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Lets talk hitting

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de4c0n_fr05t
436 posts Member
edited January 2020
It seems every year so far this gen the hits are getting more and more nerfed. This is not good.
NHL17 was in a good spot for hits IMO, I'd like hitting to be a bit more powerful next year. Yeah it might not be 100% authentic with what happens in the NHL, but this is a video game, it has to be fun and hitting is fun!

Why was hitting after the whistle taken out? I swear EA is trying to suck all the fun out of this game. Now you just "push" a player if you hit them after a whistle. It was a fun little element in the game when you could continue to line up a player after the whistle blew, bring that back.

Allow us to hit players when they're mid animation. If you're lining a player up for a hit, and that player you're targeting gets bumped or high-sticked or slashed etc., and you hit them, it cancels out the hit and just pushes them. I don't know if the reason is an engine limitation or whatever, but it would be nice to still have the ability to hit an opposing player when they're shaking their hand after being slashed.

Interference. I think the time you can legally hit an opponent after a pass is released should be slightly extended.

Double hit interference. Too many times after LEGALLY hitting an opposing player you follow through and hit one of their teammates standing nearby, which results in an interference penalty. This should not be a penalty, I hope you can find a way to fix it.
Post edited by de4c0n_fr05t on

Replies

  • I concur.
  • Lol hitting is useless, if you miss you are completely out of the play, if they bounce off you, you are completely out of the play. Even if you hit them and its not a huge hit, good players will retain the puck and you will be behind the play. Even if it is a huge hit the puck will stay tied up with the guy you just laid out, you will not be able to pick it up cleanly, he will get up, and then you will be completely out of the play.

    The point is there is very little reward for taking a huge risk going for a hit.
  • You forget , after laying a big hit the puck especially in the defensive zone the PUCK still finds away for the offense to get it
  • You forget , after laying a big hit the puck especially in the defensive zone the PUCK still finds away for the offense to get it

    yup that happens too much.


    I'll also add.. after a big hit, if a player on the opposing team jumps in to fight me, he should get an instigator penalty.
  • jmwalsh8888
    1184 posts Member
    edited January 2020
    It seems every year so far this gen the hits are getting more and more nerfed. This is not good.
    NHL17 was in a good spot for hits IMO, I'd like hitting to be a bit more powerful next year. Yeah it might not be 100% authentic with what happens in the NHL, but this is a video game, it has to be fun and hitting is fun!

    Why was hitting after the whistle taken out? I swear EA is trying to suck all the fun out of this game. Now you just "push" a player if you hit them after a whistle. It was a fun little element in the game when you could continue to line up a player after the whistle blew, bring that back.

    Allow us to hit players when they're mid animation. If you're lining a player up for a hit, and that player you're targeting gets bumped or high-sticked or slashed etc., and you hit them, it cancels out the hit and just pushes them. I don't know if the reason is an engine limitation or whatever, but it would be nice to still have the ability to hit an opposing player when they're shaking their hand after being slashed.

    Charging. I think the time you can legally hit an opponent after a pass is released should be slightly extended.

    Double hit interference. Too many times after LEGALLY hitting an opposing player you follow through and hit one of their teammates standing nearby, which results in an interference penalty. This should not be a penalty, I hope you can find a way to fix it.

    i pretty much agree although a couple of points. double hits. like many aspects of interference in this game. Been in the game for a long time and not getting fixed any time soon.

    also not sure what you meant by charging and "after a pass" .... charging has nothing to do with whether or not you released a pass. that would be interference. Maybe thats what you meant?
  • It seems every year so far this gen the hits are getting more and more nerfed. This is not good.
    NHL17 was in a good spot for hits IMO, I'd like hitting to be a bit more powerful next year. Yeah it might not be 100% authentic with what happens in the NHL, but this is a video game, it has to be fun and hitting is fun!

    Why was hitting after the whistle taken out? I swear EA is trying to suck all the fun out of this game. Now you just "push" a player if you hit them after a whistle. It was a fun little element in the game when you could continue to line up a player after the whistle blew, bring that back.

    Allow us to hit players when they're mid animation. If you're lining a player up for a hit, and that player you're targeting gets bumped or high-sticked or slashed etc., and you hit them, it cancels out the hit and just pushes them. I don't know if the reason is an engine limitation or whatever, but it would be nice to still have the ability to hit an opposing player when they're shaking their hand after being slashed.

