it's intended as the opposite of EB, but it just doesn't work in it's current form. Perhaps take away the +5% cost and just keep the +10 to skills max.

Spring Board

Current: Diving 8% lower w/ +6 max; Vertical 8% lower w/ +6 max

Idea: Needs a revamp as there aren't enough Diving or Jumping events per game where a Trait makes sense. Or a game code change.

Strong Base

Current: Balance 6% lower w/ +3 max; Quickness 6% higher w/ -3 max

Idea: Balance costs 33k to max at 100 so the maximum value of this Trait is 1980 SPs. At under 2k in potential value, there shouldn't be any cost offset. I'd make it a 10% lower cost and get rid of the Quickness offset. A Trait that's free with a max value of 3.3k SP value is fair.

Tactician


Current: 5% lower Awareness w/ +3 max; 5% higher Power/Toughness/Intim w/ -3 max

Idea: Tactician is slight different depending on position but since Awareness skills typically cost much less than Power skills, it's not utilized for anything other than the odd QB build (which has better Trait selections). Thus while it's counterpart Meathead is utilized, Tactician is worthless to most builds. Since Tactician is supposed to be a Mental skill, why didn't it include Heart? Heart has a pretty high cost (60k to max) and would help as an offset to the Power/Awareness discrepancy plus the higher costs of Toughness and Intim. I'd add Heart as a buff to Tactician (and a nerf to Meathead).
Edited by Xars on Mar 28, 2020 08:44:13
Edited by Xars on Mar 28, 2020 08:41:28
 
dredgar
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Nice!
 
Raid
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This is well thought out, good job.
 
ThePh33P
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i think my next team will have scholar on every player
 
atlbruce
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These guys who do math in GLB2 terrify me.
 
Ghanima
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MATH >> all
 
vipermaw82
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My guy... that was waaaaay to much work
 
darkwingaa
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I agree with most of these, but Adept isn't quite as bad as the others.

Spin Cycle DEs will sometimes get Adept because Spin Cycle is so powerful. Getting it to gold ASAP makes a difference. Then at the end of the build an extra AP can be put into showboat, arguably the most powerful bronze SA. All of it aligns with what the DE is trying to do.

Adept S* DEs start the game with Gold Spin Cycle. Not something to be sneezed at.

Adept isn't a bad choice for DTs either.
 
ThePh33P
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it takes 13 plays for a player with scholar to learn the first level of knowledge.
 
atlbruce
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Originally posted by ThePh33P
it takes 13 plays for a player with scholar to learn the first level of knowledge.


But what is the actual benefit of that? No one seems to know.
 
ThePh33P
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@Corndog can Scholar have some effect in pickup games? kinda odd that this skill is actually completely useless in pickup games.
 
Corndog
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Originally posted by ThePh33P
@Corndog can Scholar have some effect in pickup games? kinda odd that this skill is actually completely useless in pickup games.


Not really, otherwise spamming pickup games would make your player better, which doesn't seem desirable.
 
o The Boss x
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Originally posted by Corndog
Not really, otherwise spamming pickup games would make your player better, which doesn't seem desirable.


Are trait updates/SA updates even an option at this point or are we just looking at a couple new plays every other season?
 
ThePh33P
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Scholar could give a bonus somewhere else for pickup players. I didn't mean to use it as a farm for play knowledge 😂. For example if your player has the pickup tag he could have 100 chem in pickup games or increased awareness in pickup games. A flat bonus somewhere that makes sense for a smart player. +25 heart or +10% on awareness skills.

By your wording it seems like play knowledge is purely disabled in pickup games. I wonder if the same is true for chemistry acting as a debuff
Edited by ThePh33P on Apr 18, 2020 09:21:00
Edited by ThePh33P on Apr 18, 2020 09:19:34
 
rackhound
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Originally posted by Corndog
Not really, otherwise spamming pickup games would make your player better, which doesn't seem desirable.


The only thing that sucks about that is when you have to make a player through using pickup games later in a run up to vet because you loose someone or for whatever other reason and you have a guy who has no play knowledge. Would be nice if there were a way around that that wasn't exploitable. I understand why its the way it is though.
 
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