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NHL 18 EASHL

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  • I definitely preferred the old way better. I liked the customization and I liked the grind as well. I enjoyed the reward to time invested being a better skater.

    I don't by the **** excuses about 99 speed or super builds. A) those issues are very exaggerated and B) could be resolved with better game design.

    Speaking of, there were certainly a lot of issues under the old system that could be fixed by better game design. I'm not even speaking of way more work to fix it, just making better choices. Things to mitigate stacking on a few offensive and physical stats and ignoring others. If all stats were in one category and you had to choose between making a speedy skater or a rocket shot, it would have helped. Higher penalty increases to max out a stat would have also done great. Explaining the attributes properly and their effects, as well as making sure every attribute you could customize actually worked would also fix a lot of people's problems.

    On and on people lie about rookie skaters having to be beat up by legend 3 teams like matchmaking didn't exist. (That is a matchmaking issue after all, not a custom attributes/grind issue). If you were a team of legend 3 getting matched up against a bunch of rookies, then you **** and no attribute advantage would help. Unless of course you just made a new team...

    And speaking of that, I really do like the club unlocks. I enjoy the arena stuff, even though the player unlocks bore me. Here is an interesting question though. What's EA's plan next year? We all know things don't get improved two years in a row. How are you all going to feel going from an NHL stadium with flashing lights, beautiful colors, thousands of fans, lightning shooting off in the rafters and smoke blowing out of your stanchions to playing in front of your moms in a dead quiet drab arena and only the same improvements to unlock you had this year.

    I want the grind back, and no, I didn't cheat to unlock legend three in the first week. I played every game and wouldn't unlock l3 until January. During the grind I'd play every night, several games a night. Afterwards, id play less, take nights off, much like I've played all year in NHL 17. That carrot I. The stick certainly made me want to play more.

    I want the customization back, and no, I didn't make a guy with 99 speed. I didn't have a 5'5" grinder or playmaker. I liked that other people did though, because I enjoyed shutting them down. The speed differences made the game more exciting in my opinion.

    As for the survey people keep referencing, it was poorly worded. The specific question relating to this asked if we wanted the game to be more skill based. I answered yes thinking they were talking about random fluky stuff like stick breaks and dumb puck bounces. It never asked if we wanted a class based system. That would have been an emphatic no.

    The mode started as a sports RPG and that wa a brilliant and revolutionary. Now the mode is stale and boring. I ply here and there to get my video game hockey fix, but I could not by NHl 18 at this point and be fine. My whole enthusiasm for the game has waned, poor quality is a large part of that. Lack of interest in the classes is another.

  • SaveUs2K wrote: »
    I definitely preferred the old way better. I liked the customization and I liked the grind as well. I enjoyed the reward to time invested being a better skater.

    I don't by the **** excuses about 99 speed or super builds. A) those issues are very exaggerated and B) could be resolved with better game design.

    Speaking of, there were certainly a lot of issues under the old system that could be fixed by better game design. I'm not even speaking of way more work to fix it, just making better choices. Things to mitigate stacking on a few offensive and physical stats and ignoring others. If all stats were in one category and you had to choose between making a speedy skater or a rocket shot, it would have helped. Higher penalty increases to max out a stat would have also done great. Explaining the attributes properly and their effects, as well as making sure every attribute you could customize actually worked would also fix a lot of people's problems.

    On and on people lie about rookie skaters having to be beat up by legend 3 teams like matchmaking didn't exist. (That is a matchmaking issue after all, not a custom attributes/grind issue). If you were a team of legend 3 getting matched up against a bunch of rookies, then you **** and no attribute advantage would help. Unless of course you just made a new team...

    And speaking of that, I really do like the club unlocks. I enjoy the arena stuff, even though the player unlocks bore me. Here is an interesting question though. What's EA's plan next year? We all know things don't get improved two years in a row. How are you all going to feel going from an NHL stadium with flashing lights, beautiful colors, thousands of fans, lightning shooting off in the rafters and smoke blowing out of your stanchions to playing in front of your moms in a dead quiet drab arena and only the same improvements to unlock you had this year.

    I want the grind back, and no, I didn't cheat to unlock legend three in the first week. I played every game and wouldn't unlock l3 until January. During the grind I'd play every night, several games a night. Afterwards, id play less, take nights off, much like I've played all year in NHL 17. That carrot I. The stick certainly made me want to play more.

