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There is a one way to get both, abilities first then rating, it goes with the architect tree, if the are stat capped they will upgrade abilities first, but the architect starts opening up thier stat caps, tends as the first year or two the go abilities until your tree opens thier caps, then the jump in stats year 3 and 4 if they stay
A good loophole for getting abilities is recruiting athletes. Last recruiting class I had a 3 star power back get gold quick jump when I switched him. Also had Gold layout for 2 physical WR I switched to safety. Athletes are a cheat code!
Athlete TE I've found are really the cheat code at edge or linebacker. You have to watch these guys when doing this. I know there was a glitch that abilities and upgrades wouldn't move until redshirt sophomore season but they jump crazy. Guy went from 76-90 once he finally hit. He had quick jump hammer and robber all 3 on platinum by junior season
You kinda gotta know football and I mean from every aspect ,coach player scouts etc …. It’s a strategy game lot of guys don’t know how to be strategic and just give up .. the games from the past long as u knew the buttons u was cool and they never took stuff like this serious now the game real life some mfs just not gone get it loo
kinda dumb how players only get drafted based on overall I had a 80 overall RB with 98 speed get 2,000 yards and won the Heisman didnt even get drafted
@@bruceliojimenez I mean, overlap is supposed to reflect talent, so I guess that makes sense. At least that is a consistent metric and you know what you need to do to get players drafted.
@@brendonbuffaloe8830 but what can you do to get players to the higher overalls? This game is fun but it’s probably the most unrealistic sports game I’ve ever played. From the gameplay to the complete randomness with development and recruiting. And awards are similar. It just goes off of overall and team success (other than WR and QB those are the only ones I’ve been able to control how they’re ranked in terms of the award)
The coaching ablitiy i like from the CEO tree is senior discount. It gets rid of some stat caps for rising seniors. I had a former #1 overall 5 star qb who pretty much maxed out his stats his Jr year but after off season training he had some skill caps disappeare.
had a 6’6 4 star Ath had great coverage and hit power and great route running with 96 speed and plat layout i put him at SS he had 15 ints u couldn’t throw over him at all😂
I’ve tracked this in-season weekly to see what happens and how. You are spot on. Offseason is when abilities make the biggest jump. I do think the AI targets the abilities when they become available based on their attributes. It is still kinda random. I have more or less figured it out, but now it’s frustrating figuring out the optimal XP sliders for some positions that either have too many things to upgrade and/or don’t earn a lot of XP.
Have you changed the sliders for safeties? I notice that even though this SS I have plays really well and had elite dev, he just doesn’t accumulate skill points fast at all. Basically the only time safeties upgrade is in the off-season
@@kdot3979the play of the player matters… so if u have a normal trait of course he’ll move up but let’s say u get 75 elite u play him 2 yr 85 next yr 91 yr after 95 but again it is on development u can have a impact guy n at the same play never past 85 just because development
@@workingman7587 I actually enjoy the variety of outcomes there. IRL the number of 5 star prospects who don’t meet their potential is surprising. Not saying outright busts, but where they didn’t take the next step to be an elite player.
@@kdot3979 I did several seasons with safeties XP sliders maxed out. They’re the slowest accruing position. I had 4 elite devs on my depth chart, so it was fun, but probably super OP lol
I've done studies on the dev trait during off-season and it's limited so I'll do more but the dev trait did matter for off-season boosts, elite averaged going up the most, star next impact next and then normal. You have to exclude transfers and freshman to do this study as they don't get off-season ratings boosts
@@PoodleGamingI’ve been trying to find a pattern as to if you can predict a dev trait. For example, I’ll write down in my notes all of the recruits I get, their star rating, hidden gem, ranking, etc., then at the start of the next season, I’ll check to see their dev trait and see if it correlates to these stats. Like, do gems have a better chance of star or elite for example or how well they were ranked in the prospect list. For example, I got the number 1 player on my prospect list, he was a five star gem and he had elite dev trait. Not sure if you or anyone else has done some research on this. If you have, might be a cool video to make and talk about. I love your videos! Been watching them all and taking notes as they’ve came out. Keep up the good work!
