Madden 26 Companion App Release Date
Hello, When is the expected release date for the companion app for Madden 26? Last year, it was nearly a month after the Madden release. I am a third-party developer that relies on the companion app. Knowing the release ahead of time would help me schedule around the release date to work on my application. I appreciate any information you can provide. Best, Joshramsfan325 months agoSeasoned Newcomer12KViews48likes101CommentsMadden NFL 26 Title Update | December 11th, 2025
Hey Madden fans, Today’s title update is focused on stability improvements and several gameplay updates. General Gameplay Fixed an issue where defenders with KO abilities would trigger the ability, but no knockout would occur when landing a hit during a catch and a successful knockout was rolled. DEV NOTE: You may still see KO abilities light up on some break-on-ball animations without a knockout occurring. This is expected! KO abilities can light up when a defender makes a break on the ball, but a knockout still requires a successful knockout roll. With this update, whenever a KO roll is successful and contact is made during the catch, the ball will be knocked out regardless of tackle type. Addressed an issue where you could not change the coverage shells on the following formations: Nickel 24 Load Double Mug - Bucs Defensive Playbook Nickel 33 Load Double Mug - Broncos Defensive Playbook Nickel Load Double Mug - Saints Defensive Playbook Nickel 24 Load Mug - Saints Defensive Playbook Fixed the automotion animation for the Wing TE in the Eagles > Singleback Deuce > Mtn Power O play. Addressed an issue in the Bears > Gun > Wing Flex Offset Wk > Mtn PA Fk Screen Scissors play where the ball would not snap when the play was flipped. Addressed an issue preventing passes to the Tight End on the Steelers > Singleback > Bunch X Nasty > PA Sprint HB Flat play. Thanks for your continued feedback and support. We’ll see you on the field! - The Madden TeamEA_Blitz1 month agoEA American Football Team10KViews2likes0CommentsPlayer Option in Franchise Mode
Dear Madden NFL Development Team, I’ve been a loyal Madden player for years, and one of the most enjoyable features for me has always been the ability to play Franchise as a single player through “Player Mode.” In Madden 26, I was disappointed to find that Franchise Mode is now coach-only, with no option to lock into a player for an entire career. This change removes a unique and immersive way to experience the game, and it has significantly impacted how much I enjoy playing. I’m respectfully asking that you consider restoring Player Mode as an optional setting in a future update for Madden 26, or at least confirm that it will return in Madden 27. Even if resources are focused on Coach Mode, simply giving players the choice to experience Franchise as a player would make a huge difference. Thank you for your time, and for all the work you put into the Madden series each year.CalixKidx3234 months agoSeasoned Newcomer5.6KViews15likes10CommentsDeluxe Edition - Pre-Order no longer showing as ‘owned on Xbox’
Since EA updated the early release date to the 7th (not 11th) the Xbox store now no longer shows the game as ‘owned’… (I bought it in June) Getting flashbacks to the licence issues with the MVP bundle last year…. EA are blaming Xbox and Xbox are blaming EA. Does anyone else have the same issue and is anyone else concerned?Solvedcgprevolution575 months agoNew Traveler5.3KViews17likes29CommentsMadden Sliders Explained
Min Player Speed Threshold - Higher values is king! Less separation but more animations. In real life, speedsters get locked up too. Penalties (More important than Player/CPU skill) 0-50 = conservative / 50-100 = aggressive Offside - DL block shed. Higher values = higher block shed success at the cost of penalty. Penalty not really noticeable til values hit the 90s. Higher values = faster decision making from qb so probably affects pass rush too just haven’t noticed it. False Start - OL ability to push DL back on run plays to open gap. Higher values = bigger running gap at the cost of penalty. Penalty not really noticeable til values hit the 90s. Holding - Higher values = longer blocks at cost of penalty. Very important for good run blocking to prevent insta sheds. Higher values also puts pressure on qb causing miss throws even with QB Accuracy at 50. Face Mask - Tackle aggression. Lower