    Charging. I think the time you can legally hit an opponent after a pass is released should be slightly extended.

    Double hit interference. Too many times after LEGALLY hitting an opposing player you follow through and hit one of their teammates standing nearby, which results in an interference penalty. This should not be a penalty, I hope you can find a way to fix it.

    i pretty much agree although a couple of points. double hits. like many aspects of interference in this game. Been in the game for a long time and not getting fixed any time soon.

    also not sure what you meant by charging and "after a pass" .... charging has nothing to do with whether or not you released a pass. that would be interference. Maybe thats what you meant?

    Oooops yeah I meant interference, good catch!
  • Brogers2487
    62 posts Member
    edited January 2020
    [Socair - removed quote]

    The offensive gameplay already is as arcade style as it gets in competitive games, one handed deaks, lightning fast deaks, constant back skating, 60+ shooting percent every game for even the worst players, 80+ percent for goods players. Rare Plays you see once or twice a season in real hockey happen 10+ times a game in EA.
    The defence could use some overpowered arcady weapons to keep up with the many many arcade style weapons the offense has. Either that or nerf the offense.
    If you try to play EA style hockey in real life at any level higher than a beer league you are gonna end up with a massive concussion or a broken neck/spine. Like I said the flashy loose puck deaks, back skating into the zone and constantly turning your back into the boards down low all do well in EA, and unless you are an A/B level player skating with D league beer leaguers, you will get crushed trying to play EA style hockey in the real world.
    Like I said EA takes all the amazing rare highlights you see once or twice in an entire season and makes it a repetitive high success play in arcade fashion.
    So yes due to the offense already playing like NHL Hitz it would only be proper to add a little game balance and give the defense some arcade style weapons too. Otherwise get rid of the rediculious offensive plays and reward more fundamental practices.
  • So, let me understand this:

    Hitting is underpowered, you want to take games that already take long (replays) and make them longer with child-like stupidity after the whistle, and you want to nerf interference? You want NHL Hitz, basically?

    Can I assume you are complete mush out there? You are the guy who goes for big hits, is out of position, gets passed on and scored on, and wonders why this game isn't as "fun"? Aside from video games, did you ever play hockey? The modern game is based on speed and skill, not old-school grit.

    Posts and suggestions like these are the reason we have pink mouth guards.

    The offensive gameplay already is as arcade style as it gets in competitive games, one handed deaks, lightning fast deaks, constant back skating, 60+ shooting percent every game for even the worst players, 80+ percent for goods players. Rare Plays you see once or twice a season in real hockey happen 10+ times a game in EA.
    The defence could use some overpowered arcady weapons to keep up with the many many arcade style weapons the offense has. Either that or nerf the offense.
    If you try to play EA style hockey in real life at any level higher than a beer league you are gonna end up with a massive concussion or a broken neck/spine. Like I said the flashy loose puck deaks, back skating into the zone and constantly turning your back into the boards down low all do well in EA, and unless you are an A/B level player skating with D league beer leaguers, you will get crushed trying to play EA style hockey in the real world.
    Like I said EA takes all the amazing rare highlights you see once or twice in an entire season and makes it a repetitive high success play in arcade fashion.
    So yes due to the offense already playing like NHL Hitz it would only be proper to add a little game balance and give the defense some arcade style weapons too. Otherwise get rid of the rediculious offensive plays and reward more fundamental practices.

    I understand what you are saying and do agree, especially, in regards to highlight pays happening more often than they should. However, I can provide you with video proof of actual hockey plays being rewarded in direct response to what OP is advocating for here. You want to see them?
  • EA_Blueberry
    4836 posts EA Community Manager
    Great post to kick the week off, @de4c0n_fr05t!

    I'd love a little more hitting too. I thought it was pretty fun to hit players after the whistle was called but also remember it became a nuisance at times. If you're not having a great game it didn't really make things easier, heh.

    In past NHL titles, hitting felt too easy and poke check spam defined defensive, instead of getting into proper positions and utilize strategies. Don't get me wrong, I love the feeling of a really good hit and sometimes in game it feels like a hit should be a little more powerful than what it was, but it's always tough to find a real good balance for it so players don't default to it as the meta.

    I think @Brogers2487 is onto something though. It would be interesting if some defensive players had special abilities to make them more feared on the ice. We can always brainstorm ways to make it feasible without making it feel too arcadey.

