The update that all EA College Football 25 enthusiasts have been waiting for is here.
On Thursday, August 8, EA unveiled its first major update for its school football game and yes, the overpowered spin move and other primary cheese games were fixed.
The notes arrived to me on August 7.
It’s to discuss each and every layer of the update, so I’ll be posting it in sections and focusing on some of the more high-profile areas.
The game segment of the patch notes got the most attention. Several have noticed new shotgun formations, and there are a total of 8 additions on this front. As attractive as they are to use, the most impactful adjustments are similar to the adjustments.
Adjustments have been made to AI proponents regarding chase angles. In addition, defenders are more effective with tackles from the back. As has been the case in the game since its release, if you try to drag a ball carrier down like a full-back defender, you’re out of luck.
Another notable update is the major loss of stamina for quarterbacks running for a year and part of the line of scrimmage. It’s hyperbole, but you can feel my inflammation in those cases.
In my experience, the ultimate update to the game is minimizing the effectiveness of spinning moves. According to the notes, EA has “adjusted the thresholds needed to get the most effective Juke and Spin moves. “
Hopefully, this replacement will make fewer running backs, wide receivers, and Jalen Milroe less effective in the spin move.
I had the possibility to do a fast with Judkins, and obviously you can see that the twist is much less OP.
In addition to weakening spinning motion, EA “has a higher speed penalty for losing stamina in the game. “
This run-saving update allows players to perform multiple rotational moves without wasting speed or tackle-breaking skill.
While it’s cool to see some of those pieces in a vacuum, they’re a bit revolutionary, especially from a competitive gaming perspective.
These adjustments hope to bring us a little closer to a simulation without diminishing the open-ended nature of the game being enjoyed. There’s a delicate balance to be struck here, and we hope EA has figured out the right formula.
Here are all the gameplay settings from EA’s patch notes.
«? Includes 8 new shotgun formations for a total of 35: Bunch Quads Open (known as Diamond Quads; added to Texas Tech, Western Michigan), Deuce Twins Over (Buffalo, Toledo), Slot F Wing (NC State, Liberty), Split Pro Far (NC State, Liberty), Split Pro Near (NC State), Tight Y Off Flex (Florida), Wing HB Wk Close (Indiana, Minnesota), Wing Slot Over (Texas A
● Improvements to the logic of tracking angles.
○ Introduced a new habit that further differentiates players with high and low chase ratings.
Developer’s note: We will be following up on feedback on how this replacement affects the game, and depending on the results, we may be making additional replacements in a long-term name update.
● Reduced the frequency of damaged tackles by running defenders.
● Fixed bug times for corrupted and infrequent gameplay.
● Fixed a factor where some formations had offensive players covered too far when they were close to or towards the hash.
● Fixed an issue that prevented 4-2-5 or 3-3-5 formations from being used in a traditional playbook.
● Fixed an issue where single-back courses were given the option when creating a traditional playbook.
● Fixed an issue where spiking the ball in online modes worked as part of the Turbo Tempo system.
● Fixed a factor for a running back with a speed option to make the QB last longer.
● Adjusted QB AI habit when shooting to make more lofted throws to ball passes.
● Adjusted the QB AI habit to be less competitive in testing awareness.
● Adjusted AI offensive line behavior, resulting in fewer illegal consequences for men on infield RPO likes plays.
○ Developers Note: To be successful, tap the icon of the receiver you must throw to before the RB receives the ball.
● Adjusted the database skill to the well blocks on the perimeter.
● Increased the speed penalty for running out of stamina in the game.
● QBs who rush at the line of scrimmage will lose stamina more quickly.
● Fixed an exploit that left a player containing an unlocked QB running around him.
○ Developer’s Note: We will be making additional innovations to QB Contain in a long-term name update.
● Increased the praise players receive for beautifully shading inside or outside on Human Cover Routes vs. Passing Routes.
● Adjusted the possibility of a false start when making changes before the game expires to the in-game timer.
● Fixed an issue where in-form defenders would also respond to Wildcat run plays.
● We’ve made an adjustment to the playback of Wildcat Unbalanced Motion Zone.
● Reduced the effectiveness of full-backs in a single game.
● Adjusted the thresholds needed to get the most effective Juke and Spin moves.
● Adjusted press animations to counter the takeoff skill more effectively.
● Updated the pass coverage mechanic to include the RB in coverage if he is already in a blocking or pick-and-release mission.
By nerfing Towers and Milroe, EA has rebalanced the gold and platinum levels of jukes, towers, and expansion abilities.
Here’s what EA shared about the skill adjustments.
“Updated the color of Platinum talents to better distinguish the appearance of Silver talents.
● Rebalanced the Gold and Platinum grades of Juke and Spin talents such as 360 and Side Step.
● Rebalanced the Platinum point of expandability, adding QB-designed shooter racing games.
● Slightly rebalanced the effectiveness of the Gold and Platinum tiers of the Quick Jump skill. In addition, changes were made to the ranks discovered on the 7th Texas Front.
