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Explaining NHL 12's Attribute System

Sports games, sadly, no longer come with instruction manuals. While ratings like "Slap Shot Power" need no written explanation, figuring out what attributes like "Aggressiveness" actually do on the ice can be confusing.

Buried deep within NHL 12's maze of menus, players can find detailed explanations for most of the game's attributes. Consider this ratings guide as part of the "written manual" that NHL 12 should have come with.

Offensive Ratings


Deking

With a high deking rating, loose-puck dekes are easier to complete. Goalies are more easily fooled by the skater's right-stick dekes, and the player can shoot more accurately following a deke.

Hand-Eye

Determines a player's deflection skills in front of the net. It also affects the player's accuracy on one-timers and the ability to handle fast passes.

Offensive Awareness

Awareness improves the player's ability to gather loose pucks in the offensive zone. The attribute also adds a bit of "auto-aim" to the player's shot, helping the puck travel through tight spots and into the back of the net. Increases the player's range of "vision" (see Passing).

Passing

Determines the accuracy of "blind" passes outside of the player's vision. Misaimed passes are automatically corrected with a high passing rating. Automatic saucer passes are also performed with a high rating. Increases the chance of getting passes through traffic, making your passes harder for defenders to intercept. Your passes will also be easier to control for receiving players.

Puck Control

This attribute affects the player's ability to maintain control of the puck through poke checks, stick lifts and body hits. Puck control also determines whether or not the player can perform "on-knee" dekes after being tripped from behind during a breakaway.

 

Defensive Ratings

 

Aggressiveness

Increases the chances of a "big hit" animation. High aggressiveness adds an "intimidation" effect to big hits. Intimidated players will have weaker shots, less-accurate shots, poor pass accuracy and reduced hitting ability.

Body Checking

The checking rating affects the severity of hits. A high rating gives the player the ability to deliver more effective body checks.

Defensive Awareness

Improves the player's ability to gather loose pucks on defense. A high rating automatically triggers certain defensive animations like batting airborne pucks safely away. For computer players, the rating affects how well they pay attention to the puck, including their ability to not get deked out, take away passing lanes and forecheck/backcheck.

Discipline

Affects the likelihood of being called for elbowing. High discipline also reduces penalties during the stick lift and poke check animations. Penalties like boarding and checking from behind are not affected.

Faceoffs

The winner of a faceoff is determined by several factors, including the attribute rating. The stick lift and tie-up techniques don't seem to be very affected by the faceoff rating. But winning a faceoff with a clean pass back or a deke forward is highly dependent on the player's faceoff rating. See the full faceoff guide for greater detail on winning faceoffs.

Fighting Skill

Affects punching power and stamina during fights.

Shot Blocking

Determines how quickly a player recovers from blocking a shot. Players with a high rating are more likely to get the "diving" shot block animation rather than the less-effective "standing-up" animation.

Stick Checking

Affects the success of poke checks and stick lifts. Decreases the likelihood of committing a penalty while stick checking.

 

Athleticism Ratings

 

Acceleration

Determines how quickly a player reaches top speed.

Agility

Allows the player to make quicker, sharper turns. A high rating decreases the amount of speed lost while turning.

Balance

Affects the player's ability to maintain control the puck while being hit. High balance prevents the player from being knocked over during hits, including those delivered on opponents.

Durability

Decreases the chance of injury during hits and shot blocks. In the EASHL, skaters play through all injuries but will have their attributes temporarily reduced until the end of the game. A player can have multiple injuries during a game, as injuries are body-part specific.

Endurance

A low endurance rating causes the player to fatigue quickly. Fatigue affects the player's skating, shooting and hitting ability. Endurance also determines the rate at which a player recovers energy while "gliding" or not skating.

Speed

Determines a player's top speed. Players cannot maintain top speed throughout a game unless they have a high endurance rating.

Strength

Provides a boost to shot power, fighting ability, hitting ability and resistance to hits. Strength also improves the player's ability to pin an opponent using the boardplay button or escape a pin from another player.


NHL 12 Videos
Member Comments
# 1 bubs3141 @ 12/01/11 12:07 PM
this was great. Now can someone do one for sliders just like this. Please
 
# 2 bigbob @ 12/01/11 02:27 PM
Great stuff Jayson Young. Definitely something that will answer a lot of questions a lot of people had.
 
# 3 wankman69 @ 12/01/11 05:06 PM
helpful post.
 
# 4 savoie2006 @ 12/01/11 06:28 PM
All these are in the game under the help menu and have been the last couple years FYI.
 
# 5 plaidchuck @ 12/02/11 09:43 AM
So this pretty much confirms what people have thought for a while about strength, balance and offensive awareness. The question is though, what wins out when you have someone with a 99 passing up against a Dman with 99 defensive awareness, pure 50% chance or what? And also is high aggression really worth it or is the intimidation effect trivial compared to points you could spend elsewhere?
 
# 6 AllJuicedUp @ 12/02/11 10:54 AM
Quote:
Originally Posted by savoie2006
All these are in the game under the help menu and have been the last couple years FYI.
lol yeah, this is literally word for word out of the in game help menu.

