The new system has since been tuned so that even Enforcers can snipe.
This team just can't balance the game to save their lives. This game is on a steady and slippery slope. BTW Rammer, 3s is not this series' savior LMFO.
The biggest failing of the fixed build system is pretty much the same problem with the old custom builds once people reached L3: the lack of hard choices. Sure, there are some differences between the builds but no build is poor enough at any aspect of the game to really make a difference. Sniper's can still hit and poke-check nearly as good as a grinder. Enforcers can still pass and snipe very well. Typically in a squad-based video game you want people filling roles and right now you can pick pretty much any build and they're more or less "equal".
The same problem existed under the old system. Once you reached L3 there were only so many "useful" attributes to pour points into. You could tweak things slightly, but most optimal builds were very similar.
The developers seem unwilling to allow people to be at any significant disadvantage ( or advantage ) in any aspect of the game. This doesn't seem to be by accident, it seems to be a design decision. I think until they start forcing people to make those hard choices in their player types it won't matter if there's custom or stock builds. The "sameness" problem will still be there.
THIS. This is what I was trying to say when stating that a good class-system would yield more player diversity than a custom-build system. These devs just don't want to make people make though choices or actually play to the style that their class is intended for.
The devs are just catering to the cryhard princesses that have to dangle snipe without actually being good at it. As usual, garbage tuning ruins the game for the sake of social media. Anyone really think player classes will be "rebalanced" for 18? Of course not....
I don't even necessarily think it is that. I think in every game mode there are issues in player playing styles. Play a game of OVP, all the most useful players have good speed and/or good puck skills. There's little to no value in players with strictly size, power or physicality. There's a reason why everyone loves guys like Michael Grabner, Mason Raymond, etc. IRL they have poor stick skills which make them average players, but speed is the biggest differentiation in this game.
The only honest argument for player progression in EASHL is that people who play thousands of games want to dominate. The game doesnt get stale because you cannot create the speedy dangler grinder snipers who we all are in real life, it gets stale because you cannot achieve anything as a team outside of community leagues. It's way too fast and easy to get to div 1 and for a decent team it isn't difficult to win it every 'season'.
Rammer and the gang really should look into how other competitive games do it and go from there. One thing is that they need to upgrade the CR system and have it be something similar to Rocket League's tier/division setup. Another idea is that a club should have it's own CR that is the basis for matchmaking and leaderboards. That way there would be a lot more action in the leaderboards and you could see what the hottest teams atm are.
On a sidenote, EASHL could really use some unique presentation aspects that would create some personality for the players on a team, preferably in the announcer dialogue and not in some stoppage cutscene (EASHL shouldn't have cutscenes anyway). Things like the last ten games of a team, newest member on a team, preferred builds and positions, who is the leading scorer and other stats etc.
The only honest argument for player progression in EASHL is that people who play thousands of games want to dominate. The game doesnt get stale because you cannot create the speedy dangler grinder snipers who we all are in real life, it gets stale because you cannot achieve anything as a team outside of community leagues. It's way too fast and easy to get to div 1 and for a decent team it isn't difficult to win it every 'season'.
Rammer and the gang really should look into how other competitive games do it and go from there. One thing is that they need to upgrade the CR system and have it be something similar to Rocket League's tier/division setup. Another idea is that a club should have it's own CR that is the basis for matchmaking and leaderboards. That way there would be a lot more action in the leaderboards and you could see what the hottest teams atm are.
On a sidenote, EASHL could really use some unique presentation aspects that would create some personality for the players on a team, preferably in the announcer dialogue and not in some stoppage cutscene (EASHL shouldn't have cutscenes anyway). Things like the last ten games of a team, newest member on a team, preferred builds and positions, who is the leading scorer and other stats etc.
Sounds good, unfortunately there's this laughable statement:
Given the heavy focus on EASHL the last two years, EA didn't put as much work into the mode this year.
The only honest argument for player progression in EASHL is that people who play thousands of games want to dominate. The game doesnt get stale because you cannot create the speedy dangler grinder snipers who we all are in real life, it gets stale because you cannot achieve anything as a team outside of community leagues. It's way too fast and easy to get to div 1 and for a decent team it isn't difficult to win it every 'season'.
Rammer and the gang really should look into how other competitive games do it and go from there. One thing is that they need to upgrade the CR system and have it be something similar to Rocket League's tier/division setup. Another idea is that a club should have it's own CR that is the basis for matchmaking and leaderboards. That way there would be a lot more action in the leaderboards and you could see what the hottest teams atm are.
On a sidenote, EASHL could really use some unique presentation aspects that would create some personality for the players on a team, preferably in the announcer dialogue and not in some stoppage cutscene (EASHL shouldn't have cutscenes anyway). Things like the last ten games of a team, newest member on a team, preferred builds and positions, who is the leading scorer and other stats etc.
