Reliever stamina (Looking for dev explanation)

SDS

Why do relievers only get at their full rest 75-80% energy for ranked seasons? It’s not preventing cheesing because now people just use guys like Kluber as relievers, and pitching is already hard enough so why take away extra weapons? It would be really nice to be able to use Mo on green energy for more than one game in a row and I just don’t see any reason to lower the reliever energy when they already only have Minute stamina

SDS

@C1samps said in Reliever stamina (Looking for dev explanation):

Why do relievers only get at their full rest 75-80% energy for ranked seasons? It’s not preventing cheesing because now people just use guys like Kluber as relievers, and pitching is already hard enough so why take away extra weapons? It would be really nice to be able to use Mo on green energy for more than one game in a row and I just don’t see any reason to lower the reliever energy when they already only have Minute stamina

I feel like it makes it more of a “ real baseball “ feel - relievers don’t normally pitch 3 days in a row

SDS

@jrbufford1 said in Reliever stamina (Looking for dev explanation):

@C1samps said in Reliever stamina (Looking for dev explanation):

Why do relievers only get at their full rest 75-80% energy for ranked seasons? It’s not preventing cheesing because now people just use guys like Kluber as relievers, and pitching is already hard enough so why take away extra weapons? It would be really nice to be able to use Mo on green energy for more than one game in a row and I just don’t see any reason to lower the reliever energy when they already only have Minute stamina

I feel like it makes it more of a “ real baseball “ feel - relievers don’t normally pitch 3 days in a row

Yeah but 2 out of three could be realistic in a ranked seasons game style

SDS

It makes absolutely zero sense. In custom leagues, relievers have the stamina bar full when they are rested, but not in DD. It’d be very nice for pitchers to not hit yellow after 9 pitches, especially with the 3 batter minimum.

SDS

@jrbufford1 said in Reliever stamina (Looking for dev explanation):

@C1samps said in Reliever stamina (Looking for dev explanation):

Why do relievers only get at their full rest 75-80% energy for ranked seasons? It’s not preventing cheesing because now people just use guys like Kluber as relievers, and pitching is already hard enough so why take away extra weapons? It would be really nice to be able to use Mo on green energy for more than one game in a row and I just don’t see any reason to lower the reliever energy when they already only have Minute stamina

I feel like it makes it more of a “ real baseball “ feel - relievers don’t normally pitch 3 days in a row

Starters font usually pitch three relief innings followed by another starter pitching another three innings. Why they decided to allow starters to be used out of the pen is beyond me. Unless they knew there was a plethora of starters and not that many competitive relievers.

SDS

It's a weird design but I think it works pretty well in practice. From what I've seen, a typical 1 inning reliever starting at maximum stamina will get to around yellow after around 20 pitches. If you treat that as a soft limit that managers start to think about removing a pitcher once he gets near it then 20 pitches is a pretty reasonable number to be reaching yellow stamina.

If you want to use a guy the game after throwing 20 pitches you can do it, but you're better off if you limit him to around 10 pitches rather than throwing 20+ again. The system isn't perfect and it's weird that they needed to lower the stamina cap rather than just changing how stamina ratings affect gameplay but I think this change was actually for the better

SDS

Over 5 games, when you pitch a RP for one inning, less than 20 pitches, he stays green for games 1, 2 and 4.

Go to 2 innings, it's game 1, 3 (for one inning of the 2).

RP stamina isn't the issue. Mentality of people using SP is where the issue is. That's not going to change with any postings though.

The only solution would be to code it that when a SP comes in for relief, he starts the appearance at 50% or current STA, whichever is less.

SDS

@hoboadam said in Reliever stamina (Looking for dev explanation):

Over 5 games, when you pitch a RP for one inning, less than 20 pitches, he stays green for games 1, 2 and 4.

Go to 2 innings, it's game 1, 3 (for one inning of the 2).

RP stamina isn't the issue. Mentality of people using SP is where the issue is. That's not going to change with any postings though.

The only solution would be to code it that when a SP comes in for relief, he starts the appearance at 50% or current STA, whichever is less.

It’s pretty difficult to limit your guys to 20 pitches with the 3 batter minimum at the higher levels of ranked though.

SDS

@C1samps said in Reliever stamina (Looking for dev explanation):

@hoboadam said in Reliever stamina (Looking for dev explanation):

Over 5 games, when you pitch a RP for one inning, less than 20 pitches, he stays green for games 1, 2 and 4.

Go to 2 innings, it's game 1, 3 (for one inning of the 2).

RP stamina isn't the issue. Mentality of people using SP is where the issue is. That's not going to change with any postings though.

The only solution would be to code it that when a SP comes in for relief, he starts the appearance at 50% or current STA, whichever is less.

It’s pretty difficult to limit your guys to 20 pitches with the 3 batter minimum at the higher levels of ranked though.

I play custom league on HOF against HOF and Legend regulars. I have no issues keeping RP under 20 an inning moreso than not.

If you tend to throw strikes, people chase when you start painting.

Maybe it's a mental thing for me but throwing balls out of the zone hoping for a chase isn't effective. You throw strikes first, then they chase.

SDS

@hoboadam said in Reliever stamina (Looking for dev explanation):

@C1samps said in Reliever stamina (Looking for dev explanation):

@hoboadam said in Reliever stamina (Looking for dev explanation):

Over 5 games, when you pitch a RP for one inning, less than 20 pitches, he stays green for games 1, 2 and 4.

Go to 2 innings, it's game 1, 3 (for one inning of the 2).

RP stamina isn't the issue. Mentality of people using SP is where the issue is. That's not going to change with any postings though.

The only solution would be to code it that when a SP comes in for relief, he starts the appearance at 50% or current STA, whichever is less.

