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Madden NFL 21 Patch Fixes Cover 3, Cover 4 and Man Coverages, Pursuit Improvements, Gameplay Updates & More - Patch Notes

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Madden NFL 21

Madden NFL 21 Patch Fixes Cover 3, Cover 4 and Man Coverages, Pursuit Improvements, Gameplay Updates & More - Patch Notes

The latest Madden NFL 21 patch is available now on all consoles and PC, featuring extensive fixes for Cover 3, Cover 4 and man coverages, pursuit improvements, plenty of gameplay updates and much more.

Check out the patch notes below and let us know what you’re seeing.

Gameplay Updates:

Pass Coverage:

  • Tuning to outside deep-zone defenders in Cover 3 to improve the timing of the drop to get to the appropriate coverage depth when aligned over an outside receiver running a short route (Drag, Smoke Screen, etc.). This adjustment will allow them to get deeper and play any deep routes coming from the slot.
  • Tuning to outside deep-zone defenders in Cover 3 to reduce the frequency of jumping inside to cover an out-route from the slot, allowing an outside receiver on a Streak/Fade to get behind them. The outside deep-zone defender will now keep his width and continue to leverage his zone-drop accordingly.
  • Fixed an issue causing receivers to sometimes run into the back of a slower defender playing a deep-zone assignment, leading to an avoidance animation disrupting the route.
  • Updated Cover 4 Quarters to use more Man Matching principles against Trip formations and improved transitioning from zone to man when matching certain vertical routes.
  • Fixed an issue causing deep-zone defenders in Cover 4 Quarters and Palms to let streaking receivers run by them on the outside. Now the defenders will backpedal and transition to turn and run with the correct timing.
  • Tuning to Cover 4 Drop to better cover deep post routes, by improving deep-zone anticipation of vertical routes moving to the middle of the field to reduce the likelihood of big plays over the top of all the deep zone defenders.
  • Added logic to make the reaction of linebackers in man-coverage more authentic when covering a running back in a block-and-release assignment. The LB’s will have the option to either trigger a pass rush and transition to a QB Spy assignment when they see the running-back block, and the timing they use to make the decision will be scaled by their play-recognition rating.
  • Fixed an issue sometimes causing cornerbacks to instantly rush the passer when playing man-coverage on RPO Screen plays.
  • Fixed an issue causing all the underneath zone defenders to break out of coverage and rush the Quarterback when he rolled out of the pocket, even if he was not close to the line of scrimmage.
  • Tuning to improve Jam/Press criteria so user-controlled defenders will be able to trigger the appropriate animations for all angles and situations.

Tackling and Blocking:

  • Fixed an issue allowing an exploit blitz with nickel corners in the contain assignment. New logic and movement has been implemented for pass blockers to better react to this exploit blitz which is most commonly run out of formations like Dime 1-4-6.
  • Fixed an issue sometimes causing defenders to get stuck in a breakdown fake-out when the ball carrier was being tackled within close proximity.
  • Fixed an issue causing unintended ‘Roughing the Passer’ penalties when pass rushers could obviously see the ball had been released.
  • Fixed a rare issue with a reach-sack animation that could get misaligned, and make it appear like the QB would be tackled by air.
  • Tuning to reduce the amount of broken tackles that were triggering from defenders being out of position, with the most significant tuning being done for the Competitive game style. This should result in far less broken tackles from over/under-pursuit defender alignments.

Locomotion:

  • Tuning to reduce steerability while in Truck animations.
  • Fixed a rare issue causing ball carriers to get stuck in the running assignment and run out of bounds.
  • Fixed an issue causing defenders to sometimes use the ‘Option Quarterback’ carry-style when switching ball hands after an INT.
  • Fixed an issue causing defenders to sometimes hitch in the transition from pre-play to during-play movement in pass coverage.
  • Fixed an issue causing Tight Ends to sometimes slide on the cut when running corner routes against certain coverages.
  • Tuning to improve ball-carrier ability to get through the line when running routes from the backfield.
  • Fixed a rare issue sometimes causing the ball carrier to freeze up after two spin moves were used in quick succession.

Passing:

  • Fixed an issue causing the running back’s receiver icon to disappear after the handoff when running Gun Doubles Y Off RPO Zone Y Peek.
  • Fixed a rare issue causing the QB to throw an odd push pass when running Singleback Wing Pair HB Dive Alert Smoke
  • Fixed an issue causing the QB’s arm to get caught up on the running back when attempting to pass during the handoff when running Gun Wing Slot Offset PA Jailbreak Screen.

Abilities:

  • Tuning to only allow players with the ‘Reach For it’ Ability equipped to be able to trigger successful pylon/first-down marker reach-tackles for Competitive game style.
  • Fixed a visual issue allowing the in-game indicators to remain visible during the entire play when using the ‘Blitz Radar’ and ‘Threat Detector’ abilities.

Environment:

  • Fixed various issues sometimes causing the coach or other sideline players to ghost through an opposing player during various sideline interactions with players running or falling out of bounds.
  • Fixed an issue preventing sideline ‘help-up’ animations from triggering in situations where they should.

General Gameplay Improvements:

  • Fixed an issue sometimes causing a new field to load with invisible players after switching Practice type from the Practice Pause menu.
  • Fixed an issue causing the punter to line up too close to the line of scrimmage when punting from inside the 5-yard line, allowing the punt to be blocked too frequently.

Madden NFL 21 (Xbox One, PS4, PC, Stadia)

Key Highlights:

  • In Competitive only, only players with the ‘Reach For It’ ability will trigger certain reaches
  • Fixed blitz’s with Nickel Corners in Contain
  • Fine-tuned deep-zone defenders in Cover 3
  • Tuned the distance-based receiver abilities vs. Man-Coverage
  • Addressed Man-Coverage issues with RPOs and Receiver motion
  • Fixed frequency of defenders doing QB Slide avoidance

Gameplay Updates:

  • Fixed an issue causing the tight end to stay in his 3-point stance after being motioned to the slot on running plays out of the Gun Doubles formation.
  • Fixed a visual issue allowing the in-game indicators to remain visible during the entire play when using the ‘Blitz Radar’ and ‘Threat Detector’ abilities.
  • Fixed an issue causing the QB’s arm to get caught on the pulling guard when throwing the ball early on I-Form Slot Flex Power Alert Smoke.
  • Tuning to the distance-based receiver abilities so the Receivers to increase the receiver’s win-chance on the cut vs. man-coverage defenders without a counter-ability, as long the cut is performed in the designated area of the field.
  • Fixed an issue sometimes causing cornerbacks to instantly rush the passer when playing man-coverage on RPO Screen plays.
  • Tuning to outside deep-zone defenders in Cover 3 to improve the timing of the drop to get to the appropriate coverage depth when aligned over an outside receiver running a short route (Drag, Smoke Screen, etc.). This adjustment will allow them to get deeper and play any deep routes coming from the slot.
  • Fixed an exploit allowing the offensive user to manipulate a man-coverage defender by using motion directly after a hot-route.
  • Fixed an issue causing defenders to trigger avoidance animations any time any ball carrier would dive.
  • Fixed an issue allowing an exploit blitz with nickel corners in the contain assignment. New logic and movement has been implemented for pass blockers to better react to this exploit blitz which is most commonly run out of formations like Dime 1-4-6.
  • Tuning to pass-blocking logic to improve ‘blocking handoffs’ for left tackles when facing two rushers in the outside gap.

For those of you looking forward to Madden NFL 21 Franchise Mode update #3 of 3, the team shared some of the details last month, which is targeted to release in March.

Trade Logic Improvements

We are focused on delivering improvements to player and draft pick evaluations to create more rewarding and authentic trades for Madden 21 that we will continue to build and improve upon in the future.

DEV NOTE: To move forward on improved trade logic, it was important to acknowledge there wasn’t a magic quick fix. As a team, we’ve reevaluated everything about our previous trade logic with the goal of improving realism and fun of interacting with the trade system using a few key goals: Establishing new baseline scales around player and draft pick values by reconsidering every factor and modifier that is currently used in trades, resolving top community exploits around AI trades (like elite offensive linemen for late round picks), and looking for opportunities to improve or add new AI considerations when evaluating offers from teams. We’re excited to discuss more about how we are bringing all of those things to Madden 21 in the next Deep Dive!

Franchise League History

We are adding a new tile where you can see the Super Bowl and key award winners from each year of your franchise. This will include how many times a team has won the Super Bowl in the franchise, along with MVP, Coach of the Year, Offensive/Defensive Player of the Year, Offensive/Defensive Rookie of the Year, and Super Bowl MVP.

