I reckon I’m only about 30% through both of them. I keep flipping which objective I want to target and I reckon it’s costing me! There’s too many to go for .
The other thing is I’m enjoying playing on hardest or creating harder contests a bit more this season. I’m sure I’ll be making a late run at them before I know it though.
If they offered like x3 x4 multiplies for xp and FP on hardest I’d definitely play on that level but when grinding there’s no real point to not just play on easiest.
I’d probably stay more engaged in the games rather then having youtube or something on my second monitor as I’m playing haha
Yeah the score multiplier for hard and hardest does not make them worth playing at all in pro team. For completing objectives it’s way better on easier difficulties which is silly because majority of my time spent in pro team is on the easier difficulties where I am consistently winning with no competition
Hahaha yeah it’s hard yakka sometimes with these objectives, rightfully so for the Obsidian ones. Some of the grind got too much for me in the previous season and enjoyed closer contests much more. I finished the season only a few days after you but didn’t play many objective driven games after that and actually didn’t even get Ash or Elliot. That said I still played most days after I’d reached level 40.
I’ll be interested to see how much I try for the cards once I hit level 40 again, I can see myself doing the same as last season, but time will tell.
I wouldn’t say no to a bigger multiplier for playing on Hardest
Anyone else having their missions not track?? I played a game with all bronze players and it didn’t track in the objectives, am I doing something wrong??
So after having played plenty of games post the most recent patch, I reckon the adjustments to wrong foot kicking spray and in particular, under pressure kicking spray have been both fantastic.
Something we don’t talk about too much in here are animation wants and adjustments to the game.
After playing a bit tonight it got me thinking of what could be added now or in the future, let me know what you think ?
Diving Smother
Would love to see a dedicated diving smother animation to add more defensive variety.
Double Fist Spoil
A two-handed spoil option would make contests feel more authentic, especially in heavy traffic situations.
Ground Ball Tap
Currently feels too slow and not very effective. It should be quicker and more useful, particularly if tied to players with strong recovery and acceleration attributes.
Jostling for Marks
When strengths are similar, instead of always a push-off, we should see animations where the mark can be taken closer to the body. Defenders should also have a chance to spoil if the timing is right after the jostle.
Tripping Animation
I think the tripping from behind animation should be removed. Instead, replace it with a chase-down tackle that carries a risk/reward element:
Stick the tackle cleanly = reward.
Mistime or hit from the wrong angle = concede a push in the back free kick.
Just a few suggestions I could be expecting too much but maybe i’m not haha
For the Ground Ball Tap, I’d like to see taps for where the ball is at different heights… like knee-high, waist-high, head-high… so your player could keep it in play along the boundary line even when it has bounced up… or tap it ahead of them without taking possession. Being at different heights they wouldn’t need to slow down and wait for the ground tap to line up, which it does at the moment.
Yeah the challenge for playing/winning with a team full of bronze players doesn’t work for me. It worked for one game when the season dropped but it’s the only one (so far) that hasn’t worked for me
We should be able to remove licensed players from licensed clubs. During the offseason. When players leave, we can’t change it, so we have to create a whole new custom team