Recent Discussions
Ratings from roster update not loading in dynasty
Anyone else having this issues? I play with the Canes and M. Toney is a 77 on the main roster, chamar brown is an 82, start a new dynasty and Toney is a 73 and brown a 72. Just curious if this has been an issue for anyone else. Enjoy the game but some of these updates seem to mess things up more than fix things.Tscott18993 hours agoSeasoned Newcomer3Views0likes0CommentsAdaptive AI
Another year, another game with mysterious settings that no one knows what they mean. What the hell does the coach type selection in the adaptive AI section do? Why is this all a guessing game? It's a lazy product. This can probably be explained by the distributor in one paragraph. Come on EA. Do the basic thing and have someone draft an owners manual. Content creators are putting up videos and guessing.kentuckysapper2 days agoRising Traveler4.2KViews3likes5CommentsTrophies not unlocking after winning in dynasty
I’ve played 1 season so far and have won multiple rivalries, awards and the playoff, but none of the trophies or awards are showing up in the trophy case. Playing on Xbox. It’s moderately frustrating. I was stoked they brought the trophy case back this year but it’s not even working.Mat54Man542 days agoSeasoned Newcomer1.9KViews11likes18CommentsTrophy Room - Minor Fix Needed
Lord , EA Please…Overall i’ve found this years Game a huge jump forward but please please do us all (Or Just me) a favor and make it a option to delete trophies this is the only gripe that i’ve found that is bothering my OCD. Ive done a few tests and now i i have coaches filling up my trophy room and awards that i dont want to see right now since i haven’t even really played the game. I don’t usually write these type of things but man do it for ME please lol243Views6likes4CommentsWhy No Options to Buy Head Coach XP
There are a bunch of cool features for your HC & Coordinators to get/achieve through building XP, but for someone who likes to play through their Dynasty, it takes FOREVER to get there for some of the recruiting, motivator, tactician, etc perks. I think EA should make it so you can buy XP points for Dynasty Mode through the Playstation Store just like they do for Ultimate Team coins. This would make Dynasty mode & recruiting way more fun especially now that recruiting & transfer portal are more challengingBplence11892 days agoSeasoned Newcomer4Views0likes0CommentsI can’t get any good coaching offers
So I’m in an online dynasty league with about 10 other people. We’re on season 7 and I’ve been at Northwestern for the past 4. I’ve won the Big 10 Championship three years in a row and just won my first National Championship. Despite all of this, I’m not getting ANY good offers from top school that fired their coaches (Oklahoma, Florida, Oregon). This makes ZERO sense. I can’t beat out these top teams in recruiting at all. The logic behind coaching offers is beyond broken and its starting to tear our league apart. For the love of mercy EA, please will you fix this issue?boagrius5003 days agoSeasoned Newcomer21Views2likes1CommentDynasty Suggestions for the future - updated 13 August 2025
The look and feel of the game is great, the depth and gameplay is still lagging behind. A full coaching staff for each team. To be truly immersive you would have to fill out the back office staff, but I imagine that may need to be limited to an extent and the effects they have on the program. 105 man rosters Recruiting points should cost less for local prospects in more than just visits. Scouting should be cheaper for local prospects, sending coaches, etc. I know this was said, but didn't seem to have an impact with the few teams I have run through so far. Winter conditioning, spring practices, summer training, and fall camp. At a minimum allow for some depth by choosing what you have players work on. Pretty sure EA did this with baseball years ago. This would allow for smaller progression of the players at different points through the year with different time periods focusing on different areas. For example, winter conditioning sets the tone for the year on both conditioning and strength training. It is the core of most programs and we this game does nothing with it or the strength and conditioning staff. Quit relying on the player base to adjust the sliders for a realistic play of the game, this should be the base sliders when released. This is why you have Beta and probably should be used much earlier than you currently schedule it. Coach mode. Bring back a pure coach mode where I control the plays, but do not control the actual game play. I find that much more challenging when the sliders are right. (I will admit I do like that the QB will now take off and scramble if you use current coach mode on his own) Quit adding make believe players to rosters. If they are not full then leave them that way or use one you didn't include from that team. More annoying to have a random create a player on the rosters than the players who didn't opt in. This just give more slots to recruit the next year rather than some random name appearing on your roster. Allow renaming, deleting, or creating of conferences. Doesn't hurt to have the option. NIL is a big thing with college football now and it is not in the game... Allow full customization of fake players, race, hair, etc. You are generating way too many people who hail from the mountain of the Caucasus in here. Change the way you handle ATH designation. Show what positions they are capable of and allow them to stay an athlete for two way play or change to a primary position. This would allow for the player to earn experience at both, but at a decreased amount for a player who is not primarily focusing on one position. Quit making position change stagnant. We should be able to change their position at