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NBLSXSopeX's avatar
NBLSXSopeX
New Scout
5 months ago

NHL 26 Be A Pro Mode Feedback

Wanna start off by saying some of the new additions since NHL 25 have been great. I have some negligible gripes with the VA work, but muting works great. However, some things have stuck out to me as either "immersion breaking" or "confusions not necessarily tied to user issue." I'll detail what I can.

Story & Progression Path

Story-wise, having put a few months into it, I can say I do like some of the depth options available early on in the game. However, it seems to be missing an ability to go undrafted if you truly wanted to work from the bottom up in that way, which I found disappointing.

The path from World Juniors → chosen championship → NHL is a nice addition to the overall setup of your player's story, but it felt lacking. The "late addition" of your player could've been influenced or discarded by playing a few games up to the World Juniors break. However, this is still far inferior to previous years being able to play at least a season with your junior team prior to the NHL. That would allow you to personalize your player's growth in the direction you want.

If you opt to simulate between the Chosen Championship and the draft/NHL season, there is no minimum expected growth. This instead incentivizes you to advance day-by-day to gain and spend the energy (which can result in missing out on 10+ trait points and multiple X-factor points). Simming that gap could at least yield 2-3 points each and a little boost to brand likeability.

 

Learning the Game & Coaching Feedback

There should be some optional way for the player to learn how the team's system/strategy operates. The game having the ability to practice different scenarios (breakout/rush/OZone) could actually help them learn how to play their position aside from reading positive/negative feedback checklists from the bench and looking for positional aids or player coverage indicators.

Coaching feedback/grading does not always line up logically and sometimes it's laughably off-base. For example, if you're playing LD and they blow by your partner on the outside right boards while you're covering your check for a passing lane, you get marked for the odd-man rush and bad line defense if they score as though that's no longer your partners assignment, but the game dings you for missing your assignment. If you block several shots on a play leading to the opposition scoring, you also shouldn't get marked for "bad line defense."

I'll accept and actually praise the game for realistically wiping my energy to 0 for blocking a shot with my face, but them scoring after should not negatively reflect on me for making consistent effort. I should have teammates offering me ice cream after the game if anything.

 

Challenges, Dialogue & Playstyle

Challenges have generally poor functionality. My agent gave me a 3-assist challenge in 1 game, so I saved prior to and replayed that game 30 times with 3-5 assists and never once did it work, so taking the "brand hit" on that felt discouraging.

Dialogue options often don't line up with intended results. If you want an easy and quick example, start a Be A Pro and compare the responses for role selection of Defensive and 2-Way Defensemen — they're flipped.

Playstyle of player is not very relevant to how a coach grades your performance. You're still expected to put up offensive metrics in order to maintain solid performance. I think at most, it might change requirements for challenges?

Lastly for dialogue, let the player exhibit some character, let them give some pushback, If I get healthy scratched while on a point streak, I should be able to tell the coach it was a dumb move. Or holdout on the team that drafted you if you wanted an random draft but didnt like the team. ELC negotiation/calder win/finalist bonus negotiation. Some "star" type responses from previous games already showed some capacity for being allowed to be a bit of a **bleep**, so this doesnt seem too far of a stretch.

Setup, Rosters & Simulation Realism

The initial "setup settings" for Be A Pro prior to starting the career should have roster options. Current or default roster options would be a nice starting point, but it would be cool if roster updates also added scripted trades for Be A Pro when players move throughout the year. For example, if you were a Wild or Canuck in December, you'd see the switch to/from Quinn Hughes from/to Marco Rossi/Zeev Buium/Liam Ohgren respectively.

If any of the modes should have an ability to tout "Full Hockey Simulator" as its sale point, it should be Be A Pro. But even with the same slider presets across multiple games AI will still randomly pop in 8 goals in the first period or 5 in between your shifts 2 mins apart (maybe add a franchise-like shot/goal frequency simulation setting?).

