Mod rating in team build

Forgive me if it's already been discussed, but I find more and more that if I use a team within 50+ or so mod rating I hit way better then if I use a my end game players let's say (which may jack my rating up to 200+), I hit way better. Is there a relation to hitting difficulty to the mod rating or is it stickly to matching up with like overall rated players using that same mod rating multiplier?

Mod rating does absolutely nothing, the only thing it affected was matchmaking, but they even removed that a couple months into 19.

They removed it from matchmaking? I used to stack my bench with low level specific players, and my bullpen with 3 commons to bring down the overall.

@JuiceBagnAs said in Mod rating in team build:

They removed it from matchmaking? I used to stack my bench with low level specific players, and my bullpen with 3 commons to bring down the overall.

That kind of strategy worked in 17, although I never saw the point. If you keep winning you’ll end up playing better opponents anyway, so I’d rather put my best possible team on the field/bench/bullpen.

In 19 it was removed fairly early on. The game still tells you the mod, but it means nothing. Put your best guys in and have fun.

@JuiceBagnAs said in Mod rating in team build:

Forgive me if it's already been discussed, but I find more and more that if I use a team within 50+ or so mod rating I hit way better then if I use a my end game players let's say (which may jack my rating up to 200+), I hit way better. Is there a relation to hitting difficulty to the mod rating or is it stickly to matching up with like overall rated players using that same mod rating multiplier?

I dont think the mod rating does anything anymore in this game, but I do think the 100+ attribute ratings on some of the cards ends up messing with the games RNG leading to strange gameplay e.g. squared up balls ending up as line outs or long fly balls. Just my opinion though.

Thanks guys

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