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2k19 WAYYY Over Powered Archetypes and Badges

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Old 10-15-2018, 01:26 AM   #1
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2k19 WAYYY Over Powered Archetypes and Badges

2k19 WAYYY Over Powered Archetypes and Badges

Lets start with the archs


Bigs:
1.Anything with Rebounder as the primary
a. Rebounders grab rebound without even trying. Meaning, they don’t need to box out. they don’t need to be in good position. just jump and they will average 15+ rebs per with EASE. If they box out at all, we’re talking 18+ rebs per game with relative ease.
b. Full court passes. Don’t nerf this. Fix it. There’s nothing wrong with someone throwing a full court pass when there’s no defender close by trying to deflect it or in the vision of the player. But there is something wrong with a guy snagging a board and not even turning completely around and throwing a one arm perfect Dime full court time and time again. That is cartoonish at best.

What should happen with rebounders is that they should be stronger that pretty much every other archetype strong enough to push guys under the basket so they can have a better chance to get the board. They should be stronger when they do box out its hell to get around them. They should get the benefit of the doubt 70% of the time when neither player is boxing out. They should get some of the over the top boards when the other guy is boxing out but he’s in great position(between his man and the basket but a rebounder jumps from behind him). a rebounder should snag that board 30% of the time even without great position not 70+% of the time like it is now.

rebounders should be able to throw full court good passes when they are facing the direction (completely) of the person they are passing to and there is no one near them trying to strip at the ball or jump to tip a pass or with their hands up. if someone is there. the pass should be a bit off. not thrown away all the time but not on point. meaning the catcher has to go some where else to catch up and get the ball. giving the defense time to get back. thats realistic basketball.

3. Defense, Rebounders should not have insane defense by just being around the paint area with their hands up. No one should. 2k please please make people actual make defensive plays. standing around with your hands up is not enough defense to stop other 90+ rated bigs that have 90+ rated layups or dunks with inside scoring badges on gold or higher. You stand there with your hands up. and you should get stepped around with ease or dunked on with relative ease at least 50% of the time. hands up defense is for a guy shooting a jump hook, turn around jumper or a jump shot. not for a guy at the basket about to lay it in that’s your height/taller or slightly shooter big. hands up should bother shorter players, short means 6’9 and lower coming into the paint.

Lastly, 2k, I know you know when people are hacking. because I hear the audio say “that’s a Foul.” so I know you have the contact logic in place. so please, Call the actual foul. again this would stop the fake defense you see being played. People will have to actually play legit angles, and anticipate things rather than just standing around spamming X or standing by the paint with their hands up.
Lastly, No defense should ever make you animate all weird as the offensive player. if you double pump and contort your body trying to make a shot over a shot blocker that’s on you. but if you don’t do that. it shouldn’t do it for you automatically to make you take a horrible looking shot. allow people to control their players on both ends. stop helping people on defense while nerfing the offense to give defenders the chance to catchup and bother shots.

2.Pure Sharps + 7'1 or taller + weight at 260 or less
this one is easy. Why the heck are these dudes as quick/fast as SF’s? makes no sense. porzi from NY is a tall kind of quick/fast big guy that can shoot/score. Yet he isn’t as fast as SF’s. not even close. so why are guys running around like cheetahs at that height? no matter the weight.

lastly, they are shooters. pures. they should be slow as hell.

3. Post scorer/Sharps
These guys can shoot 3’s way to well. mid range shots I’m with. long 3’s like they are pures is nonsense.

4. post scoring main archetypes should not be able to consistently hit corner 3’s. if you don’t have shooting as your main thing in your build, that corner 3 should not be money for you. you should occasionally hit that shot with other bigs archetypes.

5. Defender archetypes.
defenders should not be able to run around the court like chickens with their heads cut off spamming the steal button, getting steals by ramming into dribblers for no calls. there is nothing about this that’s realistic. nothing. again, very cartoonish.

