It's hard to pick one over the other as all all advances in code flaws. Yes, other weaknesses are highlighted like pass blocking , but I need some balance . Outside passing is producing nfl like numbers for wrs, but actual looks are down. Even when you get a long pass off the drops are too high....so your forced to throw short. Plays are limited is the only result. TES are tearing it up. IDK why guys can't cover there.
But cover guys are still stopping and letting guys run by them. That was the problem and it still exists . It's a lot harder to expose but that's only due to the sack and drop bugs.
One point that highlights this push was that another would come sooner rather than later. Sacks were debated as a deal breaker, and drops were so high in AI simmed league as well. So, no real suprises that this release took such criticism .
Still , I am ready to move on. If pass blocking were looked at...would it include qbs running/throw away logic ? I think that would be a good direction . Pass completions after the route has ended are happening and would/should rise if qbs get more time on passes . I wonder how that would effect cover sacks? My bets are drops will be highlighted with better blocking.