    I want the customization back, and no, I didn't make a guy with 99 speed. I didn't have a 5'5" grinder or playmaker. I liked that other people did though, because I enjoyed shutting them down. The speed differences made the game more exciting in my opinion.

    As for the survey people keep referencing, it was poorly worded. The specific question relating to this asked if we wanted the game to be more skill based. I answered yes thinking they were talking about random fluky stuff like stick breaks and dumb puck bounces. It never asked if we wanted a class based system. That would have been an emphatic no.

    The mode started as a sports RPG and that wa a brilliant and revolutionary. Now the mode is stale and boring. I ply here and there to get my video game hockey fix, but I could not by NHl 18 at this point and be fine. My whole enthusiasm for the game has waned, poor quality is a large part of that. Lack of interest in the classes is another.

    Do you think you could play the mode without attribute customization/unlocks/progression if the gameplay was actually solid? I know I would, and I know many others that would as well. I think debating over this is useless knowing the game doesn't consistently offer a rewarding experience. There's just no explanation for why LoL and CSGO lead the competitive game market if a lack of attribute/gun unlockables turns people away more than gameplay.

    Better gameplay and no connection issues would absolutely help my enjoyment, but I still wouldn't be addicted to the mode like I used to be.

    The phrase "nothing wagered nothing gained" comes to mind.
  • Member the old days when people played a game to have fun and didnt need a progression system to keep playing?

    I Member.

    seriously the only argument i even see against the new system is; Oh theres no more progression so i dont get a sense of achievement.... well atleast the only one thats even worth talking about

    other than that i hear oh theres no diversity. if you think that, go play 5 games as a sniper, than five as a playmaker etc. there is a huge amount of diversity with classes.

    seriously just read the whole thread and only argument i saw the whole time is i dont have a progression system so now the game isnt fun and i have no reason to play.

    Like **** and play the game for the game not the sense of accomplishment.

    if you want progression... go play an RPG not a Sports game thats supposed to be comppetive.

    And before you point blame at EA (which almost everyone already has) maybe blame the idiots who think its "cool" to come up with a "super build"/Exploit the system and share it on youtube for 50% of the playeres who think their stats in a virtual game actually matter,.
  • Member the old days when people played a game to have fun and didnt need a progression system to keep playing?

    I Member.

    seriously the only argument i even see against the new system is; Oh theres no more progression so i dont get a sense of achievement.... well atleast the only one thats even worth talking about

    other than that i hear oh theres no diversity. if you think that, go play 5 games as a sniper, than five as a playmaker etc. there is a huge amount of diversity with classes.

    seriously just read the whole thread and only argument i saw the whole time is i dont have a progression system so now the game isnt fun and i have no reason to play.

    Like **** and play the game for the game not the sense of accomplishment.

    if you want progression... go play an RPG not a Sports game thats supposed to be comppetive.

    And before you point blame at EA (which almost everyone already has) maybe blame the **** who think its "cool" to come up with a "super build"/Exploit the system and share it on youtube for 50% of the playeres who think their stats in a virtual game actually matter,.

    64690339.jpg
  • SaveUs2K wrote: »
    I get that. I mean, my addiction is playing competitive games and trying to be the best club in the game/best team in LG/best player I can be for my team. It would be disappointing if I had my "carrot" taken away. However, I still think the class based system helps get people involved due to it allowing people to get the game anytime of the season, and still be able to compete with people as long as their thumb skills are on par. This is actually one of my turn-offs to 2k basketball. I don't really like the sport, but the game is alright. Unfortunately, if I wait till a small sale to not spend full price on a game simulating a sport I really don't care for, it's already too late for me to have fun online. I'd get smoked, and it would force me to play offline only unless I want to lose by a lot. Doesn't really seem that fun of a way to learn the game, right? Now, that same thing would happen to me even with classes, but because of my thumb skill, not because my character is simply outmatched. At least in that scenario, I know that with some practice and experience, I can start somewhat competing rather than have to no-life an offline character for a month or two before that process starts.

    I know this league started as an RPG, but we've seen countless amount of games change their approach and style, and I honestly think if they did the class-system right, it would be a beneficial change for the series (Rainbow 6 is a good example). I think bacon is wrong when stating the amount of variation. Bo is right when saying there isn't much, but that isn't because the class-system is flawed in theory, it's flawed because there's not a big enough reason to use many of the classes.

