EA_Aljo
Community Manager
2 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.
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.
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.
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.
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
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.
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
The default is 5/10, as you mentioned. So, lowering/raising that score lowers/raises how it performs.
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.
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?
EA_Aljo Xfactors are garbage this year. You guys are going to be battling And tinkering them all year because of how OP some of them are. XFactors also Ruin Attributes so it really doesn't matter.
If youre going to Keep Xfactors atleast do it a better way because right now its awful. The different levels of Xfactor should only be unlocked by How many points you put towards the maint attribute. As see on NHL 25
Example. Hitting/Truculence. 80 points opens the yellow attribute 85 opens up purple or 90 opens up red Xfactors.
Ive tested Hitting with and without truculence and its very noticeable which is good it means the Xfactor is working. The bad part about it is. If you set An attribute such as Hitting at a high level 90+ without the Truculence it feels like an absolute waste of points. Again ive used this analogy On another thread but With Truculence it feels like im hitting with a baseball bat without and with High points 90+ it feels like im hitting with a pillow. This is a huge problem. What if id like to Use another Xfactor so i decided to Raise Hitting super high thinking that will still give me good hitting ability but it doesn't only Truculence gives me the feel it should.
Truculence is also huge when it comes to an opponent Using warrior or whatever Xfactor gives you the ability to resist hits. With Truculence I feel i can still hit the guy using Warrior effectively but just using a high attribute in hitting i just bounce off.
Now im sure you'll ask for video evidence please just try yourself.
Again I believe Xfactors should only be available By the amount of attribute points you put towards the main Attribute in the Xfactor see on NHL 25.
But I Still think the best Idea wouldve just Been to go back to Boost packs seen on NHL 09-14. Its way simpler and only affects the one attribute instead of giving you boost on a few different ones. .
Xfactors will be a huge Problem this year if they dont change the way they work and also how effective Higher Attribute levels will be.
Also Im starting to Feel like theyre trying to faze attribute out because of the amount of garbage prebuilds they continue to add for absolutely no reason. There are probably more prebuilds than custom builds at this point. Prebuilds once again fast track you to certain Xfactors. Total garbage.