Forum Discussion
@PebblesRB28
In the past speed was the king off all attributes, so top players would stack their team with the fastest players to drop hail marys non-stop to win. If you didn't have any CBs that kept up in speed, you weren't able to stop it. This caused the game to be very one dimensional because everyone only sought out players with higher speed.
Other factors play into it like acceleration and agility when you cut. Even in real life though, Tyreek can run fly routes and still be defended step by step from the defender. He'll still burn them most of the time but it's not like he's unstoppable. For a game, you still have to factor in enjoyment by balancing certain items so they don't cause extreme unfair advantages.
@kmack11
If there is a way you can capture some clips of that and post them here that can help, I'm not seeing others bring this up though.
- 4 years ago
So you're saying in the pvp algorithm, tyreek hill will perform around 211 instead of 425 vs a 211 corner in single coverage because it isn't fun for the opponent to lose the matchup. Isn't it not fun to potentially spend money, then madden cash, or just f2p grind a 400+ rated character with position ratings that are 150+ a 1v1 defender matchup's just to have the perform like a receiver you already had?
In that case, the inflated iconic ratings don't mean anything because you tamp them down matchup by matchup behind the scenes anyway. It becomes false advertising to promote these players as nothing more to inflate a team's overall which is clear now what actually drives a win or loss.
You gaslight people into spending money to compile a higher overall because you nerf icons on a matchup by matchup basis. It's not about fun for one side or the other. It's about frustrating both enough to cash in with dishonest at best background coding.
- 4 years ago
This is a great point!
- 4 years ago
I am 100% on board with your observation and comment.
- EA_Blueberry4 years ago
Community Manager
What's up everyone.
If you all can drop some feedback on this post below we'll share it with the team. Some big changes on OVR and attributes that are related to your discussion here.
- 4 years ago
@EA_Blueberry You realise that the complete opposite happens in the run game? That a MLB or even DL routinely chases down a RB well behind the LOS even when the RB has a good jump on him and the speed differential is nowhere near as big as the one I'm taking about. It's a very frustrating inconsistency.
In addition, versus man coverage, a QB should be throwing the ball before the WR makes his break (usually). When I do that, even when I get the timing right, which is most of the time, the CB goes after the ball and Tyreek does nothing. It's really stupid that it's so different to how football is actually played and that players have eyes on the backs of their heads!
Another issue is the blocking. Players just run to the endzone instead of coming back to look for someone to block. I understand using a track to get them going the right way, but there should be a "most dangerous man" principle where after about a second or 2 they can break off their track to go after an unblocked player who is a threat to the ball carrier.
- 4 years ago
@EA_Blueberry can you explain to me how Darius Leonard chases down Tyreek Hill on a Jet Sweep?
- 4 years ago
He can’t because he knows exactly well what EA is doing, which is false advertising. They advertise a player like Tyreek Hill with a 400+ overall and nerf him based on matchups because it’s “not fun” to have a player with 300+ speed outrun a player with ~160 speed, instead of simply offering Tyreek Hill as a 120 overall player. In reality, what isn’t fun is spending money on products, or in this case in-game players, being advertised as elite, and in return having said players play at subpar levels to “even the playing field”. If you advertise a player as 400+ overall with 300+ stats in most categories, that player should perform as advertised, otherwise you are quite literally false advertising and stealing from players.
- 4 years ago
I attached some screen shots. It happens on other vertical routes he runs too, he just keeps running with no awareness that the ball is about to land right on top of him. I’d have greater enjoyment if the 420 rated wr actually tried to catch the ball!
- 4 years ago
@kmack11 @EA_Blueberry @I guess this is what 600+ presence gets you. A meaningless stat that just inflates overall Instead of putting the points into awareness. It's clear tyreek is looking to his right as if to set a block for whoever #87 is instead of looking for the ball
I know it's too late for iconics, but EA please do not make the same mistake with mythics using "presence" which is a meaningless stat for actual gameplay and only serves to inflate a players overall so a 400 jumps out to whales as a must-buy and gaslights ftp/dolphins into wasting money on cards that have a true performance around 250+ just to "keep up".
If you're going to make mythics 600+, stop making presence 2/3 66% of the entire stat budget and pump their actual gameplay stats. The jury is out now. Presence is a do-nothing overall filler like the yoga mats in subway sandwiches bread. Give players actual performance.
- 4 years ago
This continues to be a MASSIVE issue, the game is broken, possibly beyond repair.
A 142 speed Jordan Poyer just accelerated away from my 318 speed Tyreek Hill after picking off a pass.
@EA_Blueberry you MUST do something about this appalling sim, it is flat out unplayable in its present form. I have no issue with Tyreek very rarely getting deep on a defender who is sitting 15 yards off him at the snap and playing a deep zone, that is how you defend deep threats, but he should then be able to run a quick hitch and that player has NO chance of making a play on the ball.
It is also the buggiest game I have ever seen in my life, and the user experience is terrible. The devs have learned nothing from previous years, nor from this year's complaints.
If speed is so overpowered that it has been completely nerfed, why even make it a stat? What is the point?
Also, the release notes say that differential in overall won't affect the way your player plays, but that is quite simply a lie. Ignoring the obvious change in speed depending on who you're playing (which should not be ignored, because getting familiar with how quickly your player runs a route or gets to the point of attack on a run is a key part of learning how to play the game better), my QB routinely throws appalling passes straight to the D when playing opponents who massively outrank me, yet almost never throws passes which are particularly off target when I outrank my opponent.
This is another massive issue with the current sim.
One further issue is not capping the level in the 3rd tier of arena. It's nice that you allow the lowbies to play against like opponents, but forcing people who ACTUALLY play regularly to play against people who have obviously spent thousands on the game does the opposite of encourage them to spend any money.
Please take these concerns as far as you can. You know that I've been an active part of this community and want the game to be enjoyable, but it's at the point that I'm just about done with it this year, which makes me sad.