01-10-2017, 12:09 PM
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#10
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MVP
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Re: Defensive AWR
Currently I believe the only true ratings that matter are: Speed, Acceleration, Agility, Strength, Awareness, Catching, Carrying, and Tackling. Everything else is just a form of modifier to these base ratings.. Even Pursuit, which can make a slower defender run down a ball carrier with higher speed rating, is still just a modifier to speed, IMO, or could actually be a replacement for speed once a receiver/runner has the ball; thus not a modifier but a replacement system (this is a hypothesis)
As long as a user gets good players in regards to base ratings they require for any given position, these other ratings, modifiers, can be taken into account and chosen on a personal basis on which base ratings a user wishes to slightly modify.
I see the EA/Dice ratings and traits as levels:
First Level is your base ratings as mentioned above and drives every player constantly on any given play; with the exception of Catching, Carrying and Tackling, which I believe are main ratings, but situational.
Second level are all other readily available ratings that modify the base ratings by a percentage, on any given event within a play when triggered.
Third Level are the traits which add additional modifications to the base
ratings, and I see these as boosts, which trigger on events that are more situational than secondary:
Take a defender pass rushing - we have acceleration, strength and Agility which potential make up the main ratings for confrontation with a blocker; Block shedding adds a modifier to 1 or more of the main ratings, which I believe either adds to the main ratings if high enough, or does nothing at all. The traits of power move and spin move would boost the quickness that a pass rusher gets past a defender; but this boost would depend on the ratings of a blocker - a power move trait wouldn't hold much of a boost against a blocker with high strength, but a spin move trait would get a boost against a high strength blocker with lower agility. The Power move would boost a pass rusher past a lower strength blocker.
I believe traits are used less, and triggered by events which include stamina level to activate High Motor, or time remaining in half or game to activate Clutch, or in the example of the pass rusher against blocker, the pass rusher wins big on the AI dice roll between the primary and secondary ratings, the trait of spin or bull rush triggers.
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