    It would be nice to see a short cinematic of the two players really going at it and crowd reactions to the big screens after huge hits to add some more immersion to the game.
  • If your gonna go the arcade route, yes you have to equip the defense with weapons of equal strength. Just for balancing sake alone. If it were up to me each attribute would carry with it a unique skill set that applies to the attribute discription. So say if your guy has 90+ deaking your player can now easily perform unique deaks that players with lower attribues can still try but its much much more difficult for the user to perform. Or say a defenseman with 90+ stick checking, he has unique versions of stick checks that say have no penalty risks while players with lower attributes can still attempt the stick checks, but will carry with it high penalty chances.

    Like Make the attribute system very customizable with no preset locked in player types, this way players can use a teir system to fine tune their players to their liking, there will be almost infinite number of player combinations with size and abilities.
  • de4c0n_fr05t
    436 posts Member
    edited January 2020
    If your gonna go the arcade route, yes you have to equip the defense with weapons of equal strength. Just for balancing sake alone. If it were up to me each attribute would carry with it a unique skill set that applies to the attribute discription. So say if your guy has 90+ deaking your player can now easily perform unique deaks that players with lower attribues can still try but its much much more difficult for the user to perform. Or say a defenseman with 90+ stick checking, he has unique versions of stick checks that say have no penalty risks while players with lower attributes can still attempt the stick checks, but will carry with it high penalty chances.

    Like Make the attribute system very customizable with no preset locked in player types, this way players can use a teir system to fine tune their players to their liking, there will be almost infinite number of player combinations with size and abilities.

    Like they had last gen

    51v819y5h2mb.jpg
  • It'd be nice to have the boards have more friction on your players! If you pushed r3 while checking to pin them up against the boards, or push r3 to tie up/tangle up sticks. I think a big intuitive thing is that when you're close to a man on defense you wanna push a button to do something - but in this version of the game when you poke too close its often a penalty and the best for of defense is not really doing anything and hope for incidental contact! R1 should be close / dig puck and the DSS can be long poke. Also game speed is too high and players accelerate too fast. And pucks should be lose more.
  • nyi95
    180 posts Member
    Great post to kick the week off, @de4c0n_fr05t!

    I'd love a little more hitting too. I thought it was pretty fun to hit players after the whistle was called but also remember it became a nuisance at times. If you're not having a great game it didn't really make things easier, heh.

    In past NHL titles, hitting felt too easy and poke check spam defined defensive, instead of getting into proper positions and utilize strategies. Don't get me wrong, I love the feeling of a really good hit and sometimes in game it feels like a hit should be a little more powerful than what it was, but it's always tough to find a real good balance for it so players don't default to it as the meta.

    I think @Brogers2487 is onto something though. It would be interesting if some defensive players had special abilities to make them more feared on the ice. We can always brainstorm ways to make it feasible without making it feel too arcadey.

    It would be nice to see a short cinematic of the two players really going at it and crowd reactions to the big screens after huge hits to add some more immersion to the game.

  • nyi95
    180 posts Member
    Ea blueberry. Ur first paragraph. Kinda the same thing making us watch the replays after the game, no? If u had a bad game.........
  • WainGretSki
    3660 posts Member
    edited January 2020
    [Socair - removed quote]

    The offensive gameplay already is as arcade style as it gets in competitive games, one handed deaks, lightning fast deaks, constant back skating, 60+ shooting percent every game for even the worst players, 80+ percent for goods players. Rare Plays you see once or twice a season in real hockey happen 10+ times a game in EA.
    The defence could use some overpowered arcady weapons to keep up with the many many arcade style weapons the offense has. Either that or nerf the offense.
    If you try to play EA style hockey in real life at any level higher than a beer league you are gonna end up with a massive concussion or a broken neck/spine. Like I said the flashy loose puck deaks, back skating into the zone and constantly turning your back into the boards down low all do well in EA, and unless you are an A/B level player skating with D league beer leaguers, you will get crushed trying to play EA style hockey in the real world.
    Like I said EA takes all the amazing rare highlights you see once or twice in an entire season and makes it a repetitive high success play in arcade fashion.
    So yes due to the offense already playing like NHL Hitz it would only be proper to add a little game balance and give the defense some arcade style weapons too. Otherwise get rid of the rediculious offensive plays and reward more fundamental practices.