DEV NOTE: For Madden 21, this will track every season in your franchise from the season this is added and forward. Any history prior to the addition of this new feature will not be accessible as we previously did not save off Super Bowl scores among other things upon the start of a new league year. Any new league will have every season played tracked, however.

111 Comments

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Discussion
  1. It's nice that CG got significant gameplay improvements, mainly to coverage, given the importance of getting NG fully up to speed.
    Though not technically a franchise fix, these adjustments should benefit franchise players by making core gameplay better.
    I'll be very interested to test-drive this patch later today.
    RogueNautilus
    It's nice that CG got significant gameplay improvements, mainly to coverage, given the importance of getting NG fully up to speed.
    Though not technically a franchise fix, these adjustments should benefit franchise players by making core gameplay better.
    I'll be very interested to test-drive this patch later today.

    Those notes on coverage fixes look great.
    I know it is un-related, but your post on franchise players got me thinking... there is also one more off-line franchise patch promised, right? I think the 3rd of 3? Has EA ever hinted when it drops?
    ManyFacedMod
    Those notes on coverage fixes look great.
    I know it is un-related, but your post on franchise players got me thinking... there is also one more off-line franchise patch promised, right? I think the 3rd of 3? Has EA ever hinted when it drops?

    Ah, I found it. Franchise update 3 of 3 is likely to land in March.
    I honestly didn't expect match coverage trips checks to come back until Madden 22. Looks like on PS5 at least that I won't have to wait that long. Excited to try this out today.
    I'm a franchise player and Very happy to see this. Also, I have been pleasantly surprised at how good the new Gen xbox version is playing in All Madden with only adjusting the qb cpu slider down to "7." I have kept everything else at default (especially penalties) and have had awesome results. This update can only help and won't spaz out my sliders since I've only adjusted the qb cpu slider. No qb edits or tons of slider adjustments like in current Gen... Really, arguably, the best Madden ever for me.
    So I've been bludgeoning the CPU with post routes vs Cover 4 all year on PS4... as of today that's nowhere near as viable.
    On PS5, the boundary CBs in off coverage in quarters do a much better job staying on top of the route and not immediately conceding inside leverage, and really the only way to their off-man coverage is with long speed on a long-developing playaction (a Will Fuller or Brandin Cooks type). If the CB is pressing and loses that interaction, that's when the obvious home runs open up again.
    On PS4 all year I've been repeatedly running Mills as if the concept was instead named "touchdown" because the boundary CBs would just routinely get dusted by it. As of this update on PS4, while boundary CBs are still hamstrung by the frankly ridiculous player acceleration rates, they still do a better job of at least staying competitive against the route (as opposed to getting toasted by 20 yards).
    On both games I'm also happy to see Cover 4 Solo check work again. Been missing that literally all year.
    CM Hooe
    So I've been bludgeoning the CPU with post routes vs Cover 4 all year on PS4... as of today that's nowhere near as viable.
    On PS5, the boundary CBs in off coverage in quarters do a much better job staying on top of the route and not immediately conceding inside leverage, and really the only way to their off-man coverage is with long speed on a long-developing playaction (a Will Fuller or Brandin Cooks type). If the CB is pressing and loses that interaction, that's when the obvious home runs open up again.
    On PS4 all year I've been repeatedly running Mills as if the concept was instead named "touchdown" because the boundary CBs would just routinely get dusted by it. As of this update on PS4, while boundary CBs are still hamstrung by the frankly ridiculous player acceleration rates, they still do a better job of at least staying competitive against the route (as opposed to getting toasted by 20 yards).
    On both games I'm also happy to see Cover 4 Solo check work again. Been missing that literally all year.

    This is good news to hear from someone that is experienced in these issues.. Thanks for going back to your money plays and updating these adjustments... I'm really loving this game but probably so football uneducated that I haven't found some of these holes like you guys have... Very happy to know things are getting better... This year (new Gen) is arguably the best Madden I've ever played... And I've been playing Madden since Day 1.
    Ive played 5 H2H games and I have to say that the coverage feels really nice now. There are still some kinda scummy routes that occasionally get open ha any coverage (looking at you TE corner gun tight) but generally it is much better IMO.
    niftyjets
    can someone please check for me if they have added editing mouthpieces in existing franchises?
    thanks

    Just checked - it’s not there. Sorry man.
    Todd Hellid
    Do I need to start a new franchise season game for this patch to take effect?

    U shouldnt have to.... but a buddy of mine started over on his franchise just to see if it would make even more of a difference... iam towards the end of season 2 idk if i wanna do that lol
    niftyjets
    can someone please check for me if they have added editing mouthpieces in existing franchises?
    thanks

    They actualy fixed it last updare but you have to restart your franchise for it to work .. Everyone was steering you with the wrong information it is fixed has been. The previous patch befor this one
    zeroice
    They actualy fixed it last updare but you have to restart your franchise for it to work .. Everyone was steering you with the wrong information it is fixed has been. The previous patch befor this one

    If you have to restart, is it really working for existing franchises though? :nocomprende:
    Woad23
    Just gave my rb a pacifier mouthpiece in an existing cfm FYI
    Sent from my iPhone using Operation Sports

    This reply might be interesting to note, because I’m 100% sure it wasn’t showing as an option for me when I checked earlier.
    I've seen a few issues pop up that may or may not be related to the patch. Could be random bugs but one is interesting for sure.
    Also corners backing up in cover 4 against deep routes have a goofy looking hitch in their backpedal. It's like a half strafe half backpedal motion. It doesn't affect the speed of the defender though so it's a visual oddity.
    I've also noticed running backs on certain toss plays seem to also have a hitch when they receive the ball. It's almost like the animation has to align with the ball and the running back will freeze for a split second.
    As far as Xs and Os I'm not well versed enough to know the intricacies of patterns vs coverage to give a definitive answer if they are better but it seems like the defense is more reactive to the play which is a plus at least going into practice mode and running random plays vs cover 4.
    This is all on ps4.
    Sent from my LM-G820 using Tapatalk
    stooge 1010
    Can you change the mouthpieces to team colors instead of all white?
    Sent from my iPhone using Operation Sports

    I just checked, you can change the colors on the mouthpieces now.
    Sent from my iPhone using Operation Sports
    It's funny, when I was playing the game yesterday, I was thinking that when the next patch comes out they will probably smooth out a lot of the rough edges that the game still had, and with the update today I was right.

    XSX User Vs CPU gameplay
    - Most of the poorly blended tackling interactions have been cleaned up with everything looking a lot more fluid now.
    I can't speak to how H2H is playing, but I'm worried that they may "break" some of the zones again because of people complaining about coverage being too good now in one player gameplay. In two full games playing at default QB accuracy All-Madden, I've been under 65% completion percentage and I've held the CPU to under 60% in both games. With the DB movement actually being really fixed, my 99 Jalen Ramsey plays like he does IRL basically shutting down the best receiver on the other team and their passing game really suffers as a result.
    CPU teams audible on offense a lot now, I'm not exaggerating when I say that I saw more audibles in the two games I played then in all the other games combined I played this year. What's cool is that with me playing man or man-match only, no receivers were ever left running down the field uncovered for a easy score.
    It doesn't seem like they talked about it specifically in the notes, but they did improve pursuit a lot, defenders take much better angles to cut off the ball carrier and break down in space better in one on one situations.
    It's better, but Roughing the Passer still happens more than it should.
    Turning up field on passes to the flat instead of going out of bounds still needs some more tuning.
    This isn't new, but one thing that I really recommend for solo Franchise players is going in and adjusting the SS/XF abilities for every CPU team when you play them. Some of the ones that get assigned make no sense and really hamper the CPU's play. Giving them logical abilities enhances their play a lot.
    jpdavis82
    Finally added Aaron Jones’ scan to current gen
    Sent from my iPhone using Tapatalk

    What does his hair look like with helmet on? Would like to see the back and if it sticks out or not. Jamaal dreads don't even show with his helmet on in game.
    oneamongthefence
    I've seen a few issues pop up that may or may not be related to the patch. Could be random bugs but one is interesting for sure.
    Also corners backing up in cover 4 against deep routes have a goofy looking hitch in their backpedal. It's like a half strafe half backpedal motion. It doesn't affect the speed of the defender though so it's a visual oddity.
    I've also noticed running backs on certain toss plays seem to also have a hitch when they receive the ball. It's almost like the animation has to align with the ball and the running back will freeze for a split second.
    As far as Xs and Os I'm not well versed enough to know the intricacies of patterns vs coverage to give a definitive answer if they are better but it seems like the defense is more reactive to the play which is a plus at least going into practice mode and running random plays vs cover 4.
    This is all on ps4.
    Sent from my LM-G820 using Tapatalk

