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@EA_Aljo wrote:How much does that really add to the game though? I like the added realism of it, but it just seems unnecessary. Especially with the shortened periods we have. It would also make injuries almost pointless since you could just switch to a different player while they recover on the bench.
Changing to a new build would be non-forced ie: it's not as if you're changing lines because you're at the end of a shift and fatigued. It would be purely another chance for the user to pick a different build if they choose to.
You could disable the ability to change builds during injury.
I just like the idea of being able to pick a new build in the event that your team needs a shake-up during the game. Things aren't flowing with a TWD, so I move to an OFD. Down a goal with 2 mins left - swap my Enforcer for a sniper. All of these changes being done on the fly or in-between periods would mean there's no impact to the flow of the game either.
All depends how multiple builds/line changes would be implemented by EA. Tons of possibilities for new ideas. In my mind I'm thinking of it having an impact pretty much on everything from injuries, stamina to the whole fighting/instigating. Maybe injuries should last for the game and durability actually have a place in eashl? Line changes would be strategic or based off running low on stamina with that particular build. Someone keeps running your smaller scoring builds with a truculence pwf? Bring out the enforcer and make them think twice the next time they lay a big hit. Take the 2 min instigating if you feel it necessary at times.
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