values = conservative tackle. Higher values = hit stick. More strip attempts at lower values. Face mask penalty is broken. Defensive Pass Interference - Higher values = swat/pick. Lower values = play the receiver. Illegal Block In The Back - Higher values = better blocking down field at the cost of penalty. Roughing Passer - Lower values = power move success rate. Higher values = finesse move success rate. At 25, the pocket will collapse from bull rush and at 75, the game will probably end with 10 sacks. Higher values will pressure the qb causing miss throws even with QB Accuracy set at 50. Sensitive penalty, would leave at 50 so pass rushing outcome is determined on overall/skill rating. Player/CPU QB Accuracy - Think of it as confidence. The lower you go, the less confident the qb is gonna be to throw in tight areas (unless qb has aggressive trait). Also more miss throws the lower you go. Pass Blocking - Still testing but self-explanatory. Left mine at 50 to let ratings determine outcome. WR Catching - Self-explanatory. Left mine at 50 to let ratings determine outcome. Run Blocking - Self-explanatory. Left mine at 50 to let ratings determine outcome. Ball Security - Higher values = better ball carrier vision. I used to play on 65 til the QB stopped sliding so right now the sweet spot is 64. High values = less fumbles (I think). Pass Defense Reaction Time - This is how defense reacts in zone coverage. 20-41 defenders will leave their zone and overcommit to the route (zone is basically man and forces cpu offense to run since nobody is open). 42-77 and defense starts being less sticky and commit more to their zone as you go up in value(most times, they commit to the route even when not in match). 78-99 they commit more to their zone and are less sticky to receivers as you go up. The closer you are to 99, the more flat footed defenders get. Lower values = defenders pay more attention to receivers, react and adjust to their routes to be in better position to play the ball. Higher values = defenders pay more attention to the qb, commit more to their zone and have faster reaction/break to the pass. This slider affects both offense and defense. On offense, blockers have a higher awareness and will attempt the block instead of running pass defenders which heavily improves run game and screens. *All testing is done with Pass Coverage slider at 50* Interception - Still testing. Kept at 50 for better chance at tip drills. Pass Coverage - Still testing but left mine at 50 to let ratings determine outcome. Pretty sure this slider is based on ratings. From what I’ve noticed so far, this slider is a slider for Pass Defense Reaction Time. You can adjust how sticky defenders are to receivers in small increments. Tackling - Sweet spot is 44 on All-Pro. https://youtu.be/2vVzainL4xU?si=0Zge4u1DtIqza02qlh9jyl86aq8g3 months agoSeasoned Novice5.2KViews4likes15CommentsBest Offensive Playbooks in Madden NFL 26
Pittsburgh Steelers offensive playbook This playbook is my personal favorite: the Pittsburgh Steelers. It features the renowned Tight Doubles and Bunch X Nasty formations. Tight Doubles: Shot Fade Cross: By streaking the slot receiver, this play easily beats Cover 2 and slips under Cover 3 and 4. Cross Wheels: Similar to Shot Fade Cross, it effectively counters these zones. It also includes a powerful backside wheel and a short crossing drag to defeat other defenses. HB Base: Offers a strong running attack if you’re patient with your halfback. Bunch X Nasty: MTN Cross Post: To set up, streak the solo receiver. The wheel is open against any zone, and both the drag and reversed halfback route excel against man coverage. Philadelphia Eagles offensive playbook This playbook is a favorite among pro players: the Eagles playbook, featuring Normal Y Off Close and Trips TE Flex. Normal Y Off Close: PA Snag: Drag the tight end and streak the tight end side receiver. This play blocks blitzes, defeats man coverage, and hits zone soft spots with the post and slant. Y-Sail: Dragging the slot receiver creates a strong hi-lo between the tight end corner and backside drag. Jet Touch Pass: Run this for easy yards; once you get around the edge, expect big gains. Trips TE Flex: MTN Y Post: Features a sharp-cutting tight end post route that excels against man coverage and sits under most deep zones. You can also slant the inside-most receiver to attack the opposite side with a