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GVRH You make a good point about user input being the difference between a swat, tackle, or a miss that turns into six. That kind of control-based defensive payoff could make those plays feel a lot more earned, rather than just coming down to whatever animation wins out.
The note about L1/LT already being tied to DB lock-on is helpful too, because that makes the button-combo side of this way more practical. The L2/LB+ idea and the switch stick comparison help explain what you’re actually trying to achieve here, which is cleaner defensive control without adding input chaos.
So logistics aside, how would this improve user accessibility and player experience? Would it conflict with play calls and other mechanics?
When it comes to being worth passing on, it all is. "How" you play is vital because I'm going to be really upset if I change those buttons and that caused an interception with a 40-yard return, someone is buying me a new controller 😂
EA_Shepard Hey man, thanks much for taking a look at this; I really think it has some awesome potential as an addition!
So, in terms of accessibility, this is definitely more of a high risk, high reward skill addition that will likely take some work to master, as with some other additions in the past like the Switch Stick or Free-Form passing. In saying that, it's probably going to cause some initial frustration both to current players getting used to it, and new players who have yet to learn even the more basic controls. In saying that however, people have been on fire for a more defensive game for quite some time, and I really feel that mastering this skill has the potential to make usering DB's a more rewarding experience while making the game a much more defensive battle as many players have requested. Mastering this skill could create a pretty significant skill gap, which will likely push some away, but also creates the potential for bringing up some newer players into a more skilled, pro-potential gamer that may not be the best at offense (making reads, play calling, etc.), but in turn become lockdown defensive players.
Now, I do have to note that "Strafe" is in fact tied to L2/LT already post-snap, but here's why I don't think that'll be a problem:
- When locked on or simply usering a DB, most are not using L2/LT in this scenario unless they need to quick turn to get in front of a ball for an INT creating minimal conflict.
- For those that opt to using the L1/LB "Defensive Assisst" feature, that finger is preoccupied, so while you would have to time this appropriately, transitioning from L1/LB to L2/LT, ultimately the reward would be worth the effort despite maybe feeling uncomfortable at first.
- Here's where masters of these controls are going to be happy. Mostly skilled players presnap are either usering a LB or DL positions to create confusion/pressure, and switch sticking to DB's to make plays on the ball. Especially with no look no INT introduced, when usering LB's or CB's, L2/LT has been a much greater neccessity to get in front of balls to make decent plays. For LB, this position already utilizes L2/LT the best to strafe gaps in coverage and keep eyes on the ball, creating minimal conflict. For DL, L2/LT is not really being used until a position switch is made, nor are they using L1/LB, so there's no conflict there.
So here's the real kicker, if you were to also tie in Switch Stick to the L2/LT button, it would allow for quick, seamless transitions to make plays. The combo would look like this: Hold L2/LT + RS Switch --> Sq/X or O/B (left or right hand knockout) OR Tri/Y for an INT. Introducing L2/LT Strafe into the combo like this could actually prove better for players in order to get in front of balls so they don't get caught not looking. Of course, it could also create some pretty big misses, which is why it's ultimately a high risk, high reward, skill mechanic.
In summary, I really think this is doable, causing very minimal conflict with other buttons or mechanics, and could even possibly be better with Switch Stick added to the mix. It could potentially revolutionize how defense is played and create much more skilled battles in the future for high level players. It's also bound to make pump-faking a more useful asset, and scheming people open absolutely vital to making plays. I honestly think if utilized properly, it could make having to use superstar knockout abilities less essential, creating opportunity for other abilities to be put to use instead. On the downside, it could be a skill gap that becomes a large a barrier for entry level players. Honestly though, that ship might have already sailed with introduction of Swich Stick and Free Form Passing which has created large enough skill gaps already. Hopefully I covered all the bases here, but I also look forward to hear some things I might have missed and not thought of so we can get it figured out potentially! Thanks again for taking the time to look at this!
- MaddenUniversity23 days agoSeasoned Veteran
I'm interested in how this would work... Some of us use the D-Pad to switch because the split second my finger is moving between the Pad and the L-Stick, I know who I'm controlling and what I need to do. I'm wondering what the impact to my muscle memory will be.
Later
- GVRH23 days agoSeasoned Ace
MaddenUniversity Hey man, thanks for your feedback! If this were to actually be implemented in the exact way I proposed, it definitely could take some time to rework muscle memory. I still often use the O/B button to switch instead of the stick because of how long it's been a habit for me. So yeah, it would certainly feel uncomfortable at first, but I think the upside might make it worth trying. The good news is though, the thumb is primarily what's working the D-Pad & LS on that left side, still leaving the index finger (or even middle finger if you're skilled like that) to work that L2/LT to make the proper inputs. Also, if you were to ulitmately to feel uncomfortable using it, since it would be tied to L2/LT, you could always opt out and stick to your normal, single button inputs for switches and swats and whatnot. So again, not that it wouldn't take getting used to it, but I don't think it's an impossible thing for most of us to learn. What do you think?
- EA_Shepard22 days ago
Community Manager
MaddenUniversity That was the first thing I thought about. Muscle memory.
GVRH If we take into consideration the games we play - Sports/MMO/RPG/Mobile - things get really confusing once you swap over to another game.
So, thinking not just as the player, but also from my side, would this hinder more controls or help swap back and forth if the mapping and condition settings were what we wanted?
I play a few rounds of BF, then go to Madden, then swap to something like Skyrim (first one that came to mind), and then back to Madden later. Where does that land me on not getting aggro because i should have landed that toss but ended up in a fumble.
- EA_Shepard22 days ago
Community Manager
GVRH All good, believe me. I would much rather spend my day reading details in a novel rather than one liners of - its broke fix it...
I have already summed up a huge amount of M27 feedback from this board, so that makes my job so much easier lol.- GVRH22 days agoSeasoned Ace
EA_Shepard Yeah I'm guilty of the "it's broke" one liners myself unfortunately, lol... I will say though as I've gotten older that it's become less frequent thankfully, and I much more enjoy trying to come up with solutions to problems.
It's exciting to see what they'll be able to get implemented this year! I'm just glad we've been able to be helpful. I feel that I've seen a pretty good handful of people this year putting out a lot of really good feedback...and if it's making your job easier; all the better!
- EA_Shepard22 days ago
Community Manager
GVRH And I learned that one the hard way. The boss was always like, "And what do you suppose we do?"
We could fix it? 😂 OR let someone know who can fix it? That is when you know not to bring up issues unless you have solutions. The older you get, the more things change.
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