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Madden NFL 20 Patch 1.10 Available - Gameplay, Franchise and Presentation Updates, Coach & Player Likeness Updates & Much More

Madden NFL 20

Madden NFL 20 Patch 1.10 Available - Gameplay, Franchise and Presentation Updates, Coach & Player Likeness Updates & Much More

The much anticipated Madden NFL 20 game update 1.10 has arrived, featuring updates for gameplay, franchise and presentation, coach and player likeness updates and much more. Check out the patch notes below and let us know what you’re seeing.

Key Highlights

Offensive Linemen have been added as Superstars, with new run blocking and pass blocking Superstar Abilities:

Edge Protector – Reduces edge pass rusher’s chance of successful rush move

  • Superstars equipped: Packers LT David Bakhtiari, Redskins LT Trent Williams, Cowboys LT Tyron Smith, Chiefs RT Mitchell Schwartz

Post Up – Improves blocker’s ability to hold double team blocks (both run & pass)

  • Superstars equipped: Eagles RG Brandon Brooks, 49ers LT Joe Staley, Rams LT Andrew Whitworth, Cowboys RG Zack Martin, Giants RG Kevin Zeitler
Run Block Elite – Holds blocks longer when run blocking
  • Not equipped to any player, but will available to earn in MUT & Franchise

Pass Block Elite – Holds blocks longer when pass blocking

  • Superstars equipped: Steelers LG David DeCastro, Eagles RG Brandon Brooks

Zone Blocker – Holds blocks longer on zone-blocked run plays

  • Superstars equipped: 49ers LT Joe Staley, Falcons C Alex Mack, Redskins LT Trent Williams, Cowboys RG Zack Martin

Power Blocker – Holds blocks longer on gap-blocked plays

  • Superstars Equipped: Eagles C Jason Kelce

Threat Detector – Detects/indicates extra blitzers on 3rd and 4th down plays

  • Not equipped to any player on the default roster, but will be available to earn in MUT & Franchise

All Day – Increases wait-timer between pass-rush move attempts by the defender when engaged on passing plays

  • Superstars equipped: Packers LT David Bakhtiari, Cowboys LT Tyron Smith

Nasty Streak – Frequently impact blocks smaller defenders when blocking in space

  • Superstars equipped: Colts LG Quenton Nelson, Eagles RT Lane Johnson, Eagles C Jason Kelce

Puller Elite – More effective at winning blocking engagements when pulling on run plays

  • Superstars equipped: Colts RG Quenton Nelson, Steelers LG David DeCastro

Secure Protector (already available in MUT/Franchise prior to update) – Significant reduction to pass rusher’s chance to use a quick shed move or edge rush on passing plays

  • Superstars equipped: Saints LT Terron Armstead, Raiders C Rodney Hudson, Rams LT Andrew Whitworth

New Pre-Play Mechanic: Pass Block Double Team mechanic added to Pass Blocking Adjustments, replacing the Pinch adjustment

  • How it works: In the Pass Blocking adjustments pre-play menu, you can now target a defender aligned on the line of scrimmage for a pass-block double team. You can do this by opening the Pass Protection menu with R1/RB, and selecting the bottom option: ‘Double Team’ (this new mechanic is replacing the Pinch Adjustment, which has been removed globally). Once in this state, you’ll be shown a ‘D2’ indicator that you can move around with the LS, and then lock in your double team target by pressing A/X. While this can be bluffed on running plays and play-action, it will only assign a double team on dropback passing plays.
  • DEV NOTE: We are thrilled to be able to deliver a mechanic that our community has requested, and we think it’s coming in at the perfect time – the double team mechanic is a great way to counter Superstar X-Factor pass rushers. If there’s one really important note to know about this mechanic, it’s that it carries risk. No matter what, when you target a defender to double team, if he’s rushing, he will get double-teamed. So if the defense is rushing more defenders than blockers, you will likely leave one or more of those rushers unblocked to facilitate the targeted 2 vs. 1.

Global Updates

  • General stability and connectivity improvements
  • Updated player likenesses for the following NFL players & Coaches:
    • Titans WR AJ Brown
    • Patriots DE Chase Winovich
    • Dolphins DT Christian Wilkins
    • Broncos QB Drew Lock
    • Eagles WR JJ Arcega-Whiteside
    • Patriots WR N’Keal Harry
    • Colts LG Quenton Nelson
    • Panthers CB Donte Jackson
    • Raiders RB Josh Jacobs
    • Panthers OLB Brian Burns
    • Bengals HB Trayveon Williams
    • Cardinals HB Andy Isabella
    • Packers DE Rashan Gary
    • Jaguars QB Gardner Minshew
    • Redskins HB Bryce Love
    • Broncos HB Philip Lindsay
    • Chargers WR Keenan Allen
    • Steelers HB Benny Snell Jr
    • Broncos TE Noah Fant
    • 49ers DE Nick Bosa
    • Lions TE TJ Hockenson
    • Falcons CB Desmond Trufant
    • Cardinals WR Hakeem Butler
    • Browns CB Greedy Williams
    • Panthers QB Will Grier
    • Seahawks WR DK Metcalf
    • Bills DT Ed Oliver
    • Saints WR Lil’Jordan Humphrey
    • Vikings TE Irv Smith
    • Cowboys Head Coach Jason Garrett
    • Buccaneers Head Coach Bruce Arians
    • Saints Head Coach Sean Payton

Franchise Updates

  • Scenario Engine:
    • Fixed an issue causing characters added to the league during the Fantasy Draft from re-triggering the Preseason Scenario
    • Fixed a pre-season scenario causing the player to get negative coach feedback after achieving a QB rating of 95 or higher in pre-season game 2
    • Fixed an issue causing the user to get a ‘Dev Trait’ increase scenario while still having a hidden Dev Trait
    • Fixed an issue causing a player created on the Front End and then imported into Franchise to get cut before the regular season
    • Fixed an issue causing ‘Total Yards’ to not be calculated correctly in some scenarios
    • Fixed a scenario referring to the user’s character as ‘third rookie to start a season 3-1’
      • DEV NOTE: We have made some improvements to scenario selection criteria and these will be applied to existing franchise leagues. The team is also evaluating which scenarios are being seen by users too often, not seen by users enough and we’re responding to feedback. Future updates will include new content as well as changes to existing scenarios and their corresponding goals and rewards.
  • Face of the Franchise: QB 1/Player-Locked Franchise (these updates will apply to existing save files):
    • Changed the label of the default skin tone to be consistent with the skin tone values in Player Creation
    • User-created characters will no longer have the Hidden Dev Trait
    • Fixed an issue when super-simming into OT during a college game could lead to incorrect ball-spot placement
    • Fixed an issue preventing the college OT rules from being respected after using Supersim during the CPU’s possession
    • Fixed an issue preventing the created player portrait from appearing for the opposing player in a Head to Head game
    • Fixed an issue preventing a second created character portrait from appearing in the Franchise hub
    • Fixed an issue sometimes causing X-Factor Vision to invert in pre-play after a few plays while player-locked
  • Global Franchise (will apply to existing save files, unless otherwise noted):
    • Fixed an issue causing the Draft Pose animations to giveaway the drafted players’ development traits
    • Fixed an issue preventing scrambling QB’s from accruing the appropriate amount of rushing yards when using Supersim
    • Tuning to decrease the frequency of injuries for running backs
    • Fixed an issue causing the hidden Dev Trait ‘snaps played’ progress to be lost after quitting out of Franchise
    • Patriots QB Tom Brady will now be prevented from retiring at the end of the first season, based on his recently signed contract
    • Menu Narration for Accessibility – fixed an issue when the user changes the team filter in the My Team: Injuries menu to a different team it no longer reads the player name
    • Fixed an issue preventing the ‘away team’ user in a Head to Head game from making changes to the depth chart
    • Fixed an issue causing a drafted player ranked low on the board to be displayed as a ‘Good Pick’
    • Fixed an issue causing high-rated players to sometimes be recommended to be cut, and/or being cut by CPU-controlled teams
    • Tuning to increase the number of Improviser QB’s generated in Draft Classes
    • Fixed an issue where the user could get Drive Goals for injured players
    • Updated Panthers & Jets defensive schemes to reflect latest team information – this will NOT update in existing save files
    • Financial Mogul Owner description had incorrect starting funds value
    • Fixed an issue preventing drafted offensive linemen from unlocking their Dev Traits through downs played
    • Tuning to prevent a Signing Bonus from counting against the salary cap beyond the 5th year of a contract extension
    • Fixed an issue preventing the Formation Subs screen from updating after changing the playbook on the Schemes menu
    • Fixed an issue rarely causing the Play Call screen to go blank in Franchise
  • Fantasy Draft:
    • Fixed an issue where players had the same True Talent Rank in the Draft Analysis Feedback
    • Removed OVR from draft feedback text descriptions
    • Fixed an issue causing an out of sync Draft Counter
    • Fixed an issue displaying message ‘You have no picks remaining’ after reaching Round 6
    • Fixed issues with players displaying the same True Talent rank as other players
    • Superstar Abilities (these updates will apply to existing save files):
    • Added support for the new Offensive Line Superstar abilities:
    • All OL positions have had their ability slots increased to two, that will unlock at 70 OVR & 80 OVR
    • Fullbacks and Tight Ends in Franchise will also have access to the blocking abilities
    • Quarterbacks will now have access to the Brick Wall X-Factor ability
    • Quarterbacks will now have access to the Threat Detector Superstar ability
    • “Double Me” had incorrect knock out information inside of Franchise mode
    • Franchise X-Factor database now displays only active abilities
    • Fixed an issue with Lions CB Darius Slay causing his ability loadout to display a duplicate ability
    • Fixed an issue causing players to display abilities they haven’t yet unlocked
    • Fixed an issue preventing players with Superstar abilities from showing their Superstar icon in Franchise rosters

