Dynasty Wear & Tear / Auto Sub Settings???
Collapse
Recommended Videos
Collapse
X
-
Yeah wondering about this as well, as my first two Michigan dynasty seasons have been derailed now by guys hitting there season or career limit like 8 games into the year despite judicial rotation and never playing anyone with a minor wear and tear injury. First year I was down Underwood, and my top 3 RB's by the middle of the OSU game due to wear and tear. -
I'm interested to see how wear and tear sliders are tweaked so players aren't burned out too quickly, in a season or career.
I'm using 55 for big hits, 50 for most of everything, and then 75 for week to week and in game healing reserve.
I assume there's a sweet spot with some damage in games, but boosted recovery.
(Auto subs are default for now. I'm not sure how W&T and fatigue coordinate.)
Comment
-
I'm not too far off with my setup. What have you seen? It's tricky with no basis of reference, but I had 50s for all impact and per play recovery, 60 for timeout and quarter recovery, 80 for HT and 90 for week to week. I felt like my QB and main skill guys wore down quickly in the first half of the season when looking at their season/career bars each week, but also didn't feel the effects were that noticeable
-
-
Following.
i play 15-min quarters so this is very annoying to test.
Last night, after giving a lot of consideration to my settings, I played a game and didn't see one DL rotate in but my top 3 running backs all disappeared in the 3rd quarter. Very confusing.Just one man’s opinion.
I don’t actually care about any of this.Comment
-
I'm interested to see how wear and tear sliders are tweaked so players aren't burned out too quickly, in a season or career.
I'm using 55 for big hits, 50 for most of everything, and then 75 for week to week and in game healing reserve.
I assume there's a sweet spot with some damage in games, but boosted recovery.
(Auto subs are default for now. I'm not sure how W&T and fatigue coordinate.)“No one is more hated than he who speaks the truth.”
― PlatoComment
-
To clarify, the week-to-week recovery slider at higher values should mean you get the bar further to the right after a week or multiple weeks, correct? And lowering the slider would keep your season bar lower/on the left as weeks pass? Is that the way we're understanding it?Those who stay will be champions 〽️Comment
-
To clarify, the week-to-week recovery slider at higher values should mean you get the bar further to the right after a week or multiple weeks, correct? And lowering the slider would keep your season bar lower/on the left as weeks pass? Is that the way we're understanding it?Comment
-
Because from my understanding, the season pool is where you pull recovery from.
Say a player takes X amount of damage. When you advance the week, the season pool is drained X amount to recover that damage.
By having a higher week to week recovery slider, you're allowing players to recover more damage points thus draining the season pool more.
The bar doesn't go back up to the right, if I understand it correctly, it only can go to the left because it is showing you how much recovery a player has left in the bank.
Edit to clarify - The Season Pool doesn't go back to the right during the season as you can not recover any healing points during the year. Only during the off-season going into the next year does the Season Pool replenish itself, and it is pulling those points from the Career Pool.
Again, just my understanding of the system, not saying this is 100% factually proven.Last edited by canes21; 07-22-2025, 05:58 PM.“No one is more hated than he who speaks the truth.”
― PlatoComment
-
I don't have CFB 26, but I played the Madden 26 Beta and used all my of time with it testing the Wear & Tear sliders in play now. My approach was radically different than anything I have seen posted, so I thought I's share what I was testing with ya'll in case you wanted to try it in CFB 26.
Tackle Impact Scale - 15
Catch Tackle Impact Scale - 10
HitStick Tackle Impact Scale - 30
CutStick Tackle Impact Scale - 20
Defender Tackle Advantage Scale - 25
Sack Impact Scale - 20
Block Impact Scale - 2
Impact Block Impact Scale - 15
Per-Play Recovery - 2 ( thinking about lowering this to 1)
Per-Timeout Recovery - 10
Per-Quarter Recovery - 15
Halftime Recovery - 25
In Game Healing Reserve Pool - 80
I didn't have a chance to test Season Reserve Pool, because there was no Franchise Mode in the Beta.👍 2Comment
-
Because from my understanding, the season pool is where you pull recovery from.
Say a player takes X amount of damage. When you advance the week, the season pool is drained X amount to recover that damage.
By having a higher week to week recovery slider, you're allowing players to recover more damage points thus draining the season pool more.
The bar doesn't go back up to the right, if I understand it correctly, it only can go to the left because it is showing you how much recovery a player has left in the bank.
Edit to clarify - The Season Pool doesn't go back to the right during the season as you can not recover any healing points during the year. Only during the off-season going into the next year does the Season Pool replenish itself, and it is pulling those points from the Career Pool.
Again, just my understanding of the system, not saying this is 100% factually proven.👍 1Comment
-
Wouldnt surprise me in the slightestCan't believe I been a member here this longComment
-
FYI, wear and tear sliders do not impact the CPU. That's by design.
I wish we had control over CPU wear and tear with some sliders as well, but since we don't, my approach is going to try and find some settings that best mirrors what the CPU experiences in their simmed games.“No one is more hated than he who speaks the truth.”
― Plato👍 5Comment
Comment