Personally, I'm a little disappointed this didn't go into more depth regarding what ratings, how they interact, and what else they appear to do outside of EA's few descriptions. Heck, if I could just take EA's little blurbs at face value, sliders would be a hell of a lot easier to adjust in all EA games than they currently are :P
 
# 7 speels @ 12/02/11 11:15 AM
Quote:
Originally Posted by AllJuicedUp
lol yeah, this is literally word for word out of the in game help menu.

Personally, I'm a little disappointed this didn't go into more depth regarding what ratings, how they interact, and what else they appear to do outside of EA's few descriptions. Heck, if I could just take EA's little blurbs at face value, sliders would be a hell of a lot easier to adjust in all EA games than they currently are :P
I think the problem is that EA has not released that other information about how they interact and what else they appear to do. I think the OP was just putting this out there for people that don't read these things in the game.

Could you imagine how great it would be if we knew exactly how attributes interacted with eachother and what the exactly influenced. We could make a legit roster update, that we can't share over the PS3 of course, that would make this game even better.
 
# 8 AllJuicedUp @ 12/02/11 11:19 AM
Quote:
Originally Posted by plaidchuck
So this pretty much confirms what people have thought for a while about strength, balance and offensive awareness. The question is though, what wins out when you have someone with a 99 passing up against a Dman with 99 defensive awareness, pure 50% chance or what? And also is high aggression really worth it or is the intimidation effect trivial compared to points you could spend elsewhere?
I'd say both questions depend on a number of other factors. 99 passing vs 99 D awareness, what is the positioning of the defender, how long did the passer hold down the passing button, where it the guy who's supposed to be receiving the pass, is the defender holding down vision control, etc. I think you're making it out to be too black and white.

Either way, does the exact percentage matter? Just know that turning up the d awareness will increase the chance of breaking up passes while high passing will decrease the chance of a pass being broken up.

As for intimidation and its worth, that is a very subjective question. I'd say the answer depends on your style of play, your player build, your teammates, etc. It's not really possible to answer that on a forum, I'd say just go out there and try it and see if you notice a difference.

To me, intimidation has the same type of effect as slight lag. It's not necessarily noticable, but sometimes if feels like you're fighting an uphill (or downhill) battle. Your pokes don't work, you loose the puck seemingly for no reason, players bounce off checks, you get beat picking up loose pucks all game even though you seemed to get their first, etc... its not as extreme an effect as it was in 11, but it still can have value when used in the right situations.
 
# 9 jyoung @ 12/03/11 01:54 PM
Funny thing is, if you go back and play the Genesis NHL games, guys like Mike Modano, Sergei Fedorov and Teemu Selanne were absolute beasts who could dominate a game.

The individual player ratings in the Genesis NHL games ranged for 40 overall to 99 overall.

Now there's basically nobody in these new NHL games rated under a 70 overall, and only a few players are in the low 90s.

The ratings have definitely become way too clumped together, and the result is all the players in the game play pretty much the same.
 
# 10 Fiddy @ 12/03/11 02:26 PM
Quote:
Originally Posted by RealmK
This here I agree with. The largest reason alot of players still feel the same even with their "adaptive AI traits system" Is ratings aren't spread out enough. I think a few of us have been hammering on about this for a while now.
yup, hammering about it for 4 years or so, and as usual they (ea) ignore it.
 
# 11 speels @ 12/03/11 02:39 PM
Quote:
Originally Posted by wEEman33
Funny thing is, if you go back and play the Genesis NHL games, guys like Mike Modano, Sergei Fedorov and Teemu Selanne were absolute beasts who could dominate a game.

The individual player ratings in the Genesis NHL games ranged for 40 overall to 99 overall.

Now there's basically nobody in these new NHL games rated under a 70 overall, and only a few players are in the low 90s.

The ratings have definitely become way too clumped together, and the result is all the players in the game play pretty much the same.
Okay. I agree, but let's say the lowest rated NHL player is rated 40, what about WHL player??? Or for that matter an AHL player that will never make the NHL. People forget that the ratings differentiation had to get smaller with the lower leagues added to the game. Not defending EA, but all sports games. Back in the Genesis days they could have a greater spread because they only worried about one league, the NHL, but now you have feeder leagues, other professional league, etc so that difference in the NHL had to drop to allow for those leagues to be added to the game.
 
# 12 Frost33 @ 12/06/11 10:50 AM
Wouldn't it be possible to make a sliding rating system depending on which league you play in? So say you're a 90 in the WHL, but that would only translate to a 75 in the NHL or something like that?
 
# 13 Frost33 @ 12/06/11 10:53 AM
I agree Rogie, where is the goalie love in that post? I can't find anywhere what stats will help the most for my goalie. Kinda frustrating, especially the athletic area.
 
# 14 Double-J @ 12/07/11 11:01 AM
Did we ever establish what 'poise' does as an attribute?
 
# 15 jyoung @ 12/07/11 05:07 PM
"Poise" is an interesting attribute.

Created Be a Pro players don't have the attribute. It's only given to default roster players.

I could't find any info on poise anywhere.

Maybe it's the NHL series' equivalent of "clutch," which activates in the 3rd period when the game is on the line??
 
# 16 AirForce117 @ 01/13/12 03:00 PM
How about EA lets all players (in club) receive a rating of 99? That way the playing field will be completely level, and the outcome of games will be solely based on the person(s) holding the controller.
 

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