(08-01-2020, 09:34 AM)DarknessRising Wrote:If this is going to be heavily exploited in the future, it would be worth to probably look to change the speed caps of the different QB archetypes to force a change.
The thing is it's not really an exploit, it's mostly working as intended. If you check the effect on outcomes (win rate) between all QB archetypes there's maybe a 2% variance between them, even with 79 speed builds.
The Game Manager arch was always intended to be an effective rusher, hence the lower caps on passing attributes. The trouble is that when we designed these we had originally tested with the QB flagged as a runner so we didn't realize the comparison between Mobile and Game Manager's yards per carry, while also not realizing how terrible an 80 speed unflagged QB is (seriously it's trash).
I do think it's worth looking into the situation to find a way to make sure Mobile can remain king of speed, but let's not immediately reach for the Nerfbat.
Also FWIW flagging a QB as a runner gives them maybe 3 runs per game vs 1 when not using the Spread playbook. So a large increase % wise but not a big difference in outcomes.
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