Let me play some dump n chase without losing XP for the goalie grabbing it behind the net. Instead, it feels like the only playstyle the game tries to reward is "The Next Gretzky" where points/goals/assists are all that matter. It should focus on rewarding smart/well-played hockey. An A+ performance from a Defensive Defenseman or Enforcer looks dramatically different from 1st/2nd line franchise tier forwards, and getting dropped down the lineup for not producing to the same level is absurd. 

 

18 Replies

  • NBLSXSopeX's avatar
    NBLSXSopeX
    New Scout
    5 months ago

    Hey EA_Aljo​ appreciate the response! 

    Hi there. Thanks so much for reaching out. Have you tried using the On-Ice Trainer? Enabling this will show pop ups at various times. There are also numerous tutorials on YouTube. What controls in particular are you having trouble with?

    I play with pretty much all of them on, but the levels at which they're applied can be extremely confusing. Ex, Beginner shows introductory controls, intermediate introduces new ones "as you learn", expert only shows you controls you dont use, and adaptive "bases this setting on your difficulty". But my main issue with this approach is this, the game will give you hints as to when you can perform an action, but it doesnt teach you the nuances or proper application of the action, example, just because you have the hint and the ability to tie a stick up, doesn't mean it'll be a clean action. But the game treats "complete an action X times" the same as "learning how to use something".  It feels kinda like learning how to write numbers or letters without learning what they mean.

    There is a setting that lets you play with camera down (south ) controls, but you can't use both of these at the same time. IE: up controls when you're moving up, down controls when moving down. If you can get me video of a situation you're having trouble with, it'll be easier to advise. Personally, I try to keep my players in stride so I will have them carve instead just  stop and reverse direction. Which often results in panic turns and can take longer to recover from

    This is the thing that confounds me. I don't really know how to explain it much better than I did but I'll try again. If my shooting controls are locked with "ALWAYS UP", it feels like while I am coming back into my end facing my goalie "flips" how my defensive stick maneuvers(right stick held to the right causes player to extend or reach out to THEIR RIGHT or MY LEFT instead of where I am pointing the right stick on my controller) which creates unnecessary confusion playing defense. At least, how I understand "always up" to apply would imply that "my right" is always the "right side of the screen" not "my players' right side" which is context dependant on where they are facing at the time. And "camera relative" just feels like a dice roll on what direction means what. (Just for clarification, Im not talking about an impossible stick direction through the player, but actions that feel mirrored depending on where I am going, and I'm not particularily talented enough to record while I play to show what I'm doing on the controller while the game is doing this. It also doesnt happen 100% of the time but is more often than not)

    In regards to the skating, I know its significantly easier to "roll your thumbstick around to the direction you want to go" to not waste time with "stop n starts" from drastic direction changes. But even with autobackskate currently turned off, I struggle to find consistency in my ability to control where Im positioned because even the explanations you gave for both skating and Vision control are so vaguely unhelpful that you basically explained what I already knew about both features but nothing in-game teaches you how to understand their application, which is why I say "you're left smacking your head off a wall figuring them out". For example, "This will pivot your player" congrats, I figured that out a long time ago, yet the game has nothing further to help me learn HOW TO UTILIZE IT PROPERLY.

     I think the key thing you missed in my initial comment is this, "its not that I dont know what the controls do, its that the game doesnt teach you the context of how to apply it" like for example, you explained that "Tie ups in front of the net require the player you're tying up to be almost not moving." But nowhere does the NHL26 tell you that they can't be moving(or, if it does, I have not found it), or that you can lose these battles by not shoving or fighting for position. It's mostly a frustration point of "these mechanics are often so poorly explained or explained with such little context, that they invite more mistakes than they give reward for success". Like take stick tying, I know you already understand its timing and use, but from my time learning it, if you act on a hint because the game tells you it's available with your positioning, and you get 2min for interference, how many more times are you likely to try it to figure out when you can or should tie the stick? It creates an uncertainty of whether or not you should follow the hints or if they're even valid. Or Vision control having both Positive and Negative effects on your ability to intercept passes based on positioning but gives you nothing more than "where your stick is" as guidance for properly intercepting. There might be a significant rewarding feeling to getting this mechanic right, but if its so frustrating to learn, I'm going to forego learning it and just run em over every time🤷‍♂️

