Re: Green releases. Basketball is mathematical by nature, as it is a physics based game. Just because you've "felt" good, doesn't mean it was perfect. You don't miss "perfect" shots. Perfect by definition, cannot fail. The rim and ball don't change in real life, all misses are due to shooter mechanics. It's why
they can build robots that can shoot 100%. If you actually shoot the perfect shot, mathematically, it will go in every time. It's why the best shooters ever have such perfect looking jump shots that can be consistently replicated. It's the reason why Steph Curry knows when he can turn around and look at the bench before a shot even starts it's downward trajectory. That's a real life green release. I believe people just hate the game-y idea of it, but it's absolutely based in reality. Players who take the time to nail releases of great shooters should be rewarded.
I also love badges. They separate players who may be similarly skilled, but can apply those skills differently. Let's say Klay and Steph both have 99 off dribble 3 ratings. The ability to dribble down the court and pop an open fastbreak 3 with either one would be based on that rating. I trust both to consistently nail that shot. However that same 3, shot off the pick and roll, or a fading three off a behind the back dribble would also technically be based off that rating. We both know Steph>Klay in those scenarios. Which is why Steph has P&R maestro, and a higher difficult shots badge than Klay. Same with rebounding. Some guys get 10 boards a game because they're big and have decent fundamentals, but a guy like Westbrook or Montrezl Harrell is getting those rebounds in a completely different manner. Badging can account for that.
Now onto negatives just in case I seem like a 2K apologist lol. One mechanic I hope they address is how regimented the CPU is. I understand tendencies and gameplan, but certain things make them way to easy to guard. Inbound plays that are guaranteed steals if you've played the game more than twice because they seem to be hard-coded to pass it to the same guy 98% of the time regardless of the defense. Forcing a gameplan that's not working. I remember playing domination early this year and D'Angelo Russell tried to exploit my Kyrie in the post. It worked twice, maybe, but after I adjusted to stop it, there wasn't an adjustment. Even once he got the snowflake icon, he kept trying until he was subbed out.
I'd also like them to do a better job of preventing cheesy strategies from being as effective as real basketball. If it wouldn't be consistently successful IRL, make it so in the game. If you tried to full court press an NBA team for an extended period of time, or early in the game, they'd blow you off the floor. Continuously reaching or poorly timed blocks should take the defender out of the play. I hate getting blocked after I get a guy up in the air with a fake, but he's able to jump right back up, especially bigs that aren't athletic. I've already seen signs in leaked gameplay that bigs are significantly slower, so I hope that takes care of that.
Uninterruptible dunk animations need to be significantly toned down. If I want to jump for a block, let me. I don't care if it sends him to the line. Hell, add a timing penalty that'll give me a flagrant if I try and get it wrong. Which ties into my last point.
I don't know if it's input lag, a glitch, or what, but pressing a button and not having your player perform the action that button is tied to, it's completely infuriating. If i double tap the shot button to go for a spin gather, that's what I want. Not some weird contextual floater, or some janky jumpshot animation. I'd rather fail at something I tried than succeed at something I didn't. Let me be in full control. If I go for it at the wrong time and get punished, I'm completely okay with that, but don't bail me out, or throw off my timing because my player just decided he knows what's best. If I wanted to see that, I'd let the CPU play for me.