Dribble League
Politics
90% supermajority · 15 signatures · 3 days to pass
Durability Refunds v2
Last Season Chris removed Durability meaning a lot of players who payed for durability got a good chunk of their hard earned credits snatched from them with no compensation the purpose of this proposal is to pay back however many credits u put into durability and get back whatever you lost
Eliminate Free Agency Scumming
As it stands, general managers have most of the power when it comes to free agency. I personally lost a franchise player because another team offered seconds before free agency passed through. This poses a problem to not only other general managers, but the players themselves. A quick solution would be to allow players with their free veto slots to leave the team and join the next free agency wave (whether it be FA or Waivers.)
Spee/agilty balance
While I do know that archetypes play a factor in physicals, We need to Make height/weight and position of the player to be a factor to balance out the league. Examples: For example, two 6'6" SGs could be: Athletic SG: 89 speed / 89 agility / 90 accel Two-way SG: 86 / 86 / 87 Bigger SG: 83 / 82 / 84 2. Weight should matter. Within the same height, a heavier player should generally trade a little movement for strength. Example at 6'8": 215 lb → 85 speed / 85 agility / 70 strength 225 lb → 83 / 82 / 75 235 lb → 80 / 79 / 80 That creates meaningful choices instead of making weight cosmetic. 3. Reserve elite movement for smaller players. I'd make these roughly your competitive ceilings: 90+ speed: primarily 6'0"–6'4" 85+ speed: possible through ~6'7" 80+ speed: possible through ~6'9" 75+ speed: possible through ~6'10" 70+ speed: possible through ~7'1" 65+ speed: possible through ~7'3" 60+ speed: normal territory for 7'4" That should create a nice tradeoff: smaller players win with burst and agility, bigger players win with strength, length, rebounding, and interior advantages.
Nerf the most overpowered arch in dribble
Why are Stretch Bigs so overpowered right now? Stretch bigs are supposed to be floor spacers. They aren’t fast, they can’t really dribble, and they aren’t elite finishers — their main value is shooting and spacing the floor. Meanwhile, the Sharp Shooter archetype is basically built around being a shooter, yet Stretch Bigs seem to get way more value while also having size, rebounding, defense, and inside scoring.
Cap Brackers
With the recent changes to the economy, I believe 500 points per cap breaker is too high. Reducing the price to 200–250 points would better reflect the current economy, make the purchase feel more worthwhile, and likely increase player interest in buying them.
Release all locked player credits
At the moment, locked players currently have stockpiled and hoarded credits, gems, etc that is out of the reach of everyone. I propose that these finances release back out into the public via giveaway
Let Forwards Roll Alpha and Anchor
At the moment, Forwards can only roll Anchor as their legendary arch. I think that doesnt correctly show how broad of a category forwards are. You can roll anything from a 6’5 “forward” that would really only see pg/sg reps to 7’ forwards who could see reps at anywhere on the court. Having the option to roll Alpha and Anchor would show that versatility creating a forward has.
Regression fix
Regression tier 1 is way too harsh with how many badges you lose. A minus 2 to like 6 badges is crazy for just tier 1 regression. Because of how harsh regression is, people are incentivised to retire the moment they hit 79 longevity. I think we should lower how much badges you lose to -1 and only losing 4 badges. Attributes I think are fine, just the badges are reallly harsh.
Defensive Slider & Attribute Balance
The current defensive sliders, particularly Steal (90) and Steal Success (100), appear to over-amplify defensive effectiveness, allowing even average defenders to strip players unrealistically consistently. While the current Block Slider (70) is closer to a balanced value, reducing it slightly to 65 would produce more realistic contests. To preserve overall balance, lowering the Ball Handle cap from 85 to 65 alongside the defensive slider adjustments ensures that offense is not disproportionately strengthened. This approach keeps both sides of the ball in check and allows player attributes and specialization to have a greater impact than inflated gameplay settings. Overall, these changes would encourage more player specific attributes-based gameplay, improve realism, and better differentiate defensive specialists from average defenders, leading to a healthier competitive environment. Proposal: Steal: 70 Steal Success: 70 Block: 65 Ball Handle: 65
Locked Player Refunds
Since the shift to the new era of Dribble, many of us older members have had to lock our players. Unfortunately, many of us not only had leftover credits, gems, shards, etc that are now unable to be used, but we also continue to gain more of each currency despite not being able to use them. Daily Wheel & Vouchers especially feel like wastes of time due to the possibility it can go into an old player Proposal: Allow us to allocate credits, shards, and gems from locked players to our new players and stop these old builds from being able to gain funds.
League health .
I think the current credit system needs to be changed because it isn't balanced. Right now, stat sheet creators can earn 60 credits for about 5 minutes of work, while streamers only earn 100 credits for 1 hour and 30 minutes of streaming. The time-to-reward ratio just doesn't make sense. Streaming takes much longer than making a stat sheet. Streamers have to stay there for the entire game, skip timeouts, unpause the game when needed, and make sure the stream runs smoothly from start to finish. That's a much bigger time commitment, yet the reward barely reflects it. I think streamers should earn around 200–250 credits for a 90-minute stream. I also think this is one of the main reasons we're down to only four active streamers. Most of the others stopped because the credits just aren't worth the amount of time it takes. When people can earn almost the same amount in a few minutes doing something else, there's not much incentive to stream. We also need more ways for new members to earn credits. A lot of new people join, but they don't stay because they don't have much motivation. They also don't get to see our breakout league streamed consistently because we don't have enough streamers. If streaming paid better and there were more ways for new members to earn credits, I think we'd keep more people around and help the league continue to grow.
Streamer Pay Rework
I believe we are heading in the right direction with uncapped earning, but i think we can do a bit better for our streamers who run the league. For starters, have a bonus for the game week ending on time (like 50 credits or smth) throughout everyone who streamed that week. Have pay upgrade with each stream you do. Say like 100 a game then earn 1.5 each game you do that day. (100, 150, 225, etc) the numbers can be tweaked but i think this will make streams (and streamers) go through the games quicker. And discourage AFK streaming.