Dribble League
Politics
90% supermajority · 15 signatures · 3 days to pass
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
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.
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.
7'0+ Players Need a Speed Boost
Proposal: Give 7'1+ Players a Reasonable Speed Boost The biggest issue with 7'1+ players is the massive speed drop compared to 7'0 players. A 7'0 player can still be in the 50–60–70 speed range, which allows them to remain somewhat mobile and usable in the current meta. However, once a player reaches 7'1, they are automatically pushed into the 30–40 speed range. That is a massive difference for only one inch of height. The Proposal 7'1+ players should receive a small speed boost to their base speed or speed potential. A reasonable solution would be to give 7'1+ players approximately +10 to +15 speed compared to their current speed range. For example, instead of being forced into the 30–40 speed range, a 7'1 player could realistically reach around 40–55 speed, depending on their build. This would still make them noticeably slower than smaller centers, but it would prevent them from feeling completely unusable. The boost makes sense because a 7'1 player is already sacrificing: Speed Agility Ability to defend in space Ability to keep up with smaller players Overall mobility They should not also be forced into an extreme speed range where they cannot realistically compete outside of the paint. A 7'1 player should be slower than a 7'0 player, but the difference should not be so extreme that one inch completely destroys the viability of the build. Why This Would Be Balanced The goal is not to make 7'1+ players faster than smaller centers. The goal is to give them enough speed to actually function in the game. A reasonable speed boost would allow 7'1+ players to: Run the floor Recover on defense Defend the paint without being completely helpless outside of it Participate in fast-paced gameplay Actually have a reason to be used instead of everyone choosing smaller centers A 7'1 player should still have clear weaknesses because of their size. However, their height should also come with meaningful advantages. The current gap between 7'0 and 7'1 is too extreme. A 7'0 player can still have 50–70 speed, while a 7'1 player is automatically pushed into the 30–40 range. Giving 7'1+ players a reasonable +10 to +15 speed boost would keep them slower than smaller centers while making them much more viable and competitive.
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.
DURABILITY REFUNDS
For anyone whoever bought or received durability from some type of package and feature passing this proposal will mean we are entitled to receive full compensation for whatever we spent on durability due to everyones being forced to lowered
Injury Sliders
we moved from none injury to almost every game injury alot of them are bad ones i ask to reduce the injury sliders a little.
Ban De PERMENTLY
Chris has given this man a MILLION chances, he still uses the @ everyone tag EVERYDAY its the most annoying thing in the world and i know many agree, can we as a community please move on without him, he also is saying in chat some extremely inappropriate things when people retaliate about his tags, i think he enjoys the conflict in chat and arguing but can we decide as a community that we are better off without him creating a toxic general chat experience.