any time during the year. It happens in real life so not sure why you are trying to make it more difficult then it needs to be. SUGGESTED BY ANOTHER USER - Transition to a subscription based product with micro transactions to keep the base game consistent and with fewer bugs. It would allow the player base to buy additional roster, past or future. If you set a 10 dollar subscription or wrap this into EA play then you are going to make much more money then just the base game. SUGGESTED BY ANOTHER USER - Import draft classes to Madden. Would definitely require a section in their NIL agreement. SUGGESTED BY ANOTHER USER - Dynamic Pipeline's for dynasty. I would add dynamic rivalries here as well. SUGGESTED BY ANOTHER USER- Slider adjustments in game. SUGGESTED BY ANOTHER USER - Dynamic depth charts that adjust for your team's scheme. They need to put more effort into explaining the roles of positions and skill sets for certain positions. Most teams do not have a simple WR depth, but have 3 separate and distinct positions here. Typically WR-X, WR-Z, WR-SL. Each having different traits that particular coach wants for those positions. Same with multiple different looks on defense from teams ranging from heavy DB looks to heavy LB looks, but they are not the same and I think they have made the approach to defenses way too simplistic in comparison to the offense. One 3-3-5 is not like another as LB's and backend may be more focused on specific types for their purpose. Some have 2 LBs and a safety for the backers, others have 2 LBs and an athletic edge. I feel like they have slept on the complexity of the game by making the depth charts way too simplistic for what the game has evolved into. They need to be team specific too. Quit trying to keep balance among coaches with the points and archetypes. As long as they are a successful coach they should keep improving. I would much rather a non archetype type system as there is a base requirement of recruiting and knowledge of the game for any coach to be successful at these levels. Putting these two in very distinct categories is just not a great approach. However, the upper tiers being more expensive make sense. I would also argue that regression should become an issue at a certain level. If your level 60 coach suddenly has a 2 win season then he should lose some levels as well. I think you are overthinking it too much. Make the coaches models like players, with attributes for coaching that impact your school, progression of players, boosts to players, etc. The skill trees probably take more space the way you have it and treating coach attributes similar to players would be more intuitive. Offer off season camps to allow you to send your coaches to clinics or NFL teams to gain experience in specific areas. Player progression in college football literally happens before our eyes for most players as they settle in to playing time. Players should be upgrading their dev traits during the season and off season, increasing their OVR, and their awareness much more during the season. Game play attributes such as awareness, ball carrier vision, block shedding, finesse moves, power moves, pursuit, play recognition, etc. should be impacted by player performance. However, the physical attributes such as speed, strength, agility, etc. should be impacted more by off season training along with the game play attributes. I also think transferring players should take a hit to awareness, play recognition, etc. as they are moving to a new system. Regression can also be an issue with players as they are passed on the depth chart, suffer an injury, or just hit a cold spell. Recruiting is year-round and should be in the game as well. Most classes are more than half filled before the season starts. Most official visits happen during the summer for these recruits now and some are in spring. Need to add this to the game and to the off season additions mentioned above. Recruiting is also much deeper than we currently have. From unofficial visits, camps, official visits, all of these things could have a good or bad impact on a recruit and their ultimate decision. You need a much more robust recruiting board to make this realistic as school typically start with close to a 100 prospects on their recruiting board and narrow them down through the spring and summer as prospects make decisions. I would highly recommend at least one of the developers subscribe to 247 or On3 to understand the nuances of recruiting much better than they seem to now. You need to work on the algorithm for teams as well. Most teams are not going to recruit players to a room that they are happy with or over recruit to a room they are happy with. If they do then they are likely losing players they don't want to lose in the portal because of it. This is why it is important to have two transfer signing periods as they do in real life. Players see where they are after spring and fall and make decisions from there. Transfer portal needs two signing periods with the spring one allowing the user to cut players as he secures transfers so the cut player can find a home. Limiting the number of players to a visit is ridiculous, especially in the transfer portal. You don't actually give the user enough visits to address all the potential additions. Some teams end up taking well over 35 recruits a year. Some almost entirely depend on the portal for changing their roster. Transfers and high school recruits should be subject to being cut just as much as any other player. Happens quite often in real life, however if we moved to 105 roster it would not be a huge issue. As College football is contemplating a rolling signing day now, I think the game could differentiate between a signed player, a verbal commit, and an open player. I also think that some players should reopen their commitments