Hello, all members of the ECL Community!
We have had a long ongoing discussion about the X-Factors and Abilities and whether they should be allowed in a competitive environment or not. It has been enlightening to see and hear all the different opinions on this matter on the public forums, party chats, and private messages. We thank you all for taking part in this discussion!
Looking closely at the situation, all the abilities have a way to make or break the game - in one way or another - and those effects can go both ways, whether you are or aren't allowed to use them. Abilities allow you to do things that you wouldn't or perhaps even shouldn't be able to do in certain situations, but they also reward you for making good plays, good passes, and timing your actions correctly.
Playing without abilities can take away a lot of those rewards and may leave you frustrated because of that. One of the big concerns about banning all the abilities is that it could lead to a much more passive playstyle on defense. Of course, you are still able to score in many different ways, but it is a fact that some things in this game are built around the abilities and the animations they allow you to trigger. Abilities at their best can create these "wow!" moments for both the players and the viewers. It's worth mentioning that the discussion has mostly been around the gameplay experience, but we also want to take the viewers into account, even though currently most of them are you, the players.
It is also to be stated that we want to keep the same ruleset for all the ECL divisions. While we see that the opinions are heavily divided between the players from different skill levels, the structure has always aimed to make it possible for teams to climb the division ladder all the way from the bottom to the top. Different rulesets could create a huge barrier between the divisions, which would be against our core values. We don't think either end of the extremes would necessarily result in a bad gameplay experience, but there are a lot of players on each side of the conversation and a compromise between the main two parties feels like the best way to go forward.
Based on the community feedback and after an internal discussion we have decided on the following ability restrictions for the ECL '25: Spring season:
All Gold X-Factors will be banned for both skaters and goaltenders
Activating the Gold X-Factors doesn't require you to spend any XP points for certain traits and it allows you to have the abilities of a superstar even if your actual ability stats e.g. on a shooting skill would say otherwise. This change also brings the number of usable abilities down from 3 to 2. When you need the skill points to use the Superstar abilities, it will require you to carefully think about where to place those scarcely available skill points, and whether you want to focus on offense, defense, or somewhere between. With the removal of the Gold X-Factors, the balance between offense, defense, and goaltending should also stay similar to what we're already used to.
The following X-Factors and Superstar abilities will be completely banned
The following X-Factors are deemed too powerful even in their silver state and will be banned completely.
Big Tipper
This ability helps players in front of the net to deflect pucks with ultimate precision. This is the one ability almost everyone seems to agree doesn't belong in a competitive environment, due to the usage requiring little to no skill and being so efficient.
Truculence
This ability gives you exceptional stability and assists on shoulder checks and greatly increases the chance of knocking over the opponent and sapping their energy. Truculence breaks the game in a few different ways. It slows down the game due to the energy loss and long animations to get back up. It enables you to hit from too far away and from impossible angles, no matter which size player build is being used. You can still hit without truculence but without it, a better understanding of when a hit should be made will be required.
Stick 'em up
This ability gives you phenomenal defensive stick speed and exceptional accuracy when poke-checking against momentum or at speed while also lowering the chance of a penalty. The game already has a very strong auto-aim built into poke-checking whether you use this ability or not. The ability allows you to spam the stick check without much worry of getting penalized for it. It also allows you to reach the puck from too far away and from impossible angles.
Why are the Regional Leagues played without abilities?
There was a large group of players who made their voices heard with the so-called "#BanThemAll" messages that were going around after the announcement of the ability bans for the ECL '25: Winter season.
As there was no conversation indicating a change in opinion around this subject, we wanted to give the players a chance to try it out in a competitive environment the regional tournaments that were next on the schedule felt like the be the best place to do that. We understand that the timing of this "test period" was far from ideal, especially with the biggest league FCL starting later than we were originally aiming for. We decided to have the same ruleset for all the Regional Leagues, because we wanted all teams and regions to have an equal chance to experience the gameplay without abilities and prepare for the upcoming ECL Season. Our communication of this should have been clearer, but ultimately it was a timing issue with the leagues running at different times.
Why was there no community vote?
While we understand that there is a big argument to have a vote for this decision, we believe in practice it would not be the best way to go. If we look at some of the unofficial polling results that have been circulating, they show that most people voting were against any kind of change compared to the ECL '25: Winter season. In one specific poll around 130-140 players out of around 650 people on the server voted, even though the server could be considered to consist of some of the most active members in the community. The ongoing public discussions have been very "top-heavy" regarding what division the players play in and this was also reflected in the polling. The higher up you go in divisions, the players tend to be more active and we expect that would also be reflected in a community vote. To actually reach the whole community would be a huge task on its own, and there would still be a big majority of players that the possible vote would not reach, especially given the often narrow time frame. The flip side of the coin is, that even if we would reach all players and have them vote anonymously, we have no way to verify if they have actually looked into all the intricacies of the matter or if they're just casting their vote based on what someone else told them to vote for. This is why we prefer to have an open and constructive dialogue where we collaboratively try to get into the details and thoughts behind the opinions and experiences within our community.
What to expect from future decisions?
We understand from the feedback that we've been lacking in communication regarding this issue. Communication is our main goal to improve along with reacting quicker to possible changes and make the process smoother overall. Whether it is at the start of the game cycle when something has radically changed, or in the middle of the year when some issue has been raised, we want to react quicker and give the players enough time to adjust for the tournaments. We're very thankful for all the feedback we've received and we warmly welcome any future feedback or suggestions!
Best regards,
League Administration
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