Sounds good, unfortunately there's this laughable statement:
Given the heavy focus on EASHL the last two years, EA didn't put as much work into the mode this year.
"Heavy Focus" yet we don't have no where near all the features and small details of last gen EASHL.
The only honest argument for player progression in EASHL is that people who play thousands of games want to dominate. The game doesnt get stale because you cannot create the speedy dangler grinder snipers who we all are in real life, it gets stale because you cannot achieve anything as a team outside of community leagues. It's way too fast and easy to get to div 1 and for a decent team it isn't difficult to win it every 'season'.
Rammer and the gang really should look into how other competitive games do it and go from there. One thing is that they need to upgrade the CR system and have it be something similar to Rocket League's tier/division setup. Another idea is that a club should have it's own CR that is the basis for matchmaking and leaderboards. That way there would be a lot more action in the leaderboards and you could see what the hottest teams atm are.
On a sidenote, EASHL could really use some unique presentation aspects that would create some personality for the players on a team, preferably in the announcer dialogue and not in some stoppage cutscene (EASHL shouldn't have cutscenes anyway). Things like the last ten games of a team, newest member on a team, preferred builds and positions, who is the leading scorer and other stats etc.
Sounds good, unfortunately there's this laughable statement:
Given the heavy focus on EASHL the last two years, EA didn't put as much work into the mode this year.
well its quite true statement. they have said it several times, that they have put more focus on it past 2 years. sure its not the best it can be. but still by far most fun game mode. that is if you have good group of players who play well together and you dont have to play with bots
I've been playing club since NHL 09 and I prefer classes over custom attributes because they're more balanced, there are no attribute exploits, broken OP builds, etc. I've seen people throw around the idea of bringing back custom builds but giving everyone the max amount of attribute points from the start with no grind. Does anyone honestly think EA can make that system as balanced as the preset builds, though? I mean, EA had 6 years of custom attributes but every year it was juicing, broken attributes, tiny grinders getting 10 breakaways a game, etc. If they couldn't figure out how to balance that in 6 years then what makes anyone think they could do it now all of a sudden?
The old system was broken and unbalanced.
The new system has since been tuned so that even Enforcers can snipe.
This team just can't balance the game to save their lives. This game is on a steady and slippery slope. BTW Rammer, 3s is not this series' savior LMFO.
People can argue over whether or not the class system is balanced but it is, without a doubt, more balanced than the customizable builds ever were.
I've been playing club since NHL 09 and I prefer classes over custom attributes because they're more balanced, there are no attribute exploits, broken OP builds, etc. I've seen people throw around the idea of bringing back custom builds but giving everyone the max amount of attribute points from the start with no grind. Does anyone honestly think EA can make that system as balanced as the preset builds, though? I mean, EA had 6 years of custom attributes but every year it was juicing, broken attributes, tiny grinders getting 10 breakaways a game, etc. If they couldn't figure out how to balance that in 6 years then what makes anyone think they could do it now all of a sudden?
The old system was broken and unbalanced.
The new system has since been tuned so that even Enforcers can snipe.
This team just can't balance the game to save their lives. This game is on a steady and slippery slope. BTW Rammer, 3s is not this series' savior LMFO.
People can argue over whether or not the class system is balanced but it is, without a doubt, more balanced than the customizable builds ever were.
Wrong. Each skater class has less speed than old gen. Just an illusion.
I've been playing club since NHL 09 and I prefer classes over custom attributes because they're more balanced, there are no attribute exploits, broken OP builds, etc. I've seen people throw around the idea of bringing back custom builds but giving everyone the max amount of attribute points from the start with no grind. Does anyone honestly think EA can make that system as balanced as the preset builds, though? I mean, EA had 6 years of custom attributes but every year it was juicing, broken attributes, tiny grinders getting 10 breakaways a game, etc. If they couldn't figure out how to balance that in 6 years then what makes anyone think they could do it now all of a sudden?
with that kind of attitude, would the corndog ever have been invented?
I've been playing club since NHL 09 and I prefer classes over custom attributes because they're more balanced, there are no attribute exploits, broken OP builds, etc. I've seen people throw around the idea of bringing back custom builds but giving everyone the max amount of attribute points from the start with no grind. Does anyone honestly think EA can make that system as balanced as the preset builds, though? I mean, EA had 6 years of custom attributes but every year it was juicing, broken attributes, tiny grinders getting 10 breakaways a game, etc. If they couldn't figure out how to balance that in 6 years then what makes anyone think they could do it now all of a sudden?
The old system was broken and unbalanced.
The new system has since been tuned so that even Enforcers can snipe.
