@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