Spin difficulty concept is really out of my mind mainly because I cannot get the need to make it difficult as the max RPM is gonna matter on the skills and attributes of the bowler..Then in real life people dont struggle to spin the ball even Murali Vijay if handed the ball who hardly bowls can give it the RPM to his level all the deliveries..He would be like 1500RPM is first then next delivery 1000 RPM next 1200 RPM because he is just used to bowling the similar zone of RPM varying really slightly, but what he would struggle is to land the ball exactly where he wants to thats where skills come into play..Eg: Bowling fuller would become half volley outside off driven for 4 easily, or good length thought but execution makes it short and smacked for 4or6..Thats how difficulty would be varied..Landing the ball right is what is the main difficulty aspect than the rotation..Similarly Flight or bounce options should be locked for lower skilled spinners like Vijay for example..And even for bowlers like Joe Root who is decent part timer, flight can be selected to full 90degrees but on delivering the flight should be minimal [visible enough but not like a pro level]...For Ashwin kind of bowler all the features and variations should be made available easy , even flight and bounce thats the level of skills you need to get the best out of it...But that doesnt mean he could land everything in same spot again and again [Form factor should come in here]...
This is the reason why I feel making it difficult or "Master" the spin is not something thats required to the game rather its the pitching and the consistency shown on his delivering abilities which requires the attention..
I am a big fan of bowling and I believe in gameplay plan like field positions, getting the best out of deliveries like landing the ball in the right place giving it that flight to give that turn which is possible than a system which makes me concentrate on whether I am timing the circle correctly or not..This change definitely frustrated me more than anything else...I just closed the game after that, people saying its a learning curve , why is that required..Are you as a batsman going to struggle playing dilscoop off the first ball of the match against a 145Kmph delivery,no..Then why for spin...There is a need to control the RPM which amazes me because I am able to land in a zone and turn the first ball really well say 2800RPM next ball I "CONTROL" the spin rotation and limit to yellow zone to get lower but land similar zone to the earlier one but the batsman would be playing for the spin he faced previous delivery and misses to WK by a whisker..If this kind of gameplay doesnt make you jump in the air I am not sure what will..
Thats the reason I request BA to revert back to the previous spin system and give the control to the bowler to bowl however he wants to..
I agree for a skilled spinner its quiet easy for him to put enough RPM on ball without much effort , however its totally opposite for even a skilled pacer to control swing/seam.
I have an idea regarding last second LS rotation (just a split second before release) in order to bowl perfect swing seam deliveries , for inswing you have to flick the LS from 12'oclock to 3'oclock for outswing its 12 to 9 oclock for leg cutter its 9 to 6oclock and for offcutter it should be 3 to 6 oclock , you have to flick the LS just before releasing the ball if you flick it late (that is after the release) then there will no swing/seam , if you flick it too early then there will be very minimal swing if at all (depends on skills and condition) and if it is in b/w then there will normal swing unless you hit the perfect timing which can result in massive movement.