    You could try uninstalling and then reinstalling the game. Maybe its a fragment issue. i fellow OSer that I trust made this recommendation to me and seems solid. I do it after every patch now.
    "I personally do...Madden's AI is basically timing-based (this is a simplistic explanation, but it's how it seems to behave to me). The more 'de-fragmented' the game is due to patches, the more wonky behavior you see as it can take a bit longer for each process to go through (micro seconds quickly add up to become milliseconds, which can often begin altering those little animations).
    Use judgment though; if the game seems really 'off' in unintended ways following a patch, I would consider doing a full reinstall (I just do it as a matter of course as I have the internet bandwidth and so on)."
    I have great bandwidth also, so the whole process takes like about 20 min for me. If you go under storage, then application and just delete the game (all your files will stay).
    I just checked my existing franchise that we have been playing since before the first major franchise patch and we still cannot edit mouthpieces. it does not come up an an option
    niftyjets
    I just checked my existing franchise that we have been playing since before the first major franchise patch and we still cannot edit mouthpieces. it does not come up an an option

    It’s def in but you have to restart a franchise, was in the last patch I believe
    SolidSquid
    It’s def in but you have to restart a franchise, was in the last patch I believe

    Yes if you start a new franchise since the last patch it will be in there but they were supposed to be working on adding it to existing franchises so you dont have to restart
    Is anyone else turning the ball over EXCESSIVELY after this patch? Playing default All-Madden on PS5 where I haven't had any issues since I first got the game. I suddenly played Super Bowl 55 after this patch and I threw 4 picks and fumbled 3 times with Mahomes.
    Sent from my XT1650 using Operation Sports mobile app
    scitychamps87
    Is anyone else turning the ball over EXCESSIVELY after this patch? Playing default All-Madden on PS5 where I haven't had any issues since I first got the game. I suddenly played Super Bowl 55 after this patch and I threw 4 picks and fumbled 3 times with Mahomes.
    Sent from my XT1650 using Operation Sports mobile app

    Maybe the fix in coverage is resulting in more picks, idk.. as for fumbles maybe up the slider.. remember i think the lower the fumble slider is the more u fumble i think...
    scitychamps87
    Is anyone else turning the ball over EXCESSIVELY after this patch? Playing default All-Madden on PS5 where I haven't had any issues since I first got the game. I suddenly played Super Bowl 55 after this patch and I threw 4 picks and fumbled 3 times with Mahomes.
    Sent from my XT1650 using Operation Sports mobile app

    I have had a number of multi-TO games since the patch, as well. I'm on a Series X. It does feel like they've tuned the DBs to react much faster to a throw.
    IlluminatusUIUC
    I have had a number of multi-TO games since the patch, as well. I'm on a Series X. It does feel like they've tuned the DBs to react much faster to a throw.
    Especially on things which were usually automatic in Madden like slants and drags. This is a good thing in a way! More true to life. The Steelers got crushed running an offense like that late in the year. I guess I need to adjust my approach a bit. I could move the ball downfield. Just turning it over a ton.
    Sent from my XT1650 using Operation Sports mobile app
    Played a couple more H2H games on series X and they've gone way too far in the opposite direction. 3 games and between myself and opponent there were 23 turnovers. 23!
    The defenders have gone nuts with how quickly they break on the ball and drive through contact with the wideout
    Another thing I'm noticing as of this patch - the Cut check (Quarters vs nub trips; i.e. Trips TE or Y-Trips with a solo WR in a reduced split) is actually a viable coverage option now.
    This quarters check is useful if you have an opponent who likes to call plays such as Gun Trips TE - PA Verticals (the three trips WRs all run verticals and the TE runs a drag underneath; a lot of people in my online league have used this play as a 3rd down crutch since M21 released, and this play has been a staple of many Madden offenses for a long time now). What's supposed to happen with the Cut check is that the safety on the side opposite the trips is supposed to immediately pick up the drag in man coverage, while the 3-Rec and the CB on the side away from the trips work together on the #3 WR over route.
    Before this patch, the cutting safety on the weakside would always transition very late into man coverage vs the drag, making the check virtually worthless. I'm now seeing safeties with decent man coverage ratings - ex. Darnell Savage, Adrian Amos - successfully pick up that drag route in time and at least attempting to cover it. I imagine a player such as Tyrann Mathieu would excel in this role now.
    jfsolo
    I hope they make players adjust to the more realistic coverage now instead of dumbing it back down to being too easy to pass.

    It's definitely more defensive-focused now, but I'm not sure if I'd agree that it's more realistic. It feels like a return to the psychic DB / guys-so-quick-they-cover-two-routes-simultaneously era. That's not necessarily bad gameplay, given the inherent advantages offense has in this game, but it's a big change.
    IlluminatusUIUC
    It's definitely more defensive-focused now, but I'm not sure if I'd agree that it's more realistic. It feels like a return to the psychic DB / guys-so-quick-they-cover-two-routes-simultaneously era. That's not necessarily bad gameplay, given the inherent advantages offense has in this game, but it's a big change.

    That must be an online only thing, because I 1000% don't see any of that offline vs the CPU on All-Madden.
    RogueNautilus
    I also ran into some pick issues on plays that seemed a bit warpy.

    Yea It was starting to get warpy last patch and now I see the warping and phsychic dB issues that have long been legacy issues. I hoped that some locomotion changes would move to the defensive side of the ball. It’s either been sluggish coverage or warp coverage on next gen. Hope this gets rectified in the future without messing next gen movement up.
    jfsolo
    That must be an online only thing, because I 1000% don't see any of that offline vs the CPU on All-Madden.

    Same here on X/S version (there needs to be a notation of what console Gen folks are playing on because gameplay is not the same)
    Because of the defensive nature of this patch and the game speed, just out of curiosity, I tried several games on Pro and found myself actually enjoying the experience/play.
    Hopefully they don’t jack something up when they drop the last Franchise Update in March (to the reason I disconnect & stay Offline)
    khaliib
    Same here on X/S version (there needs to be a notation of what console Gen folks are playing on because gameplay is not the same)
    Because of the defensive nature of this patch and the game speed, just out of curiosity, I tried several games on Pro and found myself actually enjoying the experience/play.
    Hopefully they don’t jack something up when they drop the last Franchise Update in March (to the reason I disconnect & stay Offline)

    It's funny you say that because I had a pretty good experience on all pro & all madden with the latest patch on PS5. Normally I can't do AP.
    I only played one game post patch with my slider settings and I'm not seeing anything crazy on XSX, in fact it was a fantastic defensive struggle. Aaron Rogers still hit Davante Adams for 11 catches and 113 yards but in the red zone with a shorter field, my DB's contested for the ball much more and held to their assignments.
    Need more games of course, but I'm liking what I see. Feels more like a cat and mouse games style where a big play is earned and can turn a game around.
    Playing on the PS4, and I can easily say this last patch has really tightened things up for me as far as the defense goes.
    I played the Lions in Pittsburgh, and they picked me off 5 times :nono:, Goff was efficient, their defense was tough to move the ball on, and by the time the dust settled, I came up on the short end 17-10.
    The score looks respectable only because I scored a very late TD with 2 seconds left, other than that I was shut out pretty much all day.
    I found a nice set of sliders in the community vault, and some rosters that have been rerated (iirc) and have been having a blast, this patch has been awesome so far.
    Milticket
    It's funny you say that because I had a pretty good experience on all pro & all madden with the latest patch on PS5. Normally I can't do AP.

    Just played my first game of PS5 Madden in months. Played default All-Madden sliders. It was still just awful. CPU was forcing through on every pass play but I couldn’t touch the QB no matter what I did. Double teams were being shed easier than 1 on 1 blocks. Pass coverage was somewhat better, but still the frequent issue of the AI covering someone in zone and then just leaving them for no reason. Had a couple of easy passes overthrown by 5 yards for seemingly no reason. The back breaker for me was a play where I shifted my line to the right, the CPU called a stretch play into my shift, and EVERY offensive linemen mysteriously shifts their body across mine and gets the play sealed off completely.
    I’m sure people will chime in about slider sets and such, but I’ve yet to find one that is both balanced and continues to take player ratings into account while simultaneously fixing the giant holes in the gameplay. So many areas need to be completely reworked.
    Kramer5150
    Playing on the PS4, and I can easily say this last patch has really tightened things up for me as far as the defense goes.
    I played the Lions in Pittsburgh, and they picked me off 5 times :nono:, Goff was efficient, their defense was tough to move the ball on, and by the time the dust settled, I came up on the short end 17-10.
    The score looks respectable only because I scored a very late TD with 2 seconds left, other than that I was shut out pretty much all day.
    I found a nice set of sliders in the community vault, and some rosters that have been rerated (iirc) and have been having a blast, this patch has been awesome so far.

