Good video but I have two requests. 1) Add a Franchise Mode Ability Tier list. Many people play both MUT & Franchise mode and it would be helpful to understand how abilities are valued in the absence of AP costs and/or limits on volume of abilities that can be run on your roster. 2) Rate each ability on it's own merit, not lowering it if there's an ability that *might* be available that happens to combine two different abilities. Ex. The Tier list properly reflects that "Deep In Zone KO" & "Deep Out Zone KO" are elite despite the fact that "Deep Zone KO" combines both into a single ability. Using these three abilities as examples, If part of the goal was to better call out instances where ability X is superior due to the fact that it combines abilities Y and Z you can do this in several ways. Ensure that the descriptions for X, Y, and Z highlight the fact that there are primary and sub options available for consideration. The tier list could also use brackets or something else to indicate these instances.
I’m sorry. It is so hard to understand how my offensive line can be equipped with abilities and it gets shedded within a second. This game is giveaway football a driver dance. Two dance moves and an rpo!
@@HuddleGG I do but the issue is missed blocks and super fast block shedding. Not the case every game but in games where I can’t throw ten yards past the line of scrimmage of the opponent is so doped up. Any chance we’ll see doping test in future games
@@HuddleGG one thing, when it comes to run blocking. It is supremely unrealistic that a defensive line can shut down the run on every run play. Should never happen in mut.
@@carloscallins7846 the game is supposed to to reflect nfl gameplay and it falls short by design. I use several playbooks. It doesn’t matter what you use in an animation driven game. If the outcome of the play is not in your favor there is nothing that can be done. Rarely does the player decide the win or loss. If you doctor a game by removing physics and allowing players to do just about anything it’s called cheating.
Absolutely! There are points throughout the year where a few abilities will differ simply because in MUT you have to worry about the AP cost of an ability where you don't have to in CFM. But when it comes to which abilities are effective on the field, that will be the same regardless of game mode.
Bottleneck is elite tier if you run a man coverage scheme! We have it in gold because it kind of forces you into running a specific scheme to be effective! Vanguards are super effective if you run the ball!
Good video but I have two requests.
1) Add a Franchise Mode Ability Tier list. Many people play both MUT & Franchise mode and it would be helpful to understand how abilities are valued in the absence of AP costs and/or limits on volume of abilities that can be run on your roster.
2) Rate each ability on it's own merit, not lowering it if there's an ability that *might* be available that happens to combine two different abilities. Ex. The Tier list properly reflects that "Deep In Zone KO" & "Deep Out Zone KO" are elite despite the fact that "Deep Zone KO" combines both into a single ability. Using these three abilities as examples,
If part of the goal was to better call out instances where ability X is superior due to the fact that it combines abilities Y and Z you can do this in several ways. Ensure that the descriptions for X, Y, and Z highlight the fact that there are primary and sub options available for consideration. The tier list could also use brackets or something else to indicate these instances.
I’m sorry. It is so hard to understand how my offensive line can be equipped with abilities and it gets shedded within a second. This game is giveaway football a driver dance. Two dance moves and an rpo!
If you have Secure Protectors at each OL spot, you will consistently have 2-3 seconds to throw the ball minimum.
@@HuddleGG I do but the issue is missed blocks and super fast block shedding. Not the case every game but in games where I can’t throw ten yards past the line of scrimmage of the opponent is so doped up. Any chance we’ll see doping test in future games
@@HuddleGG one thing, when it comes to run blocking. It is supremely unrealistic that a defensive line can shut down the run on every run play. Should never happen in mut.
@@bechet12 that’s not always the case maybe it’s the run calls u pick what playbook u run
@@carloscallins7846 the game is supposed to to reflect nfl gameplay and it falls short by design. I use several playbooks. It doesn’t matter what you use in an animation driven game. If the outcome of the play is not in your favor there is nothing that can be done. Rarely does the player decide the win or loss. If you doctor a game by removing physics and allowing players to do just about anything it’s called cheating.
Would you apply this to CFM?
Absolutely! There are points throughout the year where a few abilities will differ simply because in MUT you have to worry about the AP cost of an ability where you don't have to in CFM. But when it comes to which abilities are effective on the field, that will be the same regardless of game mode.
whats wrong with run stuffer on a guy like klecko?
Run stuffer can be an effective ability for sure! We had this one slotted in the wrong spot. This will be best on interior lineman.
Bottleneck can be effective.
I value Vanguards more as it really excels.
I value reinforcement especially with a mid zone.
Bottleneck is elite tier if you run a man coverage scheme! We have it in gold because it kind of forces you into running a specific scheme to be effective!
Vanguards are super effective if you run the ball!
zero views in 39 seconds? what a falloff
Lol we'll do better next time!