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I know there are a handful of plays players tend to gravitate too and the team is always monitoring those to see if they are causing the scale to tip more towards being unbalanced. A lot of plays have counters to them and it's a matter of learning them and making adjustments on the fly. There is a skill gap though where some players won't be able to recognize the counter until it's too little too late, or unable to manually adjusting several positions before the opponent snaps the ball.
The team got rid of Nano blitzes, however there are certain plays that were causing blockers to get confused because of player positioning which the team recently addressed.
- Fixed an issue allowing defenders into the backfield unblocked with defensive formations such as Nickel 2-4-5 Odd.
The team added play cool-downs and limits to House Rules as a way to experiment with the feedback on how opponents choose the same play over and over. Have you played that mode and do you think the team needs to implement that in other modes exactly the way it is or should there be certain types of changes you want from limits/cool-downs that don't already exist? For example, do you think each play should only be limited to 2 times a game.
I think the House Rules gets a little TOO restrictive. But — maybe some # works (5 instead of 2?). With 2 plays — I normally end up running some pretty crappy stuff by the game only getting 2 of each play... 🙂
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