Defenders in the paint should not cause an offensive player to do any weird animations. That’s on the offensive player to get scared and double clutch when they see good defenders in the paint. Stop giving defenders the super large aura where their defensive badges bother offensive players that are already at the rim about to score while these defenders are out of position but near the paint. this is again cartoonish. who’s bothering this guy? a ghost?

last issue with these defender badges and their ability to animate the offensive players. if an offensive player is already in a dunk animation at the peak of their dunk. and the defender slides in. its too late. do not animate that person out of a dunk into a bad layup. that’s not realistic.


OP badges off the top. 3 pt shooting badges (all of them, especially limitless range), rebounding badges for rebounder archetypes, and defender badges that are gold or higher.
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Old 10-15-2018, 01:18 PM   #2
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Re: 2k19 WAYYY Over Powered Archetypes and Badges

I also got a funny feeling 2k is doing this on purpose. and its not just to unrealistically simulate todays game.

Now I hope I'm wrong about this. I hope the company isnt that greedy.

But. think about it.

If every year a Intentionally Nerf certain Archetypes/badges.

And Over power others. What will happen?

Players will be forced to stop playing, play a super frustrating game and complain all the time, Or option 3, Create a New Player that matches one of the Over powered builds.

Think about that for a moment. You are putting people in a situation where if they actually PAY for VC, they will end up buying even more VC to create a new guy because their original guy is nerfed. Even if you dont buy VC, you then will have to grind yet another player because your original guy is nerfed. This means 2k has yet another player playing the game for an extended amt of time making their stats look good.

again, I'm not saying I know this is why they are doing it. I'm saying this is a possible theory sad to say.
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Old 10-15-2018, 01:49 PM   #3
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Re: 2k19 WAYYY Over Powered Archetypes and Badges

Everything about this game is over exaggerated.

A good rebounder in the nba is a consistent 8-10 guy. There are a few guys in the league that have averaged more for their career and those are elite rebounders. No one grabs 18-20 rebounds every game in the nba.

A good 3 point shooter might sink 1 or 2 a game. Great ones make 4 or 5 a game. No one is out there splashing 8-10 on 70%.

No defender grabs 6-7 steals every game.

Nobody is taking leaner after leaner especially from deep.

The only archetype that is actually underpowered this year are slashers/finishers because 2k decided that no one is dunking on anyone this year.

I've seen maybe 4 contact dunks all year.
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Old 10-15-2018, 02:38 PM   #4
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Re: 2k19 WAYYY Over Powered Archetypes and Badges

Quote:
Originally Posted by howardphillips214
Everything about this game is over exaggerated.

A good rebounder in the nba is a consistent 8-10 guy. There are a few guys in the league that have averaged more for their career and those are elite rebounders. No one grabs 18-20 rebounds every game in the nba.

A good 3 point shooter might sink 1 or 2 a game. Great ones make 4 or 5 a game. No one is out there splashing 8-10 on 70%.

No defender grabs 6-7 steals every game.

Nobody is taking leaner after leaner especially from deep.

The only archetype that is actually underpowered this year are slashers/finishers because 2k decided that no one is dunking on anyone this year.

I've seen maybe 4 contact dunks all year.
I don't like to look at volume numbers because some people will jack up wild shots that make some stats look wonky. But the 3% is way way way too high.

I wish we had a "sim" and arcade split where people could play different modes. Arcade can just be what it is now pretty much and sim can bring some realistic shooting and whatever else people would like added like steal penalties and block timing.

Or at least the eleague mode other people were talking about where we can pick 85 ovr guys that were balanced for the mode.

I thought all the hype was about the game being balanced so that watching their 2k league didnt suck but I bet it will be just as miserable. When does it start up? I'd like to see the reception to it once the gameplay is still boring af
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Old 10-15-2018, 02:44 PM   #5
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Re: 2k19 WAYYY Over Powered Archetypes and Badges

Quote:
Originally Posted by howardphillips214
Everything about this game is over exaggerated.