    This is why I am pointing out that there should be context scenarios to learn these mechanics within. I know that consumes Dev time for other projects, but it feels like large portions of the games knowledge and mechanics are either; grandfathered in from previous titles, or is outsourced to the community to provide explanation for new players, which also invites misinterpretation/misrepresentation from the community of how things actually function. Neither of which looks great🤷‍♂️

     Also, I have yet to find any tutorial on youtube that actually breaks any mechanic down in the context for "what to do with these tools". I have seen many strategy guides but everything I find presumes you know how to apply mechanic feature and just tells you timing and positioning. Not "how to get to that level of understanding". Lastly, try looking up any "skating tutorial" for NHL games and all you are gonna find or be bombarded with is tutorials for how to abuse Vision control(LT/L2) on offense for easy goals, which isn't what I'm trying to learn, I'm trying to figure out what I'm doing wrong when turning around the 5-10 times I fall over, because its not as simple as "going a drastically different direction too fast". So, if you have any sources for an actual breakdown of mechanics in their application/context, I'd be more than happy to look at them. I might be even able to help point out where the game is failing players in this way. *EDIT* even browsing EA's own NHL youtube channel, I cannot find anything that would break down how a feature functions or how its supposed to be used aside from "split second depictions" that show the feature in a marketing like "sales pitch"

    I know some people would be annoyed having to skip a tutorial for the game, but I personally dont know if I can continue buying/playing future titles knowing there are significant chunks of the game that I frustratingly dont understand how to apply and there's nothing to explain what I'm doing wrong🤷‍♂️

  • EA_Aljo's avatar
    EA_Aljo
    Icon for Community Manager rankCommunity Manager
    5 months ago

    One thing I personally struggle with GREATLY in NHL 26 is movement and controls, granted I only picked the series back up with NHL 23 and havent played regularly since maybe pre-2018. But, there are a lot of mechanics added over the years and I find it frustrating that there are no context sensitive tutorials for specific mechanics, which leaves players who are unfamiliar with their application/usage smacking their head against the wall trying to figure out the "how/why" some things work the way they do. I have seen the control indicators pop up in some proper contexts such as the (L2/LT to evade net battle) but aside from small instances where they have you somewhat "stuck" I only ever remember it as a visual box, not a learned mechanic to apply when necessary.

    Hi there. Thanks so much for reaching out. Have you tried using the On-Ice Trainer? Enabling this will show pop ups at various times. There are also numerous tutorials on YouTube. What controls in particular are you having trouble with?

    Small example can be turning a skater around, I am slowly understanding that quick direction shifts can easily cause stumbles, BUT, even in some instances, trying to maintain momentum and properly turn the player in the direction you wanna face results in confusing motions and the realization that I genuinely don't understand how movement works, nor does the game explain what I'm missing. I'll take it a step further, with camera preference having my team moving "north" or upwards and my controls also locked to reflect this, I had a sudden epiphany that there's a disconnect between the players actions and the intended ones. If you use defensive stick and hold your right stick to the right, your player always reaches to THEIR RIGHT, not necessarily the right side of the screen if you're coming back "down". I dont know if that makes sense or if ALL actions are effected in this sense, but I genuinely cant find a control style that mentally makes sense to me, camera relative feels horrible because if the net is off to one side or the other of me, attempting forehand or backhand glides results in unintended amd weak shots.

    There is a setting that lets you play with camera down (south ) controls, but you can't use both of these at the same time. IE: up controls when you're moving up, down controls when moving down. If you can get me video of a situation you're having trouble with, it'll be easier to advise. Personally, I try to keep my players in stride so I will have them carve instead just  stop and reverse direction. Which often results in panic turns and can take longer to recover from.

