- You are in a CFM with other humans, preferably 32 but a few leagues of 4-10 do use these as well.
- You want gameplay to be as realistic as Madden can get--this means coverage is tougher, pass rush comes faster, and your INTs & sacks may be high if you are more aggressive than an NFL QB would be.
- You want sliders driven by actual data from hundreds of games (strictly User v User games from After Work Football League), and based on per-play efficiency metrics built by an analytics director IRL. This set is not based on how I personally feel after playing a handful of games.
- You are comfortable with the fact that these may not lead to a great User v CPU experience--these are entirely optimized for our 32-man league, not CPU games.
The Methodology:
If you run this set, to succeed you will have to:
ver 1.17 - 2020 Season Wk 17
Updated: Oct 29
latest changes highlighted in yellow

*Important notes on XP sliders:
Quarterback
Due to QB regression being too harsh for age 30+ players, our league is 'refunding' some attributes for QBs in their early-to-mid 30s, and the 70 slider reflects this. If you are not doing this, my advice is to run QB slider at ~80. 100 is still too high.
Offensive line
Candidly, no matter what you read in other XP slider threads, there is no good XP slider for OL. What I mean is, at default or near it, you will see the mid-tier starters inflated massively in several years, which will really throw off talent and even gameplay balance, as it will be FAR too easy to get any scrub to high 70s or even 80+ OVR. But if you put it lower, you won't see ANY OL hit 90+. The reason is dev trait progression. The game doesn't generate nearly enough Superstar/XF players to match what you start with. To solve this problem, our league will be manually promoting 1 or 2 OL per year from Star to SS, and 1 or 2 OL per year from Normal to Star. In this way, you can keep XP sliders lower for better overall talent distribution, while still getting some guys to hit 85+ and 90+ OVR.
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