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R1CH SOSA🔋

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Why are all these community builds capping ball handle at 52 for centers—by choice? The builder gives you options, yet everyone keeps making the same clones instead of experimenting with higher ball handle ratings. Where’s the creativity? Where’s the love for bigs who actually want to dribble? At what point did the community stop embracing true all-around builds? I won the Logo Gauntlet with a build that has 70+ ball handle, so I know firsthand that bigs can ISO and still be dominant. Are we really evolving in #NBA2K25, or just recycling the same playstyles over and over? Evan NBA 2K

Why are all these community builds capping ball handle at 52 for centers—by choice? The builder gives you options, yet everyone keeps making the same clones instead of experimenting with higher ball handle ratings. Where’s the creativity? Where’s the love for bigs who actually want to dribble? At what point did the community stop embracing true all-around builds? I won the Logo Gauntlet with a build that has 70+ ball handle, so I know firsthand that bigs can ISO and still be dominant. Are we really evolving in #NBA2K25, or just recycling the same playstyles over and over? Evan NBA 2K

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FINISHING IN #NBA2K26 NEEDS A MAJOR CHANGE❗️ One of the biggest inconsistencies right now in NBA 2K26 lies within the finishing system, especially in how it interacts with defensive contests and the logic behind the dunk meter. There are too many moments where the defensive effort being made doesn’t match the outcome of the play. You can make the right read, drive with the correct angle, and still get punished with a tiny or unpredictable green window… while on the other end, defenders can get beat and somehow still manage to heavily affect a dunk attempt. It almost feels like the logic behind finishing doesn’t align with the defensive animation or contest that’s actually happening. If we compare it to shooting, the difference in consistency is night and day. It’s far easier to green a jumpshot than it is to green a dunk meter. Shooting gives players multiple learning paths (Rhythm Shooting and Button Shooting) both of which reward timing and IQ. Finishing, however, doesn’t have that same depth or balance. The button finishes feel noticeably weaker and less reliable than the dunk meter, which in itself can be extremely unforgiving. The green window on dunk meter attempts is incredibly small, even on what appear to be open takes. This makes finishing feel more about luck or animation RNG than player skill or decision-making. Another major factor tied to this is interior defensive consistency. The way contests register inside the paint feels disconnected from how they function on the perimeter. Combine that with how post play has been watered down compared to last year, and we’re left with a finishing system that lacks the stability and satisfaction it once had. To make Finishing BETTER: • The dunk meter logic needs to better reflect real defensive positioning. • Button finishing should be viable, not a gamble. • Green windows for dunks and layups should scale more dynamically based on interior defense, attributes, and badges. • Post control, strength, and timing should matter the same way shooting attributes do. If 2K can bring finishing up to the same level of refinement and consistency as shooting, NBA 2K26 could easily reach one of the best gameplay balances we’ve had in years. Finishing should reward skill, decision-making, and timing… not randomness.

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