Dynasty Suggestions for the future
I have to admit the feel of the whole games is much better than last year. I will enjoy figuring it all out as it goes along. However, I know that developers pay less attention to these boards the older they get, so a few things I would love to see added for the next year. A full coaching staff for each team. 105 man rosters 2 portal recruiting windows (allow players to be cut during the portal windows - so they would pop up in the portal as well) Recruiting points should cost less for local prospects in more than just visits. Scouting should be cheaper for local prospects, sending coaches, etc. I know this was said, but didn't seem to have an impact with the few teams I have run through so far. winter conditioning, spring practices, summer training, and fall camp. At a minimum allow for some depth by choosing what you have players work on. Pretty sure EA did this with baseball years ago. Quit relying on the player base to adjust the sliders for a realistic play of the game, this should be the base sliders when released. This is why you have Beta and probably should be used much earlier than you currently schedule it. Coach mode. Bring back a pure coach mode where I control the plays, but do not control the actual game play. I find that much more challenging when the sliders are right. (I will admit I do like that the QB will now take off and scramble if you use current coach mode on his own) Allow us to reset coach points after the end of the season if you are not going to allow us to max it out. Keep their base archetype, but allow us to redesign what seems to work best for us. Quit adding make believe players to rosters. If they are not full then leave them that way or use one you didn't include from that team. More annoying to have a random create a player on the rosters than the players who didn't opt in. This just give more slots to recruit the next year rather than some random name appearing on your roster. Allow renaming, deleting, or creating of conferences. Doesn't hurt to have the option. NIL is a big thing with college football now and it is not in the game... Allow full customization of fake players, race, hair, etc. You are generating way too many people who hail from the mountain of the caucasus in here. Change the way you handle ATH designation. Show what positions they are capable of and allow them to stay an athlete for two way play or change to a primary position. This would allow for the player to earn experience at both, but at a decreased amount for a player who is not primarily focusing on one position. Quit making position change stagnant. We should be able to change their position at any time during the year. It happens in real life so not sure why you are trying to make it more difficult then it needs to be. SUGGESTED BY ANOTHER USER - Transition to a subscription based product with micro transactions to keep the base game consistent and with fewer bugs. It would allow the player base to buy additional roster, past or future. SUGGESTED BY ANOTHER USER - Import draft classes to Madden. Would definitely require a section in their NIL agreement. SUGGESTED BY ANOTHER USER - Dynamic Pipeline's for dynasty. I would add dynamic rivalries here as well. SUGGESTED BY ANOTHER USER- Slider adjustments in game. SUGGESTED BY ANOTHER USER - Dynamic depth charts that adjust for your team's scheme. They need to put more effort into explaining the roles of positions and skill sets for certain positions. Most teams do not have a simple WR depth, but have 3 separate and distinct positions here. Typically WR-X, WR-Z, WR-SL. Each having different traits that particular coach wants for those positions. Same with multiple different looks on defense from teams ranging from heavy DB looks to heavy LB looks, but they are not the same and I think they have made the approach to defenses way too simplistic in comparison to the offense. One 3-3-5 is not like another as LB's and backend may be more focused on specific types for their purpose. Some have 2 LBs and a safety for the backers, others have 2 LBs and an athletic edge. I feel like they have slept on the complexity of the game by making the depth charts way too simplistic for what the game has evolved into. They need to be team specific too.201Views6likes18CommentsProximity To Home Grade Error
Old Dominion’s Proximity To Home grade is off. It is giving an A+ grade to recruits in Mississippi while recruits from Virginia have a B-. This is an issue that was happening last year as well. Not sure if there are other schools currently like this.137Views0likes0CommentsDealbreakers & certain recruiting grades need to be scaled for short quarters