    Your first point about people who buy the game late:

    If they buy the game late, I wouldn't really call them a hardcore fan. If you design your game around the people who play it the least, the game will suffer for it.

    And I don't know how anyone would buy this game late, and be ok with getting killed because they don't know the controls or the tricks that well on the hope they may get better with lots of practice, but wouldn't be ok with getting killed, because they played against someone who had a higher card then them, which they definitely will get if they just keep playing games.

    And again, with proper matchmaking (using CR instead of club rank), people with lower cards won't face people higher cards all that often. It took 90 games to get the first legend card I think, or maybe it was veteran. If you played smart, it was easy to keep up with legend 3 skaters at that point.

    I raise you your comment about "if they did the class system right" and raise you an "if they did the attributes and matchmaking right then the old way would be even better".

    Honestly, we are all going back and forth about personal opinion. I respect yours and appreciate you at least being civil. Most other people arguing against it can only fall back to "duh 99 skaterz" and "you just need to beat up on noobs to win" which doesn't really further their argument, or really make a good point.


  • Dixonyu wrote: »
    The only people that want legend 3 are the cheese balls that think they are pro because they nail a cheesy shot from the slot after failing miserably 10 times , but when they hit that **** , they are the best around... People that don't want the challenge, or to out skill their opponents, or out strategize. Those straight cherry picking punks.

    Preset classes make you actually play as a team, and want to cycle to right person, or actually play hockey , not just an EA cheese fest see who can't walk in past the blue line and slot snip the most ... People who can't understand that are probably just riff Raff trash

    If you think there is no point playing because you can't progress to pick on low levels , you are trash, as someone said this isn't an RPG like that... Go play league play if you think there is no point or seriously take your cheesy **** and go play baseball , make a slugger and enjoy.

    ...No. I want full customization back because in made my EASHL like I play in real life. I'm 5'11'' but I play a power forward style game. I take clappers from the dots, drive around guys. So using your logic, because I want my 'avatar' to mimic my actual style, I'm a cheeseball and trash? No. IRL all players top end speeds ARE NOT the same, it actually fragments the gameplay by having everyone all the same speed. I found you needed more skill to play those guys who built 5'6'' speedy gonzalez types. They could catch you in a heartbeat(just like why you put speedy guys on a pk), so you had to set up, use quick puck movement, never hold onto the puck too long. Just like a real game.
  • SaveUs2K wrote: »
    KoryDub wrote: »
    SaveUs2K wrote: »
    I get that. I mean, my addiction is playing competitive games and trying to be the best club in the game/best team in LG/best player I can be for my team. It would be disappointing if I had my "carrot" taken away. However, I still think the class based system helps get people involved due to it allowing people to get the game anytime of the season, and still be able to compete with people as long as their thumb skills are on par. This is actually one of my turn-offs to 2k basketball. I don't really like the sport, but the game is alright. Unfortunately, if I wait till a small sale to not spend full price on a game simulating a sport I really don't care for, it's already too late for me to have fun online. I'd get smoked, and it would force me to play offline only unless I want to lose by a lot. Doesn't really seem that fun of a way to learn the game, right? Now, that same thing would happen to me even with classes, but because of my thumb skill, not because my character is simply outmatched. At least in that scenario, I know that with some practice and experience, I can start somewhat competing rather than have to no-life an offline character for a month or two before that process starts.

    I know this league started as an RPG, but we've seen countless amount of games change their approach and style, and I honestly think if they did the class-system right, it would be a beneficial change for the series (Rainbow 6 is a good example). I think bacon is wrong when stating the amount of variation. Bo is right when saying there isn't much, but that isn't because the class-system is flawed in theory, it's flawed because there's not a big enough reason to use many of the classes.

    Your first point about people who buy the game late:

    If they buy the game late, I wouldn't really call them a hardcore fan. If you design your game around the people who play it the least, the game will suffer for it.

    And I don't know how anyone would buy this game late, and be ok with getting killed because they don't know the controls or the tricks that well on the hope they may get better with lots of practice, but wouldn't be ok with getting killed, because they played against someone who had a higher card then them, which they definitely will get if they just keep playing games.

    And again, with proper matchmaking (using CR instead of club rank), people with lower cards won't face people higher cards all that often. It took 90 games to get the first legend card I think, or maybe it was veteran. If you played smart, it was easy to keep up with legend 3 skaters at that point.

    I raise you your comment about "if they did the class system right" and raise you an "if they did the attributes and matchmaking right then the old way would be even better".

