Injuries (beating a dead horse) Topic

I'm curious what the consensus in on injuries' place in the game. I am conflicted because they're already toned down vs real life, but are one of the more prevalent areas where randomness can impact the result of your season, especially if an injury occurs to a key player. This is not even to mention the rules regarding promises to injured players.

Leaving a poll below to gather consensus, but feel free/encouraged to leave more nuanced thoughts below.

Cheers!
Votes: 45
(Last vote received: 12/4/2025 3:32 PM)
12/22/2023 10:17 AM
Second poll here to gauge temperature on rules regarding promises to injured players.

For anyone not aware, a player will expect to receive their promised minutes / starts once they're back to just 60% health.
Votes: 34
(Last vote received: 1/23/2024 12:01 AM)
12/22/2023 10:19 AM
Copy pasted from the discord.

Remove injuries. The current landscape of the game isn't designed to deal with having players injured. It’s different if 1. Stamina wasn’t as impactful 2. It wasn’t so RNG 3. There was a larger viable recruit pool to give good backups to handle it. But none of those are true as it stands.

Only positive is that it's realistic but it isn't even *that* realistic. Broken ankle 3 games? ACL tear 5 games?

The negatives heavily outweigh the positives. Tired of losing a guy in the late CT or during a crucial part of my season due to random luck. I’ve lost upwards of 10 guys to injuries in a 75 season span, roughly, with 8 being in the CT/NT. One was when I had to manage promises and had to start and get an injured player 25 mins. It’s stupid.
12/23/2023 6:38 PM
If those are the only 3 options, remove them.

What I'd really like to see is a revamp to make stamina and especially durability more intelligent. I've talked about this before, at length. It's really pretty silly that durability is completely meaningless about 97% of the time, matters a little 3% of the time, but can randomly completely ruin your season *any* time if the wrong player gets hit with the wrong injury, which has nothing to do with durability in the first place.

The way stamina and durability should work is that players should accumulate "wear and tear" throughout the season. If you are consistently playing your players too much in a given game, where they're playing in the red (stamina) game after game, they should gradually be moving down in the durability bar, increasing their risk for minor "wear and tear" injuries. I would remove major injuries altogether, but I would increase the hit frequency of these minor injuries, bringing players down to 60-70% effectiveness. Low durability players would have to be watched more carefully, not allowed to go into the red in two games in a row, for instance. That's how I would set it up.
12/24/2023 12:52 AM
One minute into game 2 I had a guy go down to Health of 26. Health improving at 4 per practice, meaning he'll be back to 100% by game 21.

I've voiced a proposal a few times on ways to keep, but imo improve injuries.

Have the DUR rating really mean something. Just have more generic injuries (wrist, knee, ankle, hamstring) in which the player Health rating drops down to equal his DUR rating. But it also improves by that same number every practice.
ie.. if DUR is 60, when a player is injured Health drops to 60. Which basically means he'll miss the next game. But it will improve by 60 the next day and he's back at 100+ and ready to play.
if DUR is 25 the Health drops to 25 and he won't be back to 100 until after three +25 practices.

I even wouldn't be against more injuries. Maybe an average of an injury once a season, or every other season. But basically, the 80-90 DUR rating would make a player injury-proof of ever missing games with a health rating below 80.
12/24/2023 11:40 AM
Posted by shoe3 on 12/24/2023 12:52:00 AM (view original):
If those are the only 3 options, remove them.

What I'd really like to see is a revamp to make stamina and especially durability more intelligent. I've talked about this before, at length. It's really pretty silly that durability is completely meaningless about 97% of the time, matters a little 3% of the time, but can randomly completely ruin your season *any* time if the wrong player gets hit with the wrong injury, which has nothing to do with durability in the first place.

The way stamina and durability should work is that players should accumulate "wear and tear" throughout the season. If you are consistently playing your players too much in a given game, where they're playing in the red (stamina) game after game, they should gradually be moving down in the durability bar, increasing their risk for minor "wear and tear" injuries. I would remove major injuries altogether, but I would increase the hit frequency of these minor injuries, bringing players down to 60-70% effectiveness. Low durability players would have to be watched more carefully, not allowed to go into the red in two games in a row, for instance. That's how I would set it up.
Agree, I like this idea. No one wants long term injuries as part of the game, but having to deal with nagging injuries and wear and tear can be a strategy in who you recruit and how much you play them.
12/24/2023 1:23 PM
Posted by CPA_ROD on 12/24/2023 1:23:00 PM (view original):
Posted by shoe3 on 12/24/2023 12:52:00 AM (view original):
If those are the only 3 options, remove them.

What I'd really like to see is a revamp to make stamina and especially durability more intelligent. I've talked about this before, at length. It's really pretty silly that durability is completely meaningless about 97% of the time, matters a little 3% of the time, but can randomly completely ruin your season *any* time if the wrong player gets hit with the wrong injury, which has nothing to do with durability in the first place.

The way stamina and durability should work is that players should accumulate "wear and tear" throughout the season. If you are consistently playing your players too much in a given game, where they're playing in the red (stamina) game after game, they should gradually be moving down in the durability bar, increasing their risk for minor "wear and tear" injuries. I would remove major injuries altogether, but I would increase the hit frequency of these minor injuries, bringing players down to 60-70% effectiveness. Low durability players would have to be watched more carefully, not allowed to go into the red in two games in a row, for instance. That's how I would set it up.
Agree, I like this idea. No one wants long term injuries as part of the game, but having to deal with nagging injuries and wear and tear can be a strategy in who you recruit and how much you play them.
double ditto. to me, this idea falls into the bucket of fun things that would add a strategic element to the game, but that sportshub likely won't invest the resources to implement. maybe one day, but until then, my vote is to remove these random flaming meteors
12/24/2023 2:37 PM
I'd like players to be a bit sore and tired the game after a 3 OT thriller in which they play 45 minutes.....
12/25/2023 11:20 AM
Injuries (beating a dead horse) Topic

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