The biggest factor in Dynasty Mode is the issues with online editing of the feature. EA maintains a factor that prevents users from creating more than 20 trainers.
Heisman voting logic has also been adjusted. EA has reduced the price applied to the most productive receivers, but I doubt this update will be completely satisfactory.
Throughout the dynasties I’ve had, I’ve noticed a lot of unlikely players win the Heisman. At Road to Glory, I saw riders who had historic seasons but didn’t qualify as finalists for the award.
Hopefully, this part of Dynasty will receive changes in the future.
Here’s a full look at everything that’s replaced with Dynasty Mode.
” ● Fixed a factor that prevented players from crafting more than 20 running shoes at once in an online Dynasty League.
● Various fixes for score summaries and tableau scores.
● Various news fixes.
● Introduced a new playoff box screen.
● Updated knowledge on the Texas/Oklahoma rivalry.
● I found out that FCS SE, MW, and NW were secretly professional players and were passed off as school players. I gave them consequences and made sure they were now using players with the right ratings.
○ Developer’s Note: For this replacement to take effect, you’ll need to create a new dynasty.
● Fixed a factor where attrition was not recovered for FCS teams, resulting in a higher number of in-game injuries for the FCS team.
● Reduced the consequences of dynamic presence to play FCS.
● Increased dynamic game attendance.
● Readjusted the formula for the most difficult game locations to decrease the effect of giant stadiums on the most difficult game locations and increase the cost of stadium filling and historic home wins.
○ Reduced effect on raw crowd size.
○ Increased effect on the old win rate.
○ Increased effect on attendance rate.
● Updated the right panel on the Stadium Atmosphere Rating screen in My School to reflect, as it should be, the most challenging places to play at any given time.
● Increased accumulation of Pride decals, for defensive players and offensive linemen.
● Reduced the chance of movement consequences for players with a score below 90 OVR.
● Coach update on Wyoming offensive coordinator.
○ Developer Note: For this replacement to take effect, you will need to create a new dynasty.
● The following teams’ defensive schemes and playbooks have been updated.
○ Developers’ note: For this replacement to take effect, you must create a new dynasty.
○ USC ○ UCLA ○ Mississippi State ○ Texas Tech ○ UConn ○ Miami ○ Memphis ○ Nevada ○ North Carolina ○ Notre Dame ○ Oregon State ○ San Jose State ○ TCU ○ Texas A
● Updating your manager’s playbook on the Game Programs & Manuals screen will now update your team’s schedule and reflect the team’s needs.
● Fixed a factor where offensive linemen would appear in the Heisman Watch preseason in future seasons.
● Updated Heisman Watch logic at the price of receiving TD.
Developers’ note: Our main goals for this update were to remove as many recruitment methods discovered in Early Access as possible and mitigate issues reported through our players. Recruiting is a delicate balance because we need to check and make things as realistic as possible. while also allowing players to live out their football fantasies. With this in mind, we need to introduce more recruiting logic and balance changes:
■ Fixed a factor where pools had too many quarterbacks in recruiting from top schools.
■ Reduced the number of four- and five-star recruits at the start of the season.
■ Increased the number of AIs they will be chasing at the same time.
● Developer Note: The above changes are intended to reduce the number of unrecruited players until the end of the cycle, while also reducing the AI’s aggression toward those recruits once it begins recruiting them. Matrix Our goal is to provide a fun but balanced recruiting experience that is rewarding. for all players. We will monitor the effects of those adjustments on the overall recruiting experience and will continue to make adjustments as necessary.
Visits
■ Fixed an issue where you could only schedule visits for recruits in certain situations.
■ Fixed a factor where a scale in would remain scheduled even if a recruit got rid of a board.
■ Fixed a factor whereby the number of visits scheduled for a week could exceed 4.
■ Optimized Influence Effects:
● Removed initial influence when planning a visit.
● Increased the disparity between winning and wasting a proper visit.
● Adjusted the game’s betting logic to take into account qualified teams.
Increased the penalty for opting for an activity where the team does not have a maximum score or that the player is not interested in.
Super Sim
○ Increased the movement rate of simulated RPOs to increase the number of games run across the country, especially for groups with many RPOs in their playbook.
○ Various adjustment fixes to create a gap between bad teams and players.
■ Developer’s Note: We will continue to monitor the effects of the simulation to keep groups and players within expected limits, adding a reduction in the frequency of surprises, based on preseason projections and expected win totals.
Surveys
○ Increased the penalty for loss with more than one loss.
○ Increased the weight of Conference Prestige in the survey calculation.
○ Reduced variation in the logic of the CFP survey to the media/coaches.
■ Developer’s Note: As with the other formulas discussed above, we will continue to monitor the survey formula to strike a balance between realism and reward for player success.
● Custom Conferences/Custom Scheduling Developer Note: We will continue to monitor feedback on traditional meetings and scheduling. Based on this feedback, we plan to continue making changes to long-term updates to the title.
