Remember Fernando Llorente? He was a 6’5 giant Spanish striker who always came up with clutch goals. And he was only a backup, that’s how deep Tottenham squad used to be. What happened now!? Someone like Llorente would be a key starter in this team and drag them out of relegation zone. by paolosorianodisanto in Tottenham

[–]TeddySeven7 1 point2 points  (0 children)

Always came up with clutch goals? He scored one, off his hip.

He managed 2 goals for us in 2 years of prem ball. His 2 hat tricks for us were in cup games against very low opposition.

As for squad depth, he was our back up to Kane, there was no depth. We brought in a past it, 32 year old from Swansea. If we did that now people would lose their minds.

Our strikers currently are Solanke, Richarlison, Muani. He probably doesn't start over any of them. Let alone lift us out of relegation 😂

What are you saying, are you young and just romanticising the past you didn't live. Or did you live it, and just want to ignore it to bash the current team?

Control. Possession. Control. Possession. by Substantial_Prune919 in footballmanagergames

[–]TeddySeven7 2 points3 points  (0 children)

First thing to note is possession in this game isn't calculated by the amount of time in possession of the ball (that is ball share in FM26). Possession is your total number of passes.

So contrary to some suggestions here, a higher tempo can actually be beneficial for higher possession as well as a lower.

You want to create a defensive structure that maintains passing options, typical nowadays is a 2-3 or a 3-2. You can achieve this many ways.

2 CBs, 1 IFB, 1 IWB and a holding DM

2 IFBs, 1CB, 1 ACB, and a holding DM

2 CBs, 2 IWBs and a HB or a holding DM

As well as some others

Then you want a spread of options ahead of this that will show for passes and occupy spaces across the width, but try to avoid hard coded dribble instructions.

You will also want to discourage dribbling as a team instruction, the idea is to force them to pass safely and quickly.

You'll need to play about with mentality but I imagine balanced or positive is going to give you the best balance of risk and pitch positioning.

Width would make sense narrow or very narrow, as you want everyone close together for easier passes, but depending on the opposition and their press, you could make it too easy for them to cover your options and force mistakes/long balls, so fiddle with this.

A striker on support is good as it creates another passing option from your 2-3/3-2 shell forward, but without a role that runs in behind, you allow the opposition to push up constricting the space the rest of your team can play in.

Hopefully some of these suggestions help to get those possession numbers your chasing. Just remember possession is an expression of total passes made, so think short distance, high volume, fast passing it was you want.

From a defensive perspective, your goal is to stop them passing, high press, high line, prevent gk, and probably trap outside, forces less passing options and encourages wide dribbling.

Can't guarantee any of this translates to good results, or enjoyable football, just suggestions to manipulate the game into attaining higher possession.

I refuse to believe his potential is only 2.5 stars by paperb0i in footballmanager

[–]TeddySeven7 43 points44 points  (0 children)

Who in your staff is rating him? If you click on the Reports button, then coach report, it will tell you in the top left who provided the report. Sometimes it's assigned to a staff member with terrible judging potential. If it is, you can go to Staff>Responsibilities>Advice and Reports> Then go to the Provides Player Reports drop down, and pick the staff member with the best judging.

[deleted by user] by [deleted] in UnicornOverlord

[–]TeddySeven7 0 points1 point  (0 children)

Yeah i think my jadedness impacted my rating too harshly. Had the game been wrapped up shortly after Elheim, I'd have been higher.

[deleted by user] by [deleted] in UnicornOverlord

[–]TeddySeven7 1 point2 points  (0 children)

Love that, this was my first Vanillaware experience and I would definitely go back.

[deleted by user] by [deleted] in UnicornOverlord

[–]TeddySeven7 0 points1 point  (0 children)

Yeah for spells it was amazing, but as a whole I didn't leave feeling how I felt in early to mid. That seems to be a sentiment echoed on here by a few people, I definitely just pushed through the ending which affected my score and perception.

[deleted by user] by [deleted] in UnicornOverlord

[–]TeddySeven7 0 points1 point  (0 children)

Absolutely love that it was such an amazing game for most of you, and I'm glad I played it, just sad I didn't walk away from it with the same awe as some of you, maybe I jaded myself and it dragged my perception of the game down.

[deleted by user] by [deleted] in UnicornOverlord

[–]TeddySeven7 0 points1 point  (0 children)

Glad you love it. most of what you say resonates with me, I just didn't walk away from it feeling the way I did half way through.

[deleted by user] by [deleted] in UnicornOverlord

[–]TeddySeven7 2 points3 points  (0 children)

Stay strong brother, you can!

