The most important part of the year for every NBA 2K24 player is release day, when everyone locks in their MyPLAYER build ahead of the season. But as has been the case a few years running now, developer Visual Concepts is completely transforming the way builds work – at least on PS5, anyway. If you want to get into the nitty-gritty – and we must warn you, it gets complicated – then we’d recommend you read through the Courtside Report.
The headline changes, however, are as follows: you’ll now be able to base your build on an established NBA player, so if you have a specific playstyle in mind, you can just pick your favourite real-life superstar, and start from there. Of course, you can tweak the attributes if you want your player to differ slightly in a certain area, but this should get you up-and-running much quicker. Alternatively, you can just build everything from scratch like you’ve always been able to.
Badges are perhaps undergoing the biggest change. They’ll now be tiered, with S-Tier Badges being the best and C-Tier Badges being the worst. Unlike in previous years, however, Badges will progress and regress depending on your performance on the court. You’ll be able to use Perks to speed up or slow down your progress with a specific Badge, and will even be able to train individual areas in the Gatorade Training Facility and Chris Brickley’s Gym if that’s what you want to do.
But the main thing is that, rather than a linear progression, Badges will now reflect what you’re actually doing in games. If you’re triggering a Badge frequently, for example, then you’ll reach its top-tier in no time – but if you stop using the Badge, then it’ll slowly degrade again. The system is all designed to best reflect the way you’re actually playing; we suspect this may prove a controversial change with hardcore fans, so it’ll be interesting to see what the response is following launch next month.
[source nba.2k.com]
Comments 2
In short, just made it like it used to be back in 2k17 or so
Ball hogging is the biggest concern under this new system—ball handlers for instance (aka like 70% of all players online) will have ZERO incentive to move the rock to another player.
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