rsandersr47 wrote:The defense is always at the mercy of the offense.
I think this is primarily due to the the nature of the sport combined with way the average player plays defence. Many people chase and are impatient. They throw a lot of inputs at their defender and then wonder why players always seem to have a step on them. Then they point to the X-factors, abilities, etc and claim offense is given far more of an advantage. But then we get into hockey fundamentals.
Possession of the puck gives that team control of the game's pace and the opportunity to create scoring chances. The team with the puck can dictate play, force the defending team to react, and has the ability to directly score goals. The defending team will always be in a reactionary position but those with experience and skill will be reading the plays and require less reaction time to offensive plays.
rsandersr47 wrote:although I have found this game does a much better job at allowing defensive players to pick off passes and I feel more involved on defense, poke checking is mostly in a good place, i think net battling feels a bit clunky at times)
100% agree. The fluidity of DSS and the consistency of intercepting pucks when your blade is in the passing lane (and there's enough reaction time) has been a massive improvement defensively. I'd like to see the poke check mechanic reworked so that you can enter DSS without a slowdown of the initial puck animation. Right now you have to do this by holding Right-Stick left or right before initializing DSS which is okay, but I'd like to see the 'slowdown' on the poke check activated once poke check is released rather than as soon as it's pressed. This would allow players to more naturally initialize DSS without a speed penalty.
FourZeroVI wrote:I truly believe that the reason you may see less and less human goalies is because of how much blame a goalie takes on and no matter what you try to say, its always going to be 5v1.
If you're on a good team, they'll never blame the goalie. Blaming the goalie is natural in drop-ins because in that mode - everyone thinks they're the best and they never make any mistakes (or 'the game' screwed them). So naturally, those drop-in types will blame the poor goalie. Personally, our goalie is amazing. In the rare moment he makes a mistake, he owns and it works to adjust. There are moments where the controls or an animation sequence tends to let him down, but making adjustments to adhere to what the game expects of you is part of the skill involved in this game, and he nails it.
rsandersr47 wrote:Correct me if I'm wrong but I think the passing speed tops out, I also think the pass seems to cancel out if held too long. That being said, I personally dislike the icon passing. In the real NHL passes are missed a lot, I thought things seemed better when players were forced to aim their passes (that's a different argument though) I just think for icon vs manual passes there should be a tradeoff. (No chance of saucer with icon)
No, the pass will not cancel if held too long. Icon passing has a risk reward to it. Developing the habit of knowing your forwards are X, Y & (if the puck is controlled by D) and the defense are A & B (if puck controlled by a forward) is a skill that will help improve passing plays. Although I understand the argument they can be 'too' accurate, this is the reward for being well-versed in a gameplay feature designed to improve passing.

I posted this in another thread yesterday:
The other cool thing is that when you hold RT after an Icon pass, the icon for the player you just passed to will be the same icon for the passer. This means on a 2-on-1 situation, you utilize the same icon for a quick back and forth: (notice how the Y icon quickly changes to the B icon once we start the back and forth:

The above 'can' be accomplished with manual passing, but sometimes the reception animation of manual passes can throw off the alignment and development of a 2-on-1. Icon passing ensures a pass is in-stride and on the tape of the receiver. That's a nice reward for developing the ability to utilize it.
rsandersr47 wrote:I think humans could use a boost whether in stats or abilities to close the gap with cpu goalies. There was a time I felt the answer was to make cpu goalies worse to incentivize more humans.. I think the real move is to find more ways to improve humans. I think giving them a bit more attribute points or another ability would be cool.
I agree. I'd like to see more forgiveness given to the human goalies to close the cap with CPU goalies. But then you risk stagnating the mode for more advanced goalies who like the requirements to get the perfect angles, cut off chances, etc. It's tough to balance but for the most part I think it's in an okay place right now.
rsandersr47 wrote:I've said it before and I'll say it again, this game is SO much better with human goalies. Let's do everything we can to incentivize people to play that position and for clubs to actually seek them out.
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thebrazenhead75 wrote:I highly doubt it was removed because it caused another problem because it didn’t in years past.
Just because the animation didn't cause a problem in previous years doesn't mean it wouldn't cause a problem now. There's a lot of under-the-hood logic being executed in any given moment. Sometimes, EA can introduce new logic that may not jive with animations already in the database. If an animation causes an issue with goalie logic, they'll just disable it until the animation can be re-tooled so as not to cause a crash, bug or glitch.