The Competitive Pass, Weekly MUT Champs Objectives, and lack of any rewards for reaching win thresholds (other than, for some weeks, winning 15 games) have combined to make what should be the best competitive mode in Madden Ultimate Team anything but.
By setting weekly statistical objectives, and by further separating those objectives into "stats count only during wins" and "stats count no matter what" categories, EA has destroyed the simple incentive to play a full game of Madden and attempt to win. People who queue into MUT Champs are quitting as soon as they see 87+ cards in the Top 3, or when their opponent scores a single touchdown, and certainly as soon as they are down by multiple scores. This is just dumb. I've already had games of Madden 24 where I've been down 21 and 17 points and I came back to win. Unless you're getting absolutely run off the field, people should not quit. But EA is incentivizing them to do so by setting statistical objectives that can only be accrued during wins.
Last week, I didn't look over all of my objectives before jumping in and, because people kept quitting, I missed getting my 15 Rushing Touchdowns objective (worth 12 Comp Pass points). This week, I looked at them carefully, and I completed all of them.
How? Well, I ended up using Run Commit to keep some players in the game longer so I could complete my Points in the Fourth Quarter and Third-Down Conversion objectives. Again, this is dumb.
I managed to do all of this while going 14-2 in MUT Champs (actually 14-1, as I suffered a DC loss), but maybe 5 of those were actual, competitive games of John Madden football. And now I have no reason at all to play my final 9 games.
Now the mode is full of people just grinding the Comp Pass, not trying to win each game. Again, this EA's fault, NOT the fault of players.
OK, your pal JCSteel has identified the problem. What's the solution? Glad you asked...
If true "Weekend League" isn't coming back (that's what I really want), then here's the next best thing. First, you remove all statistical objectives that count only when players win. That leads to early quits and stat-chasing for strong players in lieu of playing the right way. Second, you replace those statistical objectives with some statistical objectives that count in all games whether you win or lose, but the value of these objectives is much lower (i.e., 2, 3, 5 Comp Pass points for reaching a full statistical objective such as 15 Rushing Touchdowns). Third, you add in Comp Pass points and coin rewards based on the number of games you win as follows:
- 5 Wins -- 10 Comp Pass Points, 10K coins
- 10 Wins -- 15 Comp Pass Points, 15K coins
- 15 Wins -- 20 Comp Pass Points, 25K coins
- 18 Wins -- 30 Comp Pass Points, 75K coins
- 20 Wins -- 100K coins
- 22 Wins -- 250K coins
- 25 Wins -- 650K coins
- Top 100 -- 87+ Legends Pack (pick 1 of 3)
This would get people back to playing MUT Champs to win games are reach win thresholds. Bad players can still make some progress through the statistical objectives, while competitive players can move up the Comp Pass faster and accrue significant coin rewards. Best of all worlds.
Thoughts? Anyone else pissed with the current system?