One HUGE thing not mentioned in the video - Skill Group Progression Speed Agile and Pass Protectors learn 4 skill groups at a fast pace, and 2 at a slow pace. Power OL learn 5 at a fast pace and only 1 at a slow pace. Example would be some players growing a skill group from level 6 to level 7 taking only 4 skill points versus 10 skill points. The difference in OL is Power OL learn Quickness ratings faster than both Agile and Pass Protectors. In fact Power OL is the only Archetype in the game that gains Quickness ratings at a fast pace.
For anyone skeptical or unsure what I mean, go to your game and look at this yourself. Find any player with a rating group at any level and see how much it costs them to go from one level to the next, and compare across the same level in any ratings group. You will always see one of two costs. Some mean it costs a lot to improve those ratings (equaling slow progression), and some mean they cost a little comparatively (meaning faster progression).
Exactly. This should be done with a team that has zero chance of offensive linemen being drafted. In the best coach build video, the position group getting extra XP for a player getting drafted in the first three rounds was being slept on. It makes a huge difference in development. As an example, if a LT gets drafted in the third round or higher, all of the other LT’s get a big XP boost.
I’m a motivator and get motivator/recruiting or scheme guru coordinators. My players max out so fast. If you have this build or strategy I suggest spending points in architect or something that removes stat caps. That way your players can develop more.
Answer - 1) Vertical Threat TEs do not develop because they actually do not improve Run/Pass Blocking Footwork/Power which is very important to TE overall rating. Blocking TEs develop amazingly, and Possesion TEs develop well enough too. 2) Hybrid Safeties have the worst/slowest development in the game. Switch positions ASAP. Zone and Run Support Safeties develop well enough.
Vertical Threat TE rarely develop to the 90s and hybrid safeties develop SUPER SLOW, hybrid safety abilities all cost an obnoxious amount of points to upgrade
@criticaloptimist7961 ¯\_(ツ)_/¯ TEs develop super fast in my experience. It is just Vertical Threat TEs. They do not improve ratings needed to increase overall a lot, and Hybrid Safeties, I have no clue why they made that decision. They even updated (nerfed) DTs, so they are capable of making changes, but they left Hybrids untouched. I have no clue what they are doing there.
Realism sliders also matter for XP too cause of all the XP sliders I seen they actually set the XP gain to like 60-80 because they develop kinda fast even pass protectors whereas TE or FS/SS for example are set to like 200-300 cause they develop hella slow and I will say even as the other commenter said it would make a difference to do it at a small school cause then that means it doesn’t matter Georgia just being OP
@LeoAscendant I am unaware of the realism sliders, but I would push back on TEs developing slowly. Only Vertical Threat TEs develop slowly, but that is unfortunately by design, while Blocking and Possession TEs develop pretty fast. Safeties tend to develop a bit slower, but that also might be people heavily looking at Hybrids, which are designed to not progress at All fast (why, I do not know, but they are specifically designed that way ¯\_(ツ)_/¯ )
@mauricelouis9 WRs are pretty fine across All Archetypes; QBs would be best to avoid Scramblers. Scramblers do not progress Accuracy ratings fast at All. They cost far more to increase one level than Field Generals and Improvisers. If recruiting Scramblers, only recruit ATHs, and only to change them to other positions.
@HotboyGaming81 DEs and DTs are different. Also, the recent update changed DTs specifically. DEs best to recruit Speed Rushers. They gain more skill groups at a fast pace (5 skill groups fast, only 1 slow). Next are Power Rushers and Run Stoppers (4:2). As for DTs, they changed the last update where Power Rushers learn 4 different skill groups at a fast rate and only 2 slow, whereas Run Stoppers and Speed Rushers learn only 2 skill groups fast, and 4 of them slow.
One HUGE thing not mentioned in the video - Skill Group Progression Speed
Agile and Pass Protectors learn 4 skill groups at a fast pace, and 2 at a slow pace. Power OL learn 5 at a fast pace and only 1 at a slow pace. Example would be some players growing a skill group from level 6 to level 7 taking only 4 skill points versus 10 skill points.
