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Vision360
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Hey all I am new to GLB and I got a few newb questions that i hope somebody out there can help me out with.

1.) I was reading on the forum and im getting the impression that leaving your experience points untouched until its enough to reach certain cap is more beneficial than using them as u earn them. Why is that? and is that what slowbuilding is?

2.) should i be multi-trainning when im low level or should i be concentrating on lvling on only 1 attribute? if only 1, should i be doing normal or intense? can someone please explain the pros and cons of each and what most players do and why?

3.) on some forum i was reading ppl were saying that newb like myself should lvl throwing, vision and strength until i hit my softcap. I was thinking should i be doing that or should i just put all my xp into throwing ONLY until its like lvl 70ish before i start on vision and strength?

Sorry for having so many questions. any input will be greatly appreciated!
 
bungleodeon
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1. I'll try to keep it short. Think of it this way. If you have your throwing attribute at 45 and you want to get to 46, it requires only 1 skill point (sp). If you have your throwing at 77 and you want to get to 78 it will cost you 6 SP's.
Every time you gain a level you get 5 skill points. Every time you gain a level your attributes go up depending on your position and your archetype. If you look at your skill point page and see a gold star next to an attribute, it is a major attribute, and every time you level it moves up more than an attribute with a silver star next to it.
Cap building uses the idea that if you quickly get an attribute to a certain number then every time you level you will be gaining more skill points. If you had 45.x throwing and by leveling it took you to 46, you would be getting the equivalent of 1 skill point. If, on the other hand, you were to level and your throwing went from 77.x to 78, you would be gaining 6 skill points.
You want to get your top attribute for whatever position you play to at least 73 (77 is my preference) as fast as possible so every time you level you are getting more out of the attribute increases. You don't want to spend any of your skill points until you have trained the attribute. If you start with 10 throwing, and you train till you hit 35 throwing (just throwing out a number) then start using all your skill points to get throwing to 77 you are much better off than if you start using your skill points right away, because every time an attribute moves up you get less out of training it. So if you get 40% of an attribute point every time you train while it is at 10, you may only get 25% of an attribute point when it is at 20, and 15% when it is 35.

Basically, figure out what your most important attribute is. Start training it. When the training starts to get slow, put all of your skill points in it until you get to the desired cap. While you are waiting to gain more skill points start training your second most important attribute and do the same thing.

2. I won't even comment. I'm not really the person to ask that.

3. It depends on what your plans are. If you plan on boosting every season and getting to the top tier leagues later in your dots career your best bet is to work on one attribute at a time. So, for a QB, first get your throwing to 73 or 77, then work on your next attribute, then the next one. If you don't plan on boosting and just want your QB to be good as soon as possible you should probably soft cap throwing, vision, strength/confidence as soon as you can, then go back to working on getting your throwing and vision high. The reason for this is because the more levels you gain while at a higher cap, the more you get out of leveling, but if you are level 30 and you have a natural 80 throwing and 73 vision, but only 35 strength and 25 confidence your QB won't really be that good. But when you are level 60 and you have 90 natural throwing and 81 vision, you will be way ahead of the curve because your most important attributes will be very high and your less important attributes will be high enough to round out your build.
Slow building usually does exactly what it sounds like it should do. At low levels your player won't be as good as it could be, but the longer you go the better he gets. And if you plan on playing in a pro league or the world league, you will want your dot to be as strong as possible, so you will want to have gained as much as possible from all the levels you gained, so slow building works best for that. If you just want a dot that can play well and win some trophies at low levels than you don't necessarily need to slow build, but you should ALWAYS cap build. Don't take your throwing to 75 then move on, make sure you either stop at 73 and start working on something else or go to 77 before moving to a different attribute. You will gain a lot more in the long run by learning what the caps are, what your major attributes are, and making sure you work within the system.

I'm sure there are some points I missed but that's the basics.
 