return route behind it. New England Patriots offensive playbook This playbook is notable for one formation: Y Off Trips X Close. Y Off Trips X Close: TE Whip: Set up by streaking the halfback and adding a speed out on the solo side. Focus on the whip, then the out route, then the backside post. Scat: Ideal for quick hiking; streak your tight end. Check the tight end up the seam, then the halfback in the flats, or the crossing in-route. If needed, the solo hitch will be open. MTN Corners: Streak the tight end and out route the slot receiver. Decide between the halfback Texas and the delay route. Jacksonville Jaguars offensive playbook This playbook is the easiest to win with: the Jacksonville playbook, featuring Bunch TE and Trips TE. Bunch TE: Whips: Leave it as is and choose between the two whip routes and the curl in the middle. Cheat TE HB Seam: Posting your tight end and streaking your slot creates a strong progression on the tight end side. The wheel route or halfback streak will be open, followed by the tight end post. HB Off Tackle: Known for being one of the best runs against popular defenses. Trips TE: Curl Flat: Leave it stock and make the hi-lo read between the Texas and the post. Assess the curl and flat or throw the tight end corner against Cover 2. QB Zone: A fantastic run play option.5KViews0likes0CommentsTop Five Defensive Playbooks in Madden NFL 26
Defensive Playbook 1 – Baltimore Ravens This playbook highlights the new defensive line stunt feature effectively. With the Nickel Single Mug formation, you can pressure the offense powerfully. The key play is 1 LB Dog. To set it up, blitz all linebackers, access the defensive line stunt menu, use the d-pad to choose Texas 4 Man, and watch your defensive ends attack inside. Using Cover 0 defense, you’ll have early coverage on all fronts. For variety, switch plays and keep the blitz setup. Defensive Playbook 2 – New England Patriots For intense pressure, the New England Patriots playbook is ideal. It features the 4-3 Even 6-1 defense. Use Sam Will Blitz for aggressive attacks or opt for Match Cover 4 Quarters for more coverage. You can also adjust to Cover 4 Drop. Unique to this playbook is Cover 2 within this formation, offering strong coverage defense. This 4-3 setup excels against the run with everyone on the line. Defensive Playbook 3 – Kansas City Chiefs For a bend-don’t-break coverage defense, choose the Kansas City Chiefs playbook. It supports Big Nickel and Dime 3-2 formations. Big Nickel is favored for match coverage, offering options like Cover 4 Palms and Cover 6 Trap. For more coverage, use Cover 3 Cloud in Dime 3-2, securing the weak side with a safety-cloud combo while handling the wide side yourself. When blitzing, incorporate DB Fire. Cover 2 is an excellent blitzing base, with DB Fire 2 delivering strong pressure. Defensive Playbook 4 – Green Bay Packers To follow the pros, try the Green Bay Packers playbook. Nickel 3-3 Dbl Mug formation is popular, especially with Mid Blitz. Run it as-is and control the safety on the halfback. With 5 out, you’ll pressure with 6. Even with a blocked halfback, pressure remains possible. Elite players counter by blocking the halfback and avoiding your user, but you can rush in and switch to coverage with the d-pad. Adjust to cover the running back on routes. Defensive Playbook 5 – Los Angeles Chargers My favorite, the Los Angeles Chargers playbook, offers effective loop blitzing with Nickel 3-3 Odd. The main play is LB Cross 3 Show 2. Ensure auto-flip is off, select the play, and back off your user, placing them in a zone and shading underneath for better coverage. The A-gap looper comes in cleanly. For added consistency, send the right outside linebacker. Even with 5 attackers, you often achieve pressure—even against a blocked halfback.4.8KViews1like0CommentsMadden 26 Superstar Mode: 1 step forward, 2 steps back
