Maybe it’s just me, but imo speed needs to be tweaked. Seems like anything above 93-94 guys just blow past defenders, but anything below that there’s not much of an impact. It feels like the difference between a 93 and 98 is exponentially more noticeable than let’s say a 92 vs an 85. Also think the player traits are a little too OP too, I think it’s “take off” that makes guys almost teleport for the first few steps lol
Yea it's a speed thing. You can press 92 speed guys as long as you don't press and shade the coverage down. If you do that. the CB will get roasted even by a 92 speed guy. But if you press a 97+ speed WR, especially one with takeoff, it's 6 points.
Yea takeoff is nuts. Ryan Williams has it and I go back to watch the highlights on some games and when it activates, he's 2 steps into his route before any other WR leaves the line. He floats off the line lol. It's not just fly routes, it's any route. He gets on the DB so fast that there's nothing they can do.
I have a guy with just bronze takeoff in one of my leagues, and he broke two TDs on RPO out routes because he was so far away from the DB in single coverage after the takeoff triggered that there was just no way for them to catch him. It’s way overpowered.
Press pro is another great one. Unless the DB has whatever their version is to counter it’s basically a TD every time the opponent presses in a certain coverages.
Yea I have an RPO where I have trips to the right on a screen and a speed out to the left. The speed out to the left kills people bc he has such a burst to the outside off the line. And he's so fast the he can turn upfield and house it if I'm throwing from the right hash to the left and he has room.
Let’s all make a pact. If they don’t fix the egregious errors (Dylan Raiola not ranked 95+) next year we boycott!!!!!
I really really hate this game sometimes. This guy literally ran 1 play the entire game with his 5th string RB at spot on the left bc he has 98 speed. Sometimes he'd hot route the two slot guys on route, one always on a a short crossing route and one on a deeper one. I had to cover the left slot bc hes so fast. He never took him off his deep cross. He called this play bc of that route. Everything.wss built around that and his 98 speed. Forced a 4th and 31 and they let him convert some bullshit prayer. 2 plays later he gets a takeoff vs a 98 speed CB that's not in press for a TD. Almost broke my controller. Same play, over and over. Pray for a takeoff on fly on left, if not there jsut wait for one of the crossers. I'll never understand how someone can run 1 play and consider that enjoyable.
Has anyone had the offline dynasty issue where you get an error after every game and it doesn’t save? I can’t take it anymore. I even started a new one and it does the same I’ve read the only fix is to start an online dynasty where you’re the only user but was wondering if anyone else had insight
Happens to me here and there with my main offline dynasty. Usually saves but there was one week I had to relive like 5x before i got past it. I usually just push thru when it fucks up
I still don’t understand how the DBs just let WRs sprint right past them and don’t even bother to take a couple steps along with them. Gave up a 75 yard go ahead TD because a 93 speed WR ran past everyone. Ended up coming back down and scoring to retake the lead. Very next play same shit happens for a 71 yard TD. Both times I was in zone, gave cushion, and selected over the top. Might be PGA SZN
I just got pummeled by WKU. He was just better than me and got some added luck go his way. I knew I was in trouble when he went for 80 on 2 broken tackles on the first play and got a 1 handed pick 6 on the next play. From there he just dotted me up. I threw everything at him and it was like he knew what I called. Never got close to a sack bc he got rid of it so quick. Multiple balls into small spaces with 4 defenders and he held onto all of them. He probably would have won without the bullshit but that just made it worse.
At this point it’s my own fault for continuing to play this game and allowing it to piss me off but the overall inconsistency from game to game (drive to drive in some cases) is annoying. In the same game the above post happened, the CPU’s 80 OVR RB broke like 15 tackles throughout the game. Yet my 90ish RBs were getting tackled by their ankles every carry. Just sucks the only consistent thing is the OP speed ratings and traits. I handcuff myself because I refuse to spam the same plays and just throw deep balls to fast guys, but even then it’s not like WRs are getting open unless they have 95+ speed which none of my players have.
Yea a lot of the game is RNG, like sometimes a DB will jump a route and sometimes they won't. Sometimes they pick it, sometimes they knock it down. Sometimes a RB will break a tackle, sometimes they won't. Sometimes a WR will catch a ball while getting hit by 3 guys, somtimes he drops it. I get that, it has to be in the game, but sometimes it seems like the roll of the dice goes to one team for an entire game. Those are frustrating, especially when it's a lower rated team that shouldn't be making those plays. I had one pick last game where WKU's #4 DB jumped a route before the ball left my hand. He caught it a good 5-7 yards in front of my WR. He was running back to the line when he jumped to catch it. Very very unrealistic.
