Pass Rush Issues - Mega Thread
Reposting as posted in wrong forum
Some features of the pass rush have been mentioned at length in lots of places online. But I would like to highlight some particular issues in what we see.
1. Mentioned previously, the pass rush seems to be aiming for a point too high in the pocket, frequently shedding inside and not getting any depth, meaning it can be quite easy to escape.
2. In CFM, we of course can reduce the pass block slider. However this appears to have the same issue, as if the slider is reduced enough to see a "super win" only one animation plays out. This animation will involve even a finesse rusher bowling over a power blocking tackle (it can of course be interior as well, but edge pressure is the main issue with the game). I don't think it is enjoyable seeing the same bull rush animation repeated, especially by players who wouldn't be able to do so, vs a blocker who is specifically made to protect against that.
3. I think there needs to be far more aggression in the pass rusher, particularly on the edge. If I pass commit, they should open immediately with a move. Successful or not, they should try it. If I see them try and rush around the edge and the tackle goes all the way, sending them right behind me then that would be perfect. In Madden 17/18, the aggressive pass rush would be exactly that. The pocket would form and they would be fast to use moves, wanting to get home. The pass rush seems static and contributes to the massive scorelines we are seeing in all game modes. If I pass commit, I don't really want to see the player have any pass rush moves the next snap as they exhausted them the play before.
4. Pass commit probably should be handled differently. Instead of the linebackers crawling, have the Pass rush do exactly that. Out of their rush lanes, ignoring the ball carrier (as they would be assuming a PA and attacking the QB - unless high Play Rec), very susceptible to a draw as they are out of their run fits.
5. Despite all of the above, the interior rush can split double teams with impunity. Can a double team have more effectiveness?
6. The pass blockers still don't look for work enough. If I scramble, they should be scrambling with me. Have the linemen get fatigued if I'm scrambling a lot. It's a good gameplay balancer and Sim to real life. But they should be looking to help when I scramble.
7. Finally, this is more of a personal gripe. But there is a shed timer that runs out if the play goes too long. I could have a very low rated player against a high rated player and they would eventually get the "OLE" animation where they look like a bull fighter, pull the blocker forward and run free. If they aren't good enough to get by then have them constantly stone walled, even if for a massive time frame.