My best player is a 3 star safety who I had playing OLB as a RS freshman and sophomore and he would get a ton of sacks now he’s a 99 mcv corner with 97 speed at 94 ovr CB it’s weird
you want to be recruiting the best combination of stats and abilities, these players tend to be the highest likelihood to be Elite Devs and great stat caps. its a probability game. I over recruit usually 25-32 guys each season, then I go through my roster and take note of the dev traits/stat caps/overall rating progress when I make my Encourage Transfer decisions. Keep the absolute creme of the teams crop and bringing in 14-20 guys with Star or Elite dev. Just managed to bring in 15 five stars, thats my highest. I dont go for mids 5 stars with mid level ratings that I value.Gotta be studs.
@@carltonbanks5470fr like, why? I play on Heisman with custom Sliders to make it as realistic as possible. I get MAYBE 3 - 5⭐️ players a year, 4 MAX! Regardless of my coaches ability tree progress.
had an elite CB with basically no stat caps who went up 3 overall year 2 but got 2 plat and 3 gold abilities. cant wait to see how much he goes up overall this offseason
This is just explaining why the recruiting system was very well-designed. The Ratings are physical attributes, the Mentals are techniques. We see all the time guys who come out of college that are freak athletes but with zero technique. They wind up being high ceiling guys in the NFL (or developmental prospects if their technique is really bad etc). And then you have the reverse, guys who are a little athletically limited but very polished on technique and thus have lower ceilings in the NFL because they can't be developed as much. Durham is an example of a high ceiling prospect. He was a 4-star prospect but with room to grow athletically (no skill caps), and he did. His 98 rating is saying athletically he's top of the charts. But then he's basically all silver on the Skills aspect, so when he leaves for the draft he will be a high ceiling prospect who can turn into a superstar once his technique gets polished up. Hasheem on the other hand, even though he was a 5-star prospect he has some skill caps, meaning he didn't have as much room to grow athletically once he got to college. So even though he ended high school as a 5-star athlete, by the time he's done in college he's probably more like a 4-star athlete. However he's worked hard on his technique, and is way ahead of the curve there. So while he may not have 1st round athleticism, he's very polished as a player and will be better suited to play right away in the NFL. He also won't have as much room to grow because he's already maxed a lot of those skills out etc. And yea some people want their guys to have 99 ratings and all the skills maxed. They do have sliders for XP, so if you want to see that and just have fun with guys go ahead and turn those sliders up. But the more realistic way they have it set up is to give most players "not enough" XP. And since they put it where the upgrades are cheapest, you'll see guys with no skill caps upgrade their ratings first and get higher ratings but have lower abilities. And then you'll have guys with skill caps instead invest in the cheaper abilities, so their ratings will stay lower but their abilities will get maxed out quicker. And then you throw in the fact that, based on HS star ratings, these guys start their careers at different "starting lines". So even if development is the same for 2 players, it's better to have the 5 star guy because he'll start 10-15 points ahead.
If you change your position under the "More" tab and then edit player, you get different abilities and different caps. Not sure if youve explored this but might be worth looking into for content
@@PoodleGaming I've loved that we got the game back. But I wish so bad they would make dynasty with the same details as rtg but just within the coaches perspective. Dynasty needs storylines.
Using a power back and trucking people every game just for them to upgrade their quickness. 😂 They might as well just let us control what to spend the points on rather than seemingly random by the CPU.
@@PoodleGaming yeah but when you got a power back with layout, takeoff, and sidekick it defeats the purpose of recruiting a 5 star power back lol like I need him to have headfirst, arm bar and work horse.
@@PoodleGaming I don’t know. I haven’t checked that. I thought that this game was like Madden. The dev trait would go up because the player would win awards and have a breakout season
I feel like sometimes all the pointsbto upgrade go to physicals. My qb didnt improve but 2 points in a offseason but added 2 ability and upgraded the rest almost peaked. I have a te withiut any abilities but goes up like 8 + every season.
I just started tracking my roster in a spreadsheet. I am seeing some attributes drop in points. Many of my receivers lost points in the 3 route running abilities.
Honestly, the growth can be quite ridiculous. Every team a 85+ after 2 seasons, it's unrealistic. I definitely recommend adjusting the XP sliders for more realistic growth. Still a fun game for sure.