Yep, and usually I’m on the side where I accept the fact it’s a video game, it won’t be perfect, you’ll deal with some RNG/glitch type plays but like you said it rarely feels even. Seems like one dumb play just opens a can of worms and my whole team melts down. Then it takes like a full half to get things back under control. Im well aware Im average at best, which is fine considering I play like 3-4 games a week nowadays so I have no issues taking Ls. It’s just when the Ls happen because of the randomness it takes away any fun of the game. Overall EA exceeded my very low expectation, so I don’t want to act like the game is 2.5/10 but I probably have fun once every 10 games I play lol
Yea there's games where the breaks go my way and it's 21-0 after the 1st bc he had a fumble and an INT to my DT. Those games aren't fun either.
I think acceleration is the determining factor. I had the same thing happen in my last user game. Checked the stats and the only difference between the WR and my CB was acceleration.
I was shocked he didn’t, because that was my initial suspicion. I can’t remember what other traits he had. And his speed was “only” 93 which is what also added insult to injury. I was too pissed to watch the replay lol but the only thing I can think of is that another WR was close enough to throw off the zone assignments and that guy just snuck by. I probably just need to start playing as a safety in those situations so I can manually give a 30 yard cushion.
I was wondering how much of an impact that can make when other stats are the same. You’re probably right. I’ve always hated how in zone sometimes the AI controlled players just kind of stand there and don’t adjust to what’s around them. Unfortunately I have zero success playing man so zone is the default I have to play. In man, it feels like any slant/route across the middle is always wide open when I play man.
The fact that Bond and the guy from SC, both very mediocre WR's irl, are the best WR in the game really illustrates how the ratings are fucked up. They combined for less than 900 yards iro but that's your tier 1 WR in the game bc of speed and takeoff.
That’s a good point. In my nonTMB online dynasty I’m like 4 seasons behind everyone in terms of focusing solely on speed but most of them just spam one player and hide behind the “speed kills” argument as if that’s how it works in real life. They’re mostly Husk fans so I have to remind them that like half of Nebraska’s skill positions are just dudes who ran fast 100s in high school and we’ve seen how that looks on Saturdays lol
I may be reading this part wrong, so forgive me if so, but the type of zone you call will dictate how they players react to the routes run against them. This is a good breakdown of how it works in the game:
Thanks, will check that out. I started getting away from Match because it seemed like that was always giving me issues with guys leaving huge holes in coverage.
I’m sure I’ve said this before but if there was ever a year for them to release one of those strategy guide magazines this was it. Just so much random stuff I didn’t bother looking into until it was too late. I’m sure next year’s game it will all change too so I’ll have to start over again lol ETA: Actually it’s EA so the game will probably be an exact copy
Perfect example. My WR is wide open, nobody within 5 yards. Easy 1st, probably a TD. Instead he jsut drops it. Wasn't even close to being hit, just dropped it. Next play i made a bad rrad when he dropped 9 and it's a pick. Game went downhill from there. He won 21-7 with 72 yards of offense. I should have turned the game off after that drop bc i knew where it was going.
Wait there's reap coaches too? I see Kirby and Franklin. That's awesome. I assume alp coaches would get in there for free just for publicity and recruiting.
If the photo shoot was today then this definitely not the cover. Likely just using a mock cover overlay to let the photographer correctly frame the raw photo. That said, it’s definitely interesting who is in the photo, most notably the coaches.
I can't think of anything else other than the cfb 26 cover that would get that group of individuals together.
