(10-08-2021, 11:10 AM)JuOSu Wrote:(10-08-2021, 10:44 AM)Pat Wrote:(10-08-2021, 09:39 AM)JuOSu Wrote:(10-08-2021, 09:31 AM)DeadlyPlayer Wrote: Hello juosu, I have played dline in S18 when we still had the old sim, and the current sim as a DT. We've never gotten stats in the same way other positions have. Why are you complaining? We affect the win % but we don't get stats, much like Oline and other positions.
Will also refer to My article here and say that stats were definitely still far better in the old sim.
Also complaining is maybe a bit strong. Trying to improve the league I love, but am now spending half a year not doing anything in cause of banking. I think it's fair to discuss it.
We have a department dedicated to balance changes within the sim (as Slate already mentioned). There are always improvements that can be made, and that is the goal of the group.
As far as doing anything but banking, how is it any different now than in the old way archetypes were built? After so long weren't you just building a buffer against regression (which your player is set to hit in about a month)?
Has there been any changes to the balance? Genuinely curious.
Also essentially you are saying well it used to suck, so of course it's fine that it still sucks. I just don't think that's the best way to handle it.
I'm pretty sure the newsletter Slate referenced spoke of the cadence for balance changes. We want to refrain from micro changes as much as possible so we can get a firm grasp on league and positional health.
To your second point: yeah it came out that way, but in my mind neither of these suck. Benefit of max earning, especially now with the introduction of traits, is you hit your peak sooner and get to stay there longer through regression because you have a nice cushion to protect you. If we just started adding more TPE to make it so you're spending TPE all the way to the end it would require a giant shakeup of how the players builds are handled, and as I see it, lead to a few possible outcomes:
A) Users simply invest hundreds of TPE into things like Throwing and Kicking attributes, or other useless attributes for their position.
B) Positions that benefit from a wider array of attributes become completely imbalanced because they can use more of that TPE. If we for instance let LBs invest 200+ more TPE into attributes we could put them into Speed, Strength, Tackling. Those are all very useful for LBs and they make great use our of all of them.
C) We set the attribute minimum scores lower and increase the update scale, and now those lower-more casual users are even more worse off, making this a league catering only to max earners.
Is the current system perfect? No, of course not. But does that mean we need to make it harder for players to hit their peaks and then take them away in a season? I don't think so.
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