Let me start by acknowledging that while Superstar is improved, the lack of attention to detail is so glaring that it's impossible to fully enjoy the mode. So here's a list: Where is the league leaders section or stats for the season that you're in? Career stats are duplicated in player stats Travis Hunter's receiving stats aren't tracked. CFB 25 had no problem doing it, yet you guys somehow mess that up smh Where is the news section? I have no idea what is happening around the league unless I tediously go through each league info tab. Where is the tab for single-season or single-game records? How did we go another year without player cards or being able to view career stats from previous seasons, plus awards and accomplishments? (RTG has it, but Superstar doesn't after 3 years?) What happened to the legacy leaderboard? And for the ONE MILLIONTH TIME, why can't our players have dreads/long hair that comes out the back of the helmet? This was in previous Madden/CFB games, so why in 2025 is such a simple feature not available? And why is it never even acknowledged? Love the new heavy snow feature, but it's UNPLAYABLE right now. CPU teammates fumble every other play; it's ridiculous and unfair. Let us import more than 1 RTG player per position in Superstar. We weren't limited in the old games, so we shouldn't be limited now. The league portion of Superstar should be an EXCLUSIVELY offline game mode. This is the only mode I play. I don't play MUT, and I don't play Franchise anymore after y'all removed the player career option last year; so some of us just want an offline single-player career mode experience. We shouldn't have to be logged into EA's servers to get this; we don't have to in RTG, so why do we have to in Madden? Madden is the only "simulation" NFL game on the market right now; treat it as such and stop giving us the bare minimum. Year after year, we pay $70-$100 for a product that's not only limited and bare bones, but has horrendous quality-of-life issues that often never get addressed or acknowledged. EA_Kent EA_ShepardJiffy02064 months agoSeasoned Adventurer4.7KViews16likes10CommentsGameplay & Auto Sub Slider Enigma for M25 & M26 (Solved)
I'm writing this to the developers of Madden NFL 26 in charge of gameplay as a constructive solution for what the default Gameplay & Auto Sub settings should be for all teams when the game ships in August 2025. My reasoning for this solution is help with CPU player development in Franchise and the following settings also help to minimize the chance of injury during a game. I also humbly ask that you give/return to users the ability/option for starting offensive linemen to auto sub in/out. I pulled the data you'll see below directly from the Madden NFL 25 Francise save that I'm currently playing. I know in real life starting offensive linemen don't sub unless injured, but I like the idea of my offensive line subbing out when they're tired to avoid injury and allowing my backups to gain more XP, even in critical situations in the game. My thought is "What's the point of having a tired starting offensive lineman in on a critical down when I can have a fresh offensive lineman I can get more out of in that moment verses a likely fatigued defensive lineman." Next below are all the slider sets I use in Franchise. I found that having Penalty settings set to "1" (for those that allow it) enable all possible animations to play out as naturally as possible. Higher number settings actually seem to limit possible outcomes between player interactions on the field. Also having Fatigue set at "100" allows for more variation between players on the field. Because as in real life, being properly conditioned matters. Fatigue affects things as the effort given when shedding blocks, pass rush moves, and break tackle moves (trucks, jukes etc.). I also set Fumbles to "0" to enable full ball tangibility which alleviates issues like the ball passing through players forcing receptions or interceptions. More fumbles can occur because of this, but they can be minimized by timing the press of the "protect ball" button when taking hits from defenders. Next by setting QB accuracy to "0" allows for smarter CPU QB play for things like navigating the pocket and pass delivery. Also, the setting of "25" WR Catching & Interceptions allows for player leverage to matter more in route running/coverage. Meaning even a 65 overall WR can beat a 90+ overall DB somewhat regularly if timing and leverage of his route is perfect. The same is true as well in the low rated DB's favor if he has proper leverage in covering the route. Lastly, every other Skill Slider setting is set to "0" to enable all possible animations to play out as naturally as possible. Higher number settings actually seem to limit possible outcomes between player interactions on the field. 