MattQ_266781
18 days agoRising Newcomer
Auto-Generated Recruits in Dynasty Mode Need Major Overhaul for Realism
Recruiting is the foundation of long-term immersion in Dynasty mode, and right now, the system in CFB 25/26 doesn’t reflect real college football in any meaningful way. This post breaks down where it misses the mark, based entirely on real recruiting data from 247Sports, Rivals, and On3—while also recognizing that previous games and mod communities handled this far better.
Position, Size, and Speed Mismatches • Offensive Linemen: The game frequently generates 5-star OL recruits at 6’1”, 260 lbs. → In real life, Power 5 OL recruits are almost always 6’4”–6’6”, 290–330 lbs. • Edge Rushers & Linebackers: Many edge players are 6’0”, 215 lbs with 4.3 speed. → That’s not an edge profile. Elite edge recruits are 6’3”+, 240+ lbs, and move with power, not DB speed. • Tight Ends: Top-tier tight ends are often just 6’0”–6’1” in the game. → Real FBS-level TEs are usually 6’4”–6’6”, especially among 4- and 5-star recruits. If you go on 247 sports and look at the top recruits for that position not a single one is under 6’3”. • Speed: Too many recruits across all positions are clocked in the 4.3–4.4 range. → That level of speed is rare even among elite receivers and DBs. In the game, it’s overrepresented and shows up in unrealistic places.
Geographic Distribution Is Off • Real-world recruiting is concentrated in Texas, Georgia, Florida, and California. → In-game, top players come just as frequently from low-output states like Vermont or Idaho. That undermines the concept of regional pipelines and realistic talent hotbeds.
Positional Accuracy Gaps • Defensive Backs: In real recruiting, nearly all top-tier corners and safeties are Black. → In-game, entire classes of DBs are often white, which doesn’t reflect modern recruiting reality. • Kickers & Punters: At the FBS level, these positions are almost entirely filled by white players. → Yet the game regularly generates Black specialists, which doesn’t align with actual rankings or rosters.
What NCAA 14 + CFB Revamped Did Right
The most frustrating part is that this issue has already been solved — by the community.
The CFB Revamped mod on NCAA 14 completely fixed the recruiting realism problem. The modding community created incredibly realistic, in-depth recruiting classes that reflected actual trends in size, speed, geography, position, and appearance. Classes were balanced, believable, and rewarding to recruit from — because they were based on how the sport actually works.
These were created and shared for free, by people who simply cared about the game.
I just want to hold EA Sports accountable to deliver at the same standard that a fan community reached with a 10-year-old game and no budget.
What Would Fix It 1. Update the recruit generator to reflect: • Realistic size and weight by position • Appropriate and rare elite speed • Geographic recruiting hotbeds • True positional archetypes 2. Apply race-based trends where it’s clearly backed by real data (for DBs and specialists). 3. Give users the ability to edit recruits or import custom classes, as we could in older titles or via Revamped.
Final Thought
I enjoy the gameplay. It’s fun. College football being back is something I’m genuinely excited about. But the auto-generated recruits are so disconnected from reality that it breaks any long-term investment in Dynasty mode.
Recruiting is what defines the future of your program. It’s the core mechanic that gives Dynasty its longevity. And when it doesn’t even loosely reflect how recruiting works in real life, it becomes hard to take the mode seriously over multiple seasons.
Nobody’s expecting perfection. But right now, this part of the game simply doesn’t work. Either fix it—or give us the tools to do it ourselves.