My main problem with lbs is slower deliveries. When you're geared up to hit the RS only fractionally after the ball leaves the hand, there just isn't much info about ball speed to work with. You don't necessarily need to premeditate your whole shot in DBC but you basically have to premeditate the timing of it, and you can't correct once the RS is pressed so slower balls at the stumps are just sucker punches.
I reckon if the ai bowled nothing but 90mph / 70mph deliveries straight at the stumps I'd barely make a run.
That's why the difference between the fastest and slowest deliveries by bowlers in the game needs to be reduced quite a bit. In real life you get plenty of cues to see if it's a slower ball and can adjust accordingly. But in a video game you can't perceive the change in pace all that well and have to play a shot at a specific time. That's why you get dismissed so many times by loopy half trackers by pacers which in real life would be easy to hammer away. There are already so many ways to get dismissed in the game that getting undone by a slower one does feel like a cheap shot. Once again requesting Ross and
@HBK619 to reduce the difference between fastest and slowest deliveries as I can still bowl a delivery with a high speed of 151.2 kph and lowest of 100 kph as a fast bowler.
The difference between the fastest and slowest deliveries has to be within a 15 kph range as that's decent enough to mess up the timing but not get you dismissed every other innings, which is how it is in real cricket, i.e. you don't see too many dismissals off slower deliveries. Also, there needs to be a tweak where you mess up the timing of the delivery deliberately, i.e. too early in the jump leads to a crappy delivery which is easy to hit (maybe make the timing window against such a delivery bigger) rather than a super slow delivery which helps the bowler more than the batsman.