Hello Balancer Testers (or whatever your position will be called).
As the seasons progress and a few S1 players still remain, it has become clear not all players archetypes are made equally. Specifically, I am talking about the maximum amount of useful TPE you can acquire. While all classes should have caps, this leads to some classes getting screwed by low ceiling caps, and shortening their prospective ceiling and unbalancing the game. If you look at the highest ceiling classes, wide receiver and quarterback are probably #2 and #3 in max TPE cap availble. Perhaps this is why all the top teams offensive styles are pass heavy?
Excel to show the numbers side by side:https://docs.google.com/spreadsheets/d/1...edit#gid=0
Interior Rusher DT has approx 63% of the available useful TPE as the highest archetype, Runblocker OL. Which is ironic, because both positions are aimed at enhancing or defending against the same activity, rushing offensive plays.
This graph does not take into account one GIANT variable and one non-factor variable.
1) The ability chart is not a simple 1-100 ratio of speed, one hundred speed is so much faster than ninety speed. Ninety Speed is so much faster than eighty speed. So while Interior Rusher has the lowest TPE caps, they are also forbidden from gaining the most from their character. Because such caps hits the highest achievable number, and higher numbers account for greater proportional gains, TPE caps should almost be equal for all classes. The lowest TPE capped position, Defensive Tackle, actually has the worst position of all, because their only 100 TPE skill, endurance, doesn't have an active effect on the game! Interior Rusher has 1x 100, 1x 90, 1x80, 3x70 skills. In my opinion, endurance and Intelligence should not be considered useful, as they function as secondary attributes to most players. In Interior Rusher's case, if you remove endurance and Intelligence they have 1x90, 1x80, and 2x70 TPE attributes, total. THIS IS FUCKING INSANE. If you are wondering why certain archetypes get 80% of the player base, this is why.
2) The second attribute which does not appear as a variable in this binary chart is the weight/height character maxes. Height is a largely unimportant trait, but weight matters so some classes. The Sim uses weight as a function of inertia, with some classes being more difficult to move, but weight is a controlled issue. TE's higher max weight does not reflect in them as a tackle shedding pass catcher any easier than if a Nose Tackle played a TE and caught passes.
In Conclusion, HO and or Balancers, please make changes to character archetypes to balance out the game, and every class.
As the seasons progress and a few S1 players still remain, it has become clear not all players archetypes are made equally. Specifically, I am talking about the maximum amount of useful TPE you can acquire. While all classes should have caps, this leads to some classes getting screwed by low ceiling caps, and shortening their prospective ceiling and unbalancing the game. If you look at the highest ceiling classes, wide receiver and quarterback are probably #2 and #3 in max TPE cap availble. Perhaps this is why all the top teams offensive styles are pass heavy?
Excel to show the numbers side by side:https://docs.google.com/spreadsheets/d/1...edit#gid=0
Interior Rusher DT has approx 63% of the available useful TPE as the highest archetype, Runblocker OL. Which is ironic, because both positions are aimed at enhancing or defending against the same activity, rushing offensive plays.
This graph does not take into account one GIANT variable and one non-factor variable.
1) The ability chart is not a simple 1-100 ratio of speed, one hundred speed is so much faster than ninety speed. Ninety Speed is so much faster than eighty speed. So while Interior Rusher has the lowest TPE caps, they are also forbidden from gaining the most from their character. Because such caps hits the highest achievable number, and higher numbers account for greater proportional gains, TPE caps should almost be equal for all classes. The lowest TPE capped position, Defensive Tackle, actually has the worst position of all, because their only 100 TPE skill, endurance, doesn't have an active effect on the game! Interior Rusher has 1x 100, 1x 90, 1x80, 3x70 skills. In my opinion, endurance and Intelligence should not be considered useful, as they function as secondary attributes to most players. In Interior Rusher's case, if you remove endurance and Intelligence they have 1x90, 1x80, and 2x70 TPE attributes, total. THIS IS FUCKING INSANE. If you are wondering why certain archetypes get 80% of the player base, this is why.
2) The second attribute which does not appear as a variable in this binary chart is the weight/height character maxes. Height is a largely unimportant trait, but weight matters so some classes. The Sim uses weight as a function of inertia, with some classes being more difficult to move, but weight is a controlled issue. TE's higher max weight does not reflect in them as a tackle shedding pass catcher any easier than if a Nose Tackle played a TE and caught passes.
In Conclusion, HO and or Balancers, please make changes to character archetypes to balance out the game, and every class.
[img src=\"http://i.imgur.com/lVbzvTH.png\" height=\"200px\" width=\"400px\" /]