as they hear from high caliber schools, but I also think the AI for recruiting needs adjusting as some teams just sign numerous players at a position that they have no need for. Wouldn't typically be that teams focus or just set a limit for each team at a position to not allow over signing. Scouting should reveal the scouts perceived OVR and dev trait of a player. As I previously stated I would love to hire and fire scouts as well giving you the ability to upgrade your scouting accuracy. Scouting should actually precede the recruiting process as they are typically reviewing their junior film or visiting during their junior year. Should also be a shakeup to ratings during the season as some kids explode their senior year and others regress. Stats. You pay these players now and their previous real life stats, previous team, etc. should be there when looking at a player. Redshirting options should reflect real life, medical, post season, and JUCO exceptions should be in the game. Redshirts should also complete after the regular season as the postseason doesn’t affect this status. Preventing the current situation where you cannot persuade a redshirted senior who goes late in the draft despite having another year to play. The mental aspect of sports needs to be much more important in the ratings of players. Attributes such as Awareness, play recognition, ball carrier vision, etc. should carry more weight than they do. I also believe more attributes should be added such as blitz recognition, scheme understanding, etc. One of the biggest aspects ignored in CFB in continuity with coaches and players, cohesion between players on the offense and defense allows them rely on each other and should influence the play as a group together. This especially true with OL. The mental traits should also be able to be earned throughout a players career rather than just being an innate trait of the player. Some players end up blossoming as they become a starter or role player while others have those traits they walk on campus. Current Coach archetypes availability should reflect the real-life coaches. For example, Venables has won 3 national titles as a coordinator, but his CEO is locked and shouldn't be. I am sure there are other examples. This one just stood out to me. Allow us to lock teams on schedule in Dynasty for multiple team dynasties offline. I don't always remember what teams are on another team's schedule. Allow us to lock teams permanently (options of home and home/2 home vs 1 home/etc.) on our schedule to attempt to create a rivalry. Also, let us create a rivalry by meeting certain conditions. I don't need to create a trophy or anything like that but would be cool to be able to create a rivalry after playing a school for so many years and meeting the prerequisites. It also makes it easier to maintain schedules. I always prefer a more regional schedule for my out of conference games. Allow us to choose playoff formats. 12 team, 16 team, 4 team, 8 team, etc. Some may want to have all conference champs to be automatic bids, some may want the current setup, some may want the previous version, some may want some home games involved. In addition to this, allow us to determine the bowl setup. I would prefer to deactivate the bowl games as they are no longer necessary or have any importance any more with the playoff. Bring back simulating a game at a time rather than forcing simulating a whole week at a time. There are times the games randomness with injuries is a bit a too much and it is much easier to address a game at a time rather than the whole schedule. Coaching carousel should be deeper and longer. The new season just began and there are already firings in season. You should also be able to back channel coaches and gauge their interest before deciding to fire a current coach. It should not be limited to a list of so many coaches. Let us target the coaches we want to target whether they are unemployed or not. Pride Stickers and celebrations should be customizable. As the HC, you are making the program yours. Let the user create some items that instill the principles they want in the players. Such as breaking rocks, slogans, etc. Transfer and recruiting logic should not be the same. A productive player at a top tier school is not likely transferring without money being the issue. However, a productive player at a G5 school may just want the chance to put tape against better opponents so they focus on only power 4 or power 2 schools. A more comprehensive and in depth statistical tracker. We should be able to see the top 20 on rather just one person holding a record. The year over year statistics should be available to see as well, not just on the players. Maybe on the my school tab. Dynasty is your bread and butter of this game and creating a deep experience that players can enjoy for many years in the game is in the best interest for the fan and the developer. i think you all are trying to do too much with NIL. We don’t need a scan of their face and the space that requires. We just need the models to resemble the players and coaches. The amount of data you are putting into the sequences is likely dragging performance in game play and your ability to add much more needed depth than making models look someone more realistically. Depth Chart should show current game, season, and career statistics for a player. It should also reflect whether a player is cold or hot. Include length and severity of injuries as well. Redshirted players should not be thrown into the game by the computer at random. There is also a glitch where a player cannot be redshirted with four games played as you get a message he has exceeded the four games…Lathius4 days agoSeasoned Traveler529Views9likes22CommentsSurely, EA, you made it to where our coaches can wears a hat, visors, headsets?