    So far I think this has been one of the best patches this yr & definitely on next gen imo. Nice to hear good things on the PS4 as well. I think finding & tweaking some sliders is key for a well rounded experience. This will definitely hold me over until.the show.
    Wow! I played three games in a row vs. the cpu and I did not rage quit one time. The pass coverage has improved a lot, in man coverage defenders no longer get way out of position when receivers cut, they stay relatively close to receivers. The gang tackling is better, less defenders standing, they join in on the tackles more often. Running and run blocking seemed to be better. I really enjoyed playing this game for the first time in a long time. Heck, I might even play through a season or two of franchise mode. Good update EA.
    jfsolo
    That must be an online only thing, because I 1000% don't see any of that offline vs the CPU on All-Madden.

    That's entirely possible, since online is competitive mode and you are presumably playing simulation
    I'm not feeling this patch at all. PS4 Pro, AP, default sliders. Game feels so jittery to me. Agree that pass coverage is much much better but the pace of the game seems to have shifted to hyper active mode. Players seem to move so fast and jittery. Delvin Cook (CPU) broke a long run down the sideline and as he was running he was literally shaking back and forth for the first 40 yards before smoothing out. It was really strange. Feels like tackling/hit power is higher too. Seeing some funky animations that were not there prior to this patch. I know this all sounds kinda vague but it's what I'm seeing vs. prior to this patch. I did try a complete reinstall as well. Might try that again just to see if things calm down.
    Disappointed so far. I find it frustrating that most patches change the gameplay (sometimes dramatically). Just as I get settled in with gameplay, a patch is released and I'm back at square one with gameplay. I realize the intent is to improve the game but it's frustrating that the only way to achieve consistency in gameplay over time, is to play OTB.
    gman2774
    I'm not feeling this patch at all. PS4 Pro, AP, default sliders. Game feels so jittery to me. Agree that pass coverage is much much better but the pace of the game seems to have shifted to hyper active mode. Players seem to move so fast and jittery. Delvin Cook (CPU) broke a long run down the sideline and as he was running he was literally shaking back and forth for the first 40 yards before smoothing out. It was really strange. Feels like tackling/hit power is higher too. Seeing some funky animations that were not there prior to this patch. I know this all sounds kinda vague but it's what I'm seeing vs. prior to this patch. I did try a complete reinstall as well. Might try that again just to see if things calm down.
    Disappointed so far. I find it frustrating that most patches change the gameplay (sometimes dramatically). Just as I get settled in with gameplay, a patch is released and I'm back at square one with gameplay. I realize the intent is to improve the game but it's frustrating that the only way to achieve consistency in gameplay over time, is to play OTB.

    I dabbled a little last night on default AP too...after a full reinstall....something with the animations seemed really out-of-sync (like I saw a hand-off animation where the QB and RB were oddly distant from one another). I might try a profile deletion but I haven't been in the mood to play anyways... may just going to wait until the March update comes out (hopefully that will be the final one) and see how it goes.
    I play madden online head to head regs (currently ranked #1) Not really because I'm the best by any means...
    I don't like the new patch as it relates to H2H competitive. Yeah the coverage drops hard now - especially in cover 3.
    However all it does is just favor people who play with the fastest teams and players - Cover 4 can still be cheesed with Ruggs, Hill, Brown and so forth.
    So its made teams without 94 plus WR's really incapable of beat zones deep... which honestly isn't very realistic as sometimes safeties do jump underneath routes.
    So maybe this patch is good for MUT and franchise - but for H2H regular teams it just puts the teams on a more uneven playing field based on speed.
    xCoachDx
    The back breaker for me was a play where I shifted my line to the right, the CPU called a stretch play into my shift, and EVERY offensive linemen mysteriously shifts their body across mine and gets the play sealed off completely.

    I don't know how much this matters, but: using DL shifts alone in Madden doesn't change which gap each defensive lineman tries to attack. You have to call a shift and a DL slant / pinch to get behavior that makes some amount of sense. So when you shifted your line, your DLs were probably still trying to work back across each OL to their original gap assignment.
    Which, obviously, that's nonsense; if you shift your DL, your run fits should adjust accordingly. Hopefully that gets some work going forward, the strategic level of defensive front play had needed some love for a long time now (two-gap schemes, E-T stunts, scrape exchange option defense, the way run commit is essentially a kamikaze button, etc.)
    Milticket
    So far I think this has been one of the best patches this yr & definitely on next gen imo. Nice to hear good things on the PS4 as well. I think finding & tweaking some sliders is key for a well rounded experience. This will definitely hold me over until.the show.

    Honestly I think this iteration of PS4 Madden is, on the field, about as good as PS4 Madden is ever going to get (allowing for various bug squashes going forward). And it comes down to just the way the players move.
    The frankly ridiculous ability players on PS4 Madden have to get to top speed so unrealistically quickly, change direction quickly without sacrificing speed, and use skill moves without sacrificing speed - on top of the (very welcome) changes made back at launch to nerf user defender mobility - has created a game where speed and stick skills easily beat football strategy. This is especially true when trying to deal with elite athletes running jet sweeps, Y-Trips Wk RB Swing, gun spread read option, gun load option, and Trips TE four verticals with the fastest guy at #3.
    As an example - I have a dude in my PS4 Madden online league who doesn't know crap about how to run a coherent passing offense besides four verts and lobbing the ball to his Double Me jump-ball WR, but he stays at the top of the league because he prioritizes speed above all else and uses basically only the plays I list above to get fast dudes the ball (to the point of his trading away his OVR 99 X-Factor QB because he would rather pay a dozen more fast guys than his QB). The PS4 game lets him get away with this nonsense because the player movement is ridiculous; the way the game's physics are tuned makes fast players extremely powerful.
    Player movement has been a longtime complaint from the Madden community, especially this board. I haven't really grasped those complaints for a long time; I didn't dismiss them, but I didn't really have an opinion either way about it. Having I played the PS5 version, I think I get what they were banging the table about now. While I'm not going to claim PS5 Madden 21 is like god-tier awesome or anything - I haven't played it enough yet, admittedly I'm happy so far - I will argue that the more weighty player movement on PS5 is a god damn game changer for anyone who wants Madden to play like real football going forward (most everyone here, I would think).
    I couldnt get the search function to work in-browser, so I apologize if this has been asked. How do you check the latest update that was applied to M21 on Xbox? Under "Manage" and "Updates" M21 isnt listed. When I go under Manage for the game, it says the version is
    1.0.0.33. Nothing listed under "updates" on this screen either. All updates should be automatic, but Im just curious how we check. Thanks for any info!!
    TurboTitan
    I couldnt get the search function to work in-browser, so I apologize if this has been asked. How do you check the latest update that was applied to M21 on Xbox? Under "Manage" and "Updates" M21 isnt listed. When I go under Manage for the game, it says the version is
    1.0.0.33. Nothing listed under "updates" on this screen either. All updates should be automatic, but Im just curious how we check. Thanks for any info!!

    When you check what version you have there should be a bunch of text that includes the date the game was last updated.
    watching cpu vs cpu on PS4 it seems guys are still wide open over the middle. LBs not picking anyone up until after the fact. Slants and buttonhooks in middle are deadly. Not sure what happened...using a custom roster I did where the coverage ratings are pretty high.
    C
    scitychamps87
    This patch has made All-Madden unbearably difficult on PS5, particularly in pass defense and the offensive passing game.