Presentation Updates

  • Fixed an issue causing gamertags to appear in post-play presentation of MUT Squads
  • Fixed an issue causing player indicators to overlap in MUT Squads
  • Fixed an issue causing a created characters face to appear orange or red when quitting during a creation save
  • Updated cameras in the Packers stadium so that they will remain in the front of the official when calling a penalty
  • Updated Jumbotron message in the Ravens stadium
  • Updated cameras in the Chiefs stadium
  • Updated Steelers QB Ben Roethlisberger’s X-Factor loading screen to reflect his correct Zone Ability
  • In-Game text and Banner improvements

Gameplay Updates

  • New Features & Mechanics:
    • Pass Block Double Team Mechanic
  • Superstar X-Factors:
    • Added Offensive Line Superstars & Abilities
    • Tuning to increase the effectiveness of double-move route cuts for double-move abilities
    • Added the fade hot route to the criteria to activate the ‘Streak Specialist’ ability
    • Fixed an issue preventing X-Factor zone progress from populating correctly on the first play after a restarted game session
    • Tuning to decrease blocking boosts on ‘Pin & Pull Guru,’ ‘Inside Zone Guru,’ Outside Zone Guru,’ ‘Fastbreak,’ and ‘Protected’ by 50% to provide proper balance for the new Offensive Line abilities
    • Steelers QB Ben Roethlisberger has been updated so his new Superstar X-Factor Zone ability is ‘Brick Wall’
      • Brick Wall – When in the zone, will break the first sack attempt as long as he’s in the pocket.
      • This ability will be available in both Ultimate Team & Franchise
  • Tuning & Balancing:
    • Tuning around fumble rates and stiff-arm strength
      • DEV NOTE: We have heard our players’ voices relative to the frequency of fumbles and the power of the stiff-arm move. While this tuning will decrease some of the frustrations around fumbles and stiff arms globally, this is just the first step in a series of planned updates that will bring more exact situational tuning. One important note regarding fumbles: the fumble rate for QB’s is higher intentionally, especially on Competitive game-style, in order to provide balance for scrambling QB’s. You can avoid fumbling with your QB by using the QB Slide mechanics: either tap the dive button while NOT holding down the Acceleration burst button; or hold both Acceleration Burst AND the Precision Modifier and tap the dive button to slide with your QB. A similarly useful counter to the stiff-arm move is the cut stick tackle, which can be activated by flicking down on the tackle stick.
    • Tapping the stiff arm button a second time before making contact with a defender will now cancel the stiff arm
    • Defenders with the “Secure Tackler” or “Tackle Supreme” abilities will no longer allow broken tackles due to the stiff-arm move
    • Tuning to remove a speed burst when canceling a play-action fake
    • Tuning to improve the read-defender’s reaction when running Inverted Veer plays to make the play easier to read
    • Tuning to increase the frequency of successful catches by offensive linemen on Fake Field Goal plays
    • Tuning to decrease the frequency of AI-controlled players diving at the pile or ball carrier late into or after the play
    • Tuning to avoid accurate passes getting thrown too low on RPO plays
  • Bug Fixes and Animation:
    • Fixed an issue causing a receiver to warp off the ground into a tackle following a possession catch
    • Fixed an issue making it difficult to tackle the ball carrier during a standing hurdle
    • Fixed an issue causing the first tackle to be missed vs. a precision hurdle
    • Fixed an issue that sometimes prevented a ball carrier from being tackled while getting up off the ground
    • Fixed an issue preventing the QB from fumbling during a specific hit stick tackle
    • Fixed an issue causing the QB to sometimes get frozen on the ground after a sack-fumble
    • Fixed an issue causing AI-controlled QB’s to sometimes drop back too far and take big losses on sacks
    • Fixed an issue causing a defender to warp off the ground into a sack animation
    • Fixed an issue sometimes causing missed tackles vs. receivers right as the ball is being caught
    • Fixed an issue causing defenders to leave their coverage assignments after the QB would break a tackle as a ball carrier in the backfield
    • Fixed an issue causing the RB to slide at the start of the play when flipping a Fake Jet Power pass
    • Fixed an issue sometimes causing a man coverage defender to run forward when defending a streak route
    • Fixed an issue causing the ball to warp from one hand to the other when throwing on the run with a left-handed QB
    • Fixed an issue with the button-mapping of Run Fit play art – you can now view the run fits in Coach Cam by holding down LT/L2 and pressing either Square/X or Circle/B in pre-play
    • Fixed an issue preventing ball carriers from dropping the ball after the play is over
    • Fixed an issue preventing the Block and Release icon from appearing in Head to Head offline matches
    • Fix to prevent HB’s from entering the QB ball carrier state on HB Passing plays to prevent exploits
    • Made improvements to the pump-fake mechanic so that the QB will pass the ball quickly after pump-faking if spamming is detected
  • Playbooks:
    • Added Patriots Hoss-Juke concept plays to the Patriots playbook
    • Fixed an issue causing blank sections in the Play-Call screen for the formation Singleback Wing Flex Close
    • Fixed an issue causing the receiver to run backwards after the play-fake on Singleback Ace Pair PA End Around
    • Fixed an issue with play-art where the WR had no assigned route on Singleback Doubles Y Off Close PA Fly Sweep
    • Fixed an issue causing the QB to keep the ball during the handoff on West Coast Far Pro HB Sweep
    • Fixed an issue sometimes causing the offense to leave the field when removing the Hail Mary set from custom playbooks
    • Fixed an issue causing the Read Key to be on the wrong side of the field vs. Gun Doubles Y-Flex Offset RPO Read Flat Slant
    • Fixed an issue causing the defensive play to reset after flipping the play in Play Call screen when defending No-Huddle
    • Fixed the Primary Target for Wildcat Slot Flex Jet Touch Pass to be correct
    • Fixed pre-play alignment issues in the Big Nickel Over G defensive formation when aligning vs. Trips formations

Madden Ultimate Team Updates

  • Fixed an issue preventing OVR’s from displaying correctly on the Top Players section of the Lineup Tab
  • Fixed an issue causing the ‘Top Players’ to only show their default position
  • Fixed an issue causing players to sometimes kick off to begin both halves in some MUT Solo Battles
  • Fixed an issue preventing the user from being rewarded the appropriate star when scoring exactly 14 points during a ‘Score more than 14 points’ bonus objective
  • Fixed an issue causing ‘Play Next Challenge’ to display the incorrect team
  • Fixed an issue causing the left analog stick to lose functionality after entering the ‘Adjust Lineup’ screen and moving through the tabs
  • Updated the MUT Squads Leaderboard to display the correct ranks in the ‘Friend Leaderboard’
  • Multiple menu & interface improvements

PC Updates

  • Fixed an issue preventing pre-play Coach Cam art from appearing when using a 4K Dual monitor set-up
  • Fixed a wide variety of issues preventing users from interacting with Franchise menu’s via Mouse input
416 Comments

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Discussion
  1. michaelhawj
    Wtf, sim stats including QB rushing stats still not fixed in this patch. Ughhh

    I believe this will cover your QB issue.
    "Fixed an issue preventing scrambling QB’s from accruing the appropriate amount of rushing yards when using Supersim"
    Wow this was a pretty extensive patch!
    Fixed the QB drop back bug taking cheap sacks
    Tuned Fumbles - but here is the thing.....I thought there was no problem other than facing enforcers. So this remains to be seen as a positive when using the default fumble setting of 50.
    Double team mechanic looks excellent and would have helped me this morning vs Fletcher Cox LMAO he crushed me.
    Will play tonight and see how she goes.
    T4VERTS
    I believe this will cover your QB issue.
    "Fixed an issue preventing scrambling QB’s from accruing the appropriate amount of rushing yards when using Supersim"

    I am thrown a bit by the terminology. Do you kow for sure this applies to all games for all teams or just games supersimed from within that game?
    timhere1970
    I am thrown a bit by the terminology. Do you kow for sure this applies to all games for all teams or just games supersimed from within that game?

