Originally posted by MileHighShoes
I'm not against players falling down. Realistically, players do fall down in the NFL when making plays. However when they fall down it's usually a combination of factors, and when players fall down in GLB certain times their are just no factors going into it at all. Like sure, a player getting pushed over, that's great. But a player catching a ball in the open and falling over because it's hard-coded into the game isn't good.
I've been saying the same thing over and over again. Players falling down when making an INT should have nothing to do with how many offenders are nearby, that doesn't make any sense.
It'd be much better if a simple roll was made to check if the defender falls down.
It should be based on the balance of a few factors.
-How far away the ball is from the defenders numbers at time of catch.
-Players Balance at time of making catch
-Players Catching and Agility Skill
There should be a point where a player is too off balance to land on their feet. Their should be a point where a defender has to reach too far for them to land on their feet.
A players Agility and Catching should allow them to possibly pass a roll within the accepted range. Higher Catching and Agility and Jumping should allow a player to be able to be farther off balance while still having a chance to land on their feet, or to be able to reach farther for an interception while still having the chance to land on their feet.
This way performance could actually be based on builds allowing the game and outcomes to be better based on builds. This way dots who've invested in the ability to intercept passes should be more likely to be able to return them successfully, while dots who are not built for it will be more likely to fall down when they manage to snag an interception or two.
This game should always reward players for building towards performing in a certain way. If you build for interceptions, you should be better than normal dots. If you build for fumbles, you should be better at it than normal dots, and the same for every other roll a player can enact in game.
This +100
Catching IMO should not be a big factor as to the actual INT roll (as it never has been) but it would make sense to be a deciding factor in if the CB falls down after the INT. So higher catching smooth catch and more likely a pick 6.
Also IMO high catching for a CB should be about 48-50. There is no reason to try and force CBs to have 80 catching because all good agents will just ignore it and you will still have all good CBs with 20 catching as they currently do. they are just not going to ruin a cover CB to try and get a few pick 6s.