I understand that it might help to narrow down the analysis to fast breaks, but if the problem is more fundamental, wouldn't the right fix be to address the root problem rather than tinker with adding situational band aids or tinkering with things that might have adverse affects?
A lot of folks have looked at and thought about the effects of the passing flaws, and I know you have too. Seems a sensible thing to try is speeding up the passes a bit, improving the passing logic, and if necessary, relaxing the defense a bit and then seeing how the game plays out. Adjusting the pass defense alone might be problematic because of how slow the passes are. To nerf the defensive AI so much that it is ineffectual even against some slow, lobby, telegraphed passes the pass AI forces on us seems like it would cause potential breakdowns in other areas.
I really hope this will be reconsidered. It would seriously concern me if the whole game is balanced around slow lobby passes and bad pass logic.
Also, I think a lot of us feel that the game is *already* out of balance, given the strength of the AI defense and the slow passes. And it already affects a number of areas, including poor user fast breaks, unexpected turnovers (leading to fast breaks that shouldn't happen), and zones that can't be cracked conventionally (and are beaten only because of the unrealistic 3 point percentage). I think speeding up the passes a bit is worth a try at this point to see if more things will be brought into balance than knocked out of balance. I also remember reading a couple times that passes would be more responsive and snappier this year. Curious-- whatever happened to that?
The slow passes are also causing problems online. Combined with how little users are punished for steal spamming, it leads to too many turnovers and a dunk fest. Players can double team, steal spam, force the pass, then capitalize on the flawed pass engine. I know this is what pressure is supposed to do, but slow lobby passes hurt sensible ball movement.