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Forum > Goal Line Blitz 2 > S55 Changelog Suggestions
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Xars
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Development Leagues

There are 4 Veteran Development Leagues. Please consolidate them to one league. I went through the rosters of Rain league. Out of 12 teams, there are only a total of 17 players (non-CPU) in the entire league. Please have only 1 D-League per tier. It saves you CPU cost. You run a business and we understand that. CPU cost is a direct expense for you and we're ok with you limiting it, particularly when the benefit is so small.

Here are the home pages of those leagues. Look at the number of Free Agents in the Top 10 of Offensive MVP.

Rain: https://glb2.warriorgeneral.com/game/league/331
Sparkler: https://glb2.warriorgeneral.com/game/league/319
Spider: https://glb2.warriorgeneral.com/game/league/326
Willow: https://glb2.warriorgeneral.com/game/league/323

EDIT: With 3 Vet Leagues, we have 11 CPU teams. Since we can't consolidate Vet to 2 Leagues, please get rid of at least 2 D-Leagues.

With the rollover, these are the new Vet D-Leagues and how many player dots are on them:
Love League has 22 players.
Rain League has 15 players.
Willow League has 7 players.


4WR Shotgun TRIPS Weak - No Passing Plays where HB attacks Weak Side

With Screens being broke and no idea of how/when they get fixed, we could use more HB outlet/flat Passing plays. 4WR TRIPS has no plays where the HB goes to the Weak/ Overload side. 3WR TRIPS has only 2. 1WR has 3 total, but none where the FB and HB go to the Weak side together. These plays work reasonably well and provide for a Screen-like play if you target the HB first. We could use a few more.

Pass Power arc considerations in a world of Zone Defense.

Perhaps the fix is to have Pass Power be a modifier to the LB INT% roll. A high Pass Power throw with low Arc may generate more INT opportunities, but Pass Power should be causing harder Awareness checks on the LB. If this is already happening, then perhaps it needs to be modified or have Pass Power be a modifier to where the deflection chance is higher and the INT is lower. Or something. An incomplete pass is one thing, an INT is another. You've got Zone D plays with 10-12% INT rates. It's crazy.

Create some type of multi-agent bonus for teams.


While the clone option is beneficial to the Team Owner relying on a multi-agent roster, please try to add some multi-agent bonus to the game. Perhaps Chemistry is added faster every game based on the number of different agents on a team. Perhaps Quick Scrims can boost Chemistry, which would encourage FLEX spending (give the bonus on off-day scrims if you can). I don't know what other bonus you could give out that doesn't become abused and you're comfortable with, but some mechanic that encourages agents working together would increase agent interaction and thus the health of the game.

3WR TRIPS - Needs a HB Counter Weak

Has Counter Strong. Missing Counter Weak.

Big I - Needs HB Counter Sweep Right

Has Sweep Left, Sweep Right and Counter Sweep Left. Needs HB Counter Sweep Right.

Pistol Formation (3WR) - Needs Outside Counters


Has HB Pitch Strong and HB Pitch Weak. Has no Counters.


Pistol Big Formation (2TE) - Needs Outside Counters

Has HB Pitch Strong and HB Pitch Weak. Has no Counters.


Singleback Formation (3WR) - Needs Outside Counters


Has HB Pitch Strong and HB Pitch Weak. Has no Counters.


Edited by Xars on Aug 29, 2021 09:33:59
Edited by Xars on Aug 29, 2021 09:32:53
Edited by Xars on Aug 29, 2021 08:40:49
Edited by Xars on Aug 29, 2021 08:40:15
Edited by Xars on Aug 28, 2021 04:04:03
 
Cybertron
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4WR Shotgun TRIPS Weak

- QB run to the strong side.

- Stop making the HB do a 360 on the pitch to the strong side when he catches the ball.
Edited by Cybertron on Aug 28, 2021 06:27:52
 
dredgar
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Originally posted by Cybertron
4WR Shotgun TRIPS Weak

- QB run to the strong side.

- Stop making the HB do a 360 on the pitch to the strong side when he catches the ball.


I haven't seen the 360. Might check footwork.
 
BoDiddley
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QB Tactics - Like RB tactics is would allow a style of passing (Bullet,Normal,Lob)

Fix the way QBs drop back on screen plays

Fix end of game logic, or allow us to set our own

Add Peewee Leagues like GLB1 has

 
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Can we get a split back shotgun formation? FB on one side and HB on the other.

I'm not asking for all the read option plays but just some handoff and passing plays out of the formation.

https://www.elevenwarriors.com/ohio-state-football/film-study/2016/02/68093/film-study-the-emerging-trend-of-two-back-shotgun-formations

https://www.madden-school.com/playbooks/spread/offense/shotgun/split-slot/

https://www.madden-school.com/playbooks/run-heavy/offense/shotgun/split-slot/

https://www.madden-school.com/playbooks/balanced/offense/shotgun/split-slot/
 
Ghanima
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Add playoff match for 3rd place also playoffs for 5-8 and 9-12 spots to engage players at the end of the seasons. Also as all team will get some playoffs... cut 2 ladder games and give sps from playoffs. That would make season more engaging at most crucial time.