    Honestly, we are all going back and forth about personal opinion. I respect yours and appreciate you at least being civil. Most other people arguing against it can only fall back to "duh 99 skaterz" and "you just need to beat up on noobs to win" which doesn't really further their argument, or really make a good point.


    I believe a balanced system between the 'classes' and customization is the key. The ability to have both, or allow customization of pre-set builds would be ideal.

    THis is really the only way to go in order to make everyone somewhat happy.

    I'd be totally down for a system where you could choose to go the rank up route, and start as a low level skater, accumulating games that count towards your cards, where you'd eventually rank up to legend 3. Even if legend 3 takes 500 games to attain.

    If you don't want to, you could use a default class that would be equivalent to a veteran card. But games played with pre-set classes don't count towards you unlocking legend 3.

    So if you're willing to put in the time, you're rewarded with slightly better players and custom attributes in the long run. Otherwise, you get to choose to be the pre-set class and play better than everyone going for l3 for a long while. Make a game only count when they make it to past 10 minutes in the 3rd so no more cheesing out of the games requirement.
  • SaveUs2K wrote: »
    I was thinking more along the lines of customizing pre-sets. So, getting your cards allows a ceratin amount of attribute freedom if you will. So, at rookie 2, you unlock the ability to move around (so take away, then re-add) 3 attribute points. Along with this, set hard caps for evry attribute based on the class picked. Some classes may already be at their max for a certain attribute and cannot be added too.

    Plus, if we can have less classes, but bigger differences between them, this system will really allow us to build a unique player for each desired class you want to play. The card system could also unlock how many classes you can edit. So, rookie 2 allows you to edit one class, and 5 attribute points on that class. I think a system like this would totally help both parties.

    That's not a bad compromise. I wouldn't love it, but I certainly like it a lot more than what we have now.
  • I'd be totally down for a system where you could choose to go the rank up route, and start as a low level skater, accumulating games that count towards your cards, where you'd eventually rank up to legend 3. Even if legend 3 takes 500 games to attain.

    If you don't want to, you could use a default class that would be equivalent to a veteran card. But games played with pre-set classes don't count towards you unlocking legend 3.

    So if you're willing to put in the time, you're rewarded with slightly better players and custom attributes in the long run. Otherwise, you get to choose to be the pre-set class and play better than everyone going for l3 for a long while. Make a game only count when they make it to past 10 minutes in the 3rd so no more cheesing out of the games requirement.
    This is a very intriguing idea.... one which as a "Class supporter" I could actually live with.
    Dad. Gamer. Rocker. Geek.
  • I definitely preferred the old way better. I liked the customization and I liked the grind as well. I enjoyed the reward to time invested being a better skater.

    I don't by the **** excuses about 99 speed or super builds. A) those issues are very exaggerated and B) could be resolved with better game design.

    Speaking of, there were certainly a lot of issues under the old system that could be fixed by better game design. I'm not even speaking of way more work to fix it, just making better choices. Things to mitigate stacking on a few offensive and physical stats and ignoring others. If all stats were in one category and you had to choose between making a speedy skater or a rocket shot, it would have helped. Higher penalty increases to max out a stat would have also done great. Explaining the attributes properly and their effects, as well as making sure every attribute you could customize actually worked would also fix a lot of people's problems.

    On and on people lie about rookie skaters having to be beat up by legend 3 teams like matchmaking didn't exist. (That is a matchmaking issue after all, not a custom attributes/grind issue). If you were a team of legend 3 getting matched up against a bunch of rookies, then you **** and no attribute advantage would help. Unless of course you just made a new team...

    And speaking of that, I really do like the club unlocks. I enjoy the arena stuff, even though the player unlocks bore me. Here is an interesting question though. What's EA's plan next year? We all know things don't get improved two years in a row. How are you all going to feel going from an NHL stadium with flashing lights, beautiful colors, thousands of fans, lightning shooting off in the rafters and smoke blowing out of your stanchions to playing in front of your moms in a dead quiet drab arena and only the same improvements to unlock you had this year.

    I want the grind back, and no, I didn't cheat to unlock legend three in the first week. I played every game and wouldn't unlock l3 until January. During the grind I'd play every night, several games a night. Afterwards, id play less, take nights off, much like I've played all year in NHL 17. That carrot I. The stick certainly made me want to play more.