    I highly recommend setting up a custom playbook with pass play audibles which give you options against every coverage shell. If you get really good at pre-snap coverage ID, you should be able to set yourself up to know where you are going with the ball on a pass before you even start the play.
    I lost a game yesterday 28-26 with the Rams vs the Dolphins, sim All Madden default sliders, 10 minute quarters. I passed for 376 with Goff (33/42), most of which was working Cooper Kupp in the slot Cam Akers underneath soft zones. I also tossed two red zone interceptions, both of which were my fault; I'm not fully adapted to the new timing of the passing game yet, notably the pass rush, and on PS5 you absolutely have to account for pre-snap pressure looks because routes do not get open fast enough to beat blitzes (vertical routes have no chance of getting open in time against off coverage, and press coverage is actually viable vs drags and slants on PS5). This is markedly different from the PS4 game, where any Cover 0 look from the CPU is an invitation for 50 free yards on the slot slant to a fast player. I also lost two QB fumbles - one on a sack, one on a desperation scramble at the end of the game as I tried to get into field goal range.
    As a point of comparison, in my All Madden PS4 franchise I currently hold every slot on the single-game pass yards and pass touchdown record leaderboards with Dak Prescott; same 10-minute quarter length. The All Madden pass defense on PS4 was prior to this patch a complete joke if you know what you are doing with route combinations and recognize defensive coverage shells (because, again, the player movement on PS4 is ridiculous and biased in favor of the offense).
    I'm not that great of a player, but playing vs the CPU on All Madden on XSX with pass blocking at 35, I feel like the difficult is practically perfect. I'm sorry if anyone is offended by this statement, but the way the game is set up now, unless you're a player who uses exploits, you need to totally pay attention to all the matchups and use every tool available in the game to play well.
    I'm going to be very disappointed if they tune the game because of the inabilities of Users to adjust to having to focus and make good decisions on every play.
    CM Hooe
    I highly recommend setting up a custom playbook with pass play audibles which give you options against every coverage shell. If you get really good at pre-snap coverage ID, you should be able to set yourself up to know where you are going with the ball on a pass before you even start the play.
    I lost a game yesterday 28-26 with the Rams vs the Dolphins, sim All Madden default sliders, 10 minute quarters. I passed for 376 with Goff (33/42), most of which was working Cooper Kupp in the slot Cam Akers underneath soft zones. I also tossed two red zone interceptions, both of which were my fault; I'm not fully adapted to the new timing of the passing game yet, notably the pass rush, and on PS5 you absolutely have to account for pre-snap pressure looks because routes do not get open fast enough to beat blitzes (vertical routes have no chance of getting open in time against off coverage, and press coverage is actually viable vs drags and slants on PS5). This is markedly different from the PS4 game, where any Cover 0 look from the CPU is an invitation for 50 free yards on the slot slant to a fast player. I also lost two QB fumbles - one on a sack, one on a desperation scramble at the end of the game as I tried to get into field goal range.
    As a point of comparison, in my All Madden PS4 franchise I currently hold every slot on the single-game pass yards and pass touchdown record leaderboards with Dak Prescott; same 10-minute quarter length. The All Madden pass defense on PS4 was prior to this patch a complete joke if you know what you are doing with route combinations and recognize defensive coverage shells (because, again, the player movement on PS4 is ridiculous and biased in favor of the offense).
    This is excellent advice! Describing it as a difference in the timing for certain routes is absolutely what it is. Over a few games, I'm starting to settle in a bit. It's just amazing to me how much patches transform the gameplay.
    Sent from my XT1650 using Operation Sports mobile app
    jfsolo
    I'm not that great of a player, but playing vs the CPU on All Madden on XSX with pass blocking at 35, I feel like the difficult is practically perfect. I'm sorry if anyone is offended by this statement, but the way the game is set up now, unless you're a player who uses exploits, you need to totally pay attention to all the matchups and use every tool available in the game to play well.
    I'm going to be very disappointed if they tune the game because of the inabilities of Users to adjust to having to focus and make good decisions on every play.

    One of the things Tiburon really needs to invest in going forward to avoid having to kowtow to butthurt stubborn users who won’t learn on their own is refresh the Skills Trainer. Not only to add match coverage drills and trips checks, but also second-level stuff like using motion and formation to ID coverages, advice for how to use the different offensive and defensive formations in the game, play call sequencing, strategies for calling audibles and hot routes, etc.
    Tiburon would also do well to integrate more helping-hand stuff into the normal game experience, because a lot of people simply ignore the Skills Trainer and the limited but useful help it already offers. It’d be cool to have an assistant coach on the sideline who tracks what my opponent is calling over the course of the game to try and help me predict tendencies and offers concept counters based on down, distance, formation, and personnel. It’d also be cool to hear from my PS5 controller speaker my defensive players barking out the name of my trips check of choice as the opposing offense motions from 2x2 to 3x1 (which in turn would maybe offer a contextual suggested audible hotkey so I could better guard vs trips).
    I say all this because I already see a massive skill gap in my ten user PS4 online league between guys who understand some of this more advanced stuff, guys who didn’t know anything coming into M21 and have been trying to catch up all year based exclusively on my sharing knowledge with them (because M21 doesn’t really teach them much), and guys who expect Madden to teach them how to play and don’t invest any time learning themselves beyond that. If Tiburon doesn’t actively start building more tools to help minimize that skill gap between casual and hardcore Madden players, it is going to become a bonafide chasm on next-gen.
    CM Hooe
    One of the things Tiburon really needs to invest in going forward to avoid having to kowtow to butthurt stubborn users who won’t learn on their own is refresh the Skills Trainer. Not only to add match coverage drills and trips checks, but also second-level stuff like using motion and formation to ID coverages, advice for how to use the different offensive and defensive formations in the game, play call sequencing, strategies for calling audibles and hot routes, etc.
    Tiburon would also do well to integrate more helping-hand stuff into the normal game experience, because a lot of people simply ignore the Skills Trainer and the limited but useful help it already offers. It’d be cool to have an assistant coach on the sideline who tracks what my opponent is calling over the course of the game to try and help me predict tendencies and offers concept counters based on down, distance, formation, and personnel. It’d also be cool to hear from my PS5 controller speaker my defensive players barking out the name of my trips check of choice as the opposing offense motions from 2x2 to 3x1 (which in turn would maybe offer a contextual suggested audible hotkey so I could better guard vs trips).
    I say all this because I already see a massive skill gap in my ten user PS4 online league between guys who understand some of this more advanced stuff, guys who didn’t know anything coming into M21 and have been trying to catch up all year based exclusively on my sharing knowledge with them (because M21 doesn’t really teach them much), and guys who expect Madden to teach them how to play and don’t invest any time learning themselves beyond that. If Tiburon doesn’t actively start building more tools to help minimize that skill gap between casual and hardcore Madden players, it is going to become a bonafide chasm on next-gen.

    I concerned that the chasm will cause Tiburon to take the easy way out and make the game less strategic instead of investing in more teaching tools.
    jfsolo
    I'm not that great of a player, but playing vs the CPU on All Madden on XSX with pass blocking at 35, I feel like the difficult is practically perfect. I'm sorry if anyone is offended by this statement, but the way the game is set up now, unless you're a player who uses exploits, you need to totally pay attention to all the matchups and use every tool available in the game to play well.
    I'm going to be very disappointed if they tune the game because of the inabilities of Users to adjust to having to focus and make good decisions on every play.

    As a fellow XSX player I have to agree with this, though I would not say perfect. The game plays like a beauty on All Madden with pass rush set to 35 for human and cpu. For the first time to me All Madden does not feel unrealistically OP and cheap.
    capa
    watching cpu vs cpu on PS4 it seems guys are still wide open over the middle. LBs not picking anyone up until after the fact. Slants and buttonhooks in middle are deadly. Not sure what happened...using a custom roster I did where the coverage ratings are pretty high.
    C

    I kinda noticed that to... the LB middle coverage is alil wonky still.. i had a TE do a curl route and the LB started to side step away from where the TE was and left him like 10 yards open and then reacted to the TE when the pass was going to him..
    benton32
    I kinda noticed that to... the LB middle coverage is alil wonky still.. i had a TE do a curl route and the LB started to side step away from where the TE was and left him like 10 yards open and then reacted to the TE when the pass was going to him..

    This. I don’t know why they don’t have the players switch from zone to man after x amount of seconds or yard (That’s how you play zone coverage IRL). It would alleviate this issues of randomly leaving players open to chase after another route.
    jfsolo
    I'm not that great of a player, but playing vs the CPU on All Madden on XSX with pass blocking at 35, I feel like the difficult is practically perfect. I'm sorry if anyone is offended by this statement, but the way the game is set up now, unless you're a player who uses exploits, you need to totally pay attention to all the matchups and use every tool available in the game to play well.
    I'm going to be very disappointed if they tune the game because of the inabilities of Users to adjust to having to focus and make good decisions on every play.

