Disclaimer: This is 100% my opinion based on my narrow experience with the game mode. I'd be happy to hear others opinions based on their experience but this one is mine. That means when I make a recommendation for a change, its based on my experience and not yours so don't bash me if my views are different than yours. You've been warned. I'll do this analysis in a few sections for each position: 1) Breakdown of key attributes/traits that I believe contribute to success. 2) Difficulty of increasing attributes and/or player rating 3) Goals & how you earn XP 4) Questions for community QB Key attributes:THP, Accuracy (short, medium, deep,) Consistency, Senses Pressure No one is going to dispute throwing power or accuracy but I think a rating this is too often overlooked for QBs is consistency. There isn't a more important position and you want that player to play to his ratings every week and more important you don't want him to get rattled after interceptions. I firmly believe consistency helps prevent your guy from getting rattled and thus playing poorly. The higher the consistency, the harder it is for a players confidence to go down IMO. Senses pressure is obviously important in Sims. I didn't list awareness though everything I've read is that, that attribute is important in simulations. I didn't mention it because its not as often overlooked as Senses Pressure. This is another key attribute that will help your QB play better in simulations thats work looking at, just as much as awareness is. I wanted to point out that I think for tougher sliders (I mean where QBA is turned down to like 6, like we do in the TMFL) that I think it's important to know which distance is most important to you. IMO Medium accuracy is the most important. Those crucial 3rd downs are probably going to be throws of 8-15 yards right? I don't know the official breakdown of the difference between short/medium/deep but to me thats medium. My rule of thumb for QBs is 80+ accuracy across the board to even consider starting them. An ideal breakdown is probably 85+/90+/85+ for me. I don't put much weight into Play Action or Throw on the run. Play action doesn't seem to fool cpu controlled players and I don't agree with using quarterbacks on the move a ton so I literally completely ignore that attribute. Difficulty to progress:Hard Let me just say the caveat here is that you don't put up 500 yards passing a game. I run a balanced offense and have effective quarterback play but if you don't this is probably a lot easier for you. Really I guess it depends on the player but again, this is my experience Too difficult to progress Tight Spiral. 20k? Thats too much for an attribute that as far as I can tell has minimal impact. Too difficult to progress position in general. There are more attributes/traits to progress for a quarterback than any other position. Attributes that affect simulation performance as well as performance when you're controlling the player in the game. Even with efficient play, I've never been able to progress a player to even a reasonable overall level. Maybe some others can shed some light on their experience with Quick or Superstar progression. Goals: This is an offshoot of the previous category obviously. There aren't any efficiency goals. Whats wrong with having a game where you only throw the ball 18 times but complete 15 passes and have 2 TDs? Why aren't there goals for throwing more than 20 passes but completing more than 70% of your passes or something like that? Simply having goals to throw for 5000 yards or 400 yards a game aren't enough - there needs to be more differentiation here. We judge so many quarterbacks in the NFL on how well their team does - why don't we here? Why aren't there some goals for leading your team to the playoffs or getting to 10 wins or 12 wins or 14 wins or what have you? Heck, strike a deal with ESPN and use their shitty QBR metric somehow I don't care. There needs to be more ways to progress a signal caller than just going all Drew Brees 2011 on the NFL. Questions for Community: Importance of Play Action? Importance of Clutch? Importance of Tight Spiral? Importance of Awareness? Anything I missed? Weigh in! RB Key Attributes:Spd, Acc, Agi, Trk, Elu, Car, Sta, Brace for Hit trait I am of the speed running back camp so I want fast elusive guys - some would argue their effectiveness and trust me I like to have multiple backs so I can be flexible but by and large I think speed backs > power backs. Now with speed backs you will largely find that they have low carry and more importantly, low stamina. We'll talk about that below but just wanted to point it out here, finding a speed guy with high stamina is tough to find so if you find one, grab em. Brace for hit is a trait that I think is too often overlooked. Once I get a guy's carry above 90-93, look at getting that brace for hit trait up to prevent fumbles Notice I left out ball carrier vision. Its a simulation based attribute as far as I can tell. Difficulty to progress: Moderate Attributes that are too difficult to progress IMO are TRK and ELU. I understand what they were trying to do as far as saying, well once a guy gets to the NFL he isn't all of a sudden going to start running people over or eluding people at a higher rate than he did previously but still. 