4162 - Auto Sub Slider Set for All Teams: (Best used with 8-to-10-minute quarters with Fatigue set at "100" in Franchise. These suggested default settings prevent starting players disappearing too early. Also, these settings work fine resulting in believable stats throughout the season if one is doing a CPU vs CPU franchise. This is true because no matter the user's chosen quarter length for actually booting into a game. The AI always sims non-played/non-watched games with 15-minute quarters.) Note: The only way to set subs as seen below in Franchise is to hack the save using Madden Franchise Editor on PC. Though, if one is just doing MUT or Play Now online you can set your subs as seen in the settings Menu when the game is first booted. LBSubOut QBSubIn OLSubIn OLSubOut HBSubIn HBSubOut QBSubOut LBSubIn SSubOut FBTESubIn FBTESubOut SSubIn DESubOut WRSubIn DTSubIn DTSubOut CBSubOut WRSubOut DefaultValue DESubIn CBSubIn 94 85 85 94 85 94 94 85 94 85 94 85 94 85 85 94 94 94 0 85 85 5817 & 5821 - CPU & Hum Skill Slider Set: QBAccuracy RunBlocking Tackling WRCatching Interceptions PassBlocking PassCoverage PassDefenseReactionTime DefaultValue Fumbles 0 0 0 25 25 0 0 0 50 0 5818 - Special Team Slider Set: (For Kick & Punt accuracy anything lower than "40" causes missed/in accurate kicks even when getting perfect alignments in the kick meter.) FGPower KickoffPower PuntAccuracy PuntPower DefaultValue FGAccuracy 50 50 50 = 40 when shown in the menu settings in game. 50 50 50 = 40 when shown in the menu settings in game. 5820 - Penalty Slider Set: OffensivePassInterference PuntCatchInterference RoughingKicker RunningIntoKicker FalseStart Holding Offside RoughingPasser DefaultToggleValue IllegalContact IntentionalGrounding DefaultValue DefensiveHolding DefensivePassInterference FaceMask Clipping TRUE TRUE TRUE TRUE 1 1 1 1 FALSE TRUE TRUE 50 1 1 1 1 5819 - Game Option Slider Set: (Adjust Fatigue based on your preferred quarter length in conjunction with Sub In: 85/Sub Out: 94 to prevent starters disappearing too early in game, that then would require manual subbing by user.) DefaultValue Fatigue Injuries MinPlayerSpeedThreshold 50 100 1 0 In summary, my slider sets are an effort to allow the individual player ratings to matter in representing a believable outcome in game. Meaning, I can accept bad play from bad players when I know I can develop them into a better player by putting them in situations that align with the strengths they do have.MidMellow7 months agoRising Novice4.3KViews1like1CommentHow to Play Madden 26 with an original Nintendo Switch
We have the original Switch console, and we want to play Madden 26. How best to do this? Since the game is supported by Switch 2, is there any way to be able to play Switch 2 games on the original Switch? Otherwise, get a Playstation instead? Thank you in advance.3.7KViews0likes0CommentsSuperstar quarter length bug
I started my superstar mode player and I used my 4600 deluxe edition points for skill points. I have all my settings correctly for what I want to play on. All Madden, 15 minute quarters, minimum play clock time 25 seconds. But every single time I load into a game it’s 6 minutes. I feel like I was kinda robbed the deluxe points because I used them on a mode that is glitched out. I wouldn’t have used them in the mode if I knew I wasn’t going to be able to play the way I wanted to play. (Realistically) Console: PlayStation 5 Online ID: SendMeJoi(then 2 -‘s)b13vins55 months agoSeasoned Newcomer3.5KViews3likes11CommentsMADDEN 26 FEEDBACK
Haven't gotten into franchise or anything yet, but have spent yesterday and today just toying with settings, sliders, and testing overall gameplay. I'll break it down into positives, negatives, and bugs/glitches I've run into so far. For the record, my User ID is BrandOG-182; Platform is PS5. POSITIVES: OVERALL GAMEPLAY: To my surprise feels pretty good actually considering the horrible experience CFB turned out to be. Movement is fluid and feels good; able to make good cuts on offense while running the ball, and good angle adjustments on defense while pursuing. Have only needed to make minimal adjustments to sliders, even being on All-Madden. Seems to be in a pretty solid place overall on both sides of the ball. Really plays like a pretty good game of football right now. Hopefully this remains fairly balanced at launch and after updates. SETTINGS: The amount of customization within the settings is excellent! From wear & tear, to weather; sliders & penalties, the