EA_Aljo
Community Manager
4 months agoHow Attributes Work in NHL 26
Hey, NHL Fans. In recent years there have been numerous requests for an explanation of attributes. We now have an article up with these details. Link below.
Hey, NHL Fans. In recent years there have been numerous requests for an explanation of attributes. We now have an article up with these details. Link below.
I want to know what the Attributes affects slider actually do? I know at 0 all attributes are the same and all players are the same. What slider setting is the setting where each player performs at their attributes?
Logic says 10/10 will have each player at 100% of their attributes, but the default is 5/10.. so is 5/10 where all players perform as designed? Is 10/10 become exaggerated? Does each tick up or down reduce or increase?
MostlyHubris BoostPacks are a far better Option than Xfactors as the Boost pack only affected the attribute it was put towards where Xfactors are Op in several ways. You are correct though EA did Mess up and had Acceleration turned down to far where it didnt matter how high you had it didnt work on one of the earlier games. There have been a few games where certain Attributes didnt work properly. EA really does have to get all attributes to function correctly you should be able to feel the difference between higher and lower attributes even when the Difference is small. Xfactors Ruins Attributes especially the way its set up now. You could have 80 hitting with red truc and throw people around like ragdolls. If you have red warrior you can basically skate through anything. If they were to keep Xfactors which I dont think they should. They should make it the way they had it on NHL 25 where you needed a certain amount of Attributes to use the different tiered Xfactors. Example. 80 hitting unlocks the first tier 85 the second tier and 90 unlocks the 3rd. But even with this way shows the flaws of Xfactors and attributes. Because if you can unlock the third tier Xfactor with 90 Attribute points there is no reason to place your attributes any higher than 90. So I think The best way to do it would be have your 3 tiers but you need have a certain level of attributes to unlock the tier. But its also based off of player build type. So lets say a Powerforward has 90 hitting he can unlock the 3rd tier truc but a dangler should need 93 hitting to unlock it or a dangler has 90 he can unlock 3rd tier ankle breaker where it takes 95 for a Powerforward to use. That way there is some distinction between players plus it would force players to use more attributes to unlock the higher Xfactor.
As for faceoffs Defensive builds shouldn't have the same points as a forward. Can a Dman win a draw sure but its unlikely hes going to win more than a center who takes thousands of them a year. I Think the only change they should make to face off is allow us to add attributes to it. Instead of it being capped at 90.
The default is 5/10, as you mentioned. So, lowering/raising that score lowers/raises how it performs.
Would be cool to also add a list of actions that effect specific stats in BAP, like how beating icing calls improves speed(i think?) So at least if I wanna work on certain aspects of the game, itll be easier/make sense
Hey there. Can you give me some more details on that? I'm not a BaP player so if there are some specific boosts that activate based on performance you need more info on, let me know and I'll see what I can do.
Just like a basic "cause/effect" list for how stats change based on actions (ex, poke checks increase stick checking stat, hip/shoulder checks increase body checking, getting knocked over reduces durability or balance) some of them will be obvious for sure, but, for example, I have no idea how to increase aggression aside from the perk tree and if theres a way to do so while playing, it would be cool to know how.
Also, EA_Aljo, I did make a post about a week ago with some video of more penalty discrepancies that you can find here : Issues with the AI "balance" | EA Forums - 12726653
Just like a basic "cause/effect" list for how stats change based on actions (ex, poke checks increase stick checking stat, hip/shoulder checks increase body checking, getting knocked over reduces durability or balance) some of them will be obvious for sure, but, for example, I have no idea how to increase aggression aside from the perk tree and if theres a way to do so while playing, it would be cool to know how.
I'll pass this on. I'm not optimistic we'd provide a detailed list of these. If you had a list of the ones that weren't so obvious, that might be doable.
I'll pass this on. I'm not optimistic we'd provide a detailed list of these.
Given that BaP got "revamped" this year(arguable, but I digress), it's a shame to hear this... it would have done well to be in a post such as this where EA is already giving details as to what each attribute effects what behaviour on the ice. I don't think adding what adds and subtracts to these attributes in BaP is a stretch of context.
For example, if we "knew what to expect" on this front, we might be able to catch and report bugs if the reported amount taken from a player is different than the post game reduction says.
It all comes down to card ratings. When the AI can take an 82 rated player an increase his skill set with each different level. Rookie to Superstar. It falsifies the attributes of that card. Game sliders can also swing differences in performance. Its all well and good to state the intention of said attributes. But manipulating them, makes that or those cards inaccurate.
Hi EA_Aljo, my friend seems to think offensive/defensive awareness have some sort of impact on how the camera zooms in on players up or down ice, I told him I do not believe it to have any impact on camera or zoom settings in any way whatsoever but could you confirm? Thanks!