2 years ago highest was 88, last year was 86, this year it’s 84
honestly i kinda like it but still I guess it’s for the “longevity” or whatever
2 years ago highest was 88, last year was 86, this year it’s 84
honestly i kinda like it but still I guess it’s for the “longevity” or whatever
EazyBreezy said:2 years ago highest was 88, last year was 86, this year it’s 84
honestly i kinda like it but still I guess it’s for the “longevity” or whatever
It's just going to push the OVR rollout back by 3 - 4 weeks. Last year, we started seeing 90 OVR cards in early October, whereas this year, it's probably going to be closer to the end of October. If anything, it just helps the lower OVR cards stay relevant a little longer.
No point in playing MUT until at least Super Bowl. Xmas to the earliest. Cards are just too low in overall to perform
I wouldn’t mind low-OVR cards to start, as long as gradually gaining higher-OVR/ability cards is attainable with a reasonable investment of time.
GringoLoco said:No point in playing MUT until at least Super Bowl. Xmas to the earliest. Cards are just too low in overall to perform
That doesn't make sense. They perform fine because they're performing against other low overall cards lol
I think it's really just EA wanting as many opportunities to power creep as possible.
It gives them more chances to make LTDs for every threshold and to push promos with big upgrades across the board.
When the cards started at 88 they used to be serviceable for a long time, especially when there was power ups.
A good promo after the core 88s might be have been something like the old heros / most feared where you would have 90 speed / man / zone dbs everywhere and now EA can stretch that for multiple promos.
Gore1695 said:That doesn't make sense. They perform fine because they're performing against other low overall cards lol
Slow vs slow and less than vs less than isnt performance. It’s kid stuff which is boring and novice. Regs is light years better than early year mut. Just admit the game moves too fast for you and you can’t handle the bs madden brings
GringoLoco said:Slow vs slow and less than vs less than isnt performance. It’s kid stuff which is boring and novice. Regs is light years better than early year mut. Just admit the game moves too fast for you and you can’t handle the bs madden brings
Comments like these are the beginning of a thread being closed lol!!
EazyBreezy said:2 years ago highest was 88, last year was 86, this year it’s 84
honestly i kinda like it but still I guess it’s for the “longevity” or whatever
EA has a proven model for keeping "engagement" high -- they've figured out how to extract as much value from us as possible, by forcing a significantly longer MUT cycle than in the past. Start lower, means they can continue pumping out cards well into late June/July. It's all about the benjamins, baby. I wish i were kidding. Almost everything from this company is based on sheer greed.
Because paying $100 annually for a game isn't sufficient, we've got to constantly pump cash into this slot machine for kids. Gambling is HIGHLY regulated. It just so happens that gambling for kids is completely UNregulated. That is how and why their are constant changes to MUT, while the actual gameplay remains static over many years.
EazyBreezy said:2 years ago highest was 88, last year was 86, this year it’s 84
honestly i kinda like it but still I guess it’s for the “longevity” or whatever
I find it interesting as well.
I also find it interesting that all of the competitions are over before the 99 OVRs are even out.
I would like to see people with a complete line up of 99 OVR across the board competing.
Wooooo said:I find it interesting as well.
I also find it interesting that all of the competitions are over before the 99 OVRs are even out.
I would like to see people with a complete line up of 99 OVR across the board competing.
When everything is 99, that’s when the game is at its worst. At least when there are slow but strong items and fast but weak items, you can leverage scheme and tactics against opponents. Once everything is fast and strong, the focus must shift to exploits because you get much more bang for the buck.
phatalerror said:When everything is 99, that’s when the game is at its worst. At least when there are slow but strong items and fast but weak items, you can leverage scheme and tactics against opponents. Once everything is fast and strong, the focus must shift to exploits because you get much more bang for the buck.
Well, I was hoping for pure 99 OVR with no added abilities.
