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CFB 27 Wishlist

May 3
7 min read

When I heard what they were adding to next year’s game, I was disappointed. Mascot and spring games are cool, but most of us will only play that once. That sounds like more of a small update not a new game. It is probably too late, but here are the changes I want to see.


They have to get North Dakota State in the game in the next few months so hopefully some of these changes as well.


I will share the changes I want to see from most likely and easiest to the silliest and extreme things I want to see. I believe in fun factor over simulation and in my opinion the game is not simulation cause so many impossible things happen play to play.


Gameplay

Ability to adjust run blocking on plays


Stop taking control away from my user (pointing to sideline while I’m trying to move him)

If I move a player, he should stay there and I never should have a moment where I cannot move a player


Hurry up to feel like hurry up, no letting the defense get set or standing around


Make hit sticks cause fumbles


No more dive tackle cheese or dumb predetermined dline interceptions


Bring back where you setup the play action the more you ran run plays in the formation


Computer should be more random not good in the same specific scenarios every game, mid blitz should not work every play against them


Needs to be a tiered system for position changes, team player should affect this (ability to toggle what positions changes are legal in your dynasty)


If I tell a player to sit out, he should not be back in the game two plays later and get hurt

Ability to make categories in my custom playbook (Cover 4, 3, 2, etc.) (or empty, bunch, quads)


Ability to move custom zones left and right, add all the plays into custom playbooks (no 4-2-5)


Helmets getting knocked off and carts coming out (silly but fun)


Stadium pulse (I like it, let's amplify it further)


Dynamic attendance and field rushing


Levels of stadium pulse that you can turn off for your dynasty


Nightmare level shows a twelve player on the field


Colorblind level that turns everything black and white


Rivalries and big games have 10% harder hitsticks


Championship games have 20% harder hit sticks


Quality of Life Changes

Sort players by dealbreakers when recruiting


Remove all from Board


Recruit all


Scholarship all


Manuel progression - progress fully to skill caps option


Ability to sort by user games in weekly schedule


Rest player for a game storyline when wear and tear is high


More uniformity on back of cards. Speed, strength, acceleration, change of direction on every recruit card


Make positions (QB, HB, WR, TE, T, G, C, Edge, DT, OLB, MLB, CB, S) for consistency


Formation subs with a custom playbook, and fixed glitch where plays do not show up, or a better way to sort favorite plays


Pipeline on recruit card, hometown in details


Ability to change players position during season


Offseason

It should go

Players Leaving (Draft/Graduation) During National Championship Week


Draft (See what team your players go to)


Players Leaving (Portal)


Portal week 1


Signing day


Training results


Position changes + Spring Game


Encourage transfers


Portal week 5 (these players do not get training and full rosters do not participate)

This would allow playing time deal breakers room to breathe and hopefully get better, while also making less players disappear.

 

Recruiting

Players should not be in top 8 until week 0 at the earliest. Players should move back in stages if there is not an active scholarship on them (another change to help players from disappearing).


Pipeline map


Dynamic pipelines


Deal breakers need fixed (WRs should be receptions, yards, and tds. Should eliminate those situations where schools are tied and the school that comes first in the alphabet wins.


Need to change how many players you can offer. LSU brought in 40 transfers this year, yes 40. They need to bump it up to at least 40 if not 50 on your board, or at least give us an extra board for scouting. Especially since your own players transfer for playing time then let you recruit them in the portal.


Ability to take back a scholarship from a player (we have an unofficial version of this)


Complementary visits based on archetype

Pure runners should have complementary visits with east/west playmakers while pocket passers with backfield threats. Likewise, TEs should have complementary visits with WRs, RBs, and OL


Players that are small for their position should put on weight faster, no 210-pound pure blocking TEs.


Weekly Signings Tab, bring back ability for during season visit and portal visit for the same player (I know the double visit issue that used to be in the game)


Walk-ons


Everyone says they want the promises system back, but I think that is another think EA will break


Something to do with extra hours at the end of the season whether that is scouting players on other rosters or next year’s recruiting class. Would make a big difference on bigger schools. Also, should be able to scout players you have already signed.