If you really want to cheat then just change player editor in your dynasty from commisioner only to all players and then go into your roster and go to "more" and edit the the player abilities yourself to how awesome you want the player to be
How do the caps work? Is that 5 star capped out because he's a bust and the 4 star so high because he was a gem? 🤔 I think I helped with the next video bra what you think?
And massive amounts of rushing yards don’t seem to make much difference. Not sure how you earn points for players that don’t touch the ball to get stats. Should be directly linked to RB stats and not giving up sacks. But instead it seems like offseason boost is about all you get.
@@taureanskinner3172 if it helps I average 10 5 star recruits a season. Only issue they go to the league sophomore/junior year so you gotta persuade them not to.
I messed up when I joined my online dynasty and put my points in recruiting. Should I get coaches with motivator so my players get training boost or do players improve in training no matter what?
It's easy to find 2 coordinators with maxed out motivator on their side of the ball. Imo you should focus on recruiting and architect. Motivator/Tactician combos are very easy to find at coordinator
@@matts.441 ok so basically I’m in a money league and uIuse Virginia Tech. After my first season my players, barely progressed, then I realize that none of my other coaches had motivator, and I’m worried my players won’t progress again. Do you think I would be able to find 2 high prestige coaches in the same off-season?
Does anyone know how to get more star players on the field? I have a couple of 90-92 overall linemen and receivers but the only players that have the star under them on the field are my 2 running backs. I’m using a team builder team that I took from 1 star to 4.5 stars
11:07 decent information but the logic here is flawed. If they’re good enough to declare after their 3rd year, then they were good for you. Don’t matter where they start. Cause they not declaring if they not good.
I have a really interesting case study at WR. 3 star Elite - Route Runner started out as a 61 overall freshman. Redshirt Sophomore season he is 88 Overall now without any crazy stat games. Kinda slow but he still has room to grow.
I see it ass you need 5 start oline and mlb and ss all the other can be 4 starts dline can be 3 star and qb wr and hb can be 5 thru 4 just do development and traits on coach and there going to play better cuz you gotta remember if they play to good they goin to the draft lol they can be a softmore and go 6 round come back and go first Thats what you want is high draft class there play is not going to peak cuz its collage
I wish in madden we could import our draft classes lol im year 2033 woth miami and ive had draft classes with like 7 thru 10 people go i wanna play them in the big league
@@PoodleGaming his point is that the CPU won’t do that though. In Madden, as faulty and arcade-like as that ability system is, high rated players tend to have good abilities because pretty much the only way to reach high overall (depending on your XP Slider settings) is to have a higher dev trait that grant you abilities.
One thing Im missing in All This No one is mentioning Manually using the coins to Upgrade what you want 🤔 Talking a time consuming process, but isn't it a Option 🤷🏿♂️ Now this would be Video worth watching 1) How many coins earned weekly 2) How does performance affect the amount of coins earned 3) How many coins earned for POW 4) How many coins earned for Award Winners 5) How many coins for Post Season / Playoffs / Bowl Game Dubs 🙄
I like the concept. You can't have all your players be able to hit 88 overalls but at the same time not being able to pick AND them typically spending their skill points on the cheapest skills (which are typically the least useful when you're playing as your team) is annoying. They need to give you some choice on how you develop your players.
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There is a one way to get both, abilities first then rating, it goes with the architect tree, if the are stat capped they will upgrade abilities first, but the architect starts opening up thier stat caps, tends as the first year or two the go abilities until your tree opens thier caps, then the jump in stats year 3 and 4 if they stay
A good loophole for getting abilities is recruiting athletes. Last recruiting class I had a 3 star power back get gold quick jump when I switched him. Also had Gold layout for 2 physical WR I switched to safety. Athletes are a cheat code!
I had noticed just changing positions helps a lot in gaining abilities.