Not saying it isn’t the cover photoshoot. I’m saying that isn’t the actual cover. also they shoot for a ton of content both for in game (think menu/loading screens and whatnot) and marketing at these things
Spoiler: full article Players will be paid a lot more money for appearing in this year’s edition of EA Sports’ college football video game. In an email to Football Bowl Subdivision players sent Tuesday afternoon, EA Sports said it would increase players’ name, image and likeness payments from $600 to $1,500 for their inclusion in the upcoming College Football 26 video game. They will also receive a Deluxe Edition of the game, a carryover from the compensation system for College Football 25. As was also the case last year, some athletes will receive additional compensation to serve as brand ambassadors to promote the game. Advertisement “From the beginning, we’ve designed our NIL program to be accessible, direct, voluntary and equitable for all, offering the same base-level compensation to every FBS athlete that opts-in using the OneTeam platform and COMPASS NIL app,” EA Sports vice president of business development Sean O’Brien said in a statement. “This approach empowers each athlete to make their own decision. College sports are growing and changing, and our focus at EA Sports is on continuing to put athletes first as we bring them in the game in College Football 26 and beyond.” Players flocked to be in the game a year ago, with more than 8,000 opting in within just a few days. In total, more than 14,000 players opted into College Football 25, and the NIL of more than 11,000 players was used in the game, which came out to around 85 players per team. The number of players featured in the game will remain the same. CFB25 did not face any opt-outs from the most nationally relevant players, though some players did not appear in the game’s initial rosters for various timing or miscommunication reasons. Texas quarterback Arch Manning announced a deal to be in the game a few weeks before launch. CFB25 went on to become the highest-selling sports video game of all-time in total dollars. OneTeam Partners, which has a multi-year deal with EA Sports to negotiate the game’s group licensing rights, said it advocates for the players because college football does not have a players union. However, it’s ultimately EA’s call on how much the players are compensated. EA Sports told The Athletic in January that it had no news on changes to the player compensation model for this year’s game. But in February, a new NIL group called Pathway Sports & Entertainment began obtaining the video game NIL rights of players, paying $1,500 up front. Around 1,000 players from schools like Alabama, Georgia and Oregon have signed with Pathway; the group’s goal is to get every scholarship FBS player and negotiate a larger deal. Advertisement A representative for EA Sports said Pathway’s actions did not impact EA’s decision to more than double the player compensation for this year’s game and instead that the rate was increased to make sure athletes feel recognized for the success of the game. Either way, the combination of Pathway’s up-front payment and EA Sports’ increase in compensation means some players could receive $3,000 this year just for being in the game. Pathway’s agreements with players are non-exclusive for the first year, meaning they won’t impact CFB26, but they could create tension in future games. EA Sports’ agreements with players are also non-exclusive, but they last throughout a player’s college career, with an opt-out period each December. Players do not receive royalties based on game sales. “This is great news for college football players and aligns with our vision at Pathway, which is to provide the most professional, transparent and legitimate NIL program for college athletes,” Pathway president Casey Schwab said in a statement to The Athletic. “We look forward to working with EA and others to achieve our long-term goals.” In total, EA Sports will spend more than $16.5 million for the NIL rights of players, the largest single-sport NIL deal ever. That does not include the additional payments to ambassadors, the $100 value of the game or additional compensation for cover athletes, of which there appear to be many. EA Sports would not comment on a recently leaked CFB26 cover shoot that includes at least 10 active players, five coaches and three former players. The Athletic did confirm the image’s authenticity with multiple people briefed on the situation. It’s not clear how much coaches will be compensated for their NIL, if at all. Ole Miss coach Lane Kiffin, who appeared on the leaked cover, said last year he would do it for free.
biggest problem with the carousel is that it has literally zero impact on recruiting which also wont get fixed
Things that need fixed in Dynasty alone, off the top of my head. - Development (half way implemented this year? probably able to pick how to develop with skill points now) - Players that transfer do not develop at all cuirrently - the carousel is awful. You could win 2 NCs at ECU in Yr 1 & 2 and be offered an OC role at Alabama. - archetypes suck and are implemented awfully - speed rusher DE/OLB do not progress, I think same with some archetype of OL - need a recruiting slider to make it even harder, still way too easy. - development needs to be just as critical as recruiting (just because FSU/Miami/Florida/etc get players, doesn't mean they are going to be good, sorry for the unnecessary shots fired)
They need to move when the portal stage is too. Put it after you encourage transfers, or have that once before and once after. Recruiting definitely needs to be tweaked. You shouldn’t be able to go all in on guys, then add dudes week 9 and consistently catch up to teams who’ve been recruiting them all season. The coaching moves are definitely screwed up. In my Iowa State dynasty I went 10-3 and got offers from SMU and Stanford. This year we made CFP for the first time and my only offer was OC at Utah State lol
To be fair, this is definitely something that happens in real life. A team will discover a kid halfway through the season who is committed to Western Michigan and next thing you know he's going to Penn State or something like that.