Well, Shake's not telling enough arguments, just emotions:
1)
He says that Schedule Challenge sucks because rewards sucks, requirements of lineup composition sucks, gold and bronze player sucks.
Welp, it is completely otherwise: the fact, that you are CHALLENGED to beat a CPU with limited lineup is the main reason I play "ultimate team" modes. It involves digging for gems, finding right lineup that works in each challenge.
Yes, some rewards sucks - 125 MT + very short games just don't earn enough MT to justify the contract loss: even with 3 golds (120 MT each for 5 games contract) + 7 silver (80 MT) + 3 bronze (40 MT) = 1040 MT / 5 = 208 MT per game for contracts. You could go with 3G + 2S + 8B = 168 per game, but it's not that easy to play with full-bronze backups on All-Star difficulty.
And he misses the major point - nothing like that was in previous NBA2k games! The offline content was non-existing. FIFA, Madden, PES, MLB: The Show - almost all of them had tons of offline content in Ultimate team modes even in 2012, when MyTeam was introduced in NBA 2k13.
This year MyTeam brings a lot to the table for those, who don't enjoy online modes for whatever reason or just like to play SIM basketball vs CPU. You can't say that over the years MyTeam was raising up and higher and dive down this year. In terms of offline play, MyTeam skyrocketed this year!
2)
He says that 2K didn't screw anything in weekly challenges.
Wrong. Again. Topic
"Half of these weekly challenges are so pointless (Rookie/Pro) difficulty" covers what's bad in weekly challenges.
3)
Next statement: SuperMax is a step back.
In my opinion (and
not only mine), SuperMax is a good idea just poorly executed with all those hyper-inflated salary caps and no bonuses for having a weaker team. When you beat an opponent who has better lineup, you have to get more points (both MT and ladder). This will open the possibility for skilled players to use cheaper lineups to climb faster against weaker opponents who use stacked teams.
4)
Then he banishes SuperMax for being very time-consuming to get max rewards.
Well, it is supposed to be hard to get or grind to put your hands on early Ruby and Diamond cards. The main reason of the mode should be "the fun of competition", but right now it's diamond/amethyst lineups with ruby/sapphire backups, which is basically pay-to-win and grind-to-win. Less skill involved when you use lineup full of OP cards.
There's nothing about "squad building", which could involve thinking on filling the gaps in your skills and maximizing your on-the-sticks abilities: would you give up defense in favor of more offense-oriented players or you will bring lockdown wingman and rim protector to your starting lineup? Will you pursue speed or 3PT? Will you grit & grind or run triangle? With current salary caps nothing of it matters, as ruby and higher cards can do almost anything that I mentioned.
5)
He mumbles about points deducted for losing a game and the amount of win needed to climb back.
He just need to get familiar with
https://en.wikipedia.org/wiki/Elo_rating_system to stop bitching about what works in many areas of competitive sports.
At the 5:00 mark I got bored by his ignorance and turned off the video.