A good rebounder in the nba is a consistent 8-10 guy. There are a few guys in the league that have averaged more for their career and those are elite rebounders. No one grabs 18-20 rebounds every game in the nba.

A good 3 point shooter might sink 1 or 2 a game. Great ones make 4 or 5 a game. No one is out there splashing 8-10 on 70%.

No defender grabs 6-7 steals every game.

Nobody is taking leaner after leaner especially from deep.

The only archetype that is actually underpowered this year are slashers/finishers because 2k decided that no one is dunking on anyone this year.

I've seen maybe 4 contact dunks all year.
The game is exaggerated because most players have exaggerated understanding of basketball, kids play the game, adults try to intentionally break the game, and also there is some exaggerated things from the game.
I'd rather believe this than some conspiracy theory about the game intentionally being bad on purpose.

Defenders are getting 7 steals because more likely than not your PG is some Child from Idaho.

Rebounders are averaging 20 a game in 5 minute quarters because the half-court game doesn't exist in the JRC.

Lockdowns and Post Builds are shooting 60% and shooting 5 3's a game because there is a certain spot on the floor 2K has let them shoot 3's and people don't have the awareness to pick up transition shooters(also the percentages are somewhat high).

Sharpshooters are greening 3's because most of the community contests to the side and doesn't switch/communicate properly when playing with randoms.

I agree with some of the OP's points(the inside finishing, the high shooting percentages on the previous versions of the game, the steal spamming) but most of them likely already has been addressed in some patch already.

There are flaws but the game is literally on the brink of perfection with the amount of animations they have up to this point.
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Old 10-15-2018, 03:20 PM   #6
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Re: 2k19 WAYYY Over Powered Archetypes and Badges

The 3pt shooting is the most OP imo, and facilitates ignoring of fundamental concepts of basketball such as:
  • stopping the ball becomes, stopping the 3 pointer,
  • Pick and roll defense becomes a two man game because nobody can rotate off a shooter because its going to be wetter than Niagara Falls.
  • Paint scoring/Post scoring is ignored because why settle for a 2 when you have a high chance to miss, and fall on the ground for 3 seconds.
  • If a glass cleaner gets a board, why go up when you can immediately pass out to a guy you cant see on the 3 and he/she can shoot it
  • If youre defending a sharp, your advantage of beating them on the boards wont compare to the 3s youre gonna give up from the full court heaves from there big men
    etc etc
The rebounding specifically on Glass Cleaners is pretty ridiculous. Heres two examples of what I mean:
1. They get directly under the rim and box people out, then vertical jump higher than everyone to get a board, sometimes with their hands on opposite sides of the rim. Being that close to under the rim is not good rebound position.
2. They jump from one side of the paint to the other to get boards. No contact is made from other bodies, just vertical jumping to the other side of the rim with other people already there.
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Last edited by shayellis; 10-15-2018 at 03:41 PM.
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Old 10-15-2018, 04:15 PM   #7
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Re: 2k19 WAYYY Over Powered Archetypes and Badges

Great points, guys! I can agree to all of them.

I just want to add something. As a result of these issues, Rec and Pro-Am games are getting redundant.

You miss a shot, the other team grabs the rebound, throw a cross-court pass to a pure sharp in the corner or slasher in the middle of the court for an easy 3 or 2.

Rinse-repeat.

All in all, in order to keep up with your opponents online, you basically have to make 90% of your shots, otherwise, you will lose by 20.
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Old 10-15-2018, 07:55 PM   #8
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Re: 2k19 WAYYY Over Powered Archetypes and Badges

Theres absolutely nothing wrong with rebounding. Its all about placement and the position you’re in. My pure glass gets outrebounded sometimes by other bigs but i dont cry about it. It was because they were at the spot first where the rebound is gonna go. Sometimes theres even pure lockdown SF’s that jump higher then me.
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