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indigoducks's avatar
indigoducks
New Adventurer
6 months ago

Player Archetype Issues

Found issues with player archetypes.  Some of these may be intentional, like certain positions getting the same stat in multiple upgrade groups, but I'm noting in case they aren't.

QB

  • Stamina in both Quickness & Health trees for Backfield Threat, Pure Runner & Dual Threat archetypes.
  • Pure Runner - doesn't seem to develop very well; they're also missing Play Action, but that may be by design?

FB

  • Utility doesn't get Catch in Traffic (Blocker does though); they don't get anything at all that the Blocker type doesn't get, in fact, but they should so they feel more distinct.
    • Suggestion: add Catch in Traffic, Spectacular Catch, Juke and Spin - this will make them feel more agile and threatening as receiving options.
    • Remove Impact Blocking - they'll still be able to do their blocking job, but big blow-up lead blocks will be more unique to the Blocking FB.
  • Injury is missing from all FB upgrade trees.
  • Suggestion: add special teams skills to all FBs, since that's a key job for them.
    • Block shed, tackle and hit power

TE

  • Gritty Possession has Pass Block twice, in IQ and Power.
  • Physical Route Runner is missing Deep Route Running, Release, and Run Block.  Some of these may be by design to differentiate them from Vertical Threat, but this archetype doesn't develop very well as is.

WILL LB

  • Signal Caller is missing Agility and Change of Direction (unlike the Mike Signal Caller).

7 Replies

  • Following up with suggestions to differentiate and expand player archetypes.

    FB
    Some schools (and CFB26 playbooks, I see you Iowa State) still make great use of fullbacks and there are plenty of popular, effective players throughout the history of the game to draw inspiration from.

    1. Add "Hammer" player type.
      • Modeling Dan Alstott and Peyton Hillis, this is sort of done with the North/South Blocker RB type, but would have more emphasis on well-rounded blocking and blasting through tacklers.  Hybrid FB/Power HB.
      • Using Blocking FB archetype as a base, add Break Tackle.
      • Add Headfirst, Downhill and Battering Ram physical abilities, plus a couple blocking abilities like Screen Enforcer and Strong Grip.  Workhorse would be a good option as well.
    2. Add "Swiss Army Knife" player type.
      • Modeling Larry Centers and Kyle Juszczyk, this Fullback archetype would have similarities with possession TEs but with better run after catch and lead blocking.  Hybrid FB/3rd Down Back.
      • Using Utility FB archetype as a base, add Run Block Finesse and Pass Block Power, Deep Route Running, and Catch in Traffic.  Remove Trucking, add Juke.
      • Add Shifty and Sure Hands for better adjusting to and running after catch.  Sidekick, Outside Shield, and PA Shield round out their blocking.  Takeoff and Weardown would be good alternatives.
    3. To better differentiate these player types, remove Agility and Change of Direction from Blocking FBs.  Swap Screen Enforcer with Ground n Pound.  Decrease the cost of their impact blocking.
    4. Awareness should be more affordable for FB's in general.  They're not very fun to use when they get "stuck" in the backfield or miss their blocks.
    5. Improving FB generation and progression in general would help the game.  Everybody makes a better FB than actual FBs: converted RBs, TEs, and even some WRs and QBs make great FBs.  It's rare for them to develop into the mid 80s (or higher).

    LB

    1. Add "Tweener/Stand Up Edge" player type.
      1. Classic 3-4 OLB/blitzing LB with emphasis on pass rush over coverage.  Thumpers tend to develop good pass rush ratings and Signal Callers have Take Down, but neither quite satisfy this archetype.
      2. Physical abilities should include Quick Jump, Duress, Pocket Disruptor, Outside Disruptor, and Option Disruptor.  Blow Up would be a good alternative.

    K/P

    1. Add "Weapon" player type.
      • Modeling Daniel Sepulveda, Reggie Hodges, Tom Tupa, and that time Jay Feely outscored the entire Broncos offense by himself, these special teamers have athletic ability to move the ball and cover their own kicks.
      • Chip Shot and Coffin Corner ensure kicking ability while Wrap Up, Shifty and either Dot or Mobile Deadeye give them versatility.
      • More balanced progression between kicking, athleticism, tackling and block shedding, and carrying and passing (plus some toughness/injury) ensure they won't be the best pure kickers but still competent while developing other ratings better.
  • Good morning, EA.  Quite a few bugs and oversights here, I hope you are taking a look.

  • indigoducks's avatar
    indigoducks
    New Adventurer
    5 months ago

    Will there be any updates to Dynasty, like some of these issues with player archetypes, in tomorrow's update?

