Quote: Originally posted by fd343ny on 4/29/2010Lets followup on that unintended consequences note - and also transition issues1. durability - will we all now regret some recently signed low DUR folks....we knew the change was coming2. do I want a lot of slots when the new release comes out or very few - I think few because it looks like new recruits will be a notch (or two) weaker than the prior classes3. will changes in the RATE of improvement apply to newly created recruits or also to old recruits and what happens when you have a kid - lets make it interesting - who had high potential, redshirted and is a freshman and also a new recruit who is a freshman - who will win the race up the improvement curve?4. will this change at all the balance between how many mins to invest in IQ and how many in skills? hard to know, yet
1. I don't think there has been a big change in injuries. Seble stated he wasn't going to increase the overall frequency, just make it so low DU guys were more likely to get injured than high DU guys. I have a couple of 20 something DU guys on my D1 test team and haven't noticed injuries in 2 seasons.
2. Ratings for new recruits are generally a bit lower (except for the top 5% in D1 - who are higher), but there isn't a drastic change in overall ratings.
The more significant change with ratings is how they are distributed. Post players may generally have higher PE and BH than they do now, but perhaps lower LP. Guards may generally have higher LP (which now counts), but lower SPD. There are definately a wider range of ratings.
3. I believe the rate of improvement will be the same for old players and new players (it is in the test world). It is somewhat lower than the current rate. However, there was a lot of discussion about this in the test world, and seble worked hard to find a rate that people liked. The change is not drastic, IMO.
4. The need to practice LP for guards will be a big change for me.