This team just can't balance the game to save their lives. This game is on a steady and slippery slope. BTW Rammer, 3s is not this series' savior LMFO.
People can argue over whether or not the class system is balanced but it is, without a doubt, more balanced than the customizable builds ever were.
The new system has since been tuned so that even Enforcers can snipe.
This team just can't balance the game to save their lives. This game is on a steady and slippery slope. BTW Rammer, 3s is not this series' savior LMFO.
The biggest failing of the fixed build system is pretty much the same problem with the old custom builds once people reached L3: the lack of hard choices. Sure, there are some differences between the builds but no build is poor enough at any aspect of the game to really make a difference. Sniper's can still hit and poke-check nearly as good as a grinder. Enforcers can still pass and snipe very well. Typically in a squad-based video game you want people filling roles and right now you can pick pretty much any build and they're more or less "equal".
The same problem existed under the old system. Once you reached L3 there were only so many "useful" attributes to pour points into. You could tweak things slightly, but most optimal builds were very similar.
The developers seem unwilling to allow people to be at any significant disadvantage ( or advantage ) in any aspect of the game. This doesn't seem to be by accident, it seems to be a design decision. I think until they start forcing people to make those hard choices in their player types it won't matter if there's custom or stock builds. The "sameness" problem will still be there.
I agree. The lack of differences in builds would be like playing a party-based RPG where the melee characters have the same abilities as the spell casters and vice versa.
People can argue over whether or not the class system is balanced but it is, without a doubt, more balanced than the customizable builds ever were.
Yeah. It's more balanced, too much so, IMO. Personally, I don't see a reason for them to even have builds. They want so much balance that there's very little difference between builds, so why even have them. Just have one forward build, one defense build, one goalie build.
People can argue over whether or not the class system is balanced but it is, without a doubt, more balanced than the customizable builds ever were.
Yeah. It's more balanced, too much so, IMO. Personally, I don't see a reason for them to even have builds. They want so much balance that there's very little difference between builds, so why even have them. Just have one forward build, one defense build, one goalie build.
I'll agree with the classes being "too balanced", and particularly the comment on the previous page about there not being tough choices (no class is particularly bad at any one thing) - my primary concern is allowing a difference in Speed, which is by far the most important stat in the game.
The best suggestion I've heard so far was using these Classes, but with small adjustments possible on only a select few options, with obvious tradeoffs.
How few options? Well I wouldn't even want the option to trade off Shot Accuracy for Shot Power, or Wrister vs Slap Shot. Obviously you'd overload the shot you use most, its not a real decision.
Shot Power vs Shot Vision would be one tho, and just relating to how well they can get the shot off through traffic, and Vision having nothing to do with beating goalies. If you want, you could be Dion Phaneuf with the booming shot breaking your own team's arms.
Turning Radius (Agility) Vs Pokecheck & Deke Reach sounds like a fair trade off, allowing +/- a few inches slider on each class. It's basically the decision made when deciding between Grinder and Power Forward.
Toughness (receiving hits) Vs Aggressiveness (making hits).
Hell as crazy at is sounds, Id even be okay with a Clutch vs Consistent slider, as the decision matters and the trade off is real.
Im sure theres more options, but there arent many!
Best gap between Player-Types right now is the ability for some to perform Auto-Saucer Passes, and others missing it. A user decision with clear ramifications.
Other Tools that could be given auto/modifed options on some classes:
Slap Pass - Autoslap passes for a Dclass when taking hard slap shots to the corners along the ice.
Puck Chop - Give it pass auto-aim for a class
Flip Puck (High on Glass) - a D class that could consistently clear the puck high off the glass without a Delay of Game penalty.
I'd like some player class variety for loose puck scrums. Like a Dman that plays Safety First (instead of trying to gain possession of a lose puck in their own slot, theyd just auto knock it to a corner), and a Forward that plays a simple North South and instead of trying to gain possession of the puck in an open ice scrum, theyd try to knock it forward 10 feet and skate on.
Instead of just slight statistical variation (where an Enforcer can still snipe), dig into these terrible auto-animations that were forced on us this gen, and create some behavioral differences.
im not fan of any auto aim systems. it takes away skill from the game. i think it works fairly well that saucer passes dont have any aim assist and normal passes that are aim assisted are easy to intercept. your ideas are good except the aim assist part
im not fan of any auto aim systems. it takes away skill from the game. i think it works fairly well that saucer passes dont have any aim assist and normal passes that are aim assisted are easy to intercept. your ideas are good except the aim assist part
Yes its great that the more difficult pass to make (manual aim saucer), is less likely to be intercepted.
Playmakers and Puck Moving D presently have auto-saucer-passes off their normal pass button, which keeps its auto-aim.