    Couldn't possibly agree more with you.

    There are 2 pass buttons and and many dekes. Force people to pass the puck around or they better be incredibly good on the dekes. Don't wanna pass that puck, and sadly, your hands are not that good? Then you should be toasted and left lying on the ice. Sad part is, dekes are so much more easier to pull off than they were on old gen, yet, they are not all that required. Top players hardly use them cause all they need to do is wiggle a bit with the LS and even worse, they just slow down knowing the low speed hitting is terrible and hardly effective in any way. Last night in dropins the opposing team had a 6 foot 7 enforcer as a forward. All he was doing was skating slowly with the puck and constantly curled behind his back and it was incredibly hard to knock him off the puck. All we could do was stick to him like glue to disrupt his shot attempts. It worked, but really? That is the kind of playstyle you want to promote in your game?

    This game is so out of balance.
    Post edited by WainGretSki on
  • So something like hitting, if EA did decide they wanted to bump up the effectiveness a little bit, it's something they could do quickly and easily via online slider adjustments correct?
  • Hip-checks still just bounce off people which is a major shame since flap-jacking people is one of life's greatest pleasures.

    It's almost impossible to get a regular cross-check as a tiny sniper - it makes sense to a degree, but these supposed elite players should still be strong enough (especially with their low center of gravity) to still dish out what they take.

    Worst part in general is the fact the person on the receiving end of a hit easily gets the puck back anyway. I can't count the number of times I smoke a guy and the puck just flies right to the guy they were intending on passing to anyway...
  • So something like hitting, if EA did decide they wanted to bump up the effectiveness a little bit, it's something they could do quickly and easily via online slider adjustments correct?

    Hmmm, not sure if it's as easy as slider manipulation, but I would assume it's one of the easier things to change via a tuner. The 19 beta was awesome in that regard. It was almost impossible to hog the puck, but first patch came around and it was gone, never to be heard from again. If I remember, the reason mostly was the "taps" from behind were overpowered... If that's the case, that alone should have been manipulated and not the whole spectrum of physical play.
  • Great post to kick the week off, @de4c0n_fr05t!

    I'd love a little more hitting too. I thought it was pretty fun to hit players after the whistle was called but also remember it became a nuisance at times. If you're not having a great game it didn't really make things easier, heh.

    In past NHL titles, hitting felt too easy and poke check spam defined defensive, instead of getting into proper positions and utilize strategies. Don't get me wrong, I love the feeling of a really good hit and sometimes in game it feels like a hit should be a little more powerful than what it was, but it's always tough to find a real good balance for it so players don't default to it as the meta.

    I think @Brogers2487 is onto something though. It would be interesting if some defensive players had special abilities to make them more feared on the ice. We can always brainstorm ways to make it feasible without making it feel too arcadey.

    It would be nice to see a short cinematic of the two players really going at it and crowd reactions to the big screens after huge hits to add some more immersion to the game.

    But the meta right now is to basically try to bully your away around while doing passes only when absolutely necessary. I really feel this shouldn't even be a topic of discussion in a team-oriented game/sport. Just look at that EA tourney that was held and those 2 finalists hardly used on passes. That game is the perfect definition to see what the meta currently is. If hitting were a bit more effective, then players would certainly cycle the puck more and in the end, it becomes team play which should be the meta.

    And I fully agree if defensive players had some special abilities of some sort. Take an Enforcer D man for example. Should you have the unfortunate situation where you have the puck and that Enforcer is coming for you, either you pass the puck or get murdered, or simply, if you are skilled enough, then dangle out of his way. But the keyword here is dangle, and timing or skill should have an importance in the outcome.

    I am sorry, but if an average player is not willing to put in the time, effort, and or practice to become a top player, then he should have very low success with the puck and get nailed frequently. Or even better, pass the puck to a teammate who can dangle.
  • So something like hitting, if EA did decide they wanted to bump up the effectiveness a little bit, it's something they could do quickly and easily via online slider adjustments correct?

    Hmmm, not sure if it's as easy as slider manipulation, but I would assume it's one of the easier things to change via a tuner. The 19 beta was awesome in that regard. It was almost impossible to hog the puck, but first patch came around and it was gone, never to be heard from again. If I remember, the reason mostly was the "taps" from behind were overpowered... If that's the case, that alone should have been manipulated and not the whole spectrum of physical play.

    I remember - RIP
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