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rdeadwyler's avatar
rdeadwyler
Seasoned Rookie
2 years ago

FIGHTING NEEDS TO BE REBUILT!!

NHL needs a new fighting engine!! The fighting has  not been good for a long time. I even stopped purchasing NHL games because of this. The gameplay is always good but when it comes to fighting it's not and I really like fighting when I need to and to swing some momentum. The fighting in the new NHL's going forward needs to be overhauled and rebuilt. Go back to NHL 06-07 fighting and take notes from that but revamp it make it better and  add some new stuff like being able to square up before grabbing if you even want to grab at all. On the old NHLs you used to be able to block the body block the face and counter with uppercuts that knocks off helmets sometimes. Players would have black eyes and all i do believe that feature is still available but the fighting gameplay does not match. Strength and size matterd also. Even the goalies were able to fight in the old ones but not in any new nhl games!!! I could go on about this but please REVAMP the fighting for the next NHLs going forward please !!!!!!! 

44 Replies

  • Modulater83's avatar
    Modulater83
    Rising Vanguard
    1 year ago

    @BabyPuncher525 

    This is probably the best idea for how to incorporate line changes in EASHL that I have come across (besides the simplicity of having actual players on the bench, but thats no fun).

    That being said, I am in the camp of people you referenced at the end who likely wouldn't be thrilled.  Its a decent sized shakeup of the formula and with the list of issues already on tap with the game I am not sure it would be a net positive.

  • BabyPuncher525's avatar
    BabyPuncher525
    Rising Vanguard
    1 year ago
    @Modulater83 I feel like it would need to have the strategic element of managing your stamina and match ups or else like you said it just seems pretty superficial, especially given the effectiveness of a few certain types of builds there really is no need for multiple when one does it all. Currently there really isn't anything special about what an enforcer type build can achieve compared to a pmd in that department of the game, while a niche aspect of the game it just feels like a wasted build type when it comes to the enforcers.

    I will conceed there is more chance to mess up the line change idea than it be a sucess.
  • hiperay's avatar
    hiperay
    New Ace
    1 year ago

    @EA_Aljo wrote:

    @KidShowtime1867 

    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.


    I think line changes would absolutely change the way the game is played in multiple aspects. My idea of line changes in its simplest design, is two circles at each door of the bench big enough for one person that refills your stamina back to full when you come to a full stop. No other methods, except maybe x-factor triggers like a born leader, or a stoppage of play etc., will you get your stamina back making it so it only depletes as you use it throughout play. 

    What this does is open up more of the ice, allowing for more opportunities to out play each other. As a Defenseman, I never have to leave the penalty box side of the ice and can shadow my winger the whole time. The penalty box side is supposed to be more dangerous because of how far it is to skate across back into position from the bench which doesn't translate in this game. The 5man NZ trap meta exists because of the lack of line changing. Everyone skates back on their side of the ice to play their role. No switching sides whatsoever causes zero confusion and zero opportunities for the attackers to capitalize on that confusion.

    This would also allow another small skill increase to players for "changing" at the right time vs a bad time. Teams playing it safe to get the puck in the ozone so their defense can go refill. Most people do not try these dump and chase methods because they just go back and reset the play entirely while their teammates get their stamina back to full. 

     You can't try any 1on1 moves because their is always a full or even half stamina guy behind you skating back at full speed as they know they can just coast for a bit afterwards and get back 25% of it quickly. On top of this, every 1v1 move slows your forward momentum making it even more difficult to perform anything without someone on top of you by the time you are out of that animation. 


    The highest scoring period in hockey is usually the second because in the second, the bench is on the other teams side of the ice which causes issues for line changing (3rd because of EN goals). Again there is no translation to this in the game and I think line changing would help benefit this.

     

    In relation to the injuries, you could make it so your player is actually limping or moving really slowly to get to the bench when he is injured and then when he has reached the bench, he could have his stamina return to full but have that small reduction in stats that we currently have in game. So now you have an advantage while he "goes for a change" and then a small advantage in stats while he is recovering from the injury itself.

     

     


  • @hiperay wrote:

    @EA_Aljo wrote:

    @KidShowtime1867 

    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.


    I think line changes would absolutely change the way the game is played in multiple aspects. My idea of line changes in its simplest design, is two circles at each door of the bench big enough for one person that refills your stamina back to full when you come to a full stop. No other methods, except maybe x-factor triggers like a born leader, or a stoppage of play etc., will you get your stamina back making it so it only depletes as you use it throughout play. 

    What this does is open up more of the ice, allowing for more opportunities to out play each other. As a Defenseman, I never have to leave the penalty box side of the ice and can shadow my winger the whole time. The penalty box side is supposed to be more dangerous because of how far it is to skate across back into position from the bench which doesn't translate in this game. The 5man NZ trap meta exists because of the lack of line changing. Everyone skates back on their side of the ice to play their role. No switching sides whatsoever causes zero confusion and zero opportunities for the attackers to capitalize on that confusion.

    This would also allow another small skill increase to players for "changing" at the right time vs a bad time. Teams playing it safe to get the puck in the ozone so their defense can go refill. Most people do not try these dump and chase methods because they just go back and reset the play entirely while their teammates get their stamina back to full. 

     You can't try any 1on1 moves because their is always a full or even half stamina guy behind you skating back at full speed as they know they can just coast for a bit afterwards and get back 25% of it quickly. On top of this, every 1v1 move slows your forward momentum making it even more difficult to perform anything without someone on top of you by the time you are out of that animation. 


    The highest scoring period in hockey is usually the second because in the second, the bench is on the other teams side of the ice which causes issues for line changing (3rd because of EN goals). Again there is no translation to this in the game and I think line changing would help benefit this.

     

    In relation to the injuries, you could make it so your player is actually limping or moving really slowly to get to the bench when he is injured and then when he has reached the bench, he could have his stamina return to full but have that small reduction in stats that we currently have in game. So now you have an advantage while he "goes for a change" and then a small advantage in stats while he is recovering from the injury itself.

     

     


    I have nothing to add but just wanted to say I think all of these ideas are fantastic. 

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