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honeybadger0475's avatar
honeybadger0475
Seasoned Novice
20 days ago

Wear and tear system unbalanced

Wear and tear has a good concept but is completely over exaggerated. My half backs are set to “keep fresh” and autosub out at 90 stamina and by week 3 my starting HB’s season pool is less than 25% at 12-18 carries/game. His injury, toughness, and stamina attributes are all 85+. I get that wear and tear is supposed to add realism and it could, but it should never be able to be almost fully depleted by week 3 of a season especially when your subs are set to the max “keep fresh” setting. Now I have to waste an entire season fiddling with wear and tear sliders to fix this mess myself and most of my players for the next 4 years will feel the effects of the overdone wear and tear of this season. 

6 Replies

  • Iamholdem's avatar
    Iamholdem
    Seasoned Newcomer
    7 days ago

    I am playing Dynasty primarily and I am trying to get my running back stats and by the third quarter he is sub out for the rest of the game and this is with keep fresh and adjustments to the sub out and sub in bar. I run the ball maybe 12 times a game. And he cant go the distance. It is a shame!

  • WJReid's avatar
    WJReid
    New Rookie
    10 days ago

    Having this problem too. I didn't want to turn it down bc I want to affect the cpu but the affect on HBs especially is too great. 

  • User wear and tear is completely broken in dynasty. Have had all the same problems discussed above. All of my players wear and tear is dramatically skewed to impact them significantly worse than non-user team players over the course of the season. I don’t have an issue with the premise, but there is no parity. Have messed with sliders and game flow to see the disparity, and it’s stark. User players knocked out before CPU even starts seeing impacts. EA needs to balance the W/T effects across the board. Love the concept, but it’s becoming unplayable and getting to the point where I might just turn it off. Please fix this.

  • gian0069's avatar
    gian0069
    Seasoned Newcomer
    14 days ago

    I also scaled the tackling down although just to 40 and boosted the recovery in the same range like you. It seems better, but i also put the RBs on keep fresh at halftime. 
    Still, the career W&T goes down the same as the season one. If it goes on like this, it looks like my freshman RB can play just 2 seasons. It’s ridiculous. They have to change something. The CPU RBs have the double on attempts and it impacts them not at all like the user ones. 

  • gian0069​ not certain, I scaled the wear and tear sliders way down, normal tackle impact to 10 hit stick to 20, advantage tackles to 15 everything else somewhere in that range. I also boosted the W/T recovery to 55 per snap, 60 per week and 65 for the others. Seems to have helped slightly but still losing a good bit per week on my RB’s. It seems to be registering W/T as fatigue cause my backs almost never sub out now even with the fatigue sub out set to 90 with sub in at 100. Not sure if the sliders can actually fix the issue without a rework to the system. Haven’t done enough long term testing to see if I actually changed anything with the sliders or not.

  • gian0069's avatar
    gian0069
    Seasoned Newcomer
    18 days ago

    Did you find a solution? 
    I have the same problem. At the end of the season my HB couldn’t play anymore because there was no season health left. Started then with Pitt, Reid has like 33 carries (also maxed out keep fresh) after 3 games and lost 25% of season health. I played a bit with the sliders but I couldn’t find any good settings to have the wear and tear impact not so high. 

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