Andrew wrote:sticky-fingers wrote:Great great post
this kind of post, debriefing of kept and broken promises, would deserve a front page article
I've been thinking of how to approach a feature like that, discussing legacy issues and contradictions during the preview season. I'd ultimately want it to be constructive though, as it would be too easy to come across as snarky or like I'm out to bash the game and the developers.
Dommy73 wrote:Or you could also not tie everything to one mode - I've had little to no interest in online play, but was forced to online character balancing.
Glass Cleaners got a lot of love this year. One of my favorite additions is in Takeover they get a target on the floor showing where the ball's gonna go on missed shots. Gives them a huge rebounding advantage. They also get elbow clearouts after Off. boards prior to putbacks.
Shot Creators get a boost when shooting advanced jumpers like spin and stepback shots. Can also break ankles with stepback jumpers when in Takeover.
For Shot Creators... pullups = [MONEY EMOJI]
Every archetype has some sort of mechanism to prevent abuse of their strengths. Slashers degrade when they repeatedly take contact. Perimeter shooters degrade when they have to work too hard to get up a shot. Over-dribbling for PMs was just not accounted for very well til 19.
Layup defense is modeled better this year, so the makes and misses make more sense. And yeah, i agree with you about emphasizing timing over openness when it comes to post fades/hooks. See my last tweet.
They were evaluated like any other shot in 18, since they're much easier to anticipate and contest, it was easy to shut them down. 19 more accurately reflects post shots to real life. Good post players aren't bothered by defenders as much so it's more about executing the shot.
Locks will be able to stonewall ball handlers more frequently than most other archs. Rim protectors unlock grab blocks and other content. Both archs can cancel offensive badges and Takeover skills. They can also knock the ball free when colliding with receivers.
Alley-oops are more useful in 19 and easier to complete in general. Defensively, players do a better job at intercepting oop passes so we were able to relax some of the throwaways that we need to have in there to balance them out.
Takeover just applies to your primary arch until you reach 94 overall. At that point you get TO for both primary and secondary archs. If you're a pure you stay hot longer at 94.
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For Takeover, I'm always referring to your primary arch.
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Primary Glass, not just pure. So a slashing rebounder would get it [the rebound target thing in takeover].
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You have the ability to use Takeover off rip. It's not a badge, it's tied to your arch. You just won't have the full capabilities of your TO until you get your badges and ratings up.
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Takeover length depends on your overall rating. bums can get it but it's super short. significantly longer for good players
Playmakers are the only ones who can put someone on their back with an ankle breaker. They also get boosts to their shot after breaking someone off the dribble and an extra dimer-like buff to their teammates.
Slashers get a big boost when using euro, cradle, hop step, and spin lays and boosted contact shots in Takeover. Dunkers unlock special contact dunks that no one else can get.
Post scorers get a lot in Takeover. Power back downs, clearouts, and spin/drive content unique to their arch. Boosted hooks, fades, shimmys. @CHoops4Life hooked you up this year.
Shot contest boosts, Ability to cutoff dribblers and make them pickup the ball, Cancel out offensive TO skills, Boosted steals including exclusive ability to knock ball loose on catches, Advantage in securing 50/50 balls, chuck/grab with fewer fouls and more aggressive content
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Paint protectors get exclusive block content, snatch/grab blocks and smash shot %s om good contests. They also cancel offensive Takeover skills when they're hot. Eg. You can't clearout a hot RP.
Sharps are the only builds who get the "green animations" (ie. the showboat shot landings)
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Takeover modifies shot windows for shooting builds to make it easier to hit perfect timing. It also boosts (or unlocks) the full potential of the shooting badges. For example w/ Limitless, only Sharps in TO can bomb from Curry range with any effectiveness.
Only primary playmakers. But primary shot creators are the only ones who can break ankles with stepback jumpers.
Every now and then there will be some "rim drama" but for the most part, almost every green release will be all net
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Your shot changes to the contested shot when you got a guy all up in your jersey. I'm assuming you guys don't like that feature?
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Timing is much tougher. And if you get a defender nearby, you can expect to see a lot of bricks. But a pure sharp in Takeover left wide open with good timing is going to hurt a lot of teams.
Tons. Info will be rolling out soon. A lot of stuff to look forward to in #NBA2K19
Back pedaling has been slowed down quite a bit to fix "walk back" cheese.
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