I found a 3 star athlete that after 1 season is 99 RB after his first year at QB 🤣
Always check position changes, some guys are wild and will jump up significantly in a new position
Athlete TE I've found are really the cheat code at edge or linebacker. You have to watch these guys when doing this. I know there was a glitch that abilities and upgrades wouldn't move until redshirt sophomore season but they jump crazy. Guy went from 76-90 once he finally hit. He had quick jump hammer and robber all 3 on platinum by junior season
You kinda gotta know football and I mean from every aspect ,coach player scouts etc …. It’s a strategy game lot of guys don’t know how to be strategic and just give up .. the games from the past long as u knew the buttons u was cool and they never took stuff like this serious now the game real life some mfs just not gone get it loo
I had an elite 5 star FS with basically no skill gaps. Went from 80-81-82-83-84 each year and was at the top of best DB every year 😂
That’s what I keep saying
kinda dumb how players only get drafted based on overall I had a 80 overall RB with 98 speed get 2,000 yards and won the Heisman didnt even get drafted
@@bruceliojimenez I mean, overlap is supposed to reflect talent, so I guess that makes sense. At least that is a consistent metric and you know what you need to do to get players drafted.
@@brendonbuffaloe8830 but what can you do to get players to the higher overalls? This game is fun but it’s probably the most unrealistic sports game I’ve ever played. From the gameplay to the complete randomness with development and recruiting.
And awards are similar. It just goes off of overall and team success (other than WR and QB those are the only ones I’ve been able to control how they’re ranked in terms of the award)
The coaching ablitiy i like from the CEO tree is senior discount. It gets rid of some stat caps for rising seniors. I had a former #1 overall 5 star qb who pretty much maxed out his stats his Jr year but after off season training he had some skill caps disappeare.
had a 6’6 4 star Ath had great coverage and hit power and great route running with 96 speed and plat layout i put him at SS he had 15 ints u couldn’t throw over him at all😂
I’ve tracked this in-season weekly to see what happens and how. You are spot on. Offseason is when abilities make the biggest jump. I do think the AI targets the abilities when they become available based on their attributes. It is still kinda random. I have more or less figured it out, but now it’s frustrating figuring out the optimal XP sliders for some positions that either have too many things to upgrade and/or don’t earn a lot of XP.
Have you changed the sliders for safeties? I notice that even though this SS I have plays really well and had elite dev, he just doesn’t accumulate skill points fast at all. Basically the only time safeties upgrade is in the off-season
@@kdot3979the play of the player matters… so if u have a normal trait of course he’ll move up but let’s say u get 75 elite u play him 2 yr 85 next yr 91 yr after 95 but again it is on development u can have a impact guy n at the same play never past 85 just because development
it’s crazy seeing my impact guys develop more than my elite guys like why have the traits at all if that’s the case
@@workingman7587 I actually enjoy the variety of outcomes there. IRL the number of 5 star prospects who don’t meet their potential is surprising. Not saying outright busts, but where they didn’t take the next step to be an elite player.
@@kdot3979 I did several seasons with safeties XP sliders maxed out. They’re the slowest accruing position. I had 4 elite devs on my depth chart, so it was fun, but probably super OP lol
I had a 3 star DE with elite dev and was a 71. He had 1 cap, He declared for the draft as a RS SO because he was a 91 and he refused to stay
I've done studies on the dev trait during off-season and it's limited so I'll do more but the dev trait did matter for off-season boosts, elite averaged going up the most, star next impact next and then normal. You have to exclude transfers and freshman to do this study as they don't get off-season ratings boosts
Nice work.
@@PoodleGamingI’ve been trying to find a pattern as to if you can predict a dev trait. For example, I’ll write down in my notes all of the recruits I get, their star rating, hidden gem, ranking, etc., then at the start of the next season, I’ll check to see their dev trait and see if it correlates to these stats. Like, do gems have a better chance of star or elite for example or how well they were ranked in the prospect list. For example, I got the number 1 player on my prospect list, he was a five star gem and he had elite dev trait. Not sure if you or anyone else has done some research on this. If you have, might be a cool video to make and talk about. I love your videos! Been watching them all and taking notes as they’ve came out. Keep up the good work!
I'm in yr 2029 (offline). 3 of the top 5 players in the NCAA were 3* players. 🤷♂️
Were they transfers? I’ve had 5* recruits that transferred out and were 3* transfers and that’s what it shows later for their star rating.
My best player is a 3 star safety who I had playing OLB as a RS freshman and sophomore and he would get a ton of sacks now he’s a 99 mcv corner with 97 speed at 94 ovr CB it’s weird
@@ryan2985k yeah I’ve noticed it seems a little broken when you do position changes.