Generated Recruits

My biggest issue is recruits are rarely good outside certain architypes, the real players are fun, but dynasties feel stale after year 5 (this is an issue with coaches as well)


They need more one- and two-star gems; recruiting is too formulaic


Two-way players and generational players (players with abilities their archetype does not usually have). Every player feels the same in year 6 with changes.

OR

Changing a player’s position does not change their abilities, so you can get really glitchy players while also seeing users that are cheesing. Basically, give us more generational players or let us create them.


JUCO players should be more developed, more likely to have a trait and get off season progression the year they are recruited. Also, should be more likely to have good dev traits.


Storylines of recruits like players coming from different sports (think madden 19) or brothers in different years wanting to play for the same school. Linked players would be interesting cause we see it in real life.


Stories and dev upgrades during season (maybe temporary) like a player has a great start of the season so he goes from normal to impact and it will stay if he maintains pace, but go back to normal dev if he cools off.


Add slow dev trait back, new types of athletes


Ability to control how good incoming prospects are and rarity of archetypes


Coach Carousel and Progression

Head coach jobs should never be filled by created coaches, coordinators of those teams should step in. Ability to apply for jobs and poach any coordinator you want. (send 3 offers)


Coach carousel fixed (offers for current school when you are a coordinator. Also, ability to take coaches and players from previous school to your new job. One extra week for carousel as well.


Active perk on program builder to getting 100,000 for a new coaching job


Computer teams to actually scout so you at least know if everyone is a gem or bust when you switch teams. Computer recruiting overhaul in general


Perk to control coordinator upgrades (make fewer boring coordinators later in dynasties) and ability to reset your coach abilities once every 5 years.


Rivalries/Scheduling

We need protected out of conference rivals as well (would make scheduling go very fast)


Ability to create rivalries


Ability to schedule neutral site games


Ability to use team builder to import real teams on to FCS teams


Conference relegation system with fcs schools


Get actual tiebreakers in the game besides alphabetical order


Archetypes and Abilities (Overhaul)

Make mental abilities upgradeable/purchasable) or make it so you can get them in offseason training so there is a reason to stay on auto progression.


I want new archetypes and the ability to create custom archetypes for my specific dynasty. Cam Newton clone comes to mind the most. My theory is that everything should be overpowered, that means that nothing is overpowered.


Change recoup to a mental ability (just makes archetypes worse) I figure it can be justified cause some people can push past being tired due to having a strong mental. I do not care about recoup I want the backup in if my guy is tired. Your team should be stacked so you think the same. If wear and tear can be a mental ability, so can stamina.


50/50 and layout need to be combined or you need to add something to lay out catches, like more sideline catches. Workhorse to mental ability as well so any player can get it. Like I said mental abilities should be purchasable.


Take hammer off of dline players or give them more animations.


Have players get drafted based on architype (pure blocker TE never go in the first round)


Unlikely (Dream Big)

Game on PC, create a play, playbooks that transfer between games


More than 32 players in dynasty. Squads’ dynasty in madden (96 players). Their donkey servers will never let it happen


Athletic Director mode where you can upgrade campus and university


Export rosters to madden, game connected to madden. I want to see where my players and coaches end up and the ability to switch between coaching in college and the NFL. Would take a big overhaul but would be very cool.


NIL (I don’t really want this) most mundane and broken part of madden is contracts.


Create a play (need it bad for offense and defense) custom run fits and run blocking as well


Create a recruiting class


Changing a player’s position does not change their abilities, so you can get really glitchy players while also seeing users that are cheesing.


League votes on teams on the bubble of playoffs


My Eras (past teams)


Cosmetics (Not Important to me)

Spring game

Mascot game

New weather

New presentation

New voice lines

New animations

New Equipment

 

I know a lot of you like this stuff, but there are so many bigger problems with the game. These are fine and will make the game feel a little different, but this is the bare minimum. These should be focused on when the game is completely ironed out.

 
 
 

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