Smirt211 wrote:
IBasically, lets say I'm facing a GM whom is making every defensive set matching against my offensive set mistake in the book and is always in the wrong key, there shouldn't be so many protections put in place through all these changes that my team can't take advantage and/or that we lose the game.
The game shouldn't protect them from a long pass or two not connecting in the game through sheer 'this is how the game is now.'
I'm convinced that you don't actually read through posts, but here we go again.
First some background.
The changes in 0.4.5 are big improvements regarding how coverage works compared to how it worked in 0.4.2 and how it works now. Basically, in 0.4.2 and earlier versions, all "coverage" meant was the WR's Speed vs the DB's Speed. The fastest player was always the best player regardless of any other attribute. It was pretty ridiculous that you could take a 95+ Speed DB with no M2M, B&R, Punish, or Zone and play as effectively as a 70-80 Speed DB with 100 in all of those skills, but that's what you got.
This Speed versus Speed roll was made more ridiculous by how B&R "worked". Basically, DB's almost always jammed at the line if they were slower than the WR they were facing even if they had incredibly low B&R and then when they inevitably lost the B&R roll, they fell down letting the WR run away untouched. This led to a number of 100 point games by players running nothing but fast WRs with good B&R Avoid.
0.4.3 introduced the ability for DB's to disrupt a WR's route downfield using B&R. This helped equalize Speed versus Speed rolls some. If you had a 70ish Speed DB with 100 B&R, he wouldn't immediately get burned down field. The problem in 0.4.3 was that it did not address a major bug with coverage where the DB lost the ball in the air. This led to the all long pass offense and a bunch of 100 point games. And, for the record, 0.4.4 didn't actually fix this problem.
So what happened with 0.4.5 development.
As soon as QB's decision making and passing release was adjusted so QBs were making 2-3 second decisions like they should, we released that DBs were at a serious disadvantage. They always lost the ball in the air, and they were usually way out of position, even elite ones. And a lot of coverage was still Speed versus Speed largely for no reason. The first alpha server games were actually pretty hilarious in terms of yards, completions and points.
To address that problem, JDB is working on fixing the bug where the DB loses the ball in the air. But that wasn't going to fix all of the issues. There is no reason that a 100 M2M or 100 B&R Cover guy should lose a faster WR on a short route without putting up some kind of a fight.
So now instead of just using B&R to slow down a WR, which was again added in 0.4.3, DBs use B&R to grab and get themselves back into position. This isn't a nerf in the way you think it will be. A fast WR with good route and B&R avoid is still going to burn a slower DB deep, eventually. But a good cover DB is going to put up enough of a fight before the WR finally gets behind him to disrupt the play.
That's exactly what happens with good M2M players today. It's also why every WR in the NFL claims they were interfered with when they miss a catch.
Basically, there is no "kill the long pass code" coming in 0.4.5. What is coming is a lot more viable players that can still get beat badly deep. What you're going to have to live with is 0.4.5 not being released until the coverage bug of DBs losing the ball in the air is fixed because that would make the game more broken than 0.4.3 now that QBs see more of the field and they make fast decisions.