The difference in OL is Power OL learn Quickness ratings faster than both Agile and Pass Protectors. In fact Power OL is the only Archetype in the game that gains Quickness ratings at a fast pace.
For anyone skeptical or unsure what I mean, go to your game and look at this yourself. Find any player with a rating group at any level and see how much it costs them to go from one level to the next, and compare across the same level in any ratings group.
You will always see one of two costs. Some mean it costs a lot to improve those ratings (equaling slow progression), and some mean they cost a little comparatively (meaning faster progression).
Power OL are the way to go
what dose the quickness ratting do i haven't started my dynasty yet so im just wondering
@@dmx1721 For Power OL specifically, it is Acceleration and Stamina.
Great explanation, so based off of that I would think power is the better ovr achetype, especially if you can find some with decent speed to start
You need to do this at a small school. The constant players getting drafted from Georgia introduces too many variables
Exactly. This should be done with a team that has zero chance of offensive linemen being drafted.
In the best coach build video, the position group getting extra XP for a player getting drafted in the first three rounds was being slept on. It makes a huge difference in development.
As an example, if a LT gets drafted in the third round or higher, all of the other LT’s get a big XP boost.
I’m a motivator and get motivator/recruiting or scheme guru coordinators. My players max out so fast. If you have this build or strategy I suggest spending points in architect or something that removes stat caps. That way your players can develop more.
I think you should see how much motivater could change this
Cool test! TE and safety would be a good one they just don’t develop IMO
Answer -
1) Vertical Threat TEs do not develop because they actually do not improve Run/Pass Blocking Footwork/Power which is very important to TE overall rating. Blocking TEs develop amazingly, and Possesion TEs develop well enough too.
2) Hybrid Safeties have the worst/slowest development in the game. Switch positions ASAP. Zone and Run Support Safeties develop well enough.
Vertical Threat TE rarely develop to the 90s and hybrid safeties develop SUPER SLOW, hybrid safety abilities all cost an obnoxious amount of points to upgrade
Does anyone know why the game devs made TE's and S's develop so slow?
@criticaloptimist7961 ¯\_(ツ)_/¯ TEs develop super fast in my experience. It is just Vertical Threat TEs. They do not improve ratings needed to increase overall a lot, and Hybrid Safeties, I have no clue why they made that decision.
They even updated (nerfed) DTs, so they are capable of making changes, but they left Hybrids untouched. I have no clue what they are doing there.
Find good xp sliders
Nice video but I’ve noticed Agile OL are better at T instead of interior OL positions
Realism sliders also matter for XP too cause of all the XP sliders I seen they actually set the XP gain to like 60-80 because they develop kinda fast even pass protectors whereas TE or FS/SS for example are set to like 200-300 cause they develop hella slow and I will say even as the other commenter said it would make a difference to do it at a small school cause then that means it doesn’t matter Georgia just being OP
@LeoAscendant I am unaware of the realism sliders, but I would push back on TEs developing slowly. Only Vertical Threat TEs develop slowly, but that is unfortunately by design, while Blocking and Possession TEs develop pretty fast.
Safeties tend to develop a bit slower, but that also might be people heavily looking at Hybrids, which are designed to not progress at All fast (why, I do not know, but they are specifically designed that way ¯\_(ツ)_/¯ )
Where can I find your X sliders?
WR’s & QB’s
@mauricelouis9 WRs are pretty fine across All Archetypes; QBs would be best to avoid Scramblers. Scramblers do not progress Accuracy ratings fast at All. They cost far more to increase one level than Field Generals and Improvisers. If recruiting Scramblers, only recruit ATHs, and only to change them to other positions.
cool vid good job...yeah you should do DL next...
@HotboyGaming81 DEs and DTs are different. Also, the recent update changed DTs specifically.
DEs best to recruit Speed Rushers. They gain more skill groups at a fast pace (5 skill groups fast, only 1 slow). Next are Power Rushers and Run Stoppers (4:2).
As for DTs, they changed the last update where Power Rushers learn 4 different skill groups at a fast rate and only 2 slow, whereas Run Stoppers and Speed Rushers learn only 2 skill groups fast, and 4 of them slow.
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