     On top of that, other mechanics I have little to no understanding of how they function in context are; Board Battles, Net Front Battles, shove checks, Vision Control/Backskating, stick handling/tying/lifting(maybe? I have had some successful lifts but it feels like it doesnt properly effect player possession?) And I get that a lot of this is "inherited knowledge from previous games" and pretty much useless for other players who understand the application of these things, but this can be extremely discouraging for people who want to get into and learn the game. I feel like the game would benefit greatly for including instructionals on these tools alongside the ability to freeskate and practice team strategies.

    Tie ups in front of the net require the player you're tying up to be almost not moving. I use this very frequently. You can hold the A/X button to tie up their stick. 

    Vision control handles backskating. This will pivot your player. Many of us play with auto backskate turned off so you have more freedom with going into a backskate. There are times the game automatically does it when you may not want it to.

    Shove checks are just a quick flick of the right stick in the direction of the player you want to shove. Don't spam this or you'll get a cross-checking penalty.

    I briefly mentioned in my initial post that the game could include a feature for BAP where the game could help you understand your role in the teams strategy, and last night I had an interesting idea for how this could be applied. I like how the game can show you positional aid boxes to give you an idea of roughly where you should be, and I think that could be applied in a more comprehensive form. You could adapt this positional aid in a practice(breakout/rush defense/defensive zone scenario) and give the player a box to stay in that would keep them in proper defensive positioning. Or instead of moving box, it could be a drawn up play with an animation showing what you should be aiming for in theory(X's vs O's on a whiteboard with motion showing positioning in different situations)

    Appreciate the feedback. It would be good to have a deep tutorial system for newer players. I'll pass on this on to the team.

  • NBLSXSopeX's avatar
    NBLSXSopeX
    New Scout
    5 months ago

    Thanks for taking the time to read the post EA_Barry​ , I had some additional thoughts that I think may also be useful to some degree. Albeit, some are relatively niche.

    One thing I personally struggle with GREATLY in NHL 26 is movement and controls, granted I only picked the series back up with NHL 23 and havent played regularly since maybe pre-2018. But, there are a lot of mechanics added over the years and I find it frustrating that there are no context sensitive tutorials for specific mechanics, which leaves players who are unfamiliar with their application/usage smacking their head against the wall trying to figure out the "how/why" some things work the way they do. I have seen the control indicators pop up in some proper contexts such as the (L2/LT to evade net battle) but aside from small instances where they have you somewhat "stuck" I only ever remember it as a visual box, not a learned mechanic to apply when necessary.

    Small example can be turning a skater around, I am slowly understanding that quick direction shifts can easily cause stumbles, BUT, even in some instances, trying to maintain momentum and properly turn the player in the direction you wanna face results in confusing motions and the realization that I genuinely don't understand how movement works, nor does the game explain what I'm missing. I'll take it a step further, with camera preference having my team moving "north" or upwards and my controls also locked to reflect this, I had a sudden epiphany that there's a disconnect between the players actions and the intended ones. If you use defensive stick and hold your right stick to the right, your player always reaches to THEIR RIGHT, not necessarily the right side of the screen if you're coming back "down". I dont know if that makes sense or if ALL actions are effected in this sense, but I genuinely cant find a control style that mentally makes sense to me, camera relative feels horrible because if the net is off to one side or the other of me, attempting forehand or backhand glides results in unintended amd weak shots.

    On top of that, other mechanics I have little to no understanding of how they function in context are; Board Battles, Net Front Battles, shove checks, Vision Control/Backskating, stick handling/tying/lifting(maybe? I have had some successful lifts but it feels like it doesnt properly effect player possession?) And I get that a lot of this is "inherited knowledge from previous games" and pretty much useless for other players who understand the application of these things, but this can be extremely discouraging for people who want to get into and learn the game. I feel like the game would benefit greatly for including instructionals on these tools alongside the ability to freeskate and practice team strategies.

