@PackBeak wrote:
@EA_Aljo
Fair. I think that it's most apparent in Ones. Enforcers can just defend all game, and then take out the goal leader to force a free goal and overtime if they need to.
For Club, it could be annoying to get matched with a team that uses all goons. Same could be said for people who take 5'7 160lb speedsters who just cherrypick all game.
I don't mind the speedy cherry pickers. They're pretty satisfying to shut down. I play D and when I notice that's what they're doing, I'll hang back and cover them. It's a pretty easy turnover in most cases. You can just wait for the pass and get a well-timed poke on it to break up the play.
@KidShowtime1867 wrote:
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.
Something about this just doesn't sit right with me. It feels like you're jumping into another player's body in a sense. I think part of the skill in this game is being able to change up how you play to meet the needs of each situation. If games were longer, I wouldn't mind a couple lines of human controlled players so you could swap with a teammate. I just don't like filling a team with different builds where everyone controls multiple players.
@BabyPuncher525 wrote:
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.
I'm sure there's potential here to add something worthwhile to the game. I just wouldn't want to make it easy to essentially avoid an injury, penalty or fatigue. As far as your example with smaller builds goes, I just think that's the risk you take for having that build and part of the skill in playing them is knowing how to avoid getting hit or moving the puck when know a hit is coming. I think an enforcer will think twice about hitting when they realize they're going up against a slippery player that isn't so easy to hit.
I'm not saying everything you both suggested isn't worth exploring. I'm just having a harder time with seeing how much more fun that's going to make the game. Then again, fun is obviously subjective, but are there enough interested in this to make it worth the huge amount of work to make it happen?
@KlariskraysNHL wrote:
@EA_Aljo Oh no they would want the scaled type players of a 1st liner in attributes then others decrease as you go down to 4th liner. The pace of the game slows down immensely with the need of goalies to cover almost everything. Ragging the puck would become more of a thing. We all dislike playing goon squads because those games can literally take an hour to complete when games should only be taking 20-25mins.
I like the idea of lines having a lower cap on attributes for lines 2, 3 and 4 so you don't just jump into another meta build or something. And what would stop someone from creating the same build on each line anyway? I definitely don't want to see the pace of the game slowed down though. I think the length and pace of games, when played as intended, is pretty much perfect.