This is the only class unique ability in the game.
People can argue over whether or not the class system is balanced but it is, without a doubt, more balanced than the customizable builds ever were.
Wrong. Each skater class has less speed than old gen. Just an illusion.
It strikes me that these two things may not be mutually exclusive?
Care to elaborate?
Each skater class may be slower than the old gen but that fact doesn't inherently imbalance the game. In fact (as I believe someone noted) it is probably is the opposite: the game is TOO balanced - not enough differentiation between classes and the offsetting skills between the skills for attackers and defenders.
Replies
I don't even necessarily think it is that. I think in every game mode there are issues in player playing styles. Play a game of OVP, all the most useful players have good speed and/or good puck skills. There's little to no value in players with strictly size, power or physicality. There's a reason why everyone loves guys like Michael Grabner, Mason Raymond, etc. IRL they have poor stick skills which make them average players, but speed is the biggest differentiation in this game.
Rammer and the gang really should look into how other competitive games do it and go from there. One thing is that they need to upgrade the CR system and have it be something similar to Rocket League's tier/division setup. Another idea is that a club should have it's own CR that is the basis for matchmaking and leaderboards. That way there would be a lot more action in the leaderboards and you could see what the hottest teams atm are.
On a sidenote, EASHL could really use some unique presentation aspects that would create some personality for the players on a team, preferably in the announcer dialogue and not in some stoppage cutscene (EASHL shouldn't have cutscenes anyway). Things like the last ten games of a team, newest member on a team, preferred builds and positions, who is the leading scorer and other stats etc.
Sounds good, unfortunately there's this laughable statement:
"Heavy Focus" yet we don't have no where near all the features and small details of last gen EASHL.
well its quite true statement. they have said it several times, that they have put more focus on it past 2 years. sure its not the best it can be. but still by far most fun game mode. that is if you have good group of players who play well together and you dont have to play with bots
Wrong. Each skater class has less speed than old gen. Just an illusion.
with that kind of attitude, would the corndog ever have been invented?
#OneBuild
let's do this, America (and everybody else)!
I agree. The lack of differences in builds would be like playing a party-based RPG where the melee characters have the same abilities as the spell casters and vice versa.
Yeah. It's more balanced, too much so, IMO. Personally, I don't see a reason for them to even have builds. They want so much balance that there's very little difference between builds, so why even have them. Just have one forward build, one defense build, one goalie build.
It strikes me that these two things may not be mutually exclusive?
I'll agree with the classes being "too balanced", and particularly the comment on the previous page about there not being tough choices (no class is particularly bad at any one thing) - my primary concern is allowing a difference in Speed, which is by far the most important stat in the game.
The best suggestion I've heard so far was using these Classes, but with small adjustments possible on only a select few options, with obvious tradeoffs.
How few options? Well I wouldn't even want the option to trade off Shot Accuracy for Shot Power, or Wrister vs Slap Shot. Obviously you'd overload the shot you use most, its not a real decision.
Shot Power vs Shot Vision would be one tho, and just relating to how well they can get the shot off through traffic, and Vision having nothing to do with beating goalies. If you want, you could be Dion Phaneuf with the booming shot breaking your own team's arms.
Turning Radius (Agility) Vs Pokecheck & Deke Reach sounds like a fair trade off, allowing +/- a few inches slider on each class. It's basically the decision made when deciding between Grinder and Power Forward.
Toughness (receiving hits) Vs Aggressiveness (making hits).
Hell as crazy at is sounds, Id even be okay with a Clutch vs Consistent slider, as the decision matters and the trade off is real.
Im sure theres more options, but there arent many!
Herein known as the "Ice Tilt" slider
Care to elaborate?
Other Tools that could be given auto/modifed options on some classes:
Slap Pass - Autoslap passes for a Dclass when taking hard slap shots to the corners along the ice.
Puck Chop - Give it pass auto-aim for a class
Flip Puck (High on Glass) - a D class that could consistently clear the puck high off the glass without a Delay of Game penalty.
I'd like some player class variety for loose puck scrums. Like a Dman that plays Safety First (instead of trying to gain possession of a lose puck in their own slot, theyd just auto knock it to a corner), and a Forward that plays a simple North South and instead of trying to gain possession of the puck in an open ice scrum, theyd try to knock it forward 10 feet and skate on.
Instead of just slight statistical variation (where an Enforcer can still snipe), dig into these terrible auto-animations that were forced on us this gen, and create some behavioral differences.
Yes its great that the more difficult pass to make (manual aim saucer), is less likely to be intercepted.
Playmakers and Puck Moving D presently have auto-saucer-passes off their normal pass button, which keeps its auto-aim.
This is the only class unique ability in the game.