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D19Box's avatar
D19Box
Seasoned Novice
5 years ago

EASHL Speed Issue in Tech Test

Having played the NHL 21 Tech Test I just wanted to point out that there is a major flaw in the skating/build system plaguing EASHL in the Tech Test. While the skating tweaks overall feels better in terms of a tighter and more responsive movement controlling your skater, EA has kind of botched the "build" system because they've incorrectly tied roles and abilities so tightly to physical attributes that they've made certain roles obsolete. It's more glaring now than ever before because EASHL has dialed up the speed considerably and it now feels like the track meet up and down the ice.

So now EA has a major problem. 90% of drop-in/club players are only using 5'7, 160 lb sniper/danglers in the Tech Test solely because of over powered speed. I even see a lot of D using the sniper build. In reality, real hockey speed is not wholly size dependent. So now, just like in NHL 20 and previous editions, EA confusing the terms "build" with "role" has complicated the mode.

A "sniper" is a role or skill set on a team, it's not tiny physical build. A "dangler" is a role or skill set on a team, it's not a physical build. There is absolutely zero correlation between real sniping and dangling ability and being tiny. Some of the best snipers and danglers at all levels of hockey have average skating speed or some are even big guys. The fastest players on the planet (Connor McDavid, Dylan Larkin, Nate MacKinnon) are actually all 6'0/6'1 and 200-208 lbs. They're not 5'7" 160.

The new track meet feel to EASHL has alienated a lot of EASHLers by making most of the builds (that we have no control over) obsolete because of one attribute; speed. The only fix is they either HAVE TO make the bigger builds faster, or they have remove/widen the unrealistic and nowhere near accurate height and weight limitations off of each role. The current physical height and weight restrictions on the roles people choose are wrong. Snipers can be 6'2 and fast. A defensive defenseman doesn't have to have cement skates. So if we're going to be stuck with the broken build framework that exists then making bigger builds much faster is honestly the only choice right now. At least that would drastically help the balance between offense and defense and overall gaming enjoyment. It would make it fun for people to experiment with different roles. It's also a more accurate representation of hockey to have bigger speeders and danglers as well, as I explained above. EA should want that for their game, and adjusting the neglected roles speed is a very easy fix. Otherwise, EASHL in 21 is just going to be a back and forth track meet cluster of the flawed 5'7 160 lb misrepresentation of "snipers" and no one will feel comfortable competitively using any other build.

6 Replies

  • Pretty much all of this is spot on.  My builds were both around 6' 200 lbs until last night.  I made tiny players and the difference was so noticeable.  At least doubled my points output and could play aggressively on the fore check or pinches, yet always seem able to recover my position.

    The problem I feel like is that it is way too easy to play with the puck in close proximity to the opposition, because defending is incredibly dependent on User reaction time.  Even the AI can't process the play with the speed puck carriers bare down on them with, and so it is no surprise User defenders are getting walked around as easily as the AI often is.

    So far my only solution to the problem is to play the most sound, patient, positional brand of defense I can with a focus on NOT making plays on the puck until I am damn sure of it OR to join the meta.  The former solution has lead to sequences where a User puck carrier will skate circles and perform loose puck dekes for a solid minute trying to get past me out of the corner.  I can't get the puck off of him safely, but they can't get past me reliably so it just becomes a stalemate until others get involved (usually opening up a pass to the slot or backdoor, which was exactly what I was trying to make sure didn't happen).  OR, join the meta.

    Aren't competitive video games fun?

  • @D19Box You are so right. I would also add that the «overall» defensive angles of the game are broken.

    As a defenseman, if I want to have a build with good poke check and/or good body check, that means my player will have to be slow (because he's gonna be big) and that he can't have a shot good enough to go through traffic to reach the net.

    The only way to build a player inspired by someone like Victor Hedman for example, is to "cheat" by chosing a build from a forward with defensive skills.

    And that is without talking about the defensive tools available for the players. Everything is focused on offensive, dekes (WTF they spent time on the michigan and we can't have a good control over our stick to play defense ?) and stupid intro/goal animations.
  • Beauts90's avatar
    Beauts90
    Seasoned Ace
    5 years ago

    With all the young, explosive defensemen in the game today I think it should be a focus point moving forward. There needs to be a way to turn defense into offense quickly and more dynamically.  When someone is playing a defenseman 1 on 1 we shouldn’t just have to choose to swat/poke the puck away or try and knock the guy off it. Offense has so many options such as deke, protect, spin, etc. so defense should have just as many options. These should almost act like a “counter move” where if you choose the wrong option you get burnt but pick correctly and you shut the offensive player down and even be to quickly go on the offensive. Options could include simple gap control, puck intercept, big hit or a more dynamic way to steal the puck and quickly get the step forward to turn onto offense. The success would be based on what the offensive player was going to do such as spin/protect puck, try and pass or deke around you. Obviously this might not work as well when we rely so heavily on having a good connection, but it is some extra tools that would be cool to see. Also, the tools for defensemen don’t have to be limited to defending. I’d like to see more options when breaking out of the zone and shots from the point as well. I might be out to lunch here and this wouldn’t work at all, I was just trying to come up with some possible added tools to help with some of the frustrations while forcing offensive players to be more creative and not rely and the same moves every single play. 

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

    @Beauts90 

    Thanks for all the suggestions. We're always happy to get some constructive feedback like this. While you can already do what you're saying, I'm sure adding some better tools to make them happen could help alleviate some frustration on defense.

  • Beauts90's avatar
    Beauts90
    Seasoned Ace
    5 years ago

    You are absolutely correct that they are we can already do these, but they just aren’t as explosive or specific as they should be in my opinion. I was trying to have more emphasis on making it not only ineffective for trying the same moves over and over again, but to punish guys that do by making the defence able to turn it up much quicker or have the ability to better stick with guys that constantly spin away and make an impossible pass. I also think no matter what it’s difficult to put pressure on players without staying back or having them burn you resulting in sometimes boring, frustrating gameplay. I just thought if they were more specific tools it would result in a better balance between defense and offense, especially for us that find it difficult to just rely on patience, positioning and poking.

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