6 Van-Pancake linemen, Angry Run Fridge, Colossus defenders, etc. wasn't what I had in mind. LOL
A non-roid 99 OVR Championship Game is what I would like to see. Pure & natural at a slightly faster speed than the typical Championship Games.
Wooooo said:Well, I was hoping for pure 99 OVR with no added abilities.
6 Van-Pancake linemen, Angry Run Fridge, Colossus defenders, etc. wasn't what I had in mind. LOL
A non-roid 99 OVR Championship Game is what I would like to see. Pure & natural at a slightly faster speed than the typical Championship Games.
If you want a faster game, perhaps an option for a faster game speed would be beneficial. If there’s going to be a 99 cap on everything and everything is 99, scheme and tactics are limited to various forms of hat counts.
It does feel weird throwing passes that float like balloons. But the 99-everything phase of MUT is as mundane as it gets.
EA does need to do better with competitive balance. Vanguard is one of many abilities that have way too big an impact. Frankly, I think I got ripped off on the number of times my opponents with Run Stuffer or Unstoppable Force got dominant quick sheds multiple plays in a row. Like, if my dude is 99-everything, why does he keep getting owned? The RNG experience at the end of this year was horrible. That’s apart from the actual glitching going on.
phatalerror said:If you want a faster game, perhaps an option for a faster game speed would be beneficial. If there’s going to be a 99 cap on everything and everything is 99, scheme and tactics are limited to various forms of hat counts.
It does feel weird throwing passes that float like balloons. But the 99-everything phase of MUT is as mundane as it gets.
EA does need to do better with competitive balance. Vanguard is one of many abilities that have way too big an impact. Frankly, I think I got ripped off on the number of times my opponents with Run Stuffer or Unstoppable Force got dominant quick sheds multiple plays in a row. Like, if my dude is 99-everything, why does he keep getting owned? The RNG experience at the end of this year was horrible. That’s apart from the actual glitching going on.
Did you opponents that "got dominant quick sheds multiple plays in a row" have any LTDs on their team?
I have noticed that when I play an opponent that has one or more LTDs, the game is fixed to give them an advantage. It is definitely unfair play and pay to win directly programmed into the game. The LTD player may be a MLB that an opponent is user-ing and the LTD may not even directly contribute to what is happening on a given play, but it seems that the game is programmed to cause my players to uncharacteristically play poorly (linemen do not block, QBs throw bad passes, receivers unnecessarily dive and drop passes, RBs fumble, CBs stop covering, good coverage is plagued by balls bouncing off defenders or interceptions being dropped, etc.).
Wooooo said:Did you opponents that "got dominant quick sheds multiple plays in a row" have any LTDs on their team?
I have noticed that when I play an opponent that has one or more LTDs, the game is fixed to give them an advantage. It is definitely unfair play and pay to win directly programmed into the game. The LTD player may be a MLB that an opponent is user-ing and the LTD may not even directly contribute to what is happening on a given play, but it seems that the game is programmed to cause my players to uncharacteristically play poorly (linemen do not block, QBs throw bad passes, receivers unnecessarily dive and drop passes, RBs fumble, CBs stop covering, good coverage is plagued by balls bouncing off defenders or interceptions being dropped, etc.).
I’ve experienced what you’ve described in similar circumstances, but my conclusion is different. I have about 15 LTD’s in my lineup, but I bought them with coins earned from the Auction House, and I’ve never spent a dime beyond what I paid for the non-Deluxe Edition of Madden 24.
I’ve also had, on infrequent occasions, the game swing the other way, where I get impact blocks on key plays and get the win as a direct result. (Last night I got a key kickoff return for a touchdown and the lead with a minute to play, and shortly thereafter forced an interception for the win.) This is why I cite randomly-determined outcomes as a significant impact in game results when two similarly skilled players are matched up. I don’t see any evidence that LTD’s themselves impact results. I do feel that some mechanism is tweaking whether individual players execute well, and it certainly feels that I’m not merely unlucky. I just don’t think money spent or LTD count are factors.