    When a game isn't played it is "Sim'd" during the week advance.. My guess would be this is a semantics thing more than anything.
    T4VERTS
    I believe this will cover your QB issue.
    "Fixed an issue preventing scrambling QB’s from accruing the appropriate amount of rushing yards when using Supersim"

    Supersim is only in during game or simulate games per week in franchise mode menu ???
    "Fixed an issue sometimes causing a man coverage defender to run forward when defending a streak route".
    I seen that happen a few times.
    Sounds like a lot of good stuff has gotten fixed. Really like that they added the Oline Superstar abilites to main menu. That Brickwall ability seems like a ability a lot of QB1 will want to have.
    It would be nice to be able to edit and add Abilities outside of Franchise. Hopefully it comes later
    T4VERTS
    I believe this will cover your QB issue.
    "Fixed an issue preventing scrambling QB’s from accruing the appropriate amount of rushing yards when using Supersim"

    I am wondering though if this is only when you're in a game and you 'supersim' through the game. Does it apply to just sim-ing league games during the season? I guess we'll find out soon enough.
    T4VERTS
    When a game isn't played it is "Sim'd" during the week advance.. My guess would be this is a semantics thing more than anything.

    I hope so, I just remember the term supersim being introduced as what happens in game.
    Aside from tuning off-ball injuries (linemen, especially on offense, almost never get injured, at least in my test franchises), and provided the patch does not break anything significant, this has the workings of an AWESOME patch.
    callmetaternuts
    Only one way to find out. Can anyone fire it up and just sim a few weeks?

    It does seem that they fixed QB sim rushing stats! Cam, Josh Allen and Trubisky all have above 350 yards on the ground with over 80 carries. Watson has the highest with over 450 yards in this sim.
    ChiefKeef300
    It does seem that they fixed QB sim rushing stats! Cam, Josh Allen and Trubisky all have above 350 yards on the ground with over 80 carries.

    in how many games they played ? does it applied for simulated games in every week too ?
    As I think this is the best gameplay I've experienced, the fumbles made me quit and turn off my PS4 last night. So great to see that was tuned down because that only almost ruined the game for me even those gameplay is smooth. I haven't noticed the QB issue as much as release date but when it happens it's an eyesore so happy thats fixed. This is a very deep patch and I'm excited to see a lot of changes regardless if I don't play certain modes, to just know that there trying is showing a lot.
    I’m not in front of my XBOX right now but can anyone confirm if downloading a roster and draft class is till an issue for this console?
    Make sure folks to play a good number of games or sim a good number of games to provide meaningful feedback on the changes. Lots of times folks play one game and declare a bug fixed just to find out it is there with a good sample size.
    It doesn't sound like they addressed the issue with the wind at all unless I missed it in there. Hopefully the oline change and fumble tuning will make a big difference for folks.
    ChiefKeef300
    Yep simulated through all 17 weeks no games played.

    thank but does stats look accurate for WR in NFL League leader like JuJu, Antonio Brown, Hopkins and Julio Jones are in top 5 like real life ??
    What is evident here is that the Madden team has continued to work on Madden 20 since release. They have not moved full force to Madden 21 and put Madden 20 improvements on the back burner. Basically, the game released very early this year which served as a kind of Beta and we get this big patch around the normal release time and prior to the NFL season. That is evident when you read the notes it is constantly in there that they were responding to our feedback. I really like this model and hope they continue with it. Frankly, I buy Madden every year and this year had a lot of issues but if I would have known they were going to still be working full force on the game for another month I would have been really excited on what Madden 20 was going to be. This is a win win, we get to play the game earlier and they get to use that to make a better product.
    A lot of good things in this patch. Nice work on those things.
    A few things i take issue with:
    Not adding oline abilites to currently active leagues , im fine with that, but why not at least give up option to edit online dev to give those devs to those players that get it in roster now and let them get some abilities.
    Kicking meter disappearing act still not fixed
    Curious if rookie classes in leagues already started will see oline x factor and ss dev players with abilites or do we have to start over now ?
    The offensive line abilities are nice, but really should have been included at release. I am happy they added the double team mechanic but I wonder what negative impact it will cause not have the pinch adjustment. Will the interior line be able to be overwhelmed now if they send a ton of guys up the middle? A little dissapointed they didn't add any new scenarios to the engine yet. They are already super stale and with 2k, NHL, and some other good games coming out soon the shelf life on this years game is shrinking quick
    timhere1970
    What is evident here is that the Madden team has continued to work on Madden 20 since release. They have not moved full force to Madden 21 and put Madden 20 improvements on the back burner. Basically, the game released very early this year which served as a kind of Beta and we get this big patch around the normal release time and prior to the NFL season. That is evident when you read the notes it is constantly in there that they were responding to our feedback. I really like this model and hope they continue with it. Frankly, I buy Madden every year and this year had a lot of issues but if I would have known they were going to still be working full force on the game for another month I would have been really excited on what Madden 20 was going to be. This is a win win, we get to play the game earlier and they get to use that to make a better product.

    Idk man, I thought this was the case with Madden 13 back in the day and after 1-2 good patches they didn't do **** the rest of the year. I even have a blog post about that specific update where I really was looking forward to what they were going to do after that good update, and nothing came. I haven't really followed the game too much since then.
    My specific ramblings on it:
    "Title: Madden 13. I really wanted you to be great. I thought this year was new. EA I thought you would actually put out more than 1 or 2 patches for probably your most popular game. I believed a new age was coming with bimonthly patches. You can even look at one of my blog posts from October giving EA praise and how I was hoping this would keep up. Boy, was I wrong.
    There has not been a patch in 4 months. All we get are roster updates, with only 2 of them being for CCM..."
    I would stay skeptical until we see continued great patches, but yeah this is a great patch.
    kt-od
    Yes. It says so in the notes.

    This is a little deceiving. For example, the offensive lineman were not updated with their abilities.
    Also I am going to test it but I do not think the draft stuff is fixed for already existing draft classes that were generated.
    Lisac
    No kicking meter fix yet?
    Ugh!

    What ticks me off is , clint said they can not reproduce it. How the heck is that even possible? They just are not having testers play full games? It is happening to way to many people for me to buy , they are trying raelly hard to reproduce it and cant.
    Solid first patch. Many good things. Especially, "Fixed an issue causing high-rated players to sometimes be recommended to be cut, and/or being cut by CPU-controlled teams" and "Fixed an issue causing AI-controlled QB’s to sometimes drop back too far and take big losses on sacks"
    It's funny how they write things like "sometimes" and "rarely" on these bugs. The QB sack issue happens on nearly every hail mary attempt. I would hardly call that sometimes. Either way, glad it's fixed.
    heyeaglefn
    This is a little deceiving. For example, the offensive lineman were not updated with their abilities.
    Also I am going to test it but I do not think the draft stuff is fixed for already existing draft classes that were generated.
    Some things apply to current cfms and some will need a restart. They are listed. Not all of the updates will apply to current cfms.
    Sent from my SM-N960U using Tapatalk
    howboutdat
    What ticks me off is , clint said they can not reproduce it. How the heck is that even possible? They just are not having testers play full games? It is happening to way to many people for me to buy , they are trying raelly hard to reproduce it and cant.

    I haven't seen it once in over 50 games played....THAT is the issue....experiences are all over the place...
    tyler28
    Some things apply to current cfms and some will need a restart. They are listed. Not all of the updates will apply to current cfms.
    Sent from my SM-N960U using Tapatalk

    Where does it say oline doesn't apply to existing CFM? They didn't do a very good job of saying what does apply and what doesn't. I saw one thing listed as needing a restart but it is clear Oline and possibly some of the draft stuff needs a restart.
    One important note regarding fumbles: the fumble rate for QB’s is higher intentionally, especially on Competitive game-style, in order to provide balance for scrambling QB’s.

    I don’t like this right here. It’s all good if it was only for competitive but my QB has a high fumble rate on SIM too.
    heyeaglefn
    Where does it say oline doesn't apply to existing CFM? They didn't do a very good job of saying what does apply and what doesn't. I saw one thing listed as needing a restart but it is clear Oline and possibly some of the draft stuff needs a restart.

    I'm only seeing panthers and jets defensive schemes not updating.
    Can anyone verify superstar abilities update? It appears as if they do unless I'm mistaken what they're saying.
    Senator Palmer
    I don’t like this right here. It’s all good if it was only for competitive but my QB has a high fumble rate on SIM too.

    Yup. Never play competitive but on SIM QB's fumble way too much. They seem to ignore this. And they can talk about the LT + RT give up mechanic all they want but it works less than 50% of the time this year. Until that is actually responding correctly it shouldn't be listed as a way to give yourself up and avoid fumbling.
    muelly
    I'm only seeing panthers and jets defensive schemes not updating.
    Can anyone verify superstar abilities update? It appears as if they do unless I'm mistaken what they're saying.

    They don't, its all over twitter and Reddit. Also no way to update them in existing CFM from what people are saying. Completely insane that they don't give you the ability to do this and need to restart.
    howboutdat
    What ticks me off is , clint said they can not reproduce it. How the heck is that even possible? They just are not having testers play full games? It is happening to way to many people for me to buy , they are trying raelly hard to reproduce it and cant.

    I'm in a 32 man league and no one has it, one guy in the dev league does so 1 out of 64. I get why that could be hard to replicate. I wonder if it is like a uniform+stadium+ something else combo doing it.
    JoshC1977
    I haven't seen it once in over 50 games played....THAT is the issue....experiences are all over the place...

