So I think these rules can be broken down into pre snap and post snap rules. Now pre snap rules I understand a bit more. Because of the games blocking system and gap assignment logic ( which should be greatly improved in 17) I can understand why it may seem logical to want to render certain guys immobile to stop certain blitz setups. But there are certain adjustments independent of blitzing that this also stops. If I want to bring a safety into the box to help with the run or play man coverage on a TV, I'm unable to do that unless I commit to controlling that player. If I want a singular corner to play an off coverage, I'm not allowed to move him. Furthermore, almost all of these leagues have no "nano blitzing" (the definition of which may vary), if a user accepts this rule it renders the primary fear of premium snap movement ( blitz setup) moot because we've already stipulated those blitzes aren't allowed. Which should render pre snap regulations unneeded.
In regards to post snap, I feel like the origin of these rules definitively stems back to the madden of 6+ years ago where rocket catching was a prevalent tactic that was largely unguardable and incredibly overpowered. However the issue of rocket catching defining the game's offensive structure is long gone. At no point in madden 16 did the top players put out youtube videos demonstrating the stick work required to make abnormal, unintended catches that would be difficult to stop...they just hit Y or Triangle like everybody else. The new catching mechanics are an intended game feature. In fact I'd argue that by forcing the CPU to make the call on aggressive vs standard vs RAC catch and the play wr or swat rather than allowing the users to choose creates a situation where the AI struggles to play out those situations the way they're intended to play out because the user is actually designed by the game to make the play, unlike the rocket catch mechanics of years ago.
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