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KidKash202/HyperBaller23 Complete Roster Overhaul


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Posted

Not sure of how many of you frequent OperationSports but HyperBaller and my self have been pumping out NBA 2K roster edits for a few years now. We decided to do the same with WWE 2K this year.

If anyone is familiar with our work in the NBA 2K series knows that we are sticklers for realism. Initially, our overall values might appear low but this is in fact what the game needs. Most wrestlers are overrated in just about every category so realistically rating each wrestler and each attribute is something we felt needed to be done.

We really wanted each wrestler to have a distinct attack style that is reminiscent of their real life counterparts. Borrowing from the Fire Pro Wrestling system, each wrestler was given a Wrestling Style. Some wrestlers actually have two styles if they are hybrid wrestlers. The better the wrestlers, the more likely they will have more than 1 style of attack.

A few things to consider when looking at our system:

*Strike Power - Everyone 50 or less. We don't want regular strikes to end matches.

*Grapple Power - All wrestlers 50 or greater. These are the moves that do most of the damage IRL

*Submission - Low if they don't use submissions to finisher a match, high if they do.

*Speed/Jump/Agility/Adrenaline - We use the full scale (1-100)

*Toughness - see below

< 25 = Valets/Female WWE personnel

25 = Divas/Managers/Male WWE personnel

50 = Male Superstars who have slim to none chance of winning the Royal Rumble

50+ = Have a chance of winning Royal Rumble / Giants who are hard to eliminate

*Durability - Based of effective hit points range (see below)

69 = 500 = Most Divas, don't want their matches lasting long

70-79 = 550 = Jobbers/Lowe card, High ranked Divas

80-89 = 600 = Mid/Upper Mid card

90-99 = 650 = Main Eventers

100 = 700 = Andre the Giant in his prime

We factor in prone to injury also

*Charisma - Based on face/heel, crowd reaction volume, and star status

*Tag - Loners to Tag team specialist

We will also be adjusting move-sets. An issue that we both agree limits this game is the mapping out of the moves. Too many power moves are available to non-groggy opponent situations. Power moves should be reserved to situations in which the opponent has been worn down. This will come a litter bit later in our project.

If you have any questions/suggestions, feel free to add to this thread.

 

 
 

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