Agreed. Right now it's basically my only issue with the game out of the box. This is what forces nano blitzes for guys even against the cpu. Sacks are almost impossible to come by honestly. I don't want to get sacks using punt block defenses and nickel defenses with eighteen pre-snap adjustments... but I'm starting to consider it!
The things that is happening here is you CAN get pressure but it doesn't matter... because what guys want is not pressure - they want sacks.
1.) The trait for whether QBs throw the balll away doesn't seem to actually work b/c they all throw the ball away.
2.) The sense pressure trait may work a little... but not much. I haven't noticed a difference in game but some have with sim stats apparently.
3.) The slider for pass protection doesn't work b/c the programming at its core detects the rush and the next thing that happens is the qb throws it away. So the pass protection sliders results in more incomplete passes and not sacks.
4.) Nano blitz detection is kicking in even when you win a line battle honestly. Especially for defensive tackles.
5.) QBs are tougher in the pocket this iteration and are slipping tackles nicely to make plays - which I would appreciate if I wasn't so frustrated that actually getting a hold of a QB was so rare.
6.) Often when you sack the QB and force a fumble you don't get credit for the sack... or a tackle... or a forced fumble!
7.) Some actual sacks are tracking as tackles for loss when the QB is 'switched' from a pass mode to a run mode when he is scrambling.
So yeah. I totally agree. ha!
I'd love to figure out how to get the QB to hold on to the ball a little longer. Will the pass coverage slider overcome the quick throw AI? I'm even experimenting with the penalty slider b/c apparently they impact gameplay.
What I'd really like is for the sliders to just work as expected. If you have an "oblivious" QB sitting in the pocket with 'zero' pass protection you stand a pretty good chance of getting a sack.