    I’m on PC but my experience is this. I’ve played a TON of games this year. Not one time have I had the issue. Not sure what could trigger it and sucks if they can’t get it to, because they have no idea where to start to fix it.
    muelly
    can someone verify superstar abilities update themselves in existing cfms?

    Again, they do not. Check the Reddit thread, at least 3 people confirmed it. Also multiple people on Twitter. Clint said they didn't want to edit existing players on CFM.
    muelly
    can someone verify superstar abilities update themselves in existing cfms?

    No current players did not get them added. They should add to players being generated by Madden in the draft. If you'd like to add some sort of ability to guys who got them per this update you can re roll them by switching position or moving them to SS and back until you get the right ability.
    Quarterbacks run during the sim, but after a full season of simming the most a QB ran for (Cam Newton) was 400 yards.. The yards need to be increased and then it'll be fine.
    THIS is the kind of update that will allow me to rent M20 and evaluate for a possible purchase.
    Tepid thumbs up
    BTW, the double team thing looks great. Looking forward to hearing results on that!!
    Please tell me that my eyes are bad and that I missed reading the fix for QB's that keep backing up, and backing up, and backing up until they take stupid sacks or they end up getting a safety. Something that we've been BEGGING to be fixed since BETA.
    Please tell me.
    Edit: Nevermind I see it! YESSSSSSSSSSSSSSSS FINALLLYYYYYYYYYYYYYY!
    Fixed an issue causing AI-controlled QB’s to sometimes drop back too far and take big losses on sacks.
    PhillyPhanatic14
    Solid first patch. Many good things. Especially, "Fixed an issue causing high-rated players to sometimes be recommended to be cut, and/or being cut by CPU-controlled teams" and "Fixed an issue causing AI-controlled QB’s to sometimes drop back too far and take big losses on sacks"

    This is actually one thing I don't particularly like. Above average players get cut all the time IRL. Plus, with revamped contracts and inability to effectively manage (e.g. front-load) them, sometimes cutting a highly rated player might be the only way for CPU controlled teams to fall into salary cap hell.
    So I kind if hope it's merely "tuned", not "fixed".
    Otherwise... Jesus Christ... What a patch! (If it works.)
    T4VERTS
    No current players did not get them added. They should add to players being generated by Madden in the draft. If you'd like to add some sort of ability to guys who got them per this update you can re roll them by switching position or moving them to SS and back until you get the right ability.

    If you reroll you only get existing abilities and not the new OL, also some guys have multiple abilities. I don't see anyway that you can match what this update did for existing CFM.
    extremeskins04
    Please tell me that my eyes are bad and that I missed reading the fix for QB's that keep backing up, and backing up, and backing up until they take stupid sacks or they end up getting a safety. Something that we've been BEGGING to be fixed since BETA.
    Please tell me.
    Edit: Nevermind I see it! YESSSSSSSSSSSSSSSS FINALLLYYYYYYYYYYYYYY!
    Fixed an issue causing AI-controlled QB’s to sometimes drop back too far and take big losses on sacks.

    Your eyes are bad
    Sent from my iPhone using Operation Sports
    heyeaglefn
    If you reroll you only get existing abilities and not the new OL, also some guys have multiple abilities. I don't see anyway that you can match what this update did for existing CFM.

    The entire way they designed this is terrible. You should be able to go in and add what you want like 2k badges.
    I've been waiting damn near a decade for this. Very excited to test it.
    New Pre-Play Mechanic: Pass Block Double Team mechanic added to Pass Blocking Adjustments, replacing the Pinch adjustment
    How it works: In the Pass Blocking adjustments pre-play menu, you can now target a defender aligned on the line of scrimmage for a pass-block double team. You can do this by opening the Pass Protection menu with R1/RB, and selecting the bottom option: ‘Double Team’ (this new mechanic is replacing the Pinch Adjustment, which has been removed globally). Once in this state, you’ll be shown a ‘D2’ indicator that you can move around with the LS, and then lock in your double team target by pressing A/X. While this can be bluffed on running plays and play-action, it will only assign a double team on dropback passing plays.
    DEV NOTE: We are thrilled to be able to deliver a mechanic that our community has requested, and we think it’s coming in at the perfect time - the double team mechanic is a great way to counter Superstar X-Factor pass rushers. If there’s one really important note to know about this mechanic, it’s that it carries risk. No matter what, when you target a defender to double team, if he’s rushing, he will get double-teamed. So if the defense is rushing more defenders than blockers, you will likely leave one or more of those rushers unblocked to facilitate the targeted 2 vs. 1.
    howboutdat
    What ticks me off is , clint said they can not reproduce it. How the heck is that even possible? They just are not having testers play full games? It is happening to way to many people for me to buy , they are trying raelly hard to reproduce it and cant.

    That's true, but the other 50% of the consumers can't produce it either. Many posters at OS haven't come across it, yet. It is one weird bug.
    Curious to see how the double team and ID the Mike work together. Sounds to me like you choose the specific player to complete the double team where as you are never sure who will handle the Mike when you select one.
    Sent from my SM-G960U using Tapatalk
    roadman
    That's true, but the other 50% of the consumers can't produce it either. Many posters at OS haven't come across it, yet. It is one weird bug.

    I've never seen it either. *Knock on wood*
    It must be incredibly annoying, but isn't a fix just to save mid game and then jump back in? Annoying but better than just missing the kick
    TuffJuff
    I've never seen it either. *Knock on wood*
    It must be incredibly annoying, but isn't a fix just to save mid game and then jump back in? Annoying but better than just missing the kick

    cant do that online lol
    The Patriots Hoss Y Juke play they added is SICK. Maybe the best choice concept in the game currently. This update is pretty amazing. Like someone else said, this is, hands down, the best patch they’ve ever released for a madden
    So excited to see a big patch like this! I figured I would have to restart my CFM for the first big patch, no biggie.
    Everything looks great.. but I am one of those who has had the kicking meter bug, so if it still exists post patch, I hope they find and squash it on the next update.
    Time to fire up the game and start my real CFM.
    I’m impressed by this patch. The big thing left for me is zone work.
    I do have one important question. Does the CPU use the double team mechanic? If so, how do they use it?
    PhillyPhanatic14
    Yup. Never play competitive but on SIM QB's fumble way too much. They seem to ignore this. And they can talk about the LT + RT give up mechanic all they want but it works less than 50% of the time this year. Until that is actually responding correctly it shouldn't be listed as a way to give yourself up and avoid fumbling.

    It’s an excuse. Because I fumbled maybe 20 times yesterday total. Bobby Wagner caused 5 freakin fumbles. Covering the ball doesn’t work
    Sent from my iPhone using Tapatalk
    heyeaglefn
    Where does it say oline doesn't apply to existing CFM? They didn't do a very good job of saying what does apply and what doesn't. I saw one thing listed as needing a restart but it is clear Oline and possibly some of the draft stuff needs a restart.
    I dont see where it says if it does or doesnt. Its not listed under the updates that apply to current cfms. The only way to find out is fire it up and see. It does say some updates will not be updated in current cfms. But its not listed there either. If your not too far in i would just restart to get all the updates.
    I knew there would be a big 1st update so i just waited it out. Will be starting tonight.
    Sent from my SM-N960U using Tapatalk
    mtmetcalfe
    I’m impressed by this patch. The big thing left for me is zone work.
    I do have one important question. Does the CPU use the double team mechanic? If so, how do they use it?
    Hopefully they do. I can adjust to it. If the CPU can't then it's still a major issue.
    Sent from my LG-AS993 using Tapatalk
    Looks awesome. Addresses alot of what has been said on here.
    Cant wait to try out the new double team mechanics and see the new offensive lineman superstars in action. Should help with having Quentin Nelson on the line
    Sent from my SM-G960U using Tapatalk
    I'm happy to report that this patch makes this game feel like "football again"
    I like the changes especially the double blocks on superstar players it's a gamble and I like it..
    zone coverage and man to man is noticeably better less fumbles by the RB, pass rush is also toned down and remains consistent.. You can still get after the QB...
    Kudos to the Dev team I know future updates will happen but as of right now I am extremely satisfied!!
    Just confirmed...
    Started my current cfm that i had before the patch. Upon starting it will give you a message current cfm is patched to current update.
    However, the linemen superstar abilities are not there.
    I started a new cfm after the update. Superstar abilities are there.
    Superstar abilities DONOT update to current cfm only NEW cfm started after the update.
    Sent from my SM-N960U using Tapatalk
    I'm flat-out not seeing "two ability slots at 80 OVR" for Superstar / X-Factor OLs in my franchise at all. Does that not apply to existing franchises?
    Everything else looks really solid. Tried out the new double-team blocking controls and they work as advertised.
    tyler28
    Just confirmed...
    Started my current cfm that i had before the patch. Upon starting it will give you a message current cfm is patched to current update.
    However, the linemen superstar abilities are not there.
    I started a new cfm after the update. Superstar abilities are there.
    Superstar abilities DONOT update to current cfm only NEW cfm started after the update.
    Sent from my SM-N960U using Tapatalk

    Do they pop up after going to the next season (in an existing 'chise)?
    ChiefKeef300
    It does seem that they fixed QB sim rushing stats! Cam, Josh Allen and Trubisky all have above 350 yards on the ground with over 80 carries. Watson has the highest with over 450 yards in this sim.

