08-10-2018, 12:20 PM
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#1
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Pro
OVR: 6
Join Date: Apr 2009
Location: Philadelphia
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Opinions on improving the Archetype System
Dual Archetypes were a welcomed improvement compared to the harsh limitations introduced in 2k17. Some Archetypes mesh together quite effectively yet there are certain aspects that don’t quite make much sense. Having such a system leads to some builds just being pointless in comparison to others. A group of ‘meta’ builds will always materialize but making as many viable builds possible will lead to a better online experience. The strong builds don’t have enough of a trade off, the weak builds are overnerfed and the builds that are in the middle of the pack often have illogical setbacks in statistical areas.
I’m quite sure if you’ve played more than 10 games online you’ve seen how powerful sharpshooters can be. I’ve played nearly 1,000 walk on games, in the 30 or so games I played on a sharp dropping 40 was ridiculously easy, a fraction of the work you have to put in on a different build.
99 Shooting with Off-Dribble numbers that rival Shot Creators on top of powerful Hall of Fame badges is a headache. These guys should be knockdown off the catch of course, but what’s the point of boosting their off dribble? There’s no denying that sharps are limited STATISTICALLY in terms of creating their own offense, but all they need is a screen action or having their defender get caught in traffic and they can do whatever type of crazy shot from deep they want and green it.
You want Curry? Go Sharpshooting/Shot Creator. You want a Boston Ray Allen? That’s what a Pure Sharp should closely mirror.
The Speed W/ Ball and Ball Handling seem to be balanced less logically and more to avoid players speed boosting. A fast player should maintain most of his speed while handling the rock while taking into account a players size. Shot Creators should be Elite ball handlers, how does 2k think they create their shots?
Compare Westbrook, Irving and Curry. Westbrook doesn’t have near the handle of those two but his elite quickness is enough for him to set up his man for his drives. Kyrie is the greatest ball handler of this era, perhaps all time, he’s quick with the ball as well but his handle allow him to get whatever kind of shot he wants. Curry is very similar to Irving in that aspect, doesn’t have the best handle in the league but elite, but he uses his handle with the threat of his knockdown shooting to get better looks.
To mirror these guys in 2k you NEED to have playmaker included but that doesn’t always provide an accurate representation. Brodie fits the bill of a Playmaker mix most out of these three because of his control over OKC’s offense but Kyrie is much more of a Shot Creator than an Elite distributer and Curry should have a better shot than what a Sharpshooting Playmaker would provide.
Slashers definitely get the short end of the stick in terms of speed with ball while Shot Creators aren’t nearly as bad. I feel as though a Slasher should be the fastest without a doubt and shot creators could be a little closer to playmakers.
If I had to make a cut and dry list it’d be something like
- Slasher
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- Playmaker
- Shot Creator
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- Defender
- Sharpshooter
- Post Scorer
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- Rebounder
With combinations meeting in the middle. (balance would favor meeting closer to the lower archetype)
Ball handling should follow a similar path as 2k18’s but shot creators need a boost. Again, they should be much closer to playmakers in that aspect. I’d have it like this:
- Playmaker
- Shot Creator
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- Post Scorer
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- Slasher
- Defender / Sharpshooter
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- Rebounder
Putting SCs in the elite echelon of ball handling builds allows for players like Paul George, Melo and KD (his listed height though, dude gotta be a 7 footer) to be recreated. Make the threshold higher for the dribble god crutch that is the momentum crossover if you have to. There’s more than just that move that’s unlocked at 86 and it really does change how players feel.
Shooting is fine if you’re only looking at the numbers but I’m sure everyone has witnessed a build drain threes that shouldn’t have a chance at making those shots. Throw a boost on, get in the corner, learn your release and you’ll hit above 50% with most players in the game.
Now at first glance it would seem like Offense would become overpowered especially with the entire community experiencing some slight PTSD in terms of blow-bys. A system like this would call for way more limitations for purely offensive builds and a much needed buff to defenders.
Just to give some examples I’m going to go through some more real life comparisons.
I view Steph as a Shot Creating Sharpshooter. That’s a straight offense build, a walking bucket, but as great as Curry is on the offensive end he is a huge liability defensively.
I’d say Kyrie is a Pure Shot Creator. He’s no where near a prime time defender but he plays the passing lanes well, gives good effort when he’s locked in.
Last example is John Wall, a pure playmaker. John Wall is a good defender, not top tier, but pretty solid.
