Muthead
+4

Changes I Would Make Pt. 1

  1. Escape Artist- I don’t think it’s a huge problem especially anymore. However I think it should be activated when there is pressure in the pocket. It would balance out the ability but still give guys who are pressure a chance to escape the pressure.

  2. Stamina Meter- User ability and speed is out of control and needs to be looked at. No way a player should be able cover the seam then take away a drag and work back up the field and pick off a post. A stamina meter would help so if you’re spamming turbo you eventually slow down trying to run all over the field. Doesn’t mean you can’t cover but you have to do so without spamming turbo. Now users will move relative to CPU speed as we know our receivers don’t run their routes at full speed. It will open up the passing game and at the same time create a skill gap for guys who use their turbo properly and at the right time.

  3. Thresholds/User Timing- I do not think abilities should matter more than attributes. 99 deep route running should be a post route just as good as 90 with post flag elite. Same with 98 juke vs 90 evasive. So my conclusion is if route running is higher than coverage the dice roll goes to the receiver. He won’t win every time but he has a better chance. If pass block power is higher than power moves then the OL should stonewall the pass rusher. In a situation where it is equal then user timing takes effect.

  4. CPU Hitsticks/Fumbles- For one Hitsticks are out of control. The angles they come from and the frequency and effectiveness are ridiculous. CPU should not force fumbles, that should be something a user earns with great timing.

  5. Hot Route Master- HRM should be universal. Like it would open things up for everyone. However there should be a counter to it defensively.

  6. Revamp defensive playcalling- You should be able to call any defensive play with any personnel you desire. Playcalling should be pick personnel then formation and then play call. It would provide so many counters to the offense by being able to run you entire playbook with any personnnel. Now I know Big Dime personnel running Cover 4 drop would be annoying but that is worked around by running on it with heavy personnel.

  7. Cool Off/Played Out- Has to be implemented to challenge guys. But here’s how I think it should go. Once you call a formation it’s locked for the rest of your drive. The formation is locked for a few snaps as well. This stops HRM abuse but still creates a dynamic where we have to figure things out on the fly and have to pull out our key plays at the right time. Creates the chess match some desire. I know some will say why should I stop running something if they can’t stop it ,well my preference would be adaptive AI who understands when the same look is presented and what they should take away but the computer is already psychic and I don’t want more of that. I want them more reactive.

This will get some complaints but I’m interested in knowing what you guys think and would change to save our game.

No comments