Honestly I like the concept. Maybe not a fan of this change in college football generally but I think EA was on the right track with this one. However, some of these player specific dealbreakers need to be reworked or else some of the recruiting grades' calculations need to be scaled properly or rewritten altogether. The biggest one I'm thinking of is playing style. I like to play every game on my schedule, but that gets cumbersome if you set the quarters to give you realistic stats. So I set my quarters to 4 minutes, and the default is 5 minutes. However, I'm not going to get 400 offensive yards a game, let alone average that (which is roughly what a A-/B+ grade for offensive play styles sits at). I usually get on the low end of 200-300 and that's fine for me but it does generally result in F-D+ grades in the playing style recruiting grade. This means that even though I might get starting interest from 4* offensive players, I'm functionally locked out from recruiting these players because of a play setting. This isn't something I can just overcome by improving my school or recruiting better over time. Conversely, I can get insane defensive players and never lose them because I end up with an A+ grade for playing style for many archetypes simply because there's less time for opposing offenses to be on the field. I probably shouldn't be rewarded for this gameplay setting either. Similarly, others have noted that playing time is affected by minutes on the field, and again, the other teams simulate full 15 minutes quarters, putting users at a heavy disadvantage. This needs to be scaled properly to not disadvantage users if these recruiting grades are going to factor this heavily into dynasty gameplay. Personally I don't think that a recruiting grade should be so heavily affected by a gameplay setting. I don't have an answer, but I don't think that the current state is an appropriate representation of the sport, particularly with such a hyperactive transfer portal.Dynasty bugs I’ve run into
transfer portal and dealbreakers are clearly broken. I have F playing time for players that are 93 overall and the next highest overall on my team is a 74, and I only have 3 players in that position. My friend and I had to turn off the portal because we were getting the MAX amount of players leaving every year and they were mostly starters. more on dealbreakers, it’s also breaking recruiting because I’ll have someone decommit because I’ll randomly have my playing time shoot all the way down to F. I have no idea what it’s going based on or what but nothing changed on my players. Position changes are TOO damaging to player development. It makes athletes completely useless. Once you change anyone’s position their dev caps are completely gone. I understand you want to mitigate people taking advantage of it but holy cow it’s overboard. Seems to rain quite a lot. I know it rains in Florida a lot, but I’m in dynasty year 5 at Florida and it’s rained 90% of my home games.77Views2likes1CommentTransfer Portal Broken due to Dealbreakers?
Dealbreakers are poorly thought and poorly implemented. And it appears they are causing serious issues with the Transfer Portal. At the end of the portal period, if you go back in and look at where players signed, you will find 4 & 3 star players - even top 100 players - who NEVER sign anywhere. They also don't go back to their orignal team. They just disappear from the game.33Views3likes0CommentsEA, an idea to improve Transfer Portal
After a couple dynasty test runs at default settings, I have an idea. Problem At the Players Leaving stage, it seems like the players decision is 100% centered on current team. I've only been military academies, and way too many players are leaving to go no where. I've even had a 90 overall Center from Army enter portal for his senior year and no one signed him. He was gone and not in the game the next season. From my experience, in the first offseason 9 of 10 players that enter the portal do not get signed. I think the higher rated players should leave, like that Center for example. And the should be signed. Many of the lower rated players (60s-70s) should have stayed. Solution At that players leaving stage, adjust the formula that goes into deciding to leave and probability to sway. Add a probability a school that fits their dealbreaker and has a starting spot open, or if younger, a roster spot. We need to find a better logic that marries not liking current situation and having actual options to move to. Once in the portal, AI schools need to be more aggressive. A potential fix to keep good players going unsigned in the portal. In week 3 or 4 of the portal, if no offers, they open their recruitment and lower their dealbreaker to get signed. So at least a lower program can scoop these players up.33Views1like0Comments***Online Dynasty League!***
Starting an online dynasty. League will be starting at small schools and working our way up. Same conference and you can leave with job offerings of HC. It’s fun to see schools progress and your players get better. It’s challenging and realistic. Rules will be Heisman, 5 min clock. No play call restrictions or cooldowns. Already have a few users but will discuss what conference when we finalize the league. Respond or DM if you’re down.29Views1like2CommentsAuto-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.23Views1like0CommentsLetter grades in recruiting
I would like the option to have recruits ability’s depicted as letter grades instead of the actual numbers, this would ad a suspension to recruiting which is sourly missing. Without, recruiting becomes a series of button presses until you know who the best prospect is. on a similar note there should also be an option to hide the development traits22Views2likes0Comments