    HALLELUJAH
    JoshC1977
    Do they pop up after going to the next season (in an existing 'chise)?
    I did not see any superstar abilities come the next season for OL. They could be unlockable but i dont think that is the case with current cfms.
    The superstar abilities did not appear to the OL they updated after simming a season.
    Looks like you will have to restart to get superstar abilities on the OL.
    Sent from my SM-N960U using Tapatalk
    jsteele14
    Curious to see how the double team and ID the Mike work together. Sounds to me like you choose the specific player to complete the double team where as you are never sure who will handle the Mike when you select one.
    Sent from my SM-G960U using Tapatalk

    The mike should be picked up by the blocking TE or back. That's the way it was designed to work at least. So hypothetically you would pick a dlineman to double team then id the mike for your back to pick up should the defense send an extra rusher.
    tyler28
    I did not see any superstar abilities come the next season for OL. They could be unlockable but i dont think that is the case with current cfms.
    The superstar abilities did not appear to the OL they updated after simming a season.
    Looks like you will have to restart to get superstar abilities on the OL.
    Sent from my SM-N960U using Tapatalk

    Makes me want to wait until the next roster update and possibly next update, to start a Franchise. Doesn't look like they will update in CFM if they give a player a new ability.
    JoshC1977
    I haven't seen it once in over 50 games played....THAT is the issue....experiences are all over the place...
    - Same here. Crazy. But Glad.
    MizzouRah
    So excited to see a big patch like this! I figured I would have to restart my CFM for the first big patch, no biggie.
    Everything looks great.. but I am one of those who has had the kicking meter bug, so if it still exists post patch, I hope they find and squash it on the next update.
    Time to fire up the game and start my real CFM.
    - Try reinstalling the game, clear your profile...just start all over. I have not seen this bug in over 50-60 games played since release.
    tyler28
    I did not see any superstar abilities come the next season for OL. They could be unlockable but i dont think that is the case with current cfms.
    The superstar abilities did not appear to the OL they updated after simming a season.
    Looks like you will have to restart to get superstar abilities on the OL.
    Sent from my SM-N960U using Tapatalk
    - Ugh!!!! Decision time. Damn.
    tyler28
    Just confirmed...
    Started my current cfm that i had before the patch. Upon starting it will give you a message current cfm is patched to current update.
    However, the linemen superstar abilities are not there.
    I started a new cfm after the update. Superstar abilities are there.
    Superstar abilities DONOT update to current cfm only NEW cfm started after the update.
    Sent from my SM-N960U using Tapatalk

    Any intel on if the new face scans show for existing CFMs?
    bucknut7
    Any intel on if the new face scans show for existing CFMs?

    New face scans show up. I saw Jason Garrett and Quentin Nelson's new scans in my existing franchise.
    I just tried editing existing “star” o-lineman in my old franchise who are now “superstar” o-lineman with superstar traits (Jason Kelce, Brandon Brooks, Lane Johnson). All 3 got the old “secure protector” trait, but none of the new traits, and they only had 1 superstar ability slot like they would have pre-patch if they were superstars. So it seems that there definitely is not OL superstar ability functionality in existing franchises. Gotta start over. Such a shame because in my first draft I found a 21 year old superstar x-factor DT who was an awesome fit next to Fletcher Cox.
    callmetaternuts
    Any other feedback on QB rushing stats?

    Deuce was tweeting about how the rushing stats are improved but it may have been detrimental to RBs. They appear to be having a hard time simming with a run over 10 yards.
    I assume he will do a massive data dump at some point today.
    Jimbo12308
    I just tried editing existing “star” o-lineman in my old franchise who are now “superstar” o-lineman with superstar traits (Jason Kelce, Brandon Brooks, Lane Johnson). All 3 got the old “secure protector” trait, but none of the new traits, and they only had 1 superstar ability slot like they would have pre-patch if they were superstars. So it seems that there definitely is not OL superstar ability functionality in existing franchises. Gotta start over. Such a shame because in my first draft I found a 21 year old superstar x-factor DT who was an awesome fit next to Fletcher Cox.

    I have also heard reports from other online commishes who said they simmed forward and none of the incoming rookies had the new stuff either. This is flat out craziness on EA part .
    tyler28
    Just confirmed...
    Started my current cfm that i had before the patch. Upon starting it will give you a message current cfm is patched to current update.
    However, the linemen superstar abilities are not there.
    I started a new cfm after the update. Superstar abilities are there.
    Superstar abilities DONOT update to current cfm only NEW cfm started after the update.
    Sent from my SM-N960U using Tapatalk

    Well... this is a bummer. Thanks for confirming this, dude! I won't waste my time moving forward with my current franchise.
    Hopefully this is a one-off with these patches.
    Also, getting nitpicky here, but they gave Jason Kelce the power run specialist ability. If he has a weaknessC its in power schemes due to his smaller size. He’s probably the most agile and adept zone run blockers in the league. Headscratcher why he didnt get the zone blocking ability.
    howboutdat
    What ticks me off is , clint said they can not reproduce it. How the heck is that even possible? They just are not having testers play full games? It is happening to way to many people for me to buy , they are trying raelly hard to reproduce it and cant.

    Saying they can’t reproduce it doesn’t mean they don’t see it. They are two different things.
    Saying they can’t reproduce it means they aren’t able to identify the specific trigger that causes it to figure how how to fix it.
    Just some quick observations from watching a CPU vs CPU slow supersim franchise game while I'm eating lunch - default All-Pro:
    I'm not sure if this is something they fixed with this patch or a previous custom roster update, but Mahomes isn't throwing nearly 100% of his passes as deadeye (perfect accuracy) anymore. I suspected that he might be doing that before because of the deep range deadeye ability being bugged - he was the only one with that problem, and also the only one to have that ability. This problem was the main reason I was considering turning off all abilities for when I seriously play a franchise, so hopefully it continues.
    Still saw Foles do an awkward circle animation in the backfield and get sacked, and I took a video that I'll post here after the game (I'll edit the post). That said, it's only happened once so far in a full half of plays, so that's a good sign.
    Mahomes has been sacked twice, neither looked bad. Campbell came in and drilled him before he could release the ball on one of them - looked awesome.
    2nd half and the Jags now have 4 sacks - all of them by Calais Campbell. X-Factors doing X-Factor things.
    Here's the sack from earlier that I was referencing. Again - doesn't seem as frequent, but it's not completely gone.
    I would sure like to have the new OL stuff, but I'm having so much fun in my franchise right now...I've had awesome games, players that I didn't expect to breakout have become starters, my scouting has been on point...
    I'm not restarting my franchise. Blasphemy, I know But nope, not gonna do it.
    Sent from my iPhone using Operation Sports
    therealsmallville
    I would sure like to have the new OL stuff, but I'm having so much fun in my franchise right now...I've had awesome games, players that I didn't expect to breakout have become starters, my scouting has been on point...
    I'm not restarting my franchise. Blasphemy, I know But nope, not gonna do it.
    Sent from my iPhone using Operation Sports

    I'm with you brother...only 2 weeks in but had an epic 27-23, last second win over the Pats...got Jerome Bakers dev up...enjoying it to much to restart
    Not sure if this has been mentioned yet, but after the patch there's now some weird delay when you go back to the huddle. The play call screen pops up, you push a button to call a play or change pages and it doesn't do anything the first click.
    Ughhhh!! I'm halfway through week 3, playing every single game in all team control. Just not sure I need to start over for the one or two things I'm missing out on. But damn, it's so tempting!!!
    michaelhalljr
    Ughhhh!! I'm halfway through week 3, playing every single game in all team control. Just not sure I need to start over for the one or two things I'm missing out on. But damn, it's so tempting!!!

    I feel your pain!!! Man I'm in week 5 of season 2, but have been playing with x-factor cut off.
    I'm restarting and going wide open with the x-factor feature on now. Looking forward to it too.
    So the part about signing bonuses not extending past the 5th year of an extension, does that mean Mahomes will no longer get that crazy 75 million in year seven of his contract?
    Haven't played through enough yet but well done to the Madden team. They get a lot of flack online and it's good to see a deep update like this one.
    michaelhalljr
    Ughhhh!! I'm halfway through week 3, playing every single game in all team control. Just not sure I need to start over for the one or two things I'm missing out on. But damn, it's so tempting!!!

    I am in week 14......I am not restarting. I am far too invested and loving my current Dolphins Chise.
    I will start another one down the road with a different team. My story-lines are too awesome to quit it and restart. Screw that.
    I didn't see it mentioned, but there's definitely been a commentary update to Play Now/MUT games. Commentators discussing the early real life preseason happenings. Same sort of things we've gotten the last few years.
    You guys rock! I wanted to see comments first, and actually turned off auto patches to Madden last night. Didn't want to patch until I read this thread. I didn't yet start my 'chise tho :), that's starting this eve.
    PhillyPhanatic14
    Yup. Never play competitive but on SIM QB's fumble way too much. They seem to ignore this. And they can talk about the LT + RT give up mechanic all they want but it works less than 50% of the time this year. Until that is actually responding correctly it shouldn't be listed as a way to give yourself up and avoid fumbling.
    Not to mention guys like Dak that actually truck through defenders in real life - fumble like crazy on this game.
    Do live updates not auto download anymore? I clicked on live update just to check and it downloaded stuff and told me to restart for the changes to take effect.
    MizzouRah
    Do live updates not auto download anymore? I clicked on live update just to check and it downloaded stuff and told me to restart for the changes to take effect.

