(Something I wrote a while back, also seems worth pasting here) I didn't take a massive amount of time to create these numbers and someone with much more time in the game could probably find things that cost too little/ too much.
When I made this post a while back I believe I was using points per season rather than overall.. either system could work.. either stats like speed raise your overall FAR faster or you just get so many attribute points per season and speed is extremely expensive but your ovr could end up being lower. Again, players who are better than me could talk more on balance, this is just a starting point.
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I will throw out suggested attribute costs.. every attribute besides faceoffs (which will just coincide with player overall or 99) will start at 60.
Height and weight could somewhat influence these multipliers by making them slightly more or less expensive. However, a 6'4 220lb guy could still get 99 speed by game end... it will just leave him very unskilled in nearly every other department. There are players like this in real life.. there are players that are blackholes defensively.. this should be possible here.
Speed x15 (an argument for this costing even more could likely be made)
body checking x8
endurance x3
puck control x3
passing x3
slap shot power x8
slap shot accuracy x8
wrist shot power x8
wrist shot accuracy x8
agility x8
strength x3
acceleration x12
balance x3
faceoffs --
durability x3
deking x5
hand eye x3
shot blocking x1
off awareness x5
Def awareness x8
discipline x1
fighting skill x1
stick checking x5
Multiplier thresholds, after a stat reaches these thresholds the cost increases
after 70 x1.5
after 80 x2
after 90 x3
after 95 x5
So one speed attribute (from 95 to 96) would cost 15x5= 75 points making it by far the most expensive attribute. Future games can see if we still see many players maximizing their speed.
maybe we are given 800 points to build out our guy (from having all 60s) to start out. we are given more points as we level up, but the points are capped as we progress through each season. our overall is based on this new rating system. we start out around 60 ovr. in season 1 you progress to around 80 ish. season 2 80-85 season 3 90 season 4 95-99
1275 or so odd points to max speed at 99. I would have to play with a skater builder to really decide how many points should be possible to gain each season but if 800 more were added each season, this would give you 4000 by game's end giving you the ability to max speed and acceleration but you would essentially be using around half of your attribute points to do so and your overall game would be severely lacking. 4k may be a bit too low, it would likely need to be higher but I also don't want it so high that our custom builds aren't all 99 in too many attributes at the end. Someone's build should be unique to them.. and attributes should be balanced on value.
We would know we have good balance when we begin to see less youtube videos showing off the exact same meta builds. Once the cost of speed becomes so much that players start to choose other attributes over the cost of speed, and the "meta builds" aren't all 5'7 169 lbs with the same xfactors etc.. and it's a little more like 2k where lots of builds are "meta builds" and viable, then WoC could really be fun.
X factors would have their own cost pool. You could also have far more than 3 xfactors if they're less desirable/ low tier.. a good high tier could use most/ all points.