@@ryan2985kbro i had a 4 star receiver he was 75 ovr and he got switched to safety and became a 95 ovr safety after training
@colebesaw5225 I recruit five stars and play with them good, but why don't they have a star under them?
During position changes week only in offseason, if you change and then change back all the abilities update properly.
you want to be recruiting the best combination of stats and abilities, these players tend to be the highest likelihood to be Elite Devs and great stat caps. its a probability game. I over recruit usually 25-32 guys each season, then I go through my roster and take note of the dev traits/stat caps/overall rating progress when I make my Encourage Transfer decisions. Keep the absolute creme of the teams crop and bringing in 14-20 guys with Star or Elite dev. Just managed to bring in 15 five stars, thats my highest. I dont go for mids 5 stars with mid level ratings that I value.Gotta be studs.
I’ve been working on avoiding mid 5 star, have a tendency to over recruit based on stars.
Fifteen 5 stars in one recruiting class is so realistic and immersive 😂😂
I'm uni Miami and we can't get 5 star wr to save our life like we can get q or 2 but all of them be missing home lol
@@carltonbanks5470fr like, why? I play on Heisman with custom Sliders to make it as realistic as possible. I get MAYBE 3 - 5⭐️ players a year, 4 MAX! Regardless of my coaches ability tree progress.
1:37 ayo, anyone else see Tennessee lose to an fcs school? 😭 idk if I’ve ever seen an fcs school win a game
You must’ve not bought the game on launch…
@@zionreddfacts lol. I also just had a 92 overall Oregon lose to a 78 overall UConn in the playoff. Still broken asf
I wish there was some variation between player type and abilities - everything is locked (if u are this type of player u can only get these abilities)
Yeah I agree to an extent
had an elite CB with basically no stat caps who went up 3 overall year 2 but got 2 plat and 3 gold abilities. cant wait to see how much he goes up overall this offseason
Yup that means he spend most of his points on ability upgrades.
Where are you getting the 3* players being 64-67 overalls from? I've sene plenty of 3* gems pushing 72-74 range.
This is just explaining why the recruiting system was very well-designed.
The Ratings are physical attributes, the Mentals are techniques. We see all the time guys who come out of college that are freak athletes but with zero technique. They wind up being high ceiling guys in the NFL (or developmental prospects if their technique is really bad etc). And then you have the reverse, guys who are a little athletically limited but very polished on technique and thus have lower ceilings in the NFL because they can't be developed as much.
Durham is an example of a high ceiling prospect. He was a 4-star prospect but with room to grow athletically (no skill caps), and he did. His 98 rating is saying athletically he's top of the charts. But then he's basically all silver on the Skills aspect, so when he leaves for the draft he will be a high ceiling prospect who can turn into a superstar once his technique gets polished up.
Hasheem on the other hand, even though he was a 5-star prospect he has some skill caps, meaning he didn't have as much room to grow athletically once he got to college. So even though he ended high school as a 5-star athlete, by the time he's done in college he's probably more like a 4-star athlete. However he's worked hard on his technique, and is way ahead of the curve there. So while he may not have 1st round athleticism, he's very polished as a player and will be better suited to play right away in the NFL. He also won't have as much room to grow because he's already maxed a lot of those skills out etc.
And yea some people want their guys to have 99 ratings and all the skills maxed. They do have sliders for XP, so if you want to see that and just have fun with guys go ahead and turn those sliders up. But the more realistic way they have it set up is to give most players "not enough" XP. And since they put it where the upgrades are cheapest, you'll see guys with no skill caps upgrade their ratings first and get higher ratings but have lower abilities. And then you'll have guys with skill caps instead invest in the cheaper abilities, so their ratings will stay lower but their abilities will get maxed out quicker.
And then you throw in the fact that, based on HS star ratings, these guys start their careers at different "starting lines". So even if development is the same for 2 players, it's better to have the 5 star guy because he'll start 10-15 points ahead.
whether they go abilities or traits seems super random. even for the guys with super high stat caps
Caps just show potential, dev trait shows speed you can manually grow them.
The game needs opportunities to earn higher development traits or other perks for performance- just like in Madden career mode.