    I want the customization back, and no, I didn't make a guy with 99 speed. I didn't have a 5'5" grinder or playmaker. I liked that other people did though, because I enjoyed shutting them down. The speed differences made the game more exciting in my opinion.

    As for the survey people keep referencing, it was poorly worded. The specific question relating to this asked if we wanted the game to be more skill based. I answered yes thinking they were talking about random fluky stuff like stick breaks and dumb puck bounces. It never asked if we wanted a class based system. That would have been an emphatic no.

    The mode started as a sports RPG and that wa a brilliant and revolutionary. Now the mode is stale and boring. I ply here and there to get my video game hockey fix, but I could not by NHl 18 at this point and be fine. My whole enthusiasm for the game has waned, poor quality is a large part of that. Lack of interest in the classes is another.

    We agree on so much it always shocks me how deeply we disagree on this point.

    To answer your question in bold....why is it any different to start over with a bland arena vs starting over with a bland stat-less character? Your question answers the very problem a lot of people had with the character progression each year and the major difference is there is no advantage to a customized arena but there is a very noticeable advantage to unlocking stats for a character.

    More importantly, in each case, the issue is the yearly release. Heck, yearly releases is the plague of this game....the core issue to most issues.

    If they took out the yearly release and just patched the game regularly and sold content updates as a way to make profit, the whole unlocking stuff over and over again would become a non-issue. This is the same issue I imagine HUT players must be facing...spend $2000 and 12 months later you start over. Ouch.

    But yea, I still disagree firmly with a system which gives an advantage to users for no specific reason even though I was part of the hardcore group who always ended up getting high cards in 1-2 weeks and had a huge advantage over people for a few more weeks.
  • SaveUs2K wrote: »
    KoryDub wrote: »
    SaveUs2K wrote: »
    I get that. I mean, my addiction is playing competitive games and trying to be the best club in the game/best team in LG/best player I can be for my team. It would be disappointing if I had my "carrot" taken away. However, I still think the class based system helps get people involved due to it allowing people to get the game anytime of the season, and still be able to compete with people as long as their thumb skills are on par. This is actually one of my turn-offs to 2k basketball. I don't really like the sport, but the game is alright. Unfortunately, if I wait till a small sale to not spend full price on a game simulating a sport I really don't care for, it's already too late for me to have fun online. I'd get smoked, and it would force me to play offline only unless I want to lose by a lot. Doesn't really seem that fun of a way to learn the game, right? Now, that same thing would happen to me even with classes, but because of my thumb skill, not because my character is simply outmatched. At least in that scenario, I know that with some practice and experience, I can start somewhat competing rather than have to no-life an offline character for a month or two before that process starts.

    I know this league started as an RPG, but we've seen countless amount of games change their approach and style, and I honestly think if they did the class-system right, it would be a beneficial change for the series (Rainbow 6 is a good example). I think bacon is wrong when stating the amount of variation. Bo is right when saying there isn't much, but that isn't because the class-system is flawed in theory, it's flawed because there's not a big enough reason to use many of the classes.

    Your first point about people who buy the game late:

    If they buy the game late, I wouldn't really call them a hardcore fan. If you design your game around the people who play it the least, the game will suffer for it.

    And I don't know how anyone would buy this game late, and be ok with getting killed because they don't know the controls or the tricks that well on the hope they may get better with lots of practice, but wouldn't be ok with getting killed, because they played against someone who had a higher card then them, which they definitely will get if they just keep playing games.

    And again, with proper matchmaking (using CR instead of club rank), people with lower cards won't face people higher cards all that often. It took 90 games to get the first legend card I think, or maybe it was veteran. If you played smart, it was easy to keep up with legend 3 skaters at that point.

    I raise you your comment about "if they did the class system right" and raise you an "if they did the attributes and matchmaking right then the old way would be even better".

    Honestly, we are all going back and forth about personal opinion. I respect yours and appreciate you at least being civil. Most other people arguing against it can only fall back to "duh 99 skaterz" and "you just need to beat up on noobs to win" which doesn't really further their argument, or really make a good point.


    I believe a balanced system between the 'classes' and customization is the key. The ability to have both, or allow customization of pre-set builds would be ideal.

    THis is really the only way to go in order to make everyone somewhat happy.

    I'd be totally down for a system where you could choose to go the rank up route, and start as a low level skater, accumulating games that count towards your cards, where you'd eventually rank up to legend 3. Even if legend 3 takes 500 games to attain.

