GrandadB wrote:
Also, had a preseason game today where the opposing QB completed 24 of 33 for a total of -3 yards. Aint that great. I understand that most do not want "Madden" type passing stats with more long pass completions than what is common for RL NFL pro football. I agree with that also, but the game has gone way too far in the other direction. Hopefully, the "fix" for QBs taking too long to make a throwing decision, as setherick mentioned, will get the passing game more balanced and realistic. Would like to see a lot less throws to the RBs in the flats and league stats where WRs are the leading yardage producers as opposed to TEs & RBs dominating the category. Ive noticed a trend in team owners moving their best WR to WR2 & 3 and RB and/or TE to try and get more production out of them, as opposed to 1 or 2 catches per game for less than 30 yards or less total from the WR1 position.
So I hate to be that guy, but these all sound like game planning problems or complaints. Yes, there is a problem right now with QB decision making, but create a game plan that throws to the RB 90% of the time, what do you expect?
As far as moving WRs around the field or dropping them in the backfield, most of us that are active game planners have been doing that for multiple releases. There are a bunch of plays where you can isolate a WR against a weaker defender and rack up yards. This isn't really a new thing. And, for what it's worth, NFL teams do it all the time. The difference in MFN is that we don't have motion plays, so we just override positions.
I guess point is that 0.4.5 will fix the overt problems with 0.4.4, but people still have to game plan in order to be successful. Although default playbooks in 0.4.5 test sims have had WRs leading in yards, and a mix of WRs, RBs, FBs, and TEs leading in receptions, so the roster only leagues may balance out more, especially since the default weights used in the test sim leagues in alpha are not used by most players.