If you change your position under the "More" tab and then edit player, you get different abilities and different caps. Not sure if youve explored this but might be worth looking into for content
Thank you, I actually planned on making a video on this.
Abilities are weird to me. Its based on ratings but if you get to that rating with a different player it doesnt necessarily mean they hit it.
Yeah, they purchase it using points.
@@PoodleGaming I've loved that we got the game back. But I wish so bad they would make dynasty with the same details as rtg but just within the coaches perspective. Dynasty needs storylines.
Thanks bro, this helped a lot!
Game needs somewhat of overhaul on this. I think it should be what you do well with them should upgrade to fit schemes better.
For year 1 I think it’s fine, but I’m hoping they tune it in cfb 26.
Using a power back and trucking people every game just for them to upgrade their quickness. 😂
They might as well just let us control what to spend the points on rather than seemingly random by the CPU.
I wish we could edit the mentals and physicals, I’d take that over the superstar and x-factor components on madden
Yeah but I kinda like the randomness of this game.
@@PoodleGaming yeah but when you got a power back with layout, takeoff, and sidekick it defeats the purpose of recruiting a 5 star power back lol like I need him to have headfirst, arm bar and work horse.
Great vid but for rebuilds, which most people do, you can thrive off 3 stars gems as starters. Especially in really weak conferences/schools
Useful information, thank you!
Glad it was helpful!
I won the heisman with a freshman mlb and he went from 74-76 overall.
Skill caps?
@@PoodleGaming I don’t know. I haven’t checked that. I thought that this game was like Madden. The dev trait would go up because the player would win awards and have a breakout season
I feel like sometimes all the pointsbto upgrade go to physicals. My qb didnt improve but 2 points in a offseason but added 2 ability and upgraded the rest almost peaked. I have a te withiut any abilities but goes up like 8 + every season.
Appreciate all the content your helping me out a lot I check for videos everyday 😂🤣😅
This is great to hear. I will keep pumping out videos!
I just started tracking my roster in a spreadsheet. I am seeing some attributes drop in points. Many of my receivers lost points in the 3 route running abilities.
Great vid kid!
Yea in my usf online league im loading up on high 4 stars meanwhile the other users are getting mostly 3 stars let’s see who comes out on top 😂
CFB25 is 🔥🔥🔥… the player development depth and scouting only will never make me buy madden again
I shirted Durham and now he’s starting his “fr” yr at an 88 he’ll most likely go for the draft after his sophomore year though 😕
I’m in 2034 sign 10-15 5 stars every year. Never had a player get over 96.
I also sim everything so maybe that’s why.
I use Nebraska if anyone cares lol
Who do you start & who do you red shirt?
Freshman 3-Star, Elite Dev QB or Freshman 5-Star, Impact Dev QB?
Good info. Thanks
Glad it was helpful!
Honestly, the growth can be quite ridiculous. Every team a 85+ after 2 seasons, it's unrealistic. I definitely recommend adjusting the XP sliders for more realistic growth. Still a fun game for sure.
That's not the true ratting of the team goofy actually look at the roster and u would know that
EA is goofy for not getting the system correct
If you really want to cheat then just change player editor in your dynasty from commisioner only to all players and then go into your roster and go to "more" and edit the the player abilities yourself to how awesome you want the player to be
How do the caps work? Is that 5 star capped out because he's a bust and the 4 star so high because he was a gem? 🤔 I think I helped with the next video bra what you think?
you gotta be from the 318 you stay using LSU for showing us things! lets #GeauxTigers #Monroe
Ok so what does “bust” account for? Their dev trait or their stat caps? Or both?
Seems like both, but I mostly account it for their dev trait potential.
So how does this work for offensive lineman? I have Elite OT & OG that barely progress but have good stat caps.
And massive amounts of rushing yards don’t seem to make much difference.
Not sure how you earn points for players that don’t touch the ball to get stats. Should be directly linked to RB stats and not giving up sacks.
But instead it seems like offseason boost is about all you get.
It’s random and makes no sense
😂I just keep trying until I get one I like
I was just googling this like a mad man
Just play the games n don’t sim and set xp slider to 300. All your players get to 99 and you can have some wicked fun.