300k for a point of elusiveness is a bit much IMO. I agree with the decision to make it very difficult to progress stamina for smaller guys. Once a smaller back gets up into the 85ish range for stamina its in the range of 10k for each point. Goals Largely I like the goals for RBs so I don't have a whole lot to add here. I think there should be some goals for more pass oriented offenses (catches/years/etc) as opposed to rushing goals. Questions for Community What attribute/attributes contribute to a guys balance? I have played with a lot of different backs and the better ones definitely don't seem to fall over as easily when bumping into the back of guys. Have you guys determined what affects it at all or have an idea at least? Affect of awareness/ball carrier vision outside of simulation? FB Key Attributes:Str, Imp, Rbk Honestly what type of FB you like will determine the key attributes. For me, I like a balanced fullback but I tend to lean towards blocking attributes as the more important of the two. Honestly I've had the most success starting with an athletic runner-receiver type FB and building up their attributes over the course of two seasons to make them excellent all around As for pass catchers, obviously you'll want things like RTE, CTH and I want to particularly highlight CIT. Fullbacks cannot increase CIT in Madden 13, so if you want one that you can put in bunch formations as an Hback who can catch in traffic, you've gotta find one that has good CIT from the get go. Acc>Spd in my opinion. As I mentioned previously, try finding a guy with good physical tools and building blocking attributes around that talent base. Its fairly easy to do in a couple seasons. Difficulty to progress:Easy-Moderate I've had too much success progressing fullbacks into the 90 overalls to say otherwise. Once you get their Impact blocking and run blocking up, their overalls go up significantly and they play really well. Goals I'd like to see some goals tied to pancakes. They also should be dependent on what type of fullback you have - that way if your fullback catches 40 passes he will be rewarded or if the guy he's blocking for scores 15 touchdowns, same deal. Questions for Community None really other than what types of fullbacks do you all like? WR Key Attributes:Ht, Spd, Acc, Agi, Cth, Rte, Rls, Cit, Spc, drops open passes, sideline catch trait These attributes are all heavily dependent on what role the guy is going to play in your offense or just in general what types of guys you like. Outside of absolutely rare talents, you're really not going to find a guy that can do it all, at least not in the draft classes. For me personally, I don't like WR's who are under 6. I like tall, high release WRs. On the plus side, these guys generally have good Spc and sometimes even decent Cth and Cit ratings. The drawback is that the 6'4, 6'5 guys generally have very poor agility, often times poor route running, and quite often poor acceleration as well. My advice to you if you like this type of player is to find a guy with >88spd, >80acc, and starts with good Rls, Cit and Cth. That way you can easily up their route running and you have a starting WR pretty much ready to go. They're out there, trust me. If you like a smaller WR, obviously people are going to focus on Spd but my advice to you is try to find a guy with high agility and acc as well. There are plenty of straight line speed guys but the real rare talents are often times guys that have high agility as well. The high agility will give those guys very good YAC ability, which as I said is rare. You'll also find that a lot of the smaller speed guys have poor release, finding one with even 80-85 Rls is pretty rare so trying finding that as well. The drops open passes trait should not be overlooked. Its expensive but if he's going to be your starter, its a must have IMO. Difficulty to progress:Moderate The thing about WR is not that its difficult to progress any one attribute but just that there are so many to consider it can be difficult to really make an impact. The good news is that even with poorly rated WRs you can be successful, if you have their attributes high enough in the right place. By high enough I mean 85+ The drops open passes trait is I think 20k. Thats too high IMO. Same for sideline catch trait. Why can't I progress runblocking? Most rookies come in with like 20 runblock... it would be nice to be able to progress that at least a little bit. Goals The goals for WRs are too tied to catches. 110 catches in a season? If you play 15 minute quarters and score 80 points a game, thats not difficult. If you play even what is probably considered long quarters, 110 catches in a season is beyond difficult if you spread the ball around. The goals for WR should be tied more to yards or TDs. Or what about have less than a certain number of dropped passes? Questions for Community What types of players have you all had the most success with? Does anyone else agree with my assessments about Agility on Speed WRs?