  • Really enjoying these archetypes and abilities, but there are a lot of errors and omissions still present:

    QB

    • Dual Threat - Tying two of their physical abilities to Break Tackle and 1 to Break Sack is lame, and hampers most of them with only rare exceptions ever reaching the floor for more than one or two of their abilities.
      • Stamina still listed twice, no Toughness.
    • Pure Runner - Bronze Workhorse requires 92 Toughness.
      • To better help them unlock this, because it's pretty much impossible right now, add Toughness to their Power tree as well as their Health tree.  That would help them unlock one of their key physical abilities while also improving their overall, which tends to be lower than the other QB archetypes.
      • The fastest Pure Runner QB in my save has 89 Speed.  The floor for Shifty is 89; the floor for Magician is 91.  Cruel to stunt "Pure Runner's" Speed generation and growth when they're so dependent on it.
      • Stamina still listed twice (this is probably OK tbh).
    • There are 42 QBs >85 overall in my current save.  1 of them is a Pure Runner.

     

    FB

    • There are 2 FBs rated >80 in my current save.  Because their ratings grow so poorly they don't get to unlock many physical abilities.
    • As bad as the Fullbacks that generate in recruitment are, converted FBs with high dev traits don't develop very well either; I have a Star dev FB converted from RB who is an 80 Overall SR (RS), and he's the second highest-rated FB in my current save.
    • Please help them.  I'd love to see additional archetypes, but even without that, they are missing key ratings (see OP) and need their ratings trees to be less expensive.

     

    TE

    • There are 14 TEs >87 overall in my current save.  12 of them are Pure Blockers; there are 24 TEs >85 overall in my current save, and 17 of them are Pure Blockers.
    • Pure Blocker - Injury listed twice in Power ratings tree.
    • Gritty Possession - There is 1 Gritty Possession TE >80 overall in my current save, likely owing to how spread out and expensive their core ratings are.  Really neat archetype, please help them by reducing the cost of some of their trees.

     

    SAM/WILL

    • Signal Caller - lacks Agility and Change of Direction in Quickness ratings tree, unlike every other LB archetype including the MIKE Signal Caller (I already reported this one, let's go EA)!

     

    S

    • Hybrid - Most of their physical abilities are tied to tackling and hit power, which explains why I couldn't find a single Hybrid safety in my save with more than one ability unlocked.  They don't prioritize developing those ratings and never reach the floor required to unlock their abilities.
    • Box Specialist - By contrast to most other archetypes, all of their physical abilities can be unlocked by progressing only two ratings trees.  The caps on these trees prevent them from ever reaching the floor for more than a couple of their traits, however.
      • Perhaps intentional, no Agility or Change of Direction in their ratings trees.

     

    K/P

    • There are 41 K/Ps >84 overall in my current save.  Three of them are Power.
    • Power - Lacking Carrying, unlike Accurate K/Ps.  Why don't they develop as well as Accurate K/Ps?
    • Should they all have Ballcarrier Vision and Tackle in there somewhere?  Could use some fleshing out as suggested previously.

     

    General

    • Some of the ratings requirements for unlocking abilities are impossible to ever be achieved.  In addition to the QB notes above:
      • 95 Stamina for Recoup.  Doesn't having 95 Stamina make Recoup fairly redundant anyway?
      • 95 Acceleration for Takeoff on Vertical Threat TE.  The highest Acceleration for any TE in my current save is 89.  This must be lowered.
      • 88 Power Moves and 88 Finesse Moves for Duress on Speed and Power Rushers seems odd.  Shouldn't it be Power Moves or Finesse Moves?
    • Omissions of different durability ratings across all positions and archetypes.  Some of these may be intentional, like CBs lacking Toughness, but some aren't.
      • QB, Backfield Creator - Stamina listed twice. 
      • FB, Utility - No Injury.
      • OL, Agile - Stamina listed twice.
      • LB, Lurker - No Toughness.
      • S - All of these archetypes have 1 or 2 durability ratings, but none have all.

     

  • Unclear if this is unintended or not, but changing a player's position also seems to change their appearance.  For example, anytime I convert a player to Fullback, they immediately appear to gain 30 pounds and put on rubber elbow pads.  If we're doing that, may as well give them all a neck roll too, right?

  • Would love to know EA is tracking these problems and fixes are on the way.  Can't believe stuff like this made it to release:

    • 95 Acceleration is the requirement to unlock the first tier of Takeoff on Vertical Threat TEs.  The highest Acceleration for any TE in my current save is 89.  This must be lowered.
  • Perhaps I should specify why these problems are so egregious.  When I say, "the highest Acceleration for any TE in my current save is 89," I don't mean any of my tight ends.  I mean of any tight end in the entire game.  There isn't a TE in the nation in 2035 that has an Acceleration higher than 89.  The FLOOR for this requirement is 95.

    This is just one problem with one position.

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