Forum Discussion
ntstrong57 First off, thank you for taking the time to put this together. This is exactly the kind of detailed feedback that helps because you didn't just say something "feels off"—you explained when it happens, how it happens, and even called out situations where you tried reproducing it in Practice Mode. Those details make it much easier to understand what you're seeing.
I jotted down everything you listed, and we'll definitely keep an eye out for more reports around these same areas. The context you included on defensive switching, tackling, recruiting filters, protection adjustments, route running, and match coverage is helpful because it gives us specific situations to compare against if others run into similar situations.
I appreciate that you pointed out what already feels good, like dagger concepts, slants, overs, and out routes. Feedback like that helps paint a more complete picture rather than focusing only on what isn't working.
If you notice any consistent patterns or can reproduce any of these more reliably, definitely keep us posted. We have a lot of info in the College Football Game Info Hub
- ntstrong5719 days agoSeasoned Traveler
Revamped Passing Feedback – Throw Power & Ball Trajectory
I’m using Revamped Passing with Small Pass Lead. Overall, I like the system, but I think there are issues with how throw power and trajectory are interacting on intermediate and deep throws.
1. Bucket Throws (Slot Fades, Seams, Deep Overs)
The biggest issue is that touch/lob throws seem to lose too much velocity, regardless of the distance.
Example:
- Press man coverage.
- Slot receiver wins immediately on a slot fade.
- QB steps up into the pocket with no pressure.
- I intentionally throw a touch/lob pass because I want the ball to clear the trailing defender and drop into the receiver’s path.
Instead, the ball frequently dies underneath the receiver. This happens on throws of roughly 20–45 yards. Whether it’s a 25-yard slot fade or a 40-yard slot fade, the ball often loses velocity too early and becomes an underthrow.
The only way to consistently get enough distance is to throw a full-bar (yellow) pass, but that creates a different problem:
- The trajectory becomes much flatter.
- The ball stays within reach of the trailing defender.
- Full-bar throws also introduce unnecessary inaccuracy risk on throws that should be routine for high-rated quarterbacks.
In previous EA Football games, if a receiver won immediately against press coverage, a properly timed touch pass would naturally lead the receiver into an uncontested catch. Ratings determined how much separation the receiver created—not whether the quarterback could physically deliver the ball with the correct trajectory.
2. Routine Intermediate Throws Require Too Much Extra Velocity
I’ve also noticed this on basic intermediate throws.
Example:
- QB is standing tall in a clean pocket.
- No pressure.
- Throwing a 15–20 yard dig, over route, or crossing route.
Unless I consciously step forward and add extra momentum—or use a full-bar throw—the pass often lacks the velocity needed to hit the receiver in stride.
I understand encouraging players to step into deep throws, and I actually like that concept. However, quarterbacks with approximately 85–87+ Throw Power should be able to stand in a clean pocket and make routine 15–20 yard throws without requiring exaggerated mechanics or maximum power input.
It currently feels like throw power is being reduced too aggressively unless the QB is stepping into every throw or using maximum pass power.
Overall Suggestion
I like the direction Revamped Passing is trying to go, but I think touch and lob throws need to retain more velocity while keeping their arc.
High-rated quarterbacks should be able to:
- Throw receivers open on slot fades and seams.
- Hit intermediate routes in stride from a clean pocket.
- Use touch trajectory without sacrificing so much throw power that otherwise correct reads become underthrows.
The goal isn’t to make every deep throw automatic. It’s to allow correctly timed, well-read throws to be rewarded with realistic trajectory and velocity instead of forcing players to choose between the correct arc and enough throw power.