○ Fixed a factor in convention regulations where divisions were disabled, even though those divisions were enabled in the past.
○ Fixed an issue where the Independents tab would disappear when deleting everything from Independents
■ Developer’s note: This also fixes issues with the tabs to the right of freelancers who have or lack data.
○ Fixed conference title gameplay UI issues for CUSA and PAC-12.
○ Fixed UI issues in the Dynasty Team Select UI respecting traditional conference moves.
Updated text in the header of the traditional systems screen.
I’ve played Road to Glory more than any other mode. It wasn’t intentional, but I found myself immersed in the adventure of a 2-star QB, and the rest is history.
While I was immersed in this experience for four seasons, a few problems stood out to me.
Many of them are covered in the notes below, but some are not. I would like to know why CPU-controlled maximum runners have the vision of a star-nosed mole.
In case you didn’t know, the star-nosed mole is an animal that is born blind.
I feel that my riders are not able to see the open holes and, because of that deficiency, they kill practices.
I don’t see this challenge being addressed anywhere in the notes below.
● Added more situation and NIL content.
● Fixed rare issues where a status praise screen would appear that matched the bonuses received.
● Fixed a factor where users would get the maximum number of issues after completing a training.
● Fixed a crash when exiting a battle.
● Redesigned the wear UI to show the effects of proper position assessments.
● Fixed a factor where you can’t equip an intellectual ability in the RTG player’s creation flow if you enter a creation from the settings menu.
● Fixed an issue where Intellect Meter progress was not tracked each week.
● Fixed a factor where Coach Trust is lost once the Coach Trust peak is reached.
● Fixed a UI factor similar to displaying Coach Trust when a user is near the peak of Coach Trust.
● Fixed a factor that prevented your unit from updating during holiday weeks.
● Fixed a similar UI factor to the weekly energy display on the meter screen.
● Fixed issues with mental targets not tracking or reaching PlatinumArray.
● Fixed UI issues related to text messages.
● Fixed an issue where backtracking from the gear variety step in RTG Crafting could simply crash the mode.
● Fixed a factor that allowed a player to continue their studies after graduating early. “
Ultimate Team has received few complaints, so EA’s tweak list is basically focused on minor fixes and visual tweaks.
Here are all the settings in Ultimate Team.
“Generating the ‘best schedule’ no longer fits your team’s visuals or playbook.
● Player portraits will no longer appear on non-player pieces after filtering or sorting.
Fixed a crash that occurred at the start of halftime of the Champions game.
● Attributes on the front of player pieces deserve to be upgraded after upgrading a player item.
● Fixed a factor that occurred when highlighting the Rename Team tile in UT Hub.
● Fixed a factor with 3v3 squads that prevented 2 users from logging into the game.
● Fixed a factor with the Orientation Pack that prevented new users from improving their lineup and progressing in the Orientation Terrain Pass.
● Fixed a factor in the player profile screen that prevented users from transitioning through profile selections.
● Removed the Green Hammer icon that gave the impression of possessed pieces placed in the Auction House.
● Fixed a bug with House Rules: Touchdown Tango that would trigger when the timer reached 0.
● Player pieces displayed on the new items screen no longer appear transparent when highlighted.
● When viewing details, the distance marker is now displayed in conditions.
● On the list screen, player names in save boxes that contribute to chemistry replace scaling by highlighting a chemistry boost.
● Improved the user interface around attributes that group benefits when viewing the Attributes tab of the Item Details screen.
● Fixed a factor that caused long loading transitions on the New Item screen in the first user experience.
● The challenge difficulty star is now displayed when scrolling through the co-op playlist.
● Fixed a factor that caused users to be directed to the main hub when searching for the Auction House.
● Conference filters in the Auction House now work correctly.
● Fixed stability issues for users joining Ultimate Team for the first time.
Who doesn’t like new uniforms?
EA has added several new uniforms, the all-white Vanderbilt uniform.
● Added a new uniform for Baylor, Oregon, Iowa State, Ole Miss, Vanderbilt, Bowling Green, Northwestern, UTEP, Boise State, New Mexico State, App State, Texas State, Louisiana, New Mexico, and Southern Alabama.
● Fitted uniform for the 2024 season: TCU, Arkansas, Missouri, Baylor
● Various innovations in the team uniform for greater authenticity.
● Updates have been made to the following stages:
○ Holiday Bowl ○ Texas State ○ Kansas ○ Kennesaw State ○ Oklahoma State ○ Wake Forest ○ UL-Monroe ○ Nebraska
● Fixed a factor where the USC mascot would disappear at the Opening Ceremony.
● Fixed an issue where the puppy would appear in other situations.
● Restored opening chants for Penn State, FSU, and Tennessee on Xbox Series S.
Innovations in the game will gain advantages especially in Road to CFP. The mode is structurally good and that’s why there are a lot of adjustments in particular.
Here’s the point.
● Degrees rebalanced and reconstructed by converting the 3 degree format to five degrees.
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