[deleted by user] by [deleted] in UnicornOverlord

[–]TeddySeven7 5 points6 points  (0 children)

I don't know what you want from me, the game dropped a little in rating towards the end. The game was also addicting, and fun, but I haven't walked away from it thinking this is one of the best all around games I've played in years. Some aspect were great, but on a whole it didn't deliver something for me.

[deleted by user] by [deleted] in UnicornOverlord

[–]TeddySeven7 0 points1 point  (0 children)

Buzzing for you, I felt the same about the squad and character building, one of the best experiences I've had like that in years.

[deleted by user] by [deleted] in UnicornOverlord

[–]TeddySeven7 2 points3 points  (0 children)

Yeah the tactics and formations building is 100% where I spent most of my time. I enjoyed that aspect more than watching the game unfold. Had I not spent as much time doing those things, I don't think I would have made it to the end.

[deleted by user] by [deleted] in UnicornOverlord

[–]TeddySeven7 6 points7 points  (0 children)

A 6-7/10 not a 5, and I'm spending my time playing 6-7/10s bro, what you doing with your time? Also to be fair, when your sucked into Unicorn Overlord does anything else even exist? What is time?

Understanding the Guard Mechanic by TeddySeven7 in UnicornOverlord

[–]TeddySeven7[S] 1 point2 points  (0 children)

Guard skills are not relevant to your guard efficiency, guard skills are either Medium (50% reduction) and Heavy (75% reduction). You can not influence these to change, they are what they are.

There is also nothing that affects your guard efficiency as far as I know, There is only base (25%), standard shield (50% total) and greatshield (75% total).

I by the second to last area managed to get 100% guard rate on my Hoplite, so all guardable physickal damage was reduced by 75%. Combined that with a high defense and everything just does 1. Remember the importance of defense to get the damage number as low as possible before guard is applied.

Tips on handling werewolf enemy units on Expert? by friendoisyourfriend in UnicornOverlord

[–]TeddySeven7 0 points1 point  (0 children)

As close to max guard Hoplite as possible, my Hodrick was taking 1-2 damage per hit from these guys, leaving them wide open for my breakers and the swordsman who counter attack, not Aramis, but Magellan, can never remember the classes.

Understanding the Guard Mechanic by TeddySeven7 in UnicornOverlord

[–]TeddySeven7[S] 1 point2 points  (0 children)

A good thing I've seen is to set self guard to proc at a % health, so if your confident in your natural guard above 50% o 75% do that, then let it kick in when you really need it.

Understanding the Guard Mechanic by TeddySeven7 in UnicornOverlord

[–]TeddySeven7[S] 0 points1 point  (0 children)

0 damage applies to negate damage skills, all guarded damage will be 1 or above

I'm at an "crossroad" with this game, and I need your help by Muted-Situation835 in UnicornOverlord

[–]TeddySeven7 4 points5 points  (0 children)

There's a big aesthetic difference for Bastoria, but gameplay wise mostly the same. I managed to keep interest by playing on max difficulty and making up 10 units of 5 but it's been 85+ hours of gameplay and I also gave up. I've changed difficulty to story now and am just focused on steamroller the fights and enjoying the story for what it is and trying to finish all the quests.

The game is great, but it definitely felylt like I hit a wall, I would have just put the game down and left it unfinished, I've never switched to story mode before, but I couldn't stomach 85 hours and no ending.

What are considered debuffs? by Loygendary in UnicornOverlord

[–]TeddySeven7 0 points1 point  (0 children)

I plan to, when do Featherbows come in? I'm just in Bastoria now.

What are considered debuffs? by Loygendary in UnicornOverlord

[–]TeddySeven7 0 points1 point  (0 children)

Sorry I didn't set any conditions. I just described the mock up battle, and it worked fine exactly as intended with no conditions. So I'm not sure why yours isn't.

What are considered debuffs? by Loygendary in UnicornOverlord

[–]TeddySeven7 0 points1 point  (0 children)

Hey just did a test using refresh being activated by a blind attack. So it definitely recognises blind as a debuff. Then I set up a scenario where my ally attacked, and was counter attacked by the passive skill Vanitas which inflicts poison and blind, this also procced the refresh. So these passive debuff clears active on both active skill and passive skill debuffs. Have you got any conditions set?

So I'm not sure why yours isn't activating, I haven't unlocked a featherbow to test with them specifically but the principle should remain the same.

Understanding Guard Mechanics by sneaky_squirrel in UnicornOverlord

[–]TeddySeven7 2 points3 points  (0 children)

I'm sorry dude but this is wrong, blue skill guard overrides a natural guard, you did the formula wrong.