    After some games post patch and slider tweaks I'm totally with you. For pass blocking I use 25/25 and when I lose a good OL I know my pocket time just got even shorter. Sometimes I just have to throw one up and pray Calvin Ridley comes down with it.
    One thing about M21 NG, it really feels like ratings matter and ss/xf players can take over a game without it feeling cheap.
    xCoachDx
    This. I don’t know why they don’t have the players switch from zone to man after x amount of seconds or yard (That’s how you play zone coverage IRL). It would alleviate this issues of randomly leaving players open to chase after another route.

    yea move to your zone but then if someone comes into that zone maybe just stay with them dont stop covering him to finish the zone movement... so idk lol
    benton32
    yea move to your zone but then if someone comes into that zone maybe just stay with them dont stop covering him to finish the zone movement... so idk lol

    The biggest zone fix they need is to blue zones, which are still too soft and have been like this for what? Four years now?
    The next fix they need is run blocking logic. I’ve actually never seen a football game with worse run blocking in my life. Players running right by defenders, guards pulling the wrong way, blockers getting caught on one another, I’m not even joking when I say it’s the worst I’ve ever seen.
    skinnybonez
    with this new patch, DK cant beat any bum corner deep 1 on 1..smh
    matter fact if ur not Tyreek, no elite wr cant win 1 on1 deep

    Not really, we’ve just been use to Madden being Offensive centric and anytime there’s an Defensive attempt to bring some balance, folk complain against every aspect.
    For H2H this may be a bad thing, esp when the AI starts to show it’s face dealing with Outcomes, but for Offline, some type of Defensive presentation is so crucial to the replay ability in Franchise Mode.
    For CG gamers, I feel sorry for because there is absolutely nothing that can be done (Slider or edited Ratings wise) dealing with Player Movement differentiation.
    Thus, beating beating guys over top on passes or using a fast Ball Carrier to outrun on outside runs, is the only representation of a fast player.
    NG allows you to actually catch a short pass underneath or with a missed tackle, with the new Player Movement and individual Player Dynamic Fatigue, you can take it to the house with a player not necessarily having 95+ SPD Rating.
    I have my Tackle Slider for NG at 25 and the tackle radius is reduced perfectly for my Play Style.
    Also, the SB is revealing on one side how Offensive SPD can be negated with DL being in QB face before completing his drop.
    But this also reveals the big problem when interior blockers aren’t allowed to be pushed back into QB because of interference with other gameplay aspects.
    There's always a bit of a nervous period when the fixes come in. Sometimes the patches come in and open other issues. It's probably impossible to fix every scenario.
    khaliib

    For H2H this may be a bad thing, esp when the AI starts to show it’s face dealing with Outcomes, but for Offline, some type of Defensive presentation is so crucial to the replay ability in Franchise Mode.
    .

    I was testing this online and ppl were just playing bump n run all game w/o safety help and u cant take advantage of it lol
    skinnybonez
    I was testing this online and ppl were just playing bump n run all game w/o safety help and u cant take advantage of it lol

    Actually you can!!!
    Problem is folk are use to and waiting for WR to be wide open instead of throwing the ball “as soon as” WR/TE is over-top their defender, esp on NG.
    - players with high STR rating trigger a little push-off animation pushing the defender just outside of the 3-yrd Jump_Int Triggering Radius, that will still keep them over top.
    The route running on NG is fantastic. I hit Mecole Harman on a 55 yard pass and it was beautiful. I replayed it probably 10x watching him streak about 15 yards or so then made his cut and used his 98 speed to get nice separation from the DB.
    khaliib
    Actually you can!!!
    Problem is folk are use to and waiting for WR to be wide open instead of throwing the ball “as soon as” WR/TE is over-top their defender, esp on NG.
    - players with high STR rating trigger a little push-off animation pushing the defender just outside of the 3-yrd Jump_Int Triggering Radius, that will still keep them over top.

    How are you leading / powering the throw? In my experience, a lob/touch pass hangs long enough for a user to break it up, and a bullet comes in so low that the cb can break on it and pick it off.
    IlluminatusUIUC
    How are you leading / powering the throw? In my experience, a lob/touch pass hangs long enough for a user to break it up, and a bullet comes in so low that the cb can break on it and pick it off.

    CG Passing has those “Punt Trajectories” applied + insta-COD for defenders and theres nothing can be done about that, but for NG the removal of the insta-COD allows me to throw regular passes with no need to touch/lob the pass.
    “93” THP still is the Threshold min for visible changes to QB Throws, under it, balls do have a more floaty trajectory to them.
    I’ve noticed that since the new update when I run smash combinations with cpu in cover 2 my qb won’t throw the ball towards the sideline when I try to lead that way. Passes keep going deep right to the safety for a pbu or int. Anyone else seeing this?
    I hope they are done patching game play in NG, just my opinion of course but with some slider adjustments this is one of the best football games I've ever played. I have other games I should devote some of my free time to but I always want to play my next CFM game.
    Excited for the next franchise patch but for me, game play is near perfect for the way I play and what I expect out of a sports game. It's challenging, it's fun and although I lose my fair share of games, I never feel cheated.
    I'm really looking forward to what they do with M22 NG but I'm happy M21 still has me in its grasp after the NFL season. (I'm typically into the NHL series around this time)
    I had just earned my way into the Playoffs in my CFM as the Browns when this patch dropped. I have tweaked the sliders to get a good competetive game from the CPU. The patch dropped and I wanted to try a few games outside of Franchise to see what was different before going into my Wild Card game.
    I will say that with stock settings there seemed to be way to many interceptions. I played as several different teams including Tampa Bay as Brady and threw 3 interceptions in a game...one was a bad read by me but the other 2 seemed to be related to CPU defenders being mind readers and breaking off of coverage on other players as soon as I released the ball. This is on NextGen btw. Just seems like before this patch defenders would stay covering their assignment if their back was to the QB. It seemed to me that they now can automatically know I just threw the ball, stop their current path and turn and jump into the path of my throw and intercept it. Kinda like "all-madden" cheats from years past. I am playing on All-Pro stock coverage sliders too.
    I am frustrated that everytime I get the game balanced via sliders, a patch comes out and breaks everything and I have to start all over to get balanced gameplay.
    I mean, one of my favorite things about NextGen Madden was better pass trajectories and being able to throw to a spot, leading my receiver and knowing that the other defenders were running out of that area, backs turned covering other receivers, knowing they were not going to be aware where i just threw it....like real life. Suddenly, this very organic feature feels like it's not possible anymore. Anyone else seeing this?
    icicle22
    I had just earned my way into the Playoffs in my CFM as the Browns when this patch dropped. I have tweaked the sliders to get a good competetive game from the CPU. The patch dropped and I wanted to try a few games outside of Franchise to see what was different before going into my Wild Card game.
    I will say that with stock settings there seemed to be way to many interceptions. I played as several different teams including Tampa Bay as Brady and threw 3 interceptions in a game...one was a bad read by me but the other 2 seemed to be related to CPU defenders being mind readers and breaking off of coverage on other players as soon as I released the ball. This is on NextGen btw. Just seems like before this patch defenders would stay covering their assignment if their back was to the QB. It seemed to me that they now can automatically know I just threw the ball, stop their current path and turn and jump into the path of my throw and intercept it. Kinda like "all-madden" cheats from years past. I am playing on All-Pro stock coverage sliders too.
    I am frustrated that everytime I get the game balanced via sliders, a patch comes out and breaks everything and I have to start all over to get balanced gameplay.
    I mean, one of my favorite things about NextGen Madden was better pass trajectories and being able to throw to a spot, leading my receiver and knowing that the other defenders were running out of that area, backs turned covering other receivers, knowing they were not going to be aware where i just threw it....like real life. Suddenly, this very organic feature feels like it's not possible anymore. Anyone else seeing this?

    Yep the ball trajectories changed, ball tends to sail/hang which gives the DBs time to react, i guess thats what EA calls fixing the zones.
    Im on CG btw
    Americas Team
    Notice one bad bug, in Cover 2 Man, the middle linebacker abandoned guarding the HB in the flat to blitz the QB, leaving the HB wide open for a TD.

