Patch April 1 , on xbox-s
The rucks went back to making more sense when turnovers happen. Many of pushover rucks at the steal, have been changed to passive steal (this is very good) but still some 1 vs 2 pushovers, (this should all be changed to passive steal. You can now steal more on isolation (this is very good). Bring back the Bind, bind, bind, pushover without having to press steal, once the ruck forms this used to be in the tutorial, now it in the tutorial, but the animation in the tutorial does not actual show the push over happen. Ruck are back to improving but still a way to go. We need penalties at the Ruck for the game to feel like a Rugby simulation. Hands in ruck, holding on, coming in from the side if you arrive to late, illegal crocodile rolls (some ideas). Some ways to implement the penalties in the ruck. Then I will post again the ideal way the 3 buttons should be implemented.
If you tackle and a ruck forms before a steal, you should be able to bind, and use Y to counter ruck push over for trailing defensive support, or out bind the offensive team, for a 1 vs 1 clear out, 2 vs 1 , clear out, or 2 vs 2 clear out depending on who has joined the ruck or 3 vs 2 clear out or 3 vs 3 clear out.
If you try to x(steal) instead of Y pushover/clear-out then you could get away with a hand in ruck passive possession or get called for a hand in the ruck.
This is the best way to put this ruck system together and when each type of animation should trigger. The system is complete, they just have to put it together better. The three-button system for rucking can work and the animation for them are there. They just have to make it work better.
There is not a difference in difficulty, with the same two teams had the same scores lines on easy or on hardest. Actually, almost felt like the game played more realistic on easy, it felt a little slower (not sure though) less frantic, yet the scorelines and the rucking felt better on easy, not sure why.
The AI has to be more aggressive on rucks steals, with a possible hand in the ruck penalties, we should be able to hold on with a risk of penalty, in the game there was not reason for me to try and hold on, because the AI was never to good at ruck steals in any case. Although I do play conservative and try to run were I have supporting rucking players, but most of the time a only bind 1-2 on offense, and 0-2 on defense given the situation. With the rare all in, which a few patches ago would cause a 3 man counter ruck, but now it seems removed(add it back in please).
The fend should be timed not a hold down and it will happen, it is still to overpowering or easy to do. And it doesn’t matter who is doing it, there seems to be a lack of individual player skill sets. It seems any player can have successful fend and any time. A timed fend would be better suited.
I do feel the AI has improved in the April 1 patch, more passing and offloads and fends. Now have to add better AI sidesteps, barges, dummies, and kicking game, like in the Big Ant league games. Having said that I was never in fear of losing any game. (And that takes lots of the fun out of it)
Scrums have to have a better risk / reward system, if you play them well increase your meters on the field, if you play them bad get pushed back, or penalized for collapsing the scrum( this is in the game) but the reward part is not, the only reward is possession it should go beyond that if you play the scrums to perfection. This will make the scrums more worthwhile and fun to play, the AI never gets penalized in the scrums. Again, its a good system, just not fully implemented.
Looking forward to more updates, But it does feel at times it is 2 steps forward 1 step back. Hopefully it can start being 3 steps forward and maybe only 1 step back. Thanks again Big Ant for continuing to improve the game. It has all the pieces to make a great rugby game, just got to piece it all together.