I know Dev teams spend tireless hours on other items, but in terms of huge immersion points for little effort, why would you not give us the ability to give our coach full customization? All the dynasty videos I've watched so far, it doesn't seem we have the option to select hat, visor, headset combo? The real coaches have hats and visors, why can't the created ones? Hope I'm wrong, but I haven't seen where you can, and it just seems like a fixable omission.ca1f54b13d73d20f4 days agoRising Rookie180Views1like4CommentsCan not Edit Teambuilder Team Players Like Before!!!
I love these games but EA yall are pushing it. You were moving in the right direction at one point due to the fact that we can not CREATE A PLAYER so you allowed us to edit Teambuilder and/or none NIL players. NOW…… you can not edit Teambuilder teams in Dynasty mode like last year!! This is becoming highly frustrating!! This is taking so much from the game and it’s taking a step back!!! Leave the creating process alone!! This is so frustrating! I have certain looks that I want from players. Bring back editing Teambuilder players in DYNASTY ASAP!!Zackrey3455 days agoSeasoned Traveler435Views7likes13CommentsStadium Atmosohere
First post. Not sure if EA reads these or if this is the right place. stadium atmosphere does not change from the default rating. I am in a 2030 season, playing top 25 talent all year, back to back natty’s. In 2025 this would get you in the top 10. Yet, still the same rating as when Coach Biggums took the helm. Can we get a patch for this to appropriately change?abc11296979205 days agoRising Newcomer20Views1like0CommentsProblems/Improvement Areas for Coach Mode and Simulation
Dynasty Statistics: The longterm history of a program is what makes a dynasty game. without the history, it cannot be a Dynasty mode. The historical statistics from year to year and the statistics of what past individual players did is key. For example, the top 20 or so leading rushers from a given school matters just as much, if not more than the record holder. Team statistics from year to year matter. Most importantly year to year Wins and losses is shockingly missing from dynasty mode. How can it be a dynasty game if something as basic as the year to year Win loss record of a school is not available? QB play has improved from CFB 25. However, QBs still occasionally (too often) hold on to the ball for an unlimited time without trying to scramble or pass or throw ball away. I do not mean a low ability QB taking sacks. I am referring to a QB just holding the ball without moving feet or throwing for until tackled. Slow Sim Play is 100% Better and more realistic: However, the coach (me) is just a fan watching the game in slow sim. There is no ability to pick the plays, no ability to challenge or call time out.... Slow sim produces better outcomes that playing the moments/offense/defense but all the duties of an in game coach are eliminating which eliminates the coach mode. The QB play is much better in Slow Sim. In slow sim, the QB scrambles and will throw the ball away and never freeze for unlimited amount of time. If a user could call the plays with a slow sim, a true coach mode would exist. There is no need or desire to every control the QB in coach mode. That is logically ridiculous. More on Slow Sim Results: The AI in "slow sim" seems to do well with following the gameplan set up in custom playbooks. The AI playcalling is surprisingly accurate in following the gameplan that the user establishes in a custom playbook. This is great. However, slow sim seems to be the only simulation speed that produces results that are inline with the team talent/playbook etc. Fast sim is far more random and does not seem to produce the realism of slow sim. This makes me wonder if the "gameplan" has any impact on the AI in "fast" sim. The least accurate/realistic sim method seems to be to "advance ahead" in the dashboard. I can only conclude that the gameplan does not have an impact on the AI except in slow sim. Slow sim in a full season without the true coach mode features mentioned in 1. and 2. is a bummer that should be called "fan mode" instead of "coach mode." What are some features/options a true "Coach Mode" include? No ability to take control of a player during the game play. being able to control a player during coach mode is no coach mode at all. User calls play and observe and have the QB AI perform as if in slow sim mentioned above. This includes the ability to call time out. The User should not have to "snap the ball" in coach mode. Just call the player and let the AI QB determine when the ball is snapped (as in slow sim) Coach mode should be hands free and limited to how a coach actually functions during gameplay. This includes having control over when to go for it on 4th down/punt and challenge plays (items slow sim is missing). Redundant: Coach mode is calling plays and managing the game from the "sideline" and having the players execute according to their abilities and ratings, win or lose. Other issues when Simming- in coach mode, the user can see how many times that the user has called a play and the avg yards per attempt (although this does not seem to track accurately all the time). When a game is simmed the number of times a play is called, or yards gained is not tracked/made available to the user. (this is information