Forum Discussion
@KlariskraysNHL wrote:
@EA_Aljo The problem in my eyes was they overtuned the sticklift penalty. They always seem to take the extreme with things 1 way or the other. Now I get the community hated the sticklift from behind stuff but now we have lots of times you can be right beside someone and go for a lift that results in a penalty. The whole sticklift feature needs reworked to be more of a lift and swipe motion as a way of taking the puck. Also that part of the community hates defense in general.
I agree stick lift should be reworked. I really hope that happens. As far as taking the extreme route with things, it's not that we're looking to specifically take that route, but it can also be very challenging to find that sweet spot where it's perfect and doesn't cause other issues.
- KlariskraysNHL2 years agoHero+
@EA_AljoThey should never have nerfed Yoink. They have ruined the identity of a TWF by being below average overall. I see Playmakers doing the same amount of defense. TWF should be all about the stickplay imo but oh ya they complained about Yoink because they wanted to hold onto the puck too long in dangerous situations. I'm sorry but if you have 90 stickchecking and 90 def awareness and not lifting from far behind you should be taking that puck vast majority with no penalties.
Roles are meant to succeed where they should regardless of how people feel. - EA_Aljo2 years ago
Community Manager
I don't ever recall hearing about people being upset about Yoink. I don't recall hearing about it being nerfed either. Regardless, the feedback is definitely appreciated. I'd love to see the classes balanced better as well.
- rsandersr472 years agoSeasoned Ace@KlariskraysNHL I've never used "yoink" I certainly wasn't gonna start this year haha. I think X factors need to be balanced more than archetypes. I feel the x factors available to each archetype are far more important than any of the stats. The X factors are just too game changing, especially in EASHL. I dunno who the developers take their feedback from but I think the top players need to work with the devs to discuss the X factors and how/ which to nerf.. I would also suggest a few of those top players being defenseman who play a shutdown defense so that we're not simply focusing on offensive X factors. I don't play much HUT but at least in that mode each X factor has a weight that it carries and you can only have so many good X factors. In EASHL everyone has a gold and 2 silver and they are not weighted. So having gold close quarters, Truculence/ shutdown D, and T2T or w/e is a possible build. That player can kinda do anything at that point. He can beat a goalie in close really easily, pass to anyone with less of a chance of being intercepted, and play really good defense whether he hits a lot or plays an all around defensive game. I personally don't mind the idea of X factors (they were intended to make players feel different from one another and they do that but when most people in EASHL are using the same Xfactors it sorta defeats this..) but they need to be balanced. Personally I would have a max points tank available for a build. If you get a gold X factor it's worth silver points x2 or x3 (again I would defer to someone who has played around with the X factors a lot more than me) so someone could maybe have 5 average silver Xfactors or 1 really good gold. Or maybe 1 average gold and 1 or 2 silver. It's either that or all Xfactors have to have the same viability which would be more difficult to balance imo.
Again, I don't mind CQ, 1TW, or Truculence but if they have gold in either of those then that's all they should get. Not many NHL players SHOULD have more than that if that's their gold. I would argue that maybe Ovi should have 1TW + silver Truculence (not sure what he has in game) he's also an absolute superstar player. Our players should only have 1 gamebreaking ability. It would also make the presentation more enjoyable. If someone has a top tier gold ability like the ones mentioned before (and they also have a lot of goals or hits, depending on the ability) the game could mention that before or just after puck drop.
As far as archetypes stats go, I think some builds are sorta pointless now. Before enforcer and defensive enforcer had buffed strength and hitting per pound. Now every build has the same hitting per pound. The only thing enforcer has going for it are the Xfactors (if you like one of those) and the ability to be really big. It makes a lot more sense to make a big PWF. Don't get me wrong I think enforcers should be worse at being bumped off of a puck (they aren't typically known to have good hands and skating around with the puck on your BH/ forehand shouldnt completely prevent you from being knocked off of it no matter how small the guy hitting you) but they should have a buff for hitting.
I'd also not restrict builds from any gold Xfactor.. I would argue that there are a lot of NHL players that I would have listed as an archetype that I would give an Factor that they shouldn't get based on their archetype.. EASHL should follow suit. - KlariskraysNHL2 years agoHero+
@EA_AljoIf I recall correctly it was this update that caused a change. https://mp1st.com/news/nhl-22-update-1-20-patch-notes-skates-out-for-added-likeness-more-this-nov-4
When you used Yoink it was like a super high chance you were taking the puck away. It was an NHL 22 thing used early on before whatever changed.
But I don't view balancing builds how they should be hard at all. You just don't make the strengths strong enough and weaknesses weak enough. Obviously values would need to be reworked as their strengths should offer less for lowering them and weakness costing more to invest higher into.You raised too many stats in builds which is what created god-like builds where you should be using them. We all know the Puck-Moving Dman is way too good all-around.