Yes when I redid archetypes I struggled to find a way around the speed problem for running back because of how gamechanging it is. And without really changing the update scale for just speed (something I didn't feel was within the scope of my authority) it was challenging. Instead the idea around the archetypes became less so about how to make them all equal at playing at RB and nothing else, instead about adding versatility (something that is very common in this league). All-purpose back is more than just a back, it's an offensive weapon that can play RB, WR, FB, or TE. Power back is meant to be a TE, FB, or RB. And so on. If all you care about is running the ball as much as possible as far as possible, yeah be a speed back.
Also I hesitate to recommend anyone rely too much on yards per carry. It's nice sure, but it isn't without its flaws. Increase attempts, yards per carry drops. Check it out if you want, even with 100 speed and 100 endurance the back with 15 carries a game is more efficient than the one with 25. This goes for passers too. Better blocking gives better efficiency. Selecting the Committee for backfield increases efficiency. The quality of defenses changing every season makes efficiency vary between seasons. It's a nice metric but like all things you can find within the sim index, it isn't perfect.
I'm not against looking for solutions. I like solutions (hell a great idea would be removing 40% of our archetypes). Just wanted to give some insight as to why things are they way they are.
Also I hesitate to recommend anyone rely too much on yards per carry. It's nice sure, but it isn't without its flaws. Increase attempts, yards per carry drops. Check it out if you want, even with 100 speed and 100 endurance the back with 15 carries a game is more efficient than the one with 25. This goes for passers too. Better blocking gives better efficiency. Selecting the Committee for backfield increases efficiency. The quality of defenses changing every season makes efficiency vary between seasons. It's a nice metric but like all things you can find within the sim index, it isn't perfect.
I'm not against looking for solutions. I like solutions (hell a great idea would be removing 40% of our archetypes). Just wanted to give some insight as to why things are they way they are.
![[Image: XSfVUgo.png]](https://i.imgur.com/XSfVUgo.png)
Hank Winchester (S25 - Current) - Scrub
Angus Winchester (S1-S12) - 4x Ultimus Champ - #2 Career Sacks - Hall of Fame
Cooter Bigsby (S14-S23) - S23 Ultimus Champ - #4 Career Yards - #4 Career TDs - 2x MVP - Hall of Fame