tracked by every coach in football from high school to pros). If the teams are truly unique with unique players, the ability to see the detailed simulated play calling results is important. This data applies to several areas of a coaches planning and decision making including; what plays/sets/formations should be included in the playbook, the gameplan, personel decisions, and whether a coordinator is a good fit or should be fire. Coordinators: In every head coach hiring, at every level of American Football, the head coach has decision making authority on what scheme his coordinators specialize/prefer. The fact that coordinators that match the head coaches scheme preferences would not be available for hire is ridiculous. In real life, when head coaches are being interviewed for head coaching positions, they have to be able to articulate who are prospective assistant coaches. A head coach that can bring in staff of "their guys" is key to getting the head coaching position. A head coach candidate who could not bring in coordinators that fit the head coaches system would not be hired as a head coach at any school. A head coach is never expected to hire coordinators that prefer different schemes than the headaches schemes. One of the head coaches most important roles is choosing assistants and coordinators that fit the head coaches schemes. Never would a college head coach be faced with not being able to find a coordinator that will have the same scheme as the head coach. It should be noted that a "Coaching tree" is actually a reference to the history of what assistants previously coached for a particular head coach. For example, Nick Saban's coaching tree would list Lane Kiffin, Billy Napier, Kirby Smart, Jimbo Fisher, Steve Sarkisian and many others that were influenced and learned from coaching with Nick Sabin. School's Schemes: Most schools do not have schemes that are particular to the school except for traditional powers. (for example. Iowa is less likely to hire an air raid head coach than a mountain west school that has not had success). Most athletic departments do not get into schemes and schools do not have a great preference in schemes except in very limited circumstances like the military academies and extreme differences. Additionally, a school that has not had success is likely looking for a coach to effectuate change. . Playbooks. While there are something like 2,800 plays in CFB 26, there is less actual diversity betwee each schools playbook to playbook. There's formation and set crossover that really does not exist in reality. While the playbooks are described as a key feature to the game, the playbooks result in much less variation between schools than what is inferred. The leading passers in the nation can come from just about any scheme. The same can be said for leading rushers... There are some very limited exceptions, of course. For example, an air raid school is going to tend to have some identifiable statistical characteristics, year to year. There will be a significant relationship between the playbook/scheme and the player statistics. In CFB 26, the players statistics seem to be exclusively related to a player's talent and ability rather than scheme. However, a school dedicated to rushing is going to have running backs closer to the top of the rushing leaders than the bottom even though they may not be as talented as the running backs at the top passing schools. This is much less apparent in CFB 26 than reality which indicates to me that there is a lot a of parity intentionally built into the playbooks. Custom Playbooks. Custom Playbooks cannot be selected as the head coaches playbook within dynasty. For example, the formation subs requires a cumbersome work around. This indicates to me that when a game is simulated, the custom playbooks are not utilized (except in slow jump forward mode). Recruiting. Players that do not sign with any school... do they just quit and go home? Walk ons are key part of college football. Any player offered a scholarship is going to accept the offer except in the rarest of situations. Schools do not have trouble giving away scholarships Job Offers and staff hiring. limited weeks, cannot apply for open positions... I suppose its designed this way for a reason but its extremely silly that if a fired coach does not accept on of the offered positions during the two weeks, he just gets involuntary placed at a school or gets stuck with a coordinator he had no say in hiring.kentuckysapper6 days agoRising Traveler36Views1like0CommentsMust Have Full Year to Year Statistics in Dynasty
The most important information missing from Dynasty play is year to year historical statistics. Even if not the full statistics for every player for every year, a top 100 or some type of expanded list. Player's statistics from previous seasons just vanishing when a player graduates or is drafted as if they never existed is the most disappointing thing about CFB 26. The players/statistic from past seasons is the very essence of Dynasty play. Otherwise, its just a series of single seasons. The list of records (game, season, career) is fairly meaningless without the historical list. This has to be added in some form or another or else there is no real Dynasty play.kentuckysapper6 days agoRising Traveler9Views0likes0CommentsUpdate has DESTROYED recruiting!!