ability to adjust everything to suit your style of gameplay has never been better. Haven't touched Franchise yet, but even last year, the XP sliders ability to adjust to age and position are great! This remains a strong positive and continues to improve. ANIMATIONS: New tackle and throw animations are really really nice additions, adding to the realism and overall emersion of the game. RUN BLOCKING: Even just blocking in general feels much better this year so far than previous years, and certainly a far cry from the dumpster fire experience it was within CFB. Running feels much much better compared to last year to the point the Run Blocking slider might even have to come down a bit. Will have to go through a season of franchise and see how the numbers look though. Pass blocking doesn't feel too overpowered for CPU, nor underpowered for the Player on 50 each, so that's pretty huge I feel. PLEASE, DO NOT screw this up with a future update! STUNTS: Were a great addition to CFB and are a great addition to Madden as well. RESTART GAME OPTION: A pretty nice touch as a Play Now option instead of just having the normal Quit option. Hopefully will see this in Franchise too. NEGATIVES: RATINGS: These are a matter of debate and discourse every year, but going through each team again this year, they still just feel out of touch with reality and leave me asking why a lot. I would really like to see more guys in the low to mid 70's, and far less in the 60's than I'm seeing. Some guys just really need some more respect on their name. Like, why is Matthew Stafford, a Super Bowl winner, still not at least a Superstar and yet Baker Mayfield (who I love as a QB so no hate toward him), is? Jared Goff with numbers he's put up is another. So many people either over or underrated. Make it make sense! These ratings affect how schemes work and play within game too, and too often I see them adjusted to make a guy fit a scheme while not emphasizing their individual skills within that position. This is especially relevant with linebackers, in which some can both rush the passer and play coverage really well at times. Good example of how it affects gameplay and scheme; Travis Hunter. Good at DB and WR. I'm afraid to even see the schemes in Franchise they were so jacked up last year. Idk who evaluates these each year, but DO BETTER PLEASE!!! KNOCKOUTS & 50/50 BALLS: My real problem with this is not just consistency, but how it pertains to overalls. This problem is exclusive to All-Madden to my knowledge because that's all I've played. Curious about other difficulties though. Whether it's knockouts or catches, they just seem to favor CPU way too consistently. I shouldn't need Superstar abilities to favor a catch or knockout when my CTH, CIT, SPC, or CVG calculates higher than the opponents player. I've had to turn CPU catching slider way down as they just do not drop the ball that often. Way too often have there been players with lower overalls coming down with, or knocking out balls against much higher overall players. This was a problem last year, and it was problem in CFB at launch with way too many 50/50 balls favoring the catch. This needs tuning. Overalls and ratings need to matter, even on All-Madden/Heisman. THAT BEHIND THE BACK KNOCKOUT ANIMATION: If you know, you know. It's in CFB as well...GET RID OF IT!!! Just terrible... QB RUNS/RUN OPTIONS: Seem very slow to launch; almost laggy. Not sure if this is just play design or buggy, but they feel as if they need a little tune up. CUSTOM UNIFORMS: The options are not great here. I liked it a few years ago when you could create multiple combinations from the whole selection of available uniforms, including the older 80s, 90s, etc versions. I hope at least the selection gets better after true launch, but we'll see. Also, the overall layout is a bit disorganized. DOWNLOADS: Specifically pertaining to older rosters/draft classes for nostalgic franchises. Been asking for this for some time now. Still no All-Time Teams either. Extremely disappointing for Franchise Mode, but I remain hopeful for possible future updates. BUGS/GLITCHES/MISLABELS SETTINGS --> GAME CONTROLS --> DEFENSE ENGAGED --> SPEED RUSH: On PS5, R2 is mislabeled here as R1 here. KICKOFF: Glitchy animation on kickoff where there appears to be a weird stutter and the kicker looks like he sort of glides across the turf instead of a fluid motion as with extra