If you were to recreate all 3 of these guys in MyCareer they’d be basically the same on D, they all can get rips, they all can get blocks. Most builds have the stats to play D. It reduces the relevance of a lockdown significantly. Just about everyone needs a nerf to their steal attribute. Blocks as well to a lesser degree. I’m fine with keeping Pass Perception and Shot Contest up since those areas are more of an effort thing. Guys should be able to tip a pass they see coming or close out on a shooter.
If I had to rank defending similarly to the last list it’d be something like this.
- Lockdown
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- Rebounder
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- Playmaker
- Slasher / Post Scorer
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- Shot Creator
- Sharpshooter
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The offensive builds need to be in the lowest rung. Playmakers sit just outside the elite defenders because I view that archetype as one with the highest BBall IQ. Slashers are right behind them due to their inherent athleticism and post scorers are right next to them based off the strength and footwork they should have
A definite rework is needed in just how many builds get defensive badges as well.
2k should considering bringing back badges like Interceptor, Scrapper and Defensive Anchor to give more relevance to Lockdowns and Paint Protecters.
Silver Defensive Stopper should have SOME effect on Gold/HoF Badges. Most of the badges work on percentage boosts so maybe Defensive Stopper should behave by reducing those percentages. Say you have a player with Silver DS closing out on someone with HoF Catch and Shoot. If the percentage boost for Catch and Shoot was a bonus 45% the player with defensive stopper could drop that number by 10-15%
Putting defense in a build shouldn’t annihilate the offensive stats either. I’m fine with Pure Locks, I’d make them a tad better finishers but nothing major. The problem comes with combining them into other Arch’s.
The most sought after ‘build’ in today’s NBA is a 3 and D wing. Guys like Robert Covington, Jaylen Brown, Pat Patterson, Trevor Ariza and plenty others. These guys all have a rating in the low 80s. What would be the issue in giving a Sharpshooting Defender similar stats?
You’d never be able to make a PG or Kawhi unless you get to 99 and even then the numbers don’t end up being that close.
Now I’ve spent most of my time in 2k as a guard/forward so I’m not completely keen on the issues with Bigs but there are a few.
The big man equivalent of a sharp is ridiculous. 7’3 Behemoths knocking down everything from 30ft is a little crazy. Taking into account for the annual animation glitch you’ll have these guys breaking their man off the dribble too. Shooting from deep, sharp or not should scale down in accordance with height.
A max height stretch should cap out between 85-88 AT BEST. No one at that size is shooting at above 50% from DEEP.
Speed was a balance issue for bigs last year. Not the rating in particular but the way the speed threshold made everyone play had dudes bigger than Boban Marjonovic keeping up with guards down the floor.
There wasn’t a big enough trade off for going max height/max weight.
In real life Boban is imposing scoring and on the boards but he is S L O W. The man can’t log any significant minutes because he simply is unable to keep up with quicker bigs, especially floor spacers.
2k needs to mirror that. If you want to be a giant you’re going to really have to play with a squad who can somehow hide you defensively.
Athleticism and Strength need to turn rebounding into more of a fight. I’ve boxed out Bigs with a 6’4 guard and I’ve seen min weight stretch bigs back down a Defending Rebounder. You can try to fight through a box out by pressing L2 but most of the time it’s either too slow to take advantage of or doesn’t do much of anything. If there’s a significant lack of strength between the player and defender it should feel like backing down a wall.
Rebounding should be a battle, if you’re a glass cleaner you should snag most boards if you’re in position but if you’re 7’3 and going up against a quicker athlete he should be able to sky and steal a few. This happens in 18 but it’s less of something you worked for and more from randomly getting slid into position.
The archetype system needs to be set up to mirror and eventually exceed the stars in the NBA. If there are proper checks and balances in play then nothing will be overpowered and nothing will be horribly underpowered to the point of becoming worthless. If someone takes the time to grind to a 95 with a build that matches Curry, then they should definitely play like Curry. If you put in the work on a Dennis Rodman type build then you should be able to take that player online and have success rather than be stifled by 7’3 giants. Plenty of players don’t even touch the online aspect, if you give them dual archetypes let them be elite in both areas to a greater extent than what’s currently in place. Give the online focused players the ability to match up whether it’s through having players on your team to contain your opponent, containing them yourself or trying to outgun them.
I’m positive that there are some areas that I haven’t covered that many of you can provide valuable insight toward. I’ve spent a ridiculous most of my time playing walk on so my observations are going to be geared to my personal experience. It’s highly doubtful that anything in this thread would make it in to 2k19 but it’s great discussion regardless.
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