like im 5
Years past, pass rush points were used to determine how many rush moves you had per play.
Abilities would use/ grant more pass rush points as a result of said system. So DoN would grant a win but use double points on a given play for example.
This year, they did away with pass rush points and just reworked it all into stamina which we have no visibilit on from play to play.
Abilities are reworked now to use/ grant stamina now as a result of the reworked system. So DoN grants a win but uses double the stamina on a given play now, but again we don't have a way to see what that means from play to play.
Abilities like instant rebate, extra credit, run stopper etc all now help improve stamina instead of pass rush points.
I hope that helps, let me know if you have more questions and I'll try my best.
Moderator Sevein131 said:Years past, pass rush points were used to determine how many rush moves you had per play.
Abilities would use/ grant more pass rush points as a result of said system. So DoN would grant a win but use double points on a given play for example.
This year, they did away with pass rush points and just reworked it all into stamina which we have no visibilit on from play to play.
Abilities are reworked now to use/ grant stamina now as a result of the reworked system. So DoN grants a win but uses double the stamina on a given play now, but again we don't have a way to see what that means from play to play.
Abilities like instant rebate, extra credit, run stopper etc all now help improve stamina instead of pass rush points.
I hope that helps, let me know if you have more questions and I'll try my best.
so the points that you see on the blockers mean nothing now?
twitchtaxpro said:so the points that you see on the blockers mean nothing now?
Not sure, I only addressed the pass rush points question and how they changed it. I don't believe we can see any rush points any longer.
I would need to go back and check what blocking changes they made. I don't know since I usually don't care too much about o line with how it is coded.
twitchtaxpro said:so the points that you see on the blockers mean nothing now?
Here's the EA write up I got info from
https://www.ea.com/games/madden-nfl/madden-nfl-26/news/madden-26-gridiron-notes-gameplay-deep-dive
And here's the snippet about block resistance which you added to your original question
"Lastly, we’ve reduced the amount of pass protection strength relative to the blocker resistance bars that dynamically grow or shrink for pass blockers to allow for more balance in the battle of the trenches. "
So block resistance bars are still a thing but they've nerfed how effective blocker resistance is to better balance the win rate between offense and defense.
Moderator Sevein131 said:Here's the EA write up I got info from
https://www.ea.com/games/madden-nfl/madden-nfl-26/news/madden-26-gridiron-notes-gameplay-deep-dive
And here's the snippet about block resistance which you added to your original question
"Lastly, we’ve reduced the amount of pass protection strength relative to the blocker resistance bars that dynamically grow or shrink for pass blockers to allow for more balance in the battle of the trenches. "
So block resistance bars are still a thing but they've nerfed how effective blocker resistance is to better balance the win rate between offense and defense.
"Defensive AI Improvements
In Madden NFL 26, we put emphasis on defensive AI in all facets of the game, even on top of what we’ve already discussed with respect to pass coverage. We think our players will always find offense, so we’re starting off the Madden season with a much more aggressive defense."
🙄 🙄 🙄 🙄 🙄
To be fair, AI is only as smart as humans right now lol
...the stamina thresholds that controlled how many moves could be performed per play have been removed. Instead, each move will cost a dynamic amount of stamina based on the defender’s pass rush move ratings. We’ve also changed the functionality of the R2/RT input so that holding down for the acceleration burst gives you speed you want AND different sheds and counters that are more explosive, like faster wins, but carry risk of burning through stamina quicker on passing downs or when using pass commit. Think of this as an ‘Effort’ mechanic, of which the new Gas Guzzler trait has been built around. Lastly, we’ve reduced the amount of pass protection strength relative to the blocker resistance bars that dynamically grow or shrink for pass blockers to allow for more balance in the battle of the trenches.
From the same article. It's about as clear as mud.
Has anyone tried recuperation on their D-line/DON players? Might have to lab that when I get home
Correlate stamina to blocking resistance. If you have the ability, you'll be able to hold blocks longer, in which if they don't have the ability to off set, they'll logically lose stamina maybe twice as fast or a fraction. I would say the logic is the exact same, abilities might even have more influence now