points and punts. ID MIKE: The ID Mike icon glitches out and disappears every so often. Hopefully this won't be an issue with routes as it was last year as well. So far haven't had the problem with routes in Play Now, but will have to see in Franchise. EXTRA POINT KICKS: I have the Kicking set to Multi-Meter; Tap and Tap. Every so often the extra tap doesn't register on the power gage, and the ball goes wide, even with the accuracy being good and aligned toward the middle for good accuracy on the first tap. So far this is all I've been able to discern and come up with after the first 24 hours. Going to dive into Franchise soon and leave a post in the Franchise section with what I find there. Hopefully this was helpful to those who read through it.3.3KViews12likes60CommentsMadden 26 Training Camp
In franchise mode, the devs have made the training camp so much harder to the point it is basically unplayable in a lot of aspects. They have removed the other WR battle and made the qb throw worse balls, that isn't an issue but what is an issue is when they sail it 20 yards out of bounds when i called for a bullet pass, this makes you have to restart many times for gold bc of something that has nothing to do with your WR in a WR redzone attack. My second complaint is about the chase and tackle drill, it is completely unrealistic and quite frankly just stupid, yes I get running backs don't always hit the gap they are intended to, but when the gap opens up and I go to make a play then they just turn around and wrap around the complete other side is completely unrealistic and has nothing do with user skill, the runningbacks more often than not hit another hole on the complete other side of the line as soon as you go to make a play on the gap they are supposed to and it makes it physically impossible to get gold unless you have really good rng and its all outside tosses. My last complaint is the Trench Battle, while not nearly as bad as the other 2 the lineman now have a holding animation that you can not break and they will just push you out of bounds and there isn't anything to be done about it, the only time the animation breaks is when you are out of bounds or hit tires, it is incredibly frustrating when you basically need a sack every single attempt to get gold. While I agree the training camps should be harder it is at the point they are unplayable in higher difficultys, please do something about this EA.Mr-Marvel-74 months agoSeasoned Newcomer2.9KViews17likes31CommentsDoes EA Play Pro get Full-Game Early-Access or a 10-Hour Trial on August 7th?
Does anyone know if EA Play PRO members ($16.99 / Month) get full-game early-access on Aug 7th or do we get the 10-hour trial and have to wait till the 14th for full-access? I saw that EA play Standard members ($5.99 / Month) ONLY get the 10-hour Trial on the 7th and that's it for them - but for EA Play PRO members EA didn't make it clear if we get the 10 hour trial or if we get the full-game version off the rip on the 7th. It's my first time getting a Pro membership but I want EA to confirm before i waste $16.99 on a monthly subscription and end up with only the 10-hour trial of "early access" and miss 7 days of Madden-play with my membership.SolvedWingzGS125 months agoRising Traveler2.7KViews0likes7CommentsGuessing the Kings position
Just seeing if anyone has solved a lotta people are saying they have that the king is joe burrow with jmar chase being his hand and cleats. But I believe they're wrong because if u pay attention one clue says that the king and his hand have played for the same team more than once so that would mean that they have to have had at least be on 2 teams and everyone but Tyreek hill has only been on 1 team since coming in the league so I don't believe that's it.. and the equipment I believe isn't cleats but gloves bcuz gloves are more legible for like breast cancer awareness and other support charaties... So I have Tyreek hill as the hand , and gloves for the equipment I'm just having a hard time guessing the kings position. Cuz Tyreek hill has played for the Dolphins and Chiefs but who has played on the Dolphins and Chiefs as well... It doesn't say they played at the same time on the teams just that they have played for the same teams more than once and they're both in the league now. I would think mahommes but the QB would be the most common to choose aso I dont think it's pay mahommes. Just can't think of another viable answer.79l299wrmyas2 months agoSeasoned Newcomer2.5KViews0likes3CommentsWeather Settings for Individual Games