    I think they auto download, but there's a tick in system settings that prevent auto install, I believe. I just remoted my ps4 with my phone and it's downloading for me. It's large so I won't really know until dl is done. Woops, sorry, you're on xbone.
    Armor and Sword
    I am in week 14......I am not restarting. I am far too invested and loving my current Dolphins Chise.
    I will start another one down the road with a different team. My story-lines are too awesome to quit it and restart. Screw that.

    I'm riding it out with what I've played so far. Like I said, halfway through week 3, playing every game. Nearly 40 games in, just can't bring myself to start over. I've been laid up with a broken leg so I've been plugging away. Just trying to get as much in as I can before I'm back to work next month.
    Therebelyell626
    What exactly is supersim?

    The system that produces game results without playing the game, like non-user games in Franchise mode or when you elect to sim through parts of a game.
    Decent patch but there is still a lot that needs to be done to keep me playing it. Just to name a few...
    No mention of user game option & visual settings not saving in Play Now (keeps reverting back to default)?
    No mention of the arcade style hit stick tackles being toned down? Players would be suspended for some of these hits irl...
    EA ADD REFEREES BACK (at least during field goal attempts & extra points)
    Clean up the collision detection/player clipping mainly post play. Players at times roll right through the legs of lineman, players step through the bodies of players lying on the field after tackles, etc. This kills immersion!
    I'll give one more patch to see what they can do...
    Played a half, play now. Pass rush is insane now. Like 4 sacks for both teams in the 1st quarter. Don't even have to blitz or USER anybody. Also noticed a lot of holding on passing plays now because of this insane pass rush. Double teaming is cool, it works, just make sure you have RB who can block, because that free man is coming and coming hard.
    MSAA seems to be fixed now. I was able to see the play art and kick meter the entire time. I did noticed however sometimes you have to select a play TWICE. Passing appears to be harder now, not seeing guys as wide open as they use to be. Few fumbles from WRs being lit up when they catch the ball.
    Just can't get over how insane the pass rush is now. At one point my team had 3 sacks in a row, not even blitzing. It is like bad offensive linemen definitely stand out more, they get beat and beat quick and often now. All default All Pro.
    Was there anything about CPU controlled QB's backpedaling for 20 yards until they are sacked?
    I read through the patch notes and didn't see it, but maybe I just missed it.
    I also didn't see any pass coverage adjustments. Did I just miss that too?
    Find_the_Door
    Not to mention guys like Dak that actually truck through defenders in real life - fumble like crazy on this game.

    The 15 players with the most fumbles in 2018 were all quarterbacks. Dak was tied for league-worst 12 with Lamar Jackson.
    I imagine a lot of these fumbles come on strip-sacks, as opposed to designed runs? But given that raw data, most of these QBs justifiably have low Carrying ratings.
    I do recall EA saying pre-launch that QBs have a lower fumble chance specifically on designed QB runs when playing on the Simulation game style.
    Played one game after patch, as Steelers vs Browns. All-Pro with 15 min quarters (sim/all penalties at 60) and it was the most realistic Madden experience I've had in years.
    Sent from my iPhone using Operation Sports
    Ugh we are in week 9 of my 32 man league. I really cant believe they couldnt have got the new OL abilities to show up in drafts and for upgraded players. This sucks.
    CM Hooe
    The 15 players with the most fumbles in 2018 were all quarterbacks. Dak was tied for league-worst 12 with Lamar Jackson.
    I imagine a lot of these fumbles come on strip-sacks, as opposed to designed runs? But given that raw data, most of these QBs justifiably have low Carrying ratings.
    I do recall EA saying pre-launch that QBs have a lower fumble chance specifically on designed QB runs when playing on the Simulation game style.

    To me personally, QBs should have the same fumble chance as RBs (depending on the carry rating) when running OR scrambling. Strip sacks, however, should be different.
    This was the first Madden I didn’t buy at launch since ‘06 when I first got Madden. I played on EA access but wasn’t happy with the lack of Franchise updates, sim stats, and fumbles. A bit of a protest. I’m going to play my last two access hours and make a decision on keeping the streak alive.
    itsmb8
    To me personally, QBs should have the same fumble chance as RBs (depending on the carry rating) when running OR scrambling. Strip sacks, however, should be different.

    This recently came up in an online User/CPU league i run with about 8 users. Then I looked up the numbers. QBs rumble roughly 20% the time when sacked. Way higher than any other position. Just last year Andrew Luck fumbled on 25% of his sacks. For sim players to use for context.
    Will offensive lineman superstar abilities be available for future generated draft classes in an existing franchise? I just reached the playoffs in my first season, and I prefer to not re-start if I'm only missing out on existing offensive lineman updates.
    Is anyone else having an issue with the play call screen?
    Specifically after the play, the first time you press a button it doesn't do anything - doesn't matter if you try to change the page of the playbook or pick the same play or flip the side, the first button press doesn't do anything. It makes a sound like it's registered the command, but nothing happens.
    i played 4 games today after downloaded this patch. stats still mess up. no wondering why DeMarcus Lawrence is not in top 5 of NFL Leader league on defense stats because he has 4 sacks and Aaron Donald lead with 5 sacks
    Gotmadskillzson
    Played a half, play now. Pass rush is insane now. Like 4 sacks for both teams in the 1st quarter. Don't even have to blitz or USER anybody. Also noticed a lot of holding on passing plays now because of this insane pass rush. Double teaming is cool, it works, just make sure you have RB who can block, because that free man is coming and coming hard.
    MSAA seems to be fixed now. I was able to see the play art and kick meter the entire time. I did noticed however sometimes you have to select a play TWICE. Passing appears to be harder now, not seeing guys as wide open as they use to be. Few fumbles from WRs being lit up when they catch the ball.
    Just can't get over how insane the pass rush is now. At one point my team had 3 sacks in a row, not even blitzing. It is like bad offensive linemen definitely stand out more, they get beat and beat quick and often now. All default All Pro.

    Just curious was this coach mode or regular style play?
    Sent from my iPhone using Tapatalk
    CM Hooe
    The 15 players with the most fumbles in 2018 were all quarterbacks. Dak was tied for league-worst 12 with Lamar Jackson.
    I imagine a lot of these fumbles come on strip-sacks, as opposed to designed runs? But given that raw data, most of these QBs justifiably have low Carrying ratings.
    I do recall EA saying pre-launch that QBs have a lower fumble chance specifically on designed QB runs when playing on the Simulation game style.
    Yes those are strip sacks
    Things I noticed in my CFM, some of which I did not see in the patch notes;
  2. Noticed CPU DB's forcing more dropped passes with good hits. Very organic.

  3. Confirmed QB no longer spinning and running backwards to take sacks. They do occasionally spin and go sideways. I can live with that.
  4. Confirmed off-man coverage DB's no longer run forward on 9 or deep dig routes. Also, no longer seeing overly-exaggerated false steps except when defending HB angle routes. Zone defense still appears very loose, especially hook assignments that are slow to pick up and stay with receivers in their area.
  5. Noticed CPU is now aligning their top corner to my top receiver. This was not happening for me pre-patch and was a welcome surprise.
  6. Confirmed double-team works well and also had my DE (D-Law) double-teamed by CPU after he had a sack.
  7. Now experiencing a pause pre-play when calling a hot route or block assignment. I can no longer pull trigger to re-set camera and snap ball. This takes up more time than the walk to the line did.

  8. Pass type text is still present with visual feedback turned off. Would prefer it off, but type is very small and does provide useful feedback.

    Did not notice any significant bugs after playing two games and practicing in CFM mode.
  9. Gotmadskillzson
    Played a half, play now. Pass rush is insane now. Like 4 sacks for both teams in the 1st quarter. Don't even have to blitz or USER anybody. Also noticed a lot of holding on passing plays now because of this insane pass rush. Double teaming is cool, it works, just make sure you have RB who can block, because that free man is coming and coming hard.
    MSAA seems to be fixed now. I was able to see the play art and kick meter the entire time. I did noticed however sometimes you have to select a play TWICE. Passing appears to be harder now, not seeing guys as wide open as they use to be. Few fumbles from WRs being lit up when they catch the ball.
    Just can't get over how insane the pass rush is now. At one point my team had 3 sacks in a row, not even blitzing. It is like bad offensive linemen definitely stand out more, they get beat and beat quick and often now. All default All Pro.