    Probably not a bug but a poorly rated LB and the RB was running a check and release
    icicle22
    I had just earned my way into the Playoffs in my CFM as the Browns when this patch dropped. I have tweaked the sliders to get a good competetive game from the CPU. The patch dropped and I wanted to try a few games outside of Franchise to see what was different before going into my Wild Card game.
    I will say that with stock settings there seemed to be way to many interceptions. I played as several different teams including Tampa Bay as Brady and threw 3 interceptions in a game...one was a bad read by me but the other 2 seemed to be related to CPU defenders being mind readers and breaking off of coverage on other players as soon as I released the ball. This is on NextGen btw. Just seems like before this patch defenders would stay covering their assignment if their back was to the QB. It seemed to me that they now can automatically know I just threw the ball, stop their current path and turn and jump into the path of my throw and intercept it. Kind of like "all-madden" cheats from years past. I am playing on All-Pro stock coverage sliders too.
    I am frustrated that every time I get the game balanced via sliders, a patch comes out and breaks everything and I have to start all over to get balanced gameplay.
    I mean, one of my favorite things about NextGen Madden was better pass trajectories and being able to throw to a spot, leading my receiver and knowing that the other defenders were running out of that area, backs turned covering other receivers, knowing they were not going to be aware where i just threw it....like real life. Suddenly, this very organic feature feels like it's not possible anymore. Anyone else seeing this?

    After my big long rant above I finally took the plunge and dove back into my CFM where I am in the wildcard game as the Browns taking on the Colts. I am the 2 seed, they are the 7 seed. I am fearful the patch will make things wildly out of balance as I have stated above.
    Colts get the opening kick off and get to about the 50 yd line then bust a 50yd run through the largest hole I have ever seen the CPU offensive line create. 7 - 0 within the first 3 minutes.
    I get the ball and drive down and get a FG after a drive with 5-6 Chubb runs. I notice big holes in the defensive line and gain probably 6-7 yds per carry.
    Then I hold them to a 3 and out, 2 of the 3 plays were Rivers throwing it into the sideline to avoid pressure (the kind where he wasn't really in trouble but one of my guys was about to break out his block). After this the game went bonkers and by halftime I was winning 31-7.
    They couldn't do anything. I stopped them every series, mostly due to Rivers throwing the ball away too much. I think he was like 4-17 at halftime. They ran effectively with about 60 yards at half.
    I mostly ran the ball the second half and ended up with 307 yds for Chubb. They just couldn't stop him. He had 30 carries averaging 10 yds per carry with a single long run of 79 yds.
    My sliders for user are all at or around stock except for run blocking being down to 40 and tacking down to 25 for more organic tackling animations and less instant tackles on every play.
    CPU sliders are stock except pass block at 35, QB accuracy at 60, Receivers at 60 and running at 60. Trying to give CPU a lift.
    So....surprise...Madden is unpredictable and unrealistic again. What gives? Hopefully this was a one time blowout game and the next round against Pittsburgh gives me a challenge.
    I guess I am curious if the newest patch has made the run game over powerful? In this game the CPU ended up getting over 100 yds rushing against me due to massive holes on the line opening up and honestly that is how I got most of my yards against them with Chubb. I ran without using the sprint button and with the next gen physics I could kind of just lean left or right and find the hole and once I did I would sprint and Chubb would usually shed 1-2 tackles before going down with 7-9 yds....sometimes more.
    Don't get me wrong, other than the excessive yardage the way it played felt totally organic and real. But it felt like an NFL team blocking a high school team all game...on both sides.
    Sorry for the rant. Just like a lot of you I get frustrated tweaking the sliders to create somewhat balanced experience only to have a patch break it all and have to start over to find any semblance of realism.
    Out!
    Anyone having issues with their LB abandoning TE coverage and blitzing the QB leaving the TE wide open for a big gain when playing man def? They’ll cover for the first few steps then just suddenly bolt toward the line of scrimmage. Looking for help on how to prevent this from happening. Playing a 3-4 defense on the PS5. Thx
    Sent from my iPad using Operation Sports
    This is for Next Gen PS5 version:
    Man...I don't want to be a Debbie Downer but I finished my season on All Pro and with agreesive sliders that gave me good competition from the CPU. As the Browns I finished my season with a loss to the Jets (their record was bad but this was one of those games that it just seems that Madden was pre-determined i would lose....3 fumbles and penalties out the ying-yang cost me a close game) and then a loss to a tough Steelers team that cost me the #1 seed in the playoffs. I was actually a little concerned about the Playoffs now.
    Then the most recent patch dropped and I played an exhibition game outside of my CFM to test and man was it difficult now. I had a really tough time on All Pro so I was scared of how my playoffs in CFM would pan out. Turns out I had nothing to worry about. At. All.
    Whooped the Colts in round 1. Rivers was terrible and threw about 8-9 throwaways into the sidelines whenever I even sniffed getting through the line. They ran the ball decent (new patch improved blocking I think?) as big holes actually opened up but this wasn't enough to overcome the anemic passing game.
    Whooped the Steelers in round 2. They played like crap and felt "nothing" like the Steelers who beat me in week 17. Big Ben was "ok" but play calling was sad. They ran a ridiculous amount of screens that I would blow up for losses or incompletions. Ben also threw too many passes to the sidelines to avoid pressure but not as many as Rivers did.
    Whooped the Chiefs in AFC Championship game. Mahomes was almost no real threat throwing the ball. He scrambled out of the pocket a few times for 15-20 yd gains. They never targeted Tyreek Hill in the first half. Never threw to Kelce in the first half. I was winning 21-7 at halftime. Final score was 45-17. Once I got ahead I started playing zone more and then he started hitting Kelce on a regular basis for 10-12 yds. This was decent but still felt anemic for a great team like the Chiefs. Also they ran a ton of screens that I blew up on a regular basis and when Mahommes scrambled and threw on what might have been an exciting play it just resulted in a 5 yd completion since receivers were always coming back to the ball. Also when they got down by so many points in the second half they continued to pound the ball with the run game...which was decent but a stupid decision when they have so little time and are losing by so much.
    Summary: The 3 playoff games felt so generic and so "easy" compared to my season games and the only 2 things that changes were:
    1. Playoffs
    2. Patch
    I am saddened because while Madden has not been "great" in a while, I was having a mildly entertaining time playing so far this season and some teams felt at least a little different from each other. Since the patch the 3 games i played felt like the CPU AI had no clue how to use their skill players to their advantage at all.
    Funny thing is at the beginning of this year with the OOTB version I felt a really big difference in QB play and that I could get burned by mobile Qbs. Seems that has been tamped down via patches? Or maybe just tweaks to the game for online players mucked up the AI for CPU teams.
    I am saddened by this as I have made it to the Super Bowl and have no desire to play it as I didn't have to earn it like I was anticipating and I doubt it will be anything more than another win for me...the only question is by how much?
    Thanks for listening. out.
    I expected this, but it’s worth noting anyway:
    None of the Cover 4 trips checks work vs 4x1 formations, 3x1 formations with the RB on the strong side, or plays which use pre-snap motion to become 4x1 such as Gun Y-Trips Offset - Mtn HB Swing. You get spot drop instead.
    This is problematic when calling Cover 4 vs plays such as Gun Y-Trips Offset - Mtn Z Spot. No one picks up the TE on a streak and it’s an automatic 40 yards or worse.
    In response to my own rant, I tried an exhibition game using Official Madden roster and put my Browns against the Raiders and had a much better experience. I won 31-21 but it was much closer and I had a heck of a time stopping the Raiders offense. A much harder time than I did against the anemic Kansas City offense in my CFM. I only won by 10 because I scored a TD late in the 4th quarter otherwise it was 24-21. A good challenge and a fun competitive game.
    All sliders set at default ALL PRO except CPU pass blocking at 35 but I still only got a single sack all game.
    So....this leads me to the question of how exactly all of the CFM crap like "momentum" and XP that my team builds up through the season could be screwing things up. Several of my players went from being in the 80s to the 90s and some of my stars that were around 89-92 were ending up near 99 with the "morale" boost and such. So...my team got better but does that mean that when I play a great CPU team they just become dumb? Cause it sure felt that way and it has to be some franchise voodoo.
    Maybe we can discuss this outside of this thread?
    icicle22
    This is for Next Gen PS5 version:
    Man...I don't want to be a Debbie Downer but I finished my season on All Pro and with agreesive sliders that gave me good competition from the CPU. As the Browns I finished my season with a loss to the Jets (their record was bad but this was one of those games that it just seems that Madden was pre-determined i would lose....3 fumbles and penalties out the ying-yang cost me a close game) and then a loss to a tough Steelers team that cost me the #1 seed in the playoffs. I was actually a little concerned about the Playoffs now.
    Then the most recent patch dropped and I played an exhibition game outside of my CFM to test and man was it difficult now. I had a really tough time on All Pro so I was scared of how my playoffs in CFM would pan out. Turns out I had nothing to worry about. At. All.
    Whooped the Colts in round 1. Rivers was terrible and threw about 8-9 throwaways into the sidelines whenever I even sniffed getting through the line. They ran the ball decent (new patch improved blocking I think?) as big holes actually opened up but this wasn't enough to overcome the anemic passing game.
    Whooped the Steelers in round 2. They played like crap and felt "nothing" like the Steelers who beat me in week 17. Big Ben was "ok" but play calling was sad. They ran a ridiculous amount of screens that I would blow up for losses or incompletions. Ben also threw too many passes to the sidelines to avoid pressure but not as many as Rivers did.
    Whooped the Chiefs in AFC Championship game. Mahomes was almost no real threat throwing the ball. He scrambled out of the pocket a few times for 15-20 yd gains. They never targeted Tyreek Hill in the first half. Never threw to Kelce in the first half. I was winning 21-7 at halftime. Final score was 45-17. Once I got ahead I started playing zone more and then he started hitting Kelce on a regular basis for 10-12 yds. This was decent but still felt anemic for a great team like the Chiefs. Also they ran a ton of screens that I blew up on a regular basis and when Mahommes scrambled and threw on what might have been an exciting play it just resulted in a 5 yd completion since receivers were always coming back to the ball. Also when they got down by so many points in the second half they continued to pound the ball with the run game...which was decent but a stupid decision when they have so little time and are losing by so much.
    Summary: The 3 playoff games felt so generic and so "easy" compared to my season games and the only 2 things that changes were:
    1. Playoffs
    2. Patch
    I am saddened because while Madden has not been "great" in a while, I was having a mildly entertaining time playing so far this season and some teams felt at least a little different from each other. Since the patch the 3 games i played felt like the CPU AI had no clue how to use their skill players to their advantage at all.
    Funny thing is at the beginning of this year with the OOTB version I felt a really big difference in QB play and that I could get burned by mobile Qbs. Seems that has been tamped down via patches? Or maybe just tweaks to the game for online players mucked up the AI for CPU teams.
    I am saddened by this as I have made it to the Super Bowl and have no desire to play it as I didn't have to earn it like I was anticipating and I doubt it will be anything more than another win for me...the only question is by how much?
    Thanks for listening. out.
    icicle22
    This is for Next Gen PS5 version:
    Man...I don't want to be a Debbie Downer but I finished my season on All Pro and with agreesive sliders that gave me good competition from the CPU. As the Browns I finished my season with a loss to the Jets (their record was bad but this was one of those games that it just seems that Madden was pre-determined i would lose....3 fumbles and penalties out the ying-yang cost me a close game) and then a loss to a tough Steelers team that cost me the #1 seed in the playoffs. I was actually a little concerned about the Playoffs now.
    Then the most recent patch dropped and I played an exhibition game outside of my CFM to test and man was it difficult now. I had a really tough time on All Pro so I was scared of how my playoffs in CFM would pan out. Turns out I had nothing to worry about. At. All.
    Whooped the Colts in round 1. Rivers was terrible and threw about 8-9 throwaways into the sidelines whenever I even sniffed getting through the line. They ran the ball decent (new patch improved blocking I think?) as big holes actually opened up but this wasn't enough to overcome the anemic passing game.
    Whooped the Steelers in round 2. They played like crap and felt "nothing" like the Steelers who beat me in week 17. Big Ben was "ok" but play calling was sad. They ran a ridiculous amount of screens that I would blow up for losses or incompletions. Ben also threw too many passes to the sidelines to avoid pressure but not as many as Rivers did.
    Whooped the Chiefs in AFC Championship game. Mahomes was almost no real threat throwing the ball. He scrambled out of the pocket a few times for 15-20 yd gains. They never targeted Tyreek Hill in the first half. Never threw to Kelce in the first half. I was winning 21-7 at halftime. Final score was 45-17. Once I got ahead I started playing zone more and then he started hitting Kelce on a regular basis for 10-12 yds. This was decent but still felt anemic for a great team like the Chiefs. Also they ran a ton of screens that I blew up on a regular basis and when Mahommes scrambled and threw on what might have been an exciting play it just resulted in a 5 yd completion since receivers were always coming back to the ball. Also when they got down by so many points in the second half they continued to pound the ball with the run game...which was decent but a stupid decision when they have so little time and are losing by so much.
    Summary: The 3 playoff games felt so generic and so "easy" compared to my season games and the only 2 things that changes were:
    1. Playoffs
    2. Patch
    I am saddened because while Madden has not been "great" in a while, I was having a mildly entertaining time playing so far this season and some teams felt at least a little different from each other. Since the patch the 3 games i played felt like the CPU AI had no clue how to use their skill players to their advantage at all.
    Funny thing is at the beginning of this year with the OOTB version I felt a really big difference in QB play and that I could get burned by mobile Qbs. Seems that has been tamped down via patches? Or maybe just tweaks to the game for online players mucked up the AI for CPU teams.
    I am saddened by this as I have made it to the Super Bowl and have no desire to play it as I didn't have to earn it like I was anticipating and I doubt it will be anything more than another win for me...the only question is by how much?
    Thanks for listening. out.