    If you don't want to, you could use a default class that would be equivalent to a veteran card. But games played with pre-set classes don't count towards you unlocking legend 3.

    So if you're willing to put in the time, you're rewarded with slightly better players and custom attributes in the long run. Otherwise, you get to choose to be the pre-set class and play better than everyone going for l3 for a long while. Make a game only count when they make it to past 10 minutes in the 3rd so no more cheesing out of the games requirement.

    I feel like this would be a super redundant system where everyone would feel forced to level up just to get the extra perks and not be left behind. So the "choice" is not a real choice in the end. I'd counter that if you just want the flexibility to change your player and the grind to work up your stats, give YOU the option to do so with the same stats as another pre-made class. Your benefits are to get the grind you want and to have more flexibility over how exactly you place each points. The likelyhood however is that you would make very very similar builds to what the pre-made classes offer due to caps on stats and so on.
  • jshuttlesworth29
    104 posts Member
    edited February 2017
    SaveUs2K wrote: »
    KoryDub wrote: »
    SaveUs2K wrote: »
    I get that. I mean, my addiction is playing competitive games and trying to be the best club in the game/best team in LG/best player I can be for my team. It would be disappointing if I had my "carrot" taken away. However, I still think the class based system helps get people involved due to it allowing people to get the game anytime of the season, and still be able to compete with people as long as their thumb skills are on par. This is actually one of my turn-offs to 2k basketball. I don't really like the sport, but the game is alright. Unfortunately, if I wait till a small sale to not spend full price on a game simulating a sport I really don't care for, it's already too late for me to have fun online. I'd get smoked, and it would force me to play offline only unless I want to lose by a lot. Doesn't really seem that fun of a way to learn the game, right? Now, that same thing would happen to me even with classes, but because of my thumb skill, not because my character is simply outmatched. At least in that scenario, I know that with some practice and experience, I can start somewhat competing rather than have to no-life an offline character for a month or two before that process starts.

    I know this league started as an RPG, but we've seen countless amount of games change their approach and style, and I honestly think if they did the class-system right, it would be a beneficial change for the series (Rainbow 6 is a good example). I think bacon is wrong when stating the amount of variation. Bo is right when saying there isn't much, but that isn't because the class-system is flawed in theory, it's flawed because there's not a big enough reason to use many of the classes.

    Your first point about people who buy the game late:

    If they buy the game late, I wouldn't really call them a hardcore fan. If you design your game around the people who play it the least, the game will suffer for it.

    And I don't know how anyone would buy this game late, and be ok with getting killed because they don't know the controls or the tricks that well on the hope they may get better with lots of practice, but wouldn't be ok with getting killed, because they played against someone who had a higher card then them, which they definitely will get if they just keep playing games.

    And again, with proper matchmaking (using CR instead of club rank), people with lower cards won't face people higher cards all that often. It took 90 games to get the first legend card I think, or maybe it was veteran. If you played smart, it was easy to keep up with legend 3 skaters at that point.

    I raise you your comment about "if they did the class system right" and raise you an "if they did the attributes and matchmaking right then the old way would be even better".

    Honestly, we are all going back and forth about personal opinion. I respect yours and appreciate you at least being civil. Most other people arguing against it can only fall back to "duh 99 skaterz" and "you just need to beat up on noobs to win" which doesn't really further their argument, or really make a good point.


    I believe a balanced system between the 'classes' and customization is the key. The ability to have both, or allow customization of pre-set builds would be ideal.

    THis is really the only way to go in order to make everyone somewhat happy.

    I'd be totally down for a system where you could choose to go the rank up route, and start as a low level skater, accumulating games that count towards your cards, where you'd eventually rank up to legend 3. Even if legend 3 takes 500 games to attain.

    If you don't want to, you could use a default class that would be equivalent to a veteran card. But games played with pre-set classes don't count towards you unlocking legend 3.

    So if you're willing to put in the time, you're rewarded with slightly better players and custom attributes in the long run. Otherwise, you get to choose to be the pre-set class and play better than everyone going for l3 for a long while. Make a game only count when they make it to past 10 minutes in the 3rd so no more cheesing out of the games requirement.

    Lol so people with no lives get rewarded. The class system as is works fine. The better team and players should get rewarded with wins. Thats why u play.... not to skate faster. People with jobs, kids, and real lives shouldn't have to grind to skate a little faster.
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