xX_BigMo44_Xx Yeah, I remember bringing this idea up earlier, and this follow-up helps sharpen it. Framing coach abilities as something that can swing a moment rather than taking over a whole game makes more sense, and it aligns pretty well with where Madden 26 has already started going with Franchise. Franchise deep dive says coach abilities were added to reflect real NFL coaches, with Gameday Abilities and Season Abilities, and that some of them are meant to affect actual gameplay moments instead of just handing out flat stat boosts. The gameplay deep dive also talks about expanding the signature styles of NFL coaches, so I get why you’re looking at that and thinking there’s room to push the idea further into H2H and MUT without letting it overpower the Fans on the field. I mean, really, there's always room to push these into other modes if they are possible.
The main thing here is that you’re not really asking for “coach powers” so much as you’re asking for coach identity. A Dan Campbell-type fourth-down edge, or a Brian Flores-type pressure disguise window, feels a lot closer to football personality than just another generic ratings bump. And with Madden 26 already splitting modes like Franchise and Ultimate Team into different experiences, I can see why you’d want that chess-match feel to carry more cleanly across both instead of living mostly in one lane. One thing I’d be curious about is whether you’d want those coach effects tied mostly to situations like down-and-distance and personnel groupings, or more to play-style identity over the full game. And on the MUT side, would you rather build around a coach giving you a few high-leverage moments, or around a broader scheme identity that shapes how your whole lineup fits together?