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S73 - BB-Marin Q&A

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This Post:
22
332391.27 in reply to 332391.22
Date: 8/6/2026 5:14:55 AM
BC Klyachi
III.3
Overall Posts Rated:
288288
Why is passing for PG costs that much?

It's seems strange to me that if I have legendary passing on PG, I'm basically not allowed to have any other usefull skill in legendary, cause his salary will be around 300k. I can't think of PA 20 PG build that is worthy of NT and does not costs 350k weekly.

Last edited by AksAttacks at 8/6/2026 5:21:54 AM

From: Audrius
This Post:
22
332391.29 in reply to 332391.18
Date: 8/6/2026 5:57:28 AM
KK "Šalvis"
LBBL
Overall Posts Rated:
6262
Second Team:
Kudirkos Naumiestis
Hi Marin,

1. What's the aim of making IS more expensive for guards? Is this change going to affect cap too? Is limiting offensive skill going to reduce low-scoring matches?

2. Why not just to make it cheaper to train JR, PA for guards, IS for bigs? it would give freedom to choose or create new builds.

3. Do you think by eliminating those salary-effective "loopholes" will create more balance, but not a situation where higher salaries will be biggest factor of winning?

Also, do you think it's the right way to add these extra updates without any notice?


From: dook
This Post:
00
332391.32 in reply to 332391.12
Date: 8/6/2026 8:12:00 AM
ElectricTriangles
NBBA
Overall Posts Rated:
2727
Second Team:
ElectricTriangles II
Has there been any other changes this offseason such as tweaking training or diminishing elastics?

What are future changes in the pipeline that are planned out?

From: VR75

This Post:
11
332391.33 in reply to 332391.24
Date: 8/6/2026 8:28:41 AM
San Fernando VR
IV.45
Overall Posts Rated:
33
- Training is disincentivised from a certain point because it hampers long term economic feasibility as salaries rise too much and lowers expeced transfer revenue. Some "almost" NT-like players with 150 TSP often only trade for a few thousand dollars, while some average 115TSP guy trades for way more.

In my opinion, the main point there is that there are too many "great players" and a very low amount of teams that can afford to pay them. Why? Because there are too many player with very high potencial.
If we want extraordinay players to be really valuated, they must be rare options that everyone (who can pay them) want in their teams. Now, it is like there many Lebrons, Tatums, Browns, Wembys,... and they do not have a transfer market.

On the other hand, 100% agree with that you only need 5 great players... this is another point that make an impact in the price. If 8 players were needed, each great team would need another 3 players.

Good season for everyone

This Post:
00
332391.34 in reply to 332391.27
Date: 8/6/2026 9:41:57 AM
Legion X
II.2
Overall Posts Rated:
124124
same for JR. a world class guard can have a maximum of 15 JR, OD is way too dominant in this game.

Lord of All the Beasts, Fishes & Hoes in the Milky Way aka Drip God from Vienna
From: CoachP

This Post:
33
332391.35 in reply to 332391.34
Date: 8/6/2026 11:10:46 AM
Corntucky Mildcats
III.5
Overall Posts Rated:
162162
Second Team:
Winchester Crows
(https://youtu.be/nblRY_drAeI?si=VIYJlmVA3qDupyKB)

Perhaps some of you will find this video helpful today...

My two big questions can be found in the back half of this 18-min chat about how the changes were handled.

This Post:
77
332391.36 in reply to 332391.1
Date: 8/6/2026 1:15:49 PM
TrenseRI
II.1
Overall Posts Rated:
36973697
Second Team:
ChiLeaders
This is a new formula but it was engineered to follow the old one in most regards. It is also intended to fix loopholes, as possible while adhering to the first principle. Most of the salary increases you are seeing are a result of training, though, with some builds becoming more expensive by design. Other builds have become cheaper, in order to offset that so the total salary mass is slightly less than what it would be. Leaving things as they are for too long led to the situation where there were obvious loopholes and the whole game was shifting to some very specific builds and strategies. It is always better to try and fix things, even if it means breaking some eggs in the process. The BB community does not like change, this is well known, but in this regard, change was needed and, in my opinion, too late even. I will give my best to explain the changes and the reasoning behind them in this Q&A, as well as what can be expected for the future.

GROUP 1 - Cap: will players cap sooner / is the cap changing?