Vision360
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Originally posted by bungleodeon
1. I'll try to keep it short. Think of it this way. If you have your throwing attribute at 45 and you want to get to 46, it requires only 1 skill point (sp). If you have your throwing at 77 and you want to get to 78 it will cost you 6 SP's.
Every time you gain a level you get 5 skill points. Every time you gain a level your attributes go up depending on your position and your archetype. If you look at your skill point page and see a gold star next to an attribute, it is a major attribute, and every time you level it moves up more than an attribute with a silver star next to it.
Cap building uses the idea that if you quickly get an attribute to a certain number then every time you level you will be gaining more skill points. If you had 45.x throwing and by leveling it took you to 46, you would be getting the equivalent of 1 skill point. If, on the other hand, you were to level and your throwing went from 77.x to 78, you would be gaining 6 skill points.
You want to get your top attribute for whatever position you play to at least 73 (77 is my preference) as fast as possible so every time you level you are getting more out of the attribute increases. You don't want to spend any of your skill points until you have trained the attribute. If you start with 10 throwing, and you train till you hit 35 throwing (just throwing out a number) then start using all your skill points to get throwing to 77 you are much better off than if you start using your skill points right away, because every time an attribute moves up you get less out of training it. So if you get 40% of an attribute point every time you train while it is at 10, you may only get 25% of an attribute point when it is at 20, and 15% when it is 35.

Basically, figure out what your most important attribute is. Start training it. When the training starts to get slow, put all of your skill points in it until you get to the desired cap. While you are waiting to gain more skill points start training your second most important attribute and do the same thing.

2. I won't even comment. I'm not really the person to ask that.

3. It depends on what your plans are. If you plan on boosting every season and getting to the top tier leagues later in your dots career your best bet is to work on one attribute at a time. So, for a QB, first get your throwing to 73 or 77, then work on your next attribute, then the next one. If you don't plan on boosting and just want your QB to be good as soon as possible you should probably soft cap throwing, vision, strength/confidence as soon as you can, then go back to working on getting your throwing and vision high. The reason for this is because the more levels you gain while at a higher cap, the more you get out of leveling, but if you are level 30 and you have a natural 80 throwing and 73 vision, but only 35 strength and 25 confidence your QB won't really be that good. But when you are level 60 and you have 90 natural throwing and 81 vision, you will be way ahead of the curve because your most important attributes will be very high and your less important attributes will be high enough to round out your build.
Slow building usually does exactly what it sounds like it should do. At low levels your player won't be as good as it could be, but the longer you go the better he gets. And if you plan on playing in a pro league or the world league, you will want your dot to be as strong as possible, so you will want to have gained as much as possible from all the levels you gained, so slow building works best for that. If you just want a dot that can play well and win some trophies at low levels than you don't necessarily need to slow build, but you should ALWAYS cap build. Don't take your throwing to 75 then move on, make sure you either stop at 73 and start working on something else or go to 77 before moving to a different attribute. You will gain a lot more in the long run by learning what the caps are, what your major attributes are, and making sure you work within the system.

I'm sure there are some points I missed but that's the basics.


Wow that is very informative, thanks man!
now i'll just need to mold over that for a while...
 
cwh008
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All these suggestions are if you want to make the best possible player at a high level. However, if you're on a team that wants to win and go up, your owner/coaches will want to see you boost em early so that you help that team win that season. As a OC/DC I hate slow builders as no everyone will be on the team until it hits the pros and I want to win NOW.
 
bungleodeon
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I was trying to say what cwh009 said in the quick write up. If you want to have a strong dot later in your career, slow building is always best. If you want to be competitive at lower levels than you will want to use your skill points as they become available. Be aware that if you spend skill points as they become available you get less out of training and it will hurt your performance in the long run.

One thing I forgot to mention, if you do slow build, DO NOT spend a lot of points on special abilities. Just work on your attributes as much as possible. A couple points in special abilities won't kill a slow build, but spending a lot of skill points on special abilities too early in your career will really mess up your dot in the long run. The reason being, the more you level the more your attributes move up, the more you gain out of skill points put in attributes. You gain nothing in special abilities as you level, although they will get strong as your attributes increase, so obviously you want your attributes to be solid before you start spending a lot of points on special abilities.

Special abilities are based around attributes. For example, tight spiral increase pass quality, but if you have mediocre Throwing, confidence, strength and agility your quality is going to be bad regardless of how many points you have in tight spiral. You want to have attribute high before you start worrying too much about special abilities.

Some people think you shouldn't spend any skill points on special abilities until your build is complete. Which, for a QB, would mean you have Throwing, vision, strength, confidence and agility all capped as high as you want them. This usually happens around the 42-50th level, depending on how well you built.
 


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