No doubt feedback has been similar to your experience but take out long passes and sacks go way down. 4.5 take out most long passes and sacks are at near zero. There’s only a few choices for the QB cause bump is slowing wrs so much.
First is throw to an open guy....some one near the top of the progression as described in the play description. Flanker hitch was great in 4:5 I don’t know if there’s a money play but in 4.6 but I do use poor FOV to force throws in to talent.
Most of the targets still go to the third or 4th options. WR3 or TE1 or RB/ FB are great unless someone gamplans to stop it. This is the decision making part. The QBs FOV or intelligence will dictate this part. FOV is the angle of view and intelligence helps the qb see the dumpoff.
The problem is the dump off on long passes is almost ignored until the pressure gets there. 4.5 the pressure just wasn’t there to effect passing. I glitched all those dump offs for big yards.
For pressure Using the nfl as an example ....Arron Donald the previous season had enough hurries to account for a whole teams worth of hurries here. Pressure is very close between 4.5 and 4.6 but 4.6 ends up with a lot more sacks with less hurries. Nfls really a 1to 4 ratio and 4.6 is 1to 1....
So pressure gets there but it’s is too impactful with the sack or the poor play. Making release, mobility , or weapons overpowered. Like you said the QBs might not matter unless you use low accuracy.
The comment of wrs letting up sacks ties into the pressure. As QBs do run now but look at some of their rushing averages.... the defensive spy is just not up to par yet. If they ran as much as the nfl we have a lot of 1000 yard rushing QBs with 10 plus averages but they will stand there and take a sack instead.
A wr at RB will have low pass blocking ...4.6 comes with new assignments on who picks up who on the blitz and backs and TEs need a pass block score to protect the qb . I am ok with that change but bump still slows all receivers too much to make anything matter. But no joke with the right players, plays , and some luck our sack rates are half of the nfls.
Good or bad the code is functional....and really I am only talking vs a man under scheme with some blitzes to stop the run. It’s your defensive style that bodes well.... really pre 4.0 has had this defensive style being unmatched.
Still the gap is closer than ever. Blitzes will stuff the run but will get beat and get the top. I don’t know if that could be said for any other code. My rush defensive is near tops in every beta league but we get passed on from time to time. But we blitz.... if you sit back teAms will run on you.
Now this is not perfect at all. I saw somebody rule in goal line vs a bomb pass in 212. The QBs should be able to throw over the top but they won’t. That the big problem you can stack the box cause these DBs just don’t get beat enough.
Yeah overuse a play and yes you can chunk them to death or get lucky on a 35 yard bomb for a long run and catch but this version of 4.6 is whack: subpar dBs are pretty good as long as you position them well and an elite dB can be pure lockdown making an elite wr1 or wr2 unless. Use them as a back to glitch the dumpoffs out of the backfield or put him in the slot so they draw more targets but a 1000 yard wr is super tough to get now. That will scare a lot away if they have played the game for years.
That is the hand fighting added years ago to make up for the speed differences caused by weight. Now Raising zero speed has exasperated how strong bump had to be to stop an all long pass game plan of the 4.3 days.
Bump keeps the timing and progression as designed and qb speed and ball carry keep the QBs footwork within a frame of that timing and progression. Those long passes are like 7-9 step drops most teams just don’t have the builds to keep this in a successful flow.
Run 1-3 step drops.... mostly short passes and sacks go way down... again good or bad look at some AI teams...they run a lot but they don’t use long passes to often either and they are tougher. Jdb has commented about teams should not call a lot of long passes cause it will result in a lot of sacks and this was the 4.3 days.
I am not saying it should be this strict or so sensitive but that’s cause of the bump (hand fighting). Just saying its avoidable to some extent. The 4.6 that has been scrapped had man schemes effectiveness lowered but zone me was made better. The same poor reads were still there but accuracy didn’t matter as much . I had 30-40 accuracy QBs completing passes under that code .... as bump makes coverage too tigh and accuracy/courage/ punish/ and luck become overpowered .
Raising zero speed has made coverage even tighter... both man and zone but now bump needs to be dropped so the wrs can reach a point so the qb can see if they are open and deliver a good throw. Honestly pressure is still low compared to the nfl.... it’s the QBs that are just dumb. Like I said if Coverage was as good as it is now realife QBs would just tuck and run. But they are still hampered cause of the defensive side doesn’t acknowledge what the QBs is doing unless they are on the blitz.
So in short there’s too many drops on deep passes and that even if the QBs throws that way. This is mostly dictated by accuracy if the passes are over 15 yards in the air. Adding pressure in to the mix is going to make a poor throw .... but once the overuse kicks in catch overs are rampant.
Either way talent matters like the past but I see it more in the pass blocking code that any other part now. Run blocking doesn’t matter as much in 4.6 but positioning is key cause every body is faster.