EA_Kent PATCH HAS SIGNIFICANTLY hurt recruiting. Some of your YouTube lackeys claim it's how it was originally supposed to work but let's review the results. Oregon, back to back championships, some of the highest possible My School ratings. Prior to the update, signed 30-35 recruits every year including about a dozen early ones. Top 10 class every year with 4 top 5s. I've finished 2 season since your patch. Both times, less than 5 commits until the very last week, lose about a dozen recruits where I was a large #1, and this year only 21 recruits was the final number for a #18 rank. This is why people hate your gameweedhopper596 days agoSeasoned Novice837Views4likes6CommentsLooking to Add Online Dynasty Users
Athens Driving School (Athens Driving Sch) • Year 2 Week 5 (until 9/23) • Currently at 15 members • Try to be realistic with real life CFB scheduling, game length to get proper stats. We have changed conferences to real life conferences for ‘26 along with SEC going to 9 games. • Advance every 3 days, or whenever games are completed • Well organized Discord with Rules & Info page • Must start as a New G5/6/UConn Head Coach. If you want to join in mid-season, you must start as a 0 or 1 win team. This would be similar to an in season firing. If you want to join between seasons, any G5/6/UConn team besides Army/Navy/Air Force. However, you can switch to any new job during the coaching carousel • Dumbed down version of Heisman, if you want the sliders send me a DM • 12 minute quarters / 17 second accelerated clock • Skill Level of users, very good. I am currently in All-American in road to CFP with a career record of 52-16 and I am not the best player in our league. • Available G6 teams with 0 or 1 wins currently Temple (1-2 / 64 overall) UAB (1-2 / 66 overall) UTSA (1-3 / 64 overall) Charlotte (1-3 / 53 overall) Kennesaw St (1-2 / 52 overall) Jacksonville St (1-2 / 56 overall) FIU (0-3 / 62 overall) Sam Houston St (0-3 / 52 overall) Delaware (0-4 / 48 overall) UConn (0-5 / 69 overall) Akron (1-3 / 61 overall) Ball St (1-3 / 62 overall) Kent St (1-3 / 59 overall) Western Michigan (1-3 / 59 overall) Fresno St (0-4 / 67 overall) Texas St (1-3 / 56 overall) Louisiana Tech (1-4 / 61 overall) UL-Monroe (1-3 / 62 overall) Arkansas St (1-3 / 65 overall) Old Dominion (1-3 / 55 overall) Any other questions just send me a DMrunningballer7 days agoNewcomer10Views0likes0Comments- JohhnyRehkopf9 days agoRising Novice11Views0likes0Comments
Sub issues
So, I am in my 4th season with Kansas. I have a Jr running back that is 83 overall and just signed a 5-star freshman RB that is 82 overall. I decided to have the freshman be my starter. However, during games I will get maybe 7-10 carries with him before he disappears for the rest of the game and the backup becomes the main running back. I’ve gone into my depth chart to switch things around and move the Jr backup down the list, thinking maybe they are doing it because he’s 83 while the freshman is 82. Well, instead of them putting the freshman back in, they just have the 3rd and 4th string guys that I moved up to the 83 overall guy’s spot and the freshman is still a ghost. Can someone tell me what’s happening and how to fix it? I don’t want to just turn off fatigue or anything like that because fatigue should be part of the game, but is this a bug or something?WrathOfHades859 days agoSeasoned Ace251Views3likes3CommentsFormation Subs - Dynasty
Formation subs is 100% broken across the board. Currently I’m the OC at JMU using Rice’s playbook. I don’t have any issues using it during my games but when I go to change my formation subs it’s defaults to JMU’s playbook. I’ve experienced this in my online and offline dynasty.shaggyatescooby9 days agoSeasoned Newcomer75Views1like3CommentsFormation Subs for Created Playbooks
We should be able to choose a created playbook as our main playbook in dynasty. This would help allow us to use formation subs for those playbooks from the dynasty menu If not, then in the pause menu from a dynasty game, there should be a formation subs option from the coaching tab. That way we could set formation subs up in game without the playclock hitting us. This method would only work in solo dynasties though. User v user dynasty games you would hardly be able to get all your formation subs in. Please add Custom Playbooks to Formation subs in an upcoming update147Views4likes3CommentsPlayer Traits. (Just an idea)
Thoughts on an editable trait in the player profile, something like: willing to transfer yes/no option. Yes you can adjust the transfer portal slider but should be a option in each players profile. This would be a very cool feature. Thoughts on this anyone? Or other similar ideas........9Views0likes0Comments