Impact blocking should only matter if the freak is blocking for you on a return
Hhtmarks said:Reading and comprehension are fundamental.....bozo
Show me where you PROVED anything moron.
Treebo75 said:Show me where you PROVED anything moron.
Stay in school 👎👎👎
RyyoLurkedEm said:kinda scary to see it so low when all other pass rushers have it at 90+. will it affect the card?
I constantly see people avoid cards because of specific stats -- sure they may be outliers, but this is NOT the way to rate cards or content in Madden Ultimate Team. Â As a general rule, the way you'd review almost every card, regardless of position would be in this order (with few exceptions):
- Speed
- Abilities
- Height
- COD
- everything else... most of which Does. Not. Matter.
A player who is tall, fast and gets good abilities will overrule every stat in the game. Â Every single time. Â Your Lawrence Taylor doesn't hit the pass rush (90+ PMV/FMV) threshold you'd hope for... doesn't matter when he gets an always-on, passive Unstoppable Force type X-factor. Â The calculus changes dramatically since all these Zero Chill discounts have melted away, but the overall premise remains true. Â EA doesn't do a particularly good job conveying what (or how, or even IF) these abilities work as described. Â Most do not -- if i had a nickel for every player who thinks that Run Stopper is an ability to be used in run defense. Â Despite the naming convention, it's an ability that will help with the pass rush, NOT in the run game... this is just one example.
When it comes to reviewing linemen, there's three main stats to focus on, most of the rest is just noise:
- PBP -- directly calculated against pass rusher's PMV rating
- PBF -- directly calculated against pass rusher's FMV rating
- RBK -- directly calculated against pass rusher's BSH rating
peatrick said:I constantly see people avoid cards because of specific stats -- sure they may be outliers, but this is NOT the way to rate cards or content in Madden Ultimate Team. Â As a general rule, the way you'd review almost every card, regardless of position would be in this order (with few exceptions):
- Speed
- Abilities
- Height
- COD
- everything else... most of which Does. Not. Matter.
A player who is tall, fast and gets good abilities will overrule every stat in the game. Â Every single time. Â Your Lawrence Taylor doesn't hit the pass rush (90+ PMV/FMV) threshold you'd hope for... doesn't matter when he gets an always-on, passive Unstoppable Force type X-factor. Â The calculus changes dramatically since all these Zero Chill discounts have melted away, but the overall premise remains true. Â EA doesn't do a particularly good job conveying what (or how, or even IF) these abilities work as described. Â Most do not -- if i had a nickel for every player who thinks that Run Stopper is an ability to be used in run defense. Â Despite the naming convention, it's an ability that will help with the pass rush, NOT in the run game... this is just one example.
When it comes to reviewing linemen, there's three main stats to focus on, most of the rest is just noise:
- PBP -- directly calculated against pass rusher's PMV rating
- PBF -- directly calculated against pass rusher's FMV rating
- RBK -- directly calculated against pass rusher's BSH rating
💯
peatrick said:I constantly see people avoid cards because of specific stats -- sure they may be outliers, but this is NOT the way to rate cards or content in Madden Ultimate Team. Â As a general rule, the way you'd review almost every card, regardless of position would be in this order (with few exceptions):
- Speed
- Abilities
- Height
- COD
- everything else... most of which Does. Not. Matter.
A player who is tall, fast and gets good abilities will overrule every stat in the game. Â Every single time. Â Your Lawrence Taylor doesn't hit the pass rush (90+ PMV/FMV) threshold you'd hope for... doesn't matter when he gets an always-on, passive Unstoppable Force type X-factor. Â The calculus changes dramatically since all these Zero Chill discounts have melted away, but the overall premise remains true. Â EA doesn't do a particularly good job conveying what (or how, or even IF) these abilities work as described. Â Most do not -- if i had a nickel for every player who thinks that Run Stopper is an ability to be used in run defense. Â Despite the naming convention, it's an ability that will help with the pass rush, NOT in the run game... this is just one example.
When it comes to reviewing linemen, there's three main stats to focus on, most of the rest is just noise:
- PBP -- directly calculated against pass rusher's PMV rating
- PBF -- directly calculated against pass rusher's FMV rating
- RBK -- directly calculated against pass rusher's BSH rating
That's what i've been sayin for years as well. I would even put abilities above spd. Speed is really weird in Madden sometimes. 2 spd lower dbs stick to their man covered wr and don't loose ground. When abilities kick in stats don't matter at all. But that's only IF they kick in which is especially this year very inconsistent.
Cizzle said:That's what i've been sayin for years as well. I would even put abilities above spd. Speed is really weird in Madden sometimes. 2 spd lower dbs stick to their man covered wr and don't loose ground. When abilities kick in stats don't matter at all. But that's only IF they kick in which is especially this year very inconsistent.
Incredible points, the only reason I tend to put speed at the top of the list, is due to the simple fact it's basically our only metric for rating cards in August, September, October... the period where many folks regard the game as "pure" (before abilities completely take over as you so accurately pointed out) when the 72 OVR Gold Dont'e Thorton type cards dominate.Â
I find this part of Madden to be absolutely miserable. I get off on the hype of the new game cycle and absolutely adore the team building aspects of MUT, but quite frankly nothing ever works about the damn game, because EVERYTHING requires abilities. Defenders can't catch wide open picks, if they are even in position to begin with, Zones don't cover diddly squat and refuse to react unless / until we have appropriate Zone KOs. And triggering ~50% of the time this year is wild. Gunslinger triggers every play, why don't my Zone KOs? I don't even care about the actual knock-out competent, that should be less than 100% chance, but I want my defenders to at least react on defense and not just stand there and turn slowly while a receiver runs right by my defender on a simple Corner route, because why would deep blues (outside quarter or deep half) react to defend a corner? 🤡
Regular abilities are cool and often essential, it's the passive X-factors that really start to break the game and remove actual skill gap. Once we've got eight Avalanches roaming around, any asshole can get lucky and jar the ball loose, changing the course of close games.
If someone runs mid blitz, brings their secondary inside, puts their mike directly behind their DT and I dont call a gun bunch play, change to base, ignore mike, keep RB in to block then Kearse is going to blow my QB up in .5 seconds no matter what attributes or abilities he or my o-line has.Â
Same with DBs like others have mentioned. They can have more speed than the WR they are covering and they’ll get burned on specific youtube plays no matter what.