I would alter that to say "extreme slider adjustments" may skew how the game plays.
When you got to one extreme or another with a slider (max it out, minimize it), you may skew the game, depending on how sensitive the slider is and how integral it is to performance.
When I first played default sliders, I expected an onslaught of solid hits to ruin the game and make it feel arcadish. It wasn't. There were quite a few solid hits, but also a lot of routine grounders (even a few tappers). When the solid hits were hit to the OF, I understood why they position them so deeply and give them the ability to cover a lot of ground. I was able to blast a double over an OF's head (directly over his head, as did the AI), which was something I had not seen with solid hits at 0 or 1. I did see balls hit off the wall, down the line, and in the gap ... just nothing directly over the OF's head (unless you take speed down to zero, which also can create issues).
The big thing I noticed was the reduction in foul balls (thank God). There wasn't an 11-pitch at bat every 2 or 3 innings. (11-pitch at bats aren't really that common, although they do happen). If a game has a large number of foul balls, it seems to artificially inflate pitch counts and S%. So, when trying to attain a good mix of pitcher control, the problem could be "too many foul balls" (or weaker contact) rather than "the pitchers throw too many strikes". So many variables.
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