    I briefly mentioned in my initial post that the game could include a feature for BAP where the game could help you understand your role in the teams strategy, and last night I had an interesting idea for how this could be applied. I like how the game can show you positional aid boxes to give you an idea of roughly where you should be, and I think that could be applied in a more comprehensive form. You could adapt this positional aid in a practice(breakout/rush defense/defensive zone scenario) and give the player a box to stay in that would keep them in proper defensive positioning. Or instead of moving box, it could be a drawn up play with an animation showing what you should be aiming for in theory(X's vs O's on a whiteboard with motion showing positioning in different situations)

  • EA_Barry, I am honestly trying not to be disrespectful or anything like that but everything NBLSXSopeX said has already been said in other posts since launch and NOTHING HAS BEEN DONE TO FIX THEM. I know some cannot be done in 26 but some can. I specifically said repeatedly about the issue in the section of Setup, Rosters & Simulation Realism where a Dman (no matter what playstyle he is) should NEVER have to out score a forward. I nearly always play defense as an enforcer and I should not be 2nd in the league with goals. I just looked up and saw that in real life NHL, out of ALL defenseman the highest number of goals scored was only 26 for the 25-26 year. I should not have 25 goals mid way into the season (which I do). I will admit that I HATE losing but will take a loss if MY PLAYER DOES WELL AND GETS A GOOD COACHES SCORE AND FORM SCORE but that is 9 our of 10 times not the case. also I have repeatedly mentioned in other posts his Learning the Game & Coaching Feedback, specifically the coaches feedback when it comes getting gigged on things I should not be gigged on (as I just mentioned above). I don't know if you understand how frustrating it is to do EVERYTHING right and get a -7 in defense when your covering YOUR man but your stupid AI teammate gets burned and you try to "help out" but they score. and yes, that is just 'BAD LINE DEFENSE' AND it was the ONLY goal scored while your player is on the ice. that does not include a 'missed assignment' and/or 'not guarding the net' which you WILL lose more. guess the coach doesn't take into consideration you blocked 4 (or more) shots, poked checked several times (but miss more because that still needs addressed, even when you have the stick em up X-factor AND 90+ in stick checking AND you put your poke check accuracy slider to 100 but still miss more than you connect). but like I'm saying, I, and others, have posted everything he has said above but nothing has changed. I will add that when it comes to energy, it should either be you spend only 1 point to increase health or you get more energy points. during a single week, I spend 8-10 points out of the 12 for energy (and that is with 6 minute periods to) so I can't use anything that entire season on X-factor, trait points, or to boost my likability in the 3 areas. I will also add that if I make a player and say I am ONLY left defense, then PUT ME ON LEFT DEFENSE. every team I get drafted on puts me on right D for most of the preseason and some in the regular season. so if I have a draft stock of say 3 and a team for that round does not need a left D man, then they skip me and I get drafted by a team WHO ACTUALLY NEEDS A LEFT D MAN AND who they want to build the defense (or offense) around for years to come, even if it's a team lower in the order. rather play my position. but again, everything has already been said in other posts but nothing has been done. I didn't even mention the horrible form score (but that may change if you go by the position and NOT scoring). I played a game where I had all percentages well above the target (at least 20% more) but did not score a point and I lost OVER 10 form score for that game, AND THEY DID NOT EVEN SCORE A GOAL WHEN I WAS ON THE ICE!?!?!? that is just ridiculously outrageous. I should have gotten a 100 even with the loss but at the very lease a 90, not an 80 something. to be honest, I will not buy the next game till I see everything (or most of the things) that is mentioned in ALL the posts on this forum changed. I will not waist $60+ on a game that gets me so mad, I start throwing things.

  • EA_Barry's avatar
    EA_Barry
    Icon for Community Manager rankCommunity Manager
    5 months ago

    NBLSXSopeX​ 

    Constructive feedback is always valuable. Thank you for taking the time to post this much specific detail; it is appreciated.

    Thanks again. EA_Barry.

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