Fix pass power vs zone .

Add zone plays with only 1 player deep.

Pls start telling us what are the plans balancewise. So no1 will suddenly got hit hard during vet run.

Edited by Ghanima on Aug 28, 2021 15:55:09
 
TyDavis315
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Scale zone radius. Considering the downside of zone is that it plays a wide portion of field, that’s not really a problem in the game. Plus players can hit max vertical even while off balance, it takes out a lot of the passing options. You can use pump fake as a slight buffer, but you’re still better off taking your chances in the ground.

Zone is stronger at higher levels / QBs don’t perceive it very well
 
Xars
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I updated the OP for some missing Counter Rushing plays out of certain formations.

Myrik - where's your list of stuff?

 
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Originally posted by Xars
I updated the OP for some missing Counter Rushing plays out of certain formations.

Myrik - where's your list of stuff?



I assumed you were wanting to take the job over, lol...

Here's my copy and paste list of things that I thought needed done:

Beat Down is not properly firing as far as I can tell.

First Step, Zone Shark, and Inspire Fear need a small buff.

Fix end of game logic, or allow us to set our own

Strong Base trait needs bigger bonus to Balance or less hit to Quickness, since the Quickness hit is a drastic trade off by comparison.

Please fix KL bug, it's been around forever.

Alphabetize the Plays when we're setting up our Playbooks.

Allow us to separate plays in our personal Playbook by Zone or Man and by Blitz or non-Blitz.

Zone needs some shallow defense plays like Man has.

Allow us to create non-boostable players at a cheaper price.

QB's need a QB Slide SA for scrambling, something like a Brace For Impact for QB's.

QB Throwing style tactics... Bullet, Dime/Touch, Side-Arm, or Normal.

Keep Rookie/Soph and add rest of tiers to Vet or at least combine J-Man and Pro (Perhaps protecting them as well from Vet). This will allow teams to reset faster if they choose, to rebuild or recruit, and allow us to fill up star player meters faster.

Allow the Star Player Meters to refill after creating a Star Player.

Give cpu dots templates (let the players contribute, please). Then Team Owners could select CPU players that exist now for free OR pay some FLEX (I'm thinking 50% of the current cost) to buy a CPU player based on a Template. You can see the Caps but you can't allocate the points. This would allow new/struggling Team Owners to get access to some of the better builds that the older crew has figured but they can't get someone to build. Allow them to get S* too. This would massively improve some teams. Can't recruit enough S* to compete? Grab a S* Template as a CPU (paying 50% of the FLEX cost) and beef up your roster. (thanks to Xars for expanding this idea)

Open cpu builds.

Add a player's HoF ranking to it's player page.

Add Team HoF for Owners. I'd love to see a list of my team's "All Time Greats".

Add a setting in Playbook to force a position to pass pro rather than just enable possibility. For example: possibility of forcing FB or TE to stay in trenches.

New Offenses: Twins formation WR sets (more chances for Slot SA to fire), Strait T offensive formation, Wing T offensive formation, and Wild Cat formation for example.

New WR run plays.

What would be the possibility of doing away with retirement leagues so as to add at least one cpu only league per tier to increase ladder match up diversity and free up the servers some? Also just have cpu vs cpu (with no human players) auto generate game stats/results to free up servers?

Edited by Myrik_Justiciar on Aug 29, 2021 14:04:54
Edited by Myrik_Justiciar on Aug 29, 2021 13:31:01
Edited by Myrik_Justiciar on Aug 29, 2021 12:47:10
 
ND Irish1
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these are all great ideas i hope some of them get serious consideration ,that said doubt anything major changes if i could just pick one it would be end of gm logic to be fixed or let us set it ourselves like Bo suggested
 
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Originally posted by Xars


Pass Power arc considerations in a world of Zone Defense.

Perhaps the fix is to have Pass Power be a modifier to the LB INT% roll. A high Pass Power throw with low Arc may generate more INT opportunities, but Pass Power should be causing harder Awareness checks on the LB. If this is already happening, then perhaps it needs to be modified or have Pass Power be a modifier to where the deflection chance is higher and the INT is lower. Or something. An incomplete pass is one thing, an INT is another. You've got Zone D plays with 10-12% INT rates. It's crazy.



You want to nerf LB's being able to use EotP, which is the Heart of Zone defense and what makes it work. Take that away and you break the defense. In a game balance standpoint it is not crazy that some Zone D plays might get high INT rates when Zone itself has flaws as you often mention with your Trips and off tackle arguments and such. Zone is a high risk high reward defense in this game, it has weaknesses that gives up chunks of yards and high completion % at times for the chance to create TO's or make big plays. Man has always and still is way more consistent in shutting down offenses.