@@secretlemons8281hmmm I gotta decide if im ready to get to this level
Of cheese but good to know its possible
@@taureanskinner3172 if it helps I average 10 5 star recruits a season. Only issue they go to the league sophomore/junior year so you gotta persuade them not to.
Glad I could help!
Do development traits limit ratings caps?
I messed up when I joined my online dynasty and put my points in recruiting. Should I get coaches with motivator so my players get training boost or do players improve in training no matter what?
I prefer recruiting, just hire coordinators that have motivator packages.
It's easy to find 2 coordinators with maxed out motivator on their side of the ball. Imo you should focus on recruiting and architect. Motivator/Tactician combos are very easy to find at coordinator
@@matts.441 ok so basically I’m in a money league and uIuse Virginia Tech. After my first season my players, barely progressed, then I realize that none of my other coaches had motivator, and I’m worried my players won’t progress again. Do you think I would be able to find 2 high prestige coaches in the same off-season?
What determines how a redshirted player develops?
Does anyone know how to get more star players on the field? I have a couple of 90-92 overall linemen and receivers but the only players that have the star under them on the field are my 2 running backs. I’m using a team builder team that I took from 1 star to 4.5 stars
Bc the rb was first all American
Santa Mountains
Collier Crescent
11:07 decent information but the logic here is flawed.
If they’re good enough to declare after their 3rd year, then they were good for you. Don’t matter where they start. Cause they not declaring if they not good.
Youre comparing an RB to a QB i see 8+ overall jumps in RBs all the time in the off season and 1 of 2 is normal for QBs
5:10 🫥
What happened lol
I have a really interesting case study at WR. 3 star Elite - Route Runner started out as a 61 overall freshman. Redshirt Sophomore season he is 88 Overall now without any crazy stat games. Kinda slow but he still has room to grow.
The growth can be so random at times. Only you can control are their stats/ and your packages. The end of season jumps depend on so many variables.
Koepp Burgs
I see it ass you need 5 start oline and mlb and ss all the other can be 4 starts dline can be 3 star and qb wr and hb can be 5 thru 4 just do development and traits on coach and there going to play better cuz you gotta remember if they play to good they goin to the draft lol they can be a softmore and go 6 round come back and go first
Thats what you want is high draft class there play is not going to peak cuz its collage
Not true that dev traits don’t connect to higher overall, they correlate heavily with skill caps.
I wish in madden we could import our draft classes lol im year 2033 woth miami and ive had draft classes with like 7 thru 10 people go i wanna play them in the big league
9 likes in 22 minutes bro fell off 😢
That’s actually high for me lol
@@PoodleGamingjust messing w u lol
@@PoodleGamingu saved my dynasty 🫡
I like the point about how much base stats matter, because you only have these players for 4 years.
I agree, this isn’t madden where you have these players for 10 years. If they suck until year 4, then they are pretty useless.
Development in this game is trash. The depth chart is based on overall and abilities have no effect on overall. A lot of logical holes in this game.
Yeah, which is why it’s important for you to assess the depth chart weighing both abilities and ratings.
@@PoodleGaming his point is that the CPU won’t do that though. In Madden, as faulty and arcade-like as that ability system is, high rated players tend to have good abilities because pretty much the only way to reach high overall (depending on your XP Slider settings) is to have a higher dev trait that grant you abilities.
One thing Im missing in All This
No one is mentioning Manually using the coins to Upgrade what you want 🤔
Talking a time consuming process, but isn't it a Option 🤷🏿♂️
Now this would be Video worth watching
1) How many coins earned weekly
2) How does performance affect the amount of coins earned
3) How many coins earned for POW
4) How many coins earned for Award Winners
5) How many coins for Post Season / Playoffs / Bowl Game Dubs
🙄
You can’t manually upgrade players.
u talking too fast a lot
New Yorker, can’t help it lol
The skill caps have completely fucked up this game. EA needs to change this.
I don’t mind the concept , but at times they bother me lol
I like the concept. You can't have all your players be able to hit 88 overalls but at the same time not being able to pick AND them typically spending their skill points on the cheapest skills (which are typically the least useful when you're playing as your team) is annoying. They need to give you some choice on how you develop your players.