Run Fits
Let me preface this by saying I love how much quicker the defense is in reading their keys and playing the run. Please DO NOT revert this change. I've been asking for improvements in this area for what feels like a decade now.
That said, I think some more balancing is needed in the run game to account for these new and improved run fits.
- I think there needs to be a slight variation in reaction time based on the LB ratings. Nothing major here, this is not where the main difference in LB play should come. We're talking like a difference of a step between the high and low end.
- Where the real difference in LB play vs the run should be noticeable is how often the backer is in the right gap. Good LBs play fast and get to the right gap quickly. Bad LBs also tend to play fast, they just don't go to the right place and that creates running lanes. This is how good and bad LBs should be differentiated in game the most.
- The timings in the run game offensively still feel tuned based off the old run fit logic when the defense was slow to react. This means that second level defenders are now faster to their run fits but the OL is still operating at the same speed as before, which was balanced for the slower run fits we once had. The OL needs to be quicker pulling, they should come off their double teams quicker to get to the 2nd level, and certain hand-off animations need be sped up.
The last point is a major reason why concepts like Counter are seemingly consistently unsuccessful. More often than not the OL is so slow in their movements that they are not only too close to the RB at the handoff, but they are also too slow to block the appropriate players before they blow up the play.
I think if these 3 areas were improved on, the run game would be in a more balanced and significantly more authentic place, which is what I think was the initial goal when you worked to overhaul the run fit logic.