It’s pretty difficult to limit your guys to 20 pitches with the 3 batter minimum at the higher levels of ranked though.

I play custom league on HOF against HOF and Legend regulars. I have no issues keeping RP under 20 an inning moreso than not.

If you tend to throw strikes, people chase when you start painting.

Maybe it's a mental thing for me but throwing balls out of the zone hoping for a chase isn't effective. You throw strikes first, then they chase.

In custom leagues, relievers have a maxed out stamina bar when they are fully rested. That isn’t the case in ranked seasons.

SDS

@KBizzyGetBusy said in Reliever stamina (Looking for dev explanation):

@hoboadam said in Reliever stamina (Looking for dev explanation):

@C1samps said in Reliever stamina (Looking for dev explanation):

@hoboadam said in Reliever stamina (Looking for dev explanation):

Over 5 games, when you pitch a RP for one inning, less than 20 pitches, he stays green for games 1, 2 and 4.

Go to 2 innings, it's game 1, 3 (for one inning of the 2).

RP stamina isn't the issue. Mentality of people using SP is where the issue is. That's not going to change with any postings though.

The only solution would be to code it that when a SP comes in for relief, he starts the appearance at 50% or current STA, whichever is less.

It’s pretty difficult to limit your guys to 20 pitches with the 3 batter minimum at the higher levels of ranked though.

I play custom league on HOF against HOF and Legend regulars. I have no issues keeping RP under 20 an inning moreso than not.

If you tend to throw strikes, people chase when you start painting.

Maybe it's a mental thing for me but throwing balls out of the zone hoping for a chase isn't effective. You throw strikes first, then they chase.

In custom leagues, relievers have a maxed out stamina bar when they are fully rested. That isn’t the case in ranked seasons.

I know that. Point I was making was the difficulty setting and the amount of pitches needed to get through an inning

For me.... It's the same for all modes and difficulty. A reply was indicating that it's harder to throw less pitches on higher levels. I respectfully disagree.

SDS

@T-Rox_09 said in Reliever stamina (Looking for dev explanation):

@jrbufford1 said in Reliever stamina (Looking for dev explanation):

@C1samps said in Reliever stamina (Looking for dev explanation):

Why do relievers only get at their full rest 75-80% energy for ranked seasons? It’s not preventing cheesing because now people just use guys like Kluber as relievers, and pitching is already hard enough so why take away extra weapons? It would be really nice to be able to use Mo on green energy for more than one game in a row and I just don’t see any reason to lower the reliever energy when they already only have Minute stamina

I feel like it makes it more of a “ real baseball “ feel - relievers don’t normally pitch 3 days in a row

Starters font usually pitch three relief innings followed by another starter pitching another three innings. Why they decided to allow starters to be used out of the pen is beyond me. Unless they knew there was a plethora of starters and not that many competitive relievers.
I agree with you completely

SDS

@hoboadam said in Reliever stamina (Looking for dev explanation):

@C1samps said in Reliever stamina (Looking for dev explanation):

@hoboadam said in Reliever stamina (Looking for dev explanation):

Over 5 games, when you pitch a RP for one inning, less than 20 pitches, he stays green for games 1, 2 and 4.

Go to 2 innings, it's game 1, 3 (for one inning of the 2).

RP stamina isn't the issue. Mentality of people using SP is where the issue is. That's not going to change with any postings though.

The only solution would be to code it that when a SP comes in for relief, he starts the appearance at 50% or current STA, whichever is less.

It’s pretty difficult to limit your guys to 20 pitches with the 3 batter minimum at the higher levels of ranked though.

I play custom league on HOF against HOF and Legend regulars. I have no issues keeping RP under 20 an inning moreso than not.

If you tend to throw strikes, people chase when you start painting.

Maybe it's a mental thing for me but throwing balls out of the zone hoping for a chase isn't effective. You throw strikes first, then they chase.

This doesnt apply in all star hell where any pitch can be sent yard with little skill.

SDS

@hoboadam said in Reliever stamina (Looking for dev explanation):

@KBizzyGetBusy said in Reliever stamina (Looking for dev explanation):

@hoboadam said in Reliever stamina (Looking for dev explanation):

@C1samps said in Reliever stamina (Looking for dev explanation):

@hoboadam said in Reliever stamina (Looking for dev explanation):

Over 5 games, when you pitch a RP for one inning, less than 20 pitches, he stays green for games 1, 2 and 4.

Go to 2 innings, it's game 1, 3 (for one inning of the 2).

RP stamina isn't the issue. Mentality of people using SP is where the issue is. That's not going to change with any postings though.

The only solution would be to code it that when a SP comes in for relief, he starts the appearance at 50% or current STA, whichever is less.

It’s pretty difficult to limit your guys to 20 pitches with the 3 batter minimum at the higher levels of ranked though.

I play custom league on HOF against HOF and Legend regulars. I have no issues keeping RP under 20 an inning moreso than not.

If you tend to throw strikes, people chase when you start painting.

Maybe it's a mental thing for me but throwing balls out of the zone hoping for a chase isn't effective. You throw strikes first, then they chase.

In custom leagues, relievers have a maxed out stamina bar when they are fully rested. That isn’t the case in ranked seasons.

I know that. Point I was making was the difficulty setting and the amount of pitches needed to get through an inning

For me.... It's the same for all modes and difficulty. A reply was indicating that it's harder to throw less pitches on higher levels. I respectfully disagree.
Okay, good for you? I’m just saying pitching as a whole would be made better if you’re able to use relievers to the max of their stats. Yeah there are ways to limit their energy drain but my biggest point is people hate starters out of the pen and I want to be able to use key relievers for more than 15 pitches without them hitting yellow energy.
I don’t see a point to this little tax of energy