    Sucks. Sorry to hear that. But maybe you should switch to All Madden and tune sliders there instead?
    CM Hooe
    I expected this, but it’s worth noting anyway:
    None of the Cover 4 trips checks work vs 4x1 formations, 3x1 formations with the RB on the strong side, or plays which use pre-snap motion to become 4x1 such as Gun Y-Trips Offset - Mtn HB Swing. You get spot drop instead.
    This is problematic when calling Cover 4 vs plays such as Gun Y-Trips Offset - Mtn Z Spot. No one picks up the TE on a streak and it’s an automatic 40 yards or worse.

    Yep. Zone logic is fubar. But, usering a safety can help.
    icicle22
    In response to my own rant, I tried an exhibition game using Official Madden roster and put my Browns against the Raiders and had a much better experience. I won 31-21 but it was much closer and I had a heck of a time stopping the Raiders offense. A much harder time than I did against the anemic Kansas City offense in my CFM. I only won by 10 because I scored a TD late in the 4th quarter otherwise it was 24-21. A good challenge and a fun competitive game.
    All sliders set at default ALL PRO except CPU pass blocking at 35 but I still only got a single sack all game.
    So....this leads me to the question of how exactly all of the CFM crap like "momentum" and XP that my team builds up through the season could be screwing things up. Several of my players went from being in the 80s to the 90s and some of my stars that were around 89-92 were ending up near 99 with the "morale" boost and such. So...my team got better but does that mean that when I play a great CPU team they just become dumb? Cause it sure felt that way and it has to be some franchise voodoo.
    Maybe we can discuss this outside of this thread?
    Madden plays so differently in practice mode, exhibition, and CFM games. Sliders work differently, the AI is different, and gameplay is different overall.
    Sent from my LM-G820 using Tapatalk
    oneamongthefence
    Madden plays so differently in practice mode, exhibition, and CFM games. Sliders work differently, the AI is different, and gameplay is different overall.
    Sent from my LM-G820 using Tapatalk

    I get that. I just wonder what combination of events makes CFM play so differently and in my case things fell off a cliff in my CFM after the last patch. I do see some some "slightly" better coverages against me but as far as the CPU offense it has just become "bland"?
    Before the patch I will admin I was "winning" most of my games but I had to fight and scrounge like a dog to earn those wins. Since the patch in CFM I have walked all over the CPU teams basically scoring on every drive and stopping them on 80% of their drives. It feels like the patch lobotomized the CPU AI!
    Really wish I could get Sabo Revival mods into Madden 21 next gen as he really has made great strides in getting the CPU AI teams to play more logically and more to there actual strengths. Just to clarify Sabo makes mods for PC Madden 20 and it is not available for consoles. Didn't want to stir up and confusion.
    ForUntoOblivionSoar∞
    Still having issues with my AI defenders — even ones rated over 90, mysteriously retreating from their zone just before an opposing pass catcher runs into it.

    yepppppp i still see that to.. i saw one play where my safety in the endzone took off towards the qb and left a guy running a crossing route back of the endzone wide open..
    i dont think madden will ever get the game right.. they fix something and it messes something else up.
    i still see bugs and glitches that i wonder if EA even knows about
    like one example if u end the first half with a watch mode play and it brings up that screen with the options of what kinda sim u wanna do..slow fast normal. or sim till what point of the game, and then u hit 0 to back out (ps4) the 2nd half will then start off right where u left off.. down and distance and everything.. no kick off

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