    This makes no sense.
    I was expecting to get better pass protection since they added abilities to OL not the other way around. DL abilities was always there.
    if this is true it will make the already sack-fest even worst.
    Marcus
    Will offensive lineman superstar abilities be available for future generated draft classes in an existing franchise? I just reached the playoffs in my first season, and I prefer to not re-start if I'm only missing out on existing offensive lineman updates.

    unfortunately not
    BTG
    Is anyone else having an issue with the play call screen?
    Specifically after the play, the first time you press a button it doesn't do anything - doesn't matter if you try to change the page of the playbook or pick the same play or flip the side, the first button press doesn't do anything. It makes a sound like it's registered the command, but nothing happens.
    I just started playing today and thought this was so annoying. It like hiccups every time
    Sent from my SM-G960U using Tapatalk
    BTG
    Is anyone else having an issue with the play call screen?
    Specifically after the play, the first time you press a button it doesn't do anything - doesn't matter if you try to change the page of the playbook or pick the same play or flip the side, the first button press doesn't do anything. It makes a sound like it's registered the command, but nothing happens.

    Yes, I am. Lol. I was going to post this, and wondered if others are experiencing it. This is not a game killing bug and is not a gameplay bug, thankfully, but I do think it’s a bug that’s been introduced. But, yes, I have to press my defensive play call, specifically, twice. I can’t remember if offensive playcalling was the same or not. But, on D, yeah, you seem to have to press a button twice. The first button press makes the screen flash as though you have selected a play, but, it doesn’t take and u have to select, again. On the positive side, I suppose if u picked the wrong play, quickly, u now have time to re select the correct play.
    That being said, I think they also introduced a minor camera bug as well. I think it’s partially on purpose, but it can be amplified depending on your pre-play adjustments and when and how u try to look at play art.
    So, with the new double team block mechanic, when u use it, the screen pans out so u can see the whole D and select the Dlineman u wish to double. When u select the Dlineman, the screen stays panned out until the qb is done barking out orders. This delay, I’m sure, is positive, similar to barking out a hot route. They want this tale physically longer, so they won’t let u snap it for 2-3 secs. But, they also won’t let u pull up play art. Again, this might be on purpose trying to mimic the qb concentrating on the double team or something? If so, it’s ok. But, it sort of feels a little clunky.
    And, another piece on the camera minor issue. If u bark out a double team, and u press play art, again, the camera stays panned out a bit longer after u stop viewing the play art. Lol. This really throws u off a bit. I may simply get used to it, but it may also be a legit bug. I’m going to get a video of it and submit to bugs thread. Again, these camera issues are not game breaking at all, they’re just a minor nuisance.
    The double team function is AWESOME!! I just doubled Cam Jordan most of the game and/or on important shotgun 3rd downs, and it’s legit. He gets doubled and I don’t think he got a single sack! Lol. It’s not cheap, either, btw. I’m just ecstatic to have an option like that to really specify who u want to block. I def give props to madden team to getting this out so quickly.
    But, hopefully they’ll work on the playcall bug and possibly the camera bug, because those are at least slightly irritating.
    Sent from my iPhone using Tapatalk
    BTG
    Is anyone else having an issue with the play call screen?
    Specifically after the play, the first time you press a button it doesn't do anything - doesn't matter if you try to change the page of the playbook or pick the same play or flip the side, the first button press doesn't do anything. It makes a sound like it's registered the command, but nothing happens.

    Yes I do...very strange...it is on Xbox.
    Started new franchise and have played 2 games. Have to say so far disappointed. I will need to play around with sliders again because all of a sudden cup receivers are breaking tackles like never before, 2 ridiculous times where they caught ball with back to 2 defenders who hit and receiver just spun out of it and ended up scoring big TDs.
    Trial and error I guess again. Double team works well tho so that's nice.
    Appears qb contract demands were made more reasonable, at least for backups. Here’s the top free agent qb fair offer prices after first season with update:
    Bridgewater (74) - 3/23.3
    Brissett (72) - 3/12.1
    Tannehill (71) - 1/3.97
    Keenum (71) - 1/3.97
    Mullens (69) - 4/15.1
    Zen Master 61
    Appears qb contract demands were made more reasonable, at least for backups. Here’s the top free agent qb fair offer prices after first season with update:
    Bridgewater (74) - 3/23.3
    Brissett (72) - 3/12.1
    Tannehill (71) - 1/3.97
    Keenum (71) - 1/3.97
    Mullens (69) - 4/15.1

    Nice, is this for an existing franchise file prior to the patch or a new franchise file after the patch?
    Zen Master 61
    So the part about signing bonuses not extending past the 5th year of an extension, does that mean Mahomes will no longer get that crazy 75 million in year seven of his contract?

    Appears this is the case. Just signed Kareem Hunt. 7 years - 6 million bonus, 6 million salary. Here’s the yearly breakdown:
    1 - 12.5
    2 - 13
    3 - 13.5
    4 - 14.2
    5 - 14.9
    6 - 7.33
    7 - 8.28
    reth316
    Oh and coverage is still pretty much non existent.
    Although that seems pretty realistic in today's NFL. There are rookie quarterbacks coming in and destroying NFL defenses. It's only going to get worse, or better if you like 7on7 football.
    Sent from my SM-G950U using Tapatalk
    callmetaternuts
    Can anyone sim and look at QB rushing stats? I’m out of town and can’t look.

    its much better but QB ratings are now 110+ for more than half the league
    Glad I waited to start my first franchise. I'll probably wait awhile longer for the historical rosters to come out, I'm still having fun with 19 but I'm really loving the look and feel of 20 so much it's hard to wait. With all the good news this patch brings it's even harder for me now not to dive in head first.
    I mean I'm actually stunned. Have played 3 games now since update and somehow they have made pass coverage worse. It is now unplayable. How do EA do it!
    reth316
    I mean I'm actually stunned. Have played 3 games now since update and somehow they have made pass coverage worse. It is now unplayable. How do EA do it!

    I can’t get in front of game at moment. Does anyone else have a similar issue?
    l8knight1
    I can’t get in front of game at moment. Does anyone else have a similar issue?

    Im sure all you have to do is adjust pass coverage slider and make it tighter
    DSonTL
    4 fumbles in one half just now.. that’s not fixed
    Sent from my iPhone using Tapatalk

    Adjust the sliders
    If you have it at 50 move it to 60
    And mess with them from there
    reth316
    I mean I'm actually stunned. Have played 3 games now since update and somehow they have made pass coverage worse. It is now unplayable. How do EA do it!
    Wanna be a little more specific??
    Sent from my SM-G960U using Tapatalk
    kmp714
    Although that seems pretty realistic in today's NFL. There are rookie quarterbacks coming in and destroying NFL defenses. It's only going to get worse, or better if you like 7on7 football.
    Sent from my SM-G950U using Tapatalk

    Lol this right here! The biggest complainers must want every game to be 10-7 like it's Ray Lewis and the 2000 Ravens. Aside from the Superbowl it was very high scoring last year I mean look at that Chiefs Rams game. Chiefs shredded a defense that had Donald, Suh,Talib, Marcus Peters to name a few. NFL is geared towards offense.
    BrianMcNulty11
    Played one game after patch, as Steelers vs Browns. All-Pro with 15 min quarters (sim/all penalties at 60) and it was the most realistic Madden experience I've had in years.
    Sent from my iPhone using Operation Sports

    Which sliders are you using?
    Need to play with sliders more, hopefully it improves for me but at moment just seeing wide receivers far too open and getting murdered in the slot time after time. I have more pass coverage and reaction up to the 70s but still struggling whereas before update I wasnt.
    Didn't anything about the "college rules" fix on the defense side of the ball. Any diving  ints plays are blown dead after you hit the ground. You can't get up and run .
    That double team feature is A+ definitely helps when playing XFactor edge rushers.
    Only have played 3 games but doesn’t look like anything has been broken to fix something like in the past.
    Pass rush still dominant , man coverage still tight. Zone coverage I don’t really have a big issue with but I do see reasoning for many of the gripes with it
    Sent from my iPhone using Operation Sports
    Per Mills on his stream, the patch did not fix the resetting snap count on "fog of war" hidden traits for OFFLINE franchises. He demonstrated both cloud and offline on his stream, and it only worked properly for cloud.
    He's already informed the devs.
    Sent from my SM-G960U using Tapatalk
    howboutdat
    What ticks me off is , clint said they can not reproduce it. How the heck is that even possible? They just are not having testers play full games? It is happening to way to many people for me to buy , they are trying raelly hard to reproduce it and cant.

