generally, with each 'major' game / engine change, a new strategy is required. I think I could go even further, a different sort of user personality might even be required. I think in the early game, the game was very much a math model (pre - potential). Then the game became a little more like playing on line poker, with high stakes recruits available, and teams able to actually benefit from ee's, as having 5-6 open scholies game users more options / flexibility in recruiting. Super teams, esp in d1, was the name of the game. And if you could get to a+ and get your conference good enough, you were hard to beat if you could recruit.
3.0 tuned that advantage down substantially, such that a different mind set is or lets say might be required. I'm not exactly sure what that mindset is, but I think several of you are onto something, i.e. changing the way you recruit / game plan / team build / etc. I would not suggest coaches ignore recruits who will EE, but I think there is room for some balance,. as at least one of you suggested. I've probably have tried a half dozen different things since 3.0 was introduced, most of them didn't work out, but I keep trying.
I think the time to try and get the changes right in terms of the game designers and user feedback to the game designers is b4 or while the changes are made. Once made, it's probably best to simply try and learn how to beat the new release. And if the release is really bad, eventually the programmers will fix things. yet, potential might be the only example I can think of where a major fix took place after a substantial release though, so I would not hold my breathe that EE's will change.
That's all I got.
Carry on.
9/27/2017 4:02 PM (edited)