Nowitzki (SLO NT) [forum]
1) Since the SB is costier now in terms of salary, is it going to consume more potential too? You have not touched the concern about ousting out lower potentials from mostly smaller NTs, the text is here: [link], but if this is correct, this is another step in the mentioned direction, if you ask me.

TonyC [forum] - Salary and Training Cap
If in the old world, a player generally hit their cap around $X salary, does that hold true under the new formula? If yes, does that mean that today's elite SB bigs and IS guards will be fundamentally impossible to create in the future because they would cap before they hit those builds due to the higher salary cost of those skills?

usual.suspect91 [discord]
ALSO VERY IMPORTANT, what is going on with our players CAP? We had players with 160k salary that now have 210k and they are trainees. Do you plan on changing the cap?

str77 [discord] - answered
Q: What about cap?

A: (From Discord, my answer to str77 two days ago) Cap is adjusted to emulate the same general levels as before. Since this is a new formula, there will be players that will hit the cap sooner than they would have before, and those are the exact ones that have their salaries increased comparing to what the old formula would have given them. On the bright side, basically the same amount (or slightly more) of players will hit their cap later than they would have, since their salaries decreased comparing to before.

Update since then, after reviewing data and code: The cap has been set at higher levels than before. It still stands that higher salary equals hitting the cap sooner, but since the cap is now generally set higher, most players will have more cap room.

This Post:
22
332391.37 in reply to 332391.36
Date: 8/6/2026 1:16:12 PM
TrenseRI
II.1
Overall Posts Rated:
36973697
Second Team:
ChiLeaders
GROUP 2 - Top-team economics: high salaries, exhaustion, income

Superheld [forum]
Thanks for taking the time, @Marin.
I am a very long term player of BB, started in season 4 and really enjoyed the game for many years. Thanks for contributing to this experience.
However, during the past years I feel the game is not progessing in a positive way any more.
My biggest concerns are the following:
- Having success in any higher league depends almost exclusively on the starting five. Backups hardly make a difference.
- Training is disincentivised from a certain point because it hampers long term economic feasibility as salaries rise too much and lowers expeced transfer revenue. Some "almost" NT-like players with 150 TSP often only trade for a few thousand dollars, while some average 115TSP guy trades for way more.
- Incentive to train your own draftees is minimal. My former draftee (today 153k salary) gets me lousy 11k marketing revenue (in D1).
Do you also feel that the game may improve in these points?
Without having thought everyting through in detail, I think that the game would benefit much from a hard player-salary cap of ~150k, combined with a significant increase in exhaustion.

js8 [forum]
With the changes affecting the salary of most players above 180k+, how do you expect B3 or top teams to run? With exhaustion implemented a few seasons back (good addition!) and now these salary hikes, but no extra source of income in the game, how do these teams function?

usual.suspect91 [discord]
So what are you planning to do with high level teams? Is the level in D1 teams supposed to lower, do we need to get our team budget lower? Are you planning to raise the income as an answer to the new salaries?

A: Starting 5 are the most important players, but there have been incentives to make short rosters less feasible. We will continue to make these changes and the role of subs will grow.

Training should be stopped before a player reaches too high a salary. Those players are trained and improved long after their age, at least in real life, would allow so. We could slow down training for older players even more but it would be very unpopular, we know our managers love their trainees and those green arrows on Fridays, so this is not planned. So, overtraining is a thing, and paying high salaries for such players is a good incentive on limiting that. As an undesireable consequence of overtraining we have a surplus of high salary players with very low value. This functions like a very soft salary cap, and managers are incentivised to find way to work within that system, so a hard cap is not necessary, but we will continue to make hoarding tax even higher and add other measures if necessary to level the playing field.

Training your own draftees also builds overextension tax space. Also, players with high salaries generate more merchandise, but it isn't linear, the effects are mostly hidden. There isn't much other incentive on keeping your own draftees, this is a trading game too, so most of them should be traded out to keep the team roster balanced.

Top teams like the ones in B3 are functioning well above their resonable economic power, but most can't keep that up for long (and with higher hoarding tax, it should be even shorter). How will they fare after the salary update? The same as before, it is the same for everyone, so adaptability will be key, since no income increases are planned. One key note: while players on the top end of the salary spectrum (180k+) mostly had their salaries increased, other, lower salary players had their salaries reduced. This will incentivise longer rosters and better salary budget handling. And don't forget; top salary teams only had their total salaries very marginally increased, we're talking low single digits in percentages.

Last edited by BB-Marin at 8/6/2026 1:18:05 PM

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