    I can sorta understand that though. I’ve played about 75 games since release and haven’t had the issue yet.
    Not to say it’s not happening to others , but the issue does have to be replicated to locate the issue. And it’s about a 50/50 split to who gets it an who doesn’t. This may just be tricky
    Sent from my iPhone using Operation Sports
    bcruise
    Per Mills on his stream, the patch did not fix the resetting snap count on "fog of war" hidden traits for OFFLINE franchises. He demonstrated both cloud and offline on his stream, and it only worked properly for cloud.
    He's already informed the devs.
    Sent from my SM-G960U using Tapatalk

    What is the cause of this, because in my offline franchise, I see my players with hidden traits downs played counts rising appropriately.
    Now, I haven't gotten to the point where the trait should be revealed yet. Is that where it's broken? I had thought it was the counter that counts downs played.
    bkrich83
    What is the cause of this, because in my offline franchise, I see my players with hidden traits downs played counts rising appropriately.
    Now, I haven't gotten to the point where the trait should be revealed yet. Is that where it's broken? I had thought it was the counter that counts downs played.
    I don't know details, because I haven't seen it in my own game. But he did demonstrate it on stream and asked for it to be clipped.
    I'm on my phone, but I'll try to post a link to said clip if I can.
    https://www.twitch.tv/mills/clip/EntertainingFaintWolverineSeemsGood
    Sent from my SM-G960U using Tapatalk
    Still wish they would add a players total amount of careers stats at the bottom under there yearly stats like they used to back in the day in the player card section especially  in franchise mode. 
    bcruise
    I don't know details, because I haven't seen it in my own game. But he did demonstrate it on stream and asked for it to be clipped.
    I'm on my phone, but I'll try to post a link to said clip if I can.
    Sent from my SM-G960U using Tapatalk

    Post patch, existing offline franchise I simmed ahead a few weeks and Nasir Adderley who had his trait hidden, worked as designed, after 500 snaps he shows as a Star Trait. So I'm not sure what's up.
    guppya
    Sim Stats broken - anyone else having issues with crazy high QB ratings?

    Ran two full simulations, one offline and one online.
    In the offline league the QB ratings were really high. QB rushing was still lower than it was IRL last year, but much improved.
    In the online league the QB ratings were still high but not quite as crazy as the offline league. QB rushing numbers were pretty much the same as the offline test.
    Fixed an issue causing the hidden Dev Trait ‘snaps played’ progress to be lost after quitting out of Franchise.
    I'm still seeing this, also seeing players just stuck at 0 downs played on the unlock meter no matter what. This isn't just on pre-existing franchises either, I started a new one and still had the same two issues.
    Still playing Madden 19...Deciding whether or not to buy 20 but it seems like there are just more problems popping up that are overshadowing the improvements.
    Anyone else still on 19 feeling skeptical with this most recent patch?
    XxKnicksRules215xX
    That’s both sides of the ball this happens.

    Sometimes i wonder if they even test the game before releasing patches. Like how could an entire studio miss something so obvious?
    Don't let anyone fool you, this patch is great! I've been playing my CFM with the Cardinals, trying both Armor and JoshC's sliders. I was 0-11. Games weren't close. I expect the Cards to have a losing season, but this was ridiculous. CPU QBs completing 80%+ of their passes, never less than 400 yds passing. My defenders were nowhere near the WR.
    I'm only at halftime of my first game after today's patch, but I was too excited to wait till the end of the game to report here. My secondary are all over Seattle's WRs. I'm making plays on the ball, or at least right by the WR when he catches for an immediate tackle. I have fumbled a few times, but Bobby Wagner is an Enforcer. I'm playing All-Pro with all sliders set to default. I do have all 4 defense assist enabled (just in case I needed it).
    I'm down at half 16-10, but hey it's the Cards. Will update this post after the game. Loving the patch though!
    UPDATE:
    The Good:
    Held Wilson to 306 yds passing, a definite moral victory for my team.
    Pass coverage was much tighter. Stats didn't show it, but could definitely tell. I wasn't cussing at the TV.
    Forgot to mention that the first play of the game, I almost returned a kickoff for TD, but got tackled at the 16. Best return of Madden 20 so far. Also had a nice 47 yd punt return.
    Run game was nice. Seattle had 102 total rushing yards, and Cards had 83.
    Kyler threw for 362 yds and 3 TDs
    The Bad:
    Wilson still threw for 73%, but it wasn't 80%+! He started out 1/5, when in the past the CPU would start 8/8 or 9/9.
    Kyler had just 50% completion. His accuracy isn't quite there.
    The Ugly:
    Lost the game 46-23.
    Kyler had 5 ints (I started going for long plays when I was down big. Did hit Curtis Samuel for an 80-yd TD).
    All in all, similar results, but the game felt much better! Can't wait till next season when my players improve and I get some better talent on the team. Hoping to not need much slider manipulation. This was on default 50 across the board.
    I really don't think guys like Clint and Kraelo and Swami even play the game. There's no way they do. They would not be continuing to spew out nonsense about fumble rates if they actually played the game. Anyone that spends 2 minutes playing Madden 20 can see clearly that the fumble issues are related to the unrealistic amount of hit sticks that occur on nearly every play and have nothing to do with ratings, strength, size, etc. Punters, kickers, tiny cb's can all hitstick anyone and cause fumbles regardless of their ratings. I don't know what they did this cycle to hitsticks to make them so ugly and frequent but it is the biggest issue with Madden 20 right now. There may not be A tackles that are suction tackles but every hitstick is a suction tackle.
    Make sure you’re not haphazardly using the double team feature, if you assign a double team and the defense rushes five someone will come in unblocked unless you keep in extra blockers
    So, relatively minor, but the Tom Brady retirement block after year one does not apply to existing franchises.
    Disappointed that OLine SS abilities don't apply to offline, but oh well. I'm going to continue on in my current franchise for now and hope that there will be a workaround for that on PC
    PhillyPhanatic14
    I really don't think guys like Clint and Kraelo and Swami even play the game. There's no way they do.

    I'm friends with Clint on PSN and his most recently played game is Madden NFL 20.
    Let's keep this on the subject of the game and title update itself and not baselessly speculate about what games the Tiburon developers do and don't play, please and thank you.
    CM Hooe
    I'm friends with Clint on PSN and his most recently played game is Madden NFL 20.
    Let's keep this on the subject of the game and title update itself and not baselessly speculate about what games the Tiburon developers do and don't play, please and thank you.

    If you read my post instead of just quoting that line you would understand what I said. I didn't only say what you quoted and it's unfair to say i'm taking this off topic when I'm clearly not. You should re-read what I said. If they played the game they would see the things that are clear to everyone who is playing the game. Clint is off in fantasy land talking about fumble rates because he isn't playing the game and seeing what these fumbles are caused by.... which is literally part of this update blog...
    PhillyPhanatic14
    If they played the game

    You're still doing what I just told you to not do. Stop.
    The developers at Tiburon quite literally play the game every day. It's their job. Suggesting they don't play their own game is willful dishonesty on your part. Any point you're trying to make following that wrong assertion does not logically follow because your assertion is demonstrably false.
    I'm not asking now. I'm telling you to drop this angle. Stick to talking about the game without talking about the developers. If you have any further issues, PM me. The end.
    PhillyPhanatic14
    I really don't think guys like Clint and Kraelo and Swami even play the game. There's no way they do. They would not be continuing to spew out nonsense about fumble rates if they actually played the game. Anyone that spends 2 minutes playing Madden 20 can see clearly that the fumble issues are related to the unrealistic amount of hit sticks that occur on nearly every play and have nothing to do with ratings, strength, size, etc. Punters, kickers, tiny cb's can all hitstick anyone and cause fumbles regardless of their ratings. I don't know what they did this cycle to hitsticks to make them so ugly and frequent but it is the biggest issue with Madden 20 right now. There may not be A tackles that are suction tackles but every hitstick is a suction tackle.

    Turn off the superstar gimmick junk, and that will stop the fumbles. It’s about as gimmicky as the old NCAA impact players that ruined NCAA 06.
    The game patched in the middle of my Jets Franchise. The double team option pre snap adjustment works great. I played the Jags with default all madden sim sliders. Took a L on the last drive up 28-24 with less than a minute to go and Nick Foles turned into Tom Brady and threw a pass in single coverage and got burnt. Prior to that pass gor the TD I got in the backfield but couldn't bring Foles down for a sack and he threw a stupid pass T. Johnson dropped for a game winning INT. I was so pissed lost 31-28. FOLES COMPLETED 95 PERCENT OF PASSES. THE QB ACCURACY IS RIDICULOUS.
    ITS FUNNY BECAUSE THE WEEK PRIOR I PICKED OFF T.BRADY 5 TIMES AND WON 31-9. I dont want to really adjust the sliders cuz the game seems fine minus the QB ACCURACY.
    Sent from my SM-G950U using Operation Sports mobile app
    reth316
    I mean I'm actually stunned. Have played 3 games now since update and somehow they have made pass coverage worse. It is now unplayable. How do EA do it!
    Lol, show some evidence to your claim
    PhillyPhanatic14
    If you read my post instead of just quoting that line you would understand what I said. I didn't only say what you quoted and it's unfair to say i'm taking this off topic when I'm clearly not. You should re-read what I said. If they played the game they would see the things that are clear to everyone who is playing the game. Clint is off in fantasy land talking about fumble rates because he isn't playing the game and seeing what these fumbles are caused by.... which is literally part of this update blog...
    The fumbles were bad, i played VS the Panthers after the patch on default all pro (profile delete) and i didnt fumble everytime so technically an improvement which is nice.
    BTG
    Not sure if this has been mentioned yet, but after the patch there's now some weird delay when you go back to the huddle. The play call screen pops up, you push a button to call a play or change pages and it doesn't do anything the first click.

    I seen this also
    Sent from my iPhone using Operation Sports
    Mozatta
    Anyone else getting a lag now? Training, gameplay...all have a big lag.

    Yes. It’s taking me a lot longer now to navigate menus, which is really frustrating because one of my favorite things about the game was how quickly you could navigate menus.
    I’m on Xbox.

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