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r/MaddenUltimateTeam • … • u/Brawlerz16

MUT Devs, Archetypes Need to Go

(Hopefully a Dev or EA employee sees this)

Archetypes need to go and replaced with a better and healthier alternative. The solution I have is simple and it’s going to be the most effective way to improve your game mode without relying on the gameplay team, all while increasing player experience, engagement, and of course, profit. Here’s the suggestions:

1. Unlock abilities at ANY point one reaches the stat threshold.

2. Make Abilities *cheaper* the higher a player gets in the required stats (90, 95, 99 should be safe thresholds)

3. Create more elements to help boost these stats using the resources that are already in the game (coaches, stadiums, more strat cards that go by other things like team)

We both know we can’t rely on the gameplay team. These are the same guys that nuked an entire position group instead of making jumping a universal threshold. Instead, the MUT team needs to find a way to make players want to engage in the game WITHOUT relying on juicing speed. So instead of praying the gameplay team makes other stats relevant, which they’ve had decades to do and failed, use what you have by focusing on the thing people engage with the most and that’s team building

Archetypes restrict the very thing that’s carrying this entire franchise because it makes cards not matter within the meta or have any use, therefore eliminating desire to play or logon. They get in the way of players building teams THEIR way, and perhaps more important to you EA, in the way of profit AND engagement. I shouldn’t see Troy Polamalu and be uninterested because he’s short and has inflated stats that won’t show up other than speed. I should think, *Oh, powered up and with a hard hitter card, he gets 95 hit power and Enforcer is 1 less AP on him. Or should I go The Island, get 90 man, and get OSA for 1 less AP? Now I gotta roll some strat cards.*

This not only solves your main issue, which is player engagement and mass disinterest, it solves 90% of all problems about this mode that isn’t gameplay. How immersive would it be to actually have a reason to upgrade stats because it gave cheaper abilities, thus allowing so much more depth and team building? The amount of depth and the engagement with the resurgence of specialists and budget cards, as people take a gold card and use boosts to unlock an ability for it? How much profit would be generated because a new coin sink for these strategy cards are created as we actually DO want something other than speed? Archetypes shouldn’t dictate abilities, *stats* should. There’s just no reasons Archetypes should exist, especially if you’re not gonna use them right (Vick, Hester, etc).

This is just my practical pitch to anyone working with the MUT team. Please add any thoughts or questions and if a Dev wants to privately chat because he’s afraid people won’t want to upgrade from these gold cards, shoot the DM lol. But what do y’all think?

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