
Better to pull SE harder and allow players to skill as they see fit, imo. I'd suggest 1700 with 100 steps if there is to be no bank.
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plasmoid wrote: In my experience, once individual players start to combo-up, they get better than their price-tag.
I've also seen this with minmaxed teams on both Cyanide and FUMBBL, as well as some tabletop teams who have happened to take a beating and have dipped from glory to 11 starters with a few awesome players (I could link to one on MBBL right now).
Maybe a good idea would be to bring back a similar mechanism to ageing, only not so evil. Make it so once a player reaches their 5th skill they gain Decay (call it something else though, like ageing). Then PO couod be nerfed. Teams would be built by skilling the players up evenly instead of 4 legends and the rest rookies, and it would add some extra strategy to team management.
Do you think there is evidence these are better though? What I've seen seems to show that few stars backed up by low skill players is not that typical of the most successful teams.plasmoid wrote:I've also seen this with minmaxed teams on both Cyanide and FUMBBL, as well as some tabletop teams who have happened to take a beating and have dipped from glory to 11 starters with a few awesome players (I could link to one on MBBL right now).
DoubleSkulls wrote:Do you think there is evidence these are better though? What I've seen seems to show that few stars backed up by low skill players is not that typical of the most successful teams.plasmoid wrote:I've also seen this with minmaxed teams on both Cyanide and FUMBBL, as well as some tabletop teams who have happened to take a beating and have dipped from glory to 11 starters with a few awesome players (I could link to one on MBBL right now).
He's suggesting changing SE as opposed to adjusting skill costs at different levels. I think implementing the bank is a given.mattgslater wrote:I don't get it. I think the bank is a much better mechanism than tightening SE.