I think this idea is probably a throwback to something that used to be... But, as awesome as the new weather effects and impacts to the game are, I think allowing players to choose the Weather for each game would be an easy addition. I understand there might be some competitive modes or online Franchises where people may not want this option, so maybe it's an additional toggle when setting up a new Franchise. An option to allow players to change the Weather settings for each game or not. And honestly, I'm not sure who wouldn't be happy having more control of how they get to play each game. It can be done and still keep the weather relevant to a game's geographic location, if anyone's worried about realism. As in, games in Miami can't select heavy snow, but can turn on heavy rain if that's how they want to play that game. I often sim a large portion of Franchise season games, so when I do play, I'd love to be able to make it extra fun by deciding what weather to play in.dbjorns4 months agoRising Novice2.4KViews5likes5CommentsMADDEN 26-27 IMPROVEMENT IDEAS
This is a thread I wanted to start so everyone on here can have their ideas seen and heard by EA_Shepard and other EA Staff while also having a single, organized place to share them. This in turn makes it easier to read and organize these thoughts in order to pass on to dev teams. Please be respectful and feel free to put down anything you would want to see in a coming update or in newer games to come. I'll start by adding these ideas: Downloadable Rosters & Draft Classes from past years for nostalgic Franchises. Customizable Divisions and Schedules like what is found in CFB (Great for Fantasy). Reincluding the option of Coaching Legends for Coach Mode (Also Great for Fantasy). Possibly reinclude custom facial uploads for custom coaches in Coach Mode. Revamped and reincluded Player/Owner Modes. - Ultimately to summarize this: For Owner Mode, I'd like to see Team Builder tied more exclusively to a new version of this where customization of everything from the ground up is key for the most customizable experience ever. For Player Mode, I'd like what little works well within Superstar to be tied to a new, revamped Player Mode, where the storylines and cutscenes are more included here, and less in other modes. This would include being able to choose an existing player within a franchise, and focus exclusively on their career; OR, create a new player and start as you would within Superstar. I'd like to see Team Builder weaved into relocation for all online modes and somehow introduced into offline. Inclusion of holding the L2/LT to Switch Stick to minimize switching by accident, especially while trying to pass rush. Include more cities and teams for Relocation. Cities where franchises already exist like Miami, LA, or Detroit, as well as new ones like Boston, Phoenix, or Birmingham. More Stadium options for Relocation. Reinclude Build a Stadium within Team Builder. I'm talking from scratch...not just editing the field. Reinclude the ability to edit and create more custom uniform combinations. Within the Edit Rosters section of the Creation Center, more flexibility to edit a player's contract, abilities, etc, would be nice. Better Training Camp - Introduce some ability to gain physical STR, SPD, AGI, COD, by introducing some of the game found in Superstar like the 3Cone, Weightlifting, 40YD, etc. - This is where mini-games shine. Make games open for more players to train and have them more focused on gaining skill points and less on XP and Rookie Reps. This is a great way to help maintain the physical ability of Vets, or take your high-level Superstars to the next level. Revamp Weekly Training - Make this less focused on mini-games and tie it more to Practice Mode and gaining XP/Rookie Reps. The way the have Wear & Tear worked into this is nice; Now just optimize it. Optimize Coach Central and Coaching Abilities. - It's a bit to type but my thoughts on this can be found in my "M26 Franchise Feedback thread" thread. I feel that's a pretty good start for now. Hopefully this is helpful for anyone that reads and I look forward to seeing more thoughts and ideas shared here!2KViews7likes104Comments
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