Originally posted by TyDavis315
Scale zone radius. Considering the downside of zone is that it plays a wide portion of field, that’s not really a problem in the game. Plus players can hit max vertical even while off balance, it takes out a lot of the passing options. You can use pump fake as a slight buffer, but you’re still better off taking your chances in the ground.

Zone is stronger at higher levels / QBs don’t perceive it very well


Zone is very weak at lower levels, it's why you see a lot of guys run man and then respec later. Shrinking the radius seems like a way to add more holes in Zone that teams already can have high completion % with... I've always thought that zone has high Int attempts because of the tradeoff for completions against it.

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I don't get why the "Zone needs to be nerfed" argument has to be brought up in new creative ways again and again. We spent years with Man being the only real viable meta defense (I easily ran over 60+ seasons of Man with various teams) and now we actually have choices, so much so that teams are running hybrid defenses on a regular basis. Look, honestly, I mean no offense here to anyone.. but in my opinion, I feel that suggestions like these are not meant to truly balance the game, but more like an emotional response to losing to a few good teams who had success using Zone that clouds one's analysis. I don't think Zone is a problem (many teams ran it without the success that a few of us had), if it was the end all defense then you wouldn't be seeing so many top coaches switching to Hybrid and use more plays in the book (which I think is what the Devs want). Even GE is switching to a Hybrid style and he's pretty much the Father of Zone.

Edited by Myrik_Justiciar on Aug 29, 2021 13:26:14
Edited by Myrik_Justiciar on Aug 29, 2021 13:24:59
 
Detroit Leos
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Originally posted by Myrik_Justiciar
You want to nerf LB's being able to use EotP, which is the Heart of Zone defense and what makes it work. Take that away and you break the defense. In a game balance standpoint it is not crazy that some Zone D plays might get high INT rates when Zone itself has flaws as you often mention with your Trips and off tackle arguments and such. Zone is a high risk high reward defense in this game, it has weaknesses that gives up chunks of yards and high completion % at times for the chance to create TO's or make big plays. Man has always and still is way more consistent in shutting down offenses.



Don't think he was going after zones here. Just talking about the passing power issues with QBs. Bottom line, investing in high pass power should have benefits. Currently, it does not. A large part of that is the throw arc issue.
 
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Originally posted by Detroit Leos
Don't think he was going after zones here. Just talking about the passing power issues with QBs. Bottom line, investing in high pass power should have benefits. Currently, it does not. A large part of that is the throw arc issue.


They buffed Pass Power awhile back to make it harder for defenses to get ints which I was strongly opposed too but lost that argument. DLCurt and several of us immediately noticed a hit to our Int rates, it did work. No one is breaking any records like Rob did when he ran his zone defense and got that LB into the HoF. Xars may not be directly attacking EotP LB's, but it still will adversely affect Zone the hardest...especially since he mentions LB's in particular here.

I would rather see a QB Pass Tactics be added instead.
Edited by Myrik_Justiciar on Aug 29, 2021 13:40:09
Edited by Myrik_Justiciar on Aug 29, 2021 13:38:55
Edited by Myrik_Justiciar on Aug 29, 2021 13:38:03
Edited by Myrik_Justiciar on Aug 29, 2021 13:36:46
Edited by Myrik_Justiciar on Aug 29, 2021 13:36:00
 
Detroit Leos
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Originally posted by Myrik_Justiciar
They buffed Pass Power awhile back to make it harder for defenses to get ints which I was strongly opposed too but lost that argument. DLCurt and several of us immediately noticed a hit to our Int rates, so it did work. No one is breaking any records like Rob did when he ran his zone defense and got that LB into the HoF.


Even so, player builds should have diversity and heavy investments in different build areas should have different benefits. A variety of builds that do a variety of different things make the same play run against a specific play (offense or defense) perform better or worse.

Variety and varied results is important. On top of that, it is what allows for player build experimentation.

I understand your concern man, but QB builds desperately could use some build diversity IMO.
 
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Originally posted by Detroit Leos
Even so, player builds should have diversity and heavy investments in different build areas should have different benefits. A variety of builds that do a variety of different things make the same play run against a specific play (offense or defense) perform better or worse.

Variety and varied results is important. On top of that, it is what allows for player build experimentation.

I understand your concern man, but QB builds desperately could use some build diversity IMO.


Creating a mechanic to nerf LB's ability to get Ints isn't a way to help QB build diversity, it just nerfs LB's, EotP, and Zone in general. That's not a good trade off to help QB's.

You need either more SA's, a QB tactics system, or another approach that doesn't hurt my above mentioned.
 
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