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  5. Traits

Traits

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hdn15x
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Posts: 100
#1

So I wanted to put this out there because I know some people are still high confused on what certain traits do because EA hasn’t told us anything about it and it seems like a lot of people are misinformed. I’m gonna try and explain them the best I can, obviously I don’t work at EA so I don’t know 100% but I’ve messed around with players with certain traits and have noticed some differences.

High motor- pretty much determines if your player will take a play off or give up on a play. I think it’s mostly important on the trenches although it doesn’t hurt to have it on your receivers and DBs too. I know for DL, it directly impacts them attempting more than 1 pass rush move if the first doesn’t work and for OL, I think it has more to do with their second level blocking, but I’m not 100% on it.

Pass rush traits- These traits directly correlate to your DL’s PMV and FMV. Swim and spin go to FMV, bull rush to PMV. If your DE/DT has both swim and spin on yes but bull rush on no, then they will only use their FMV rating, not their PMV, even if their PMV is at a 99, and vice versa. 
 

Pass Coverage traits- The play ball in air trait pretty much impacts how your DB and LB reacts when the ball is thrown their way. Conservative will 99% of the time go for a deflection, they’ll usually never go for the pick. Balanced is 50/50 between conservative and aggressive. Usually if you don’t user the play, they’ll swat or bat the ball, but if you user, then you’ll most likely get a pick animation. Aggressive will usually always go for the interception before going for a deflection. And no, in my experience ballhawk or house call doesn’t make a conservative trait better, you might get luckier but it won’t all of a sudden make them play the ball more aggressively. 
 

Senses pressure trait- This one I dont think has as much effect as I thought it did, but supposedly it’s supposed to impact how your QB throws the ball when pressured. Trigger happy makes them more inaccurate, average is somewhere in the middle, and oblivious/ideal they don’t get phased by pressure. Again I don’t know how much of an impact it has, I’ve used QBs with trigger happy and didn’t run into a ton of issues. 
 

Clutch- Pretty much this trait makes the player make big plays in big moments. I don’t know how it works exactly but I have noticed it a lot with my DBs and WRs. They always seem to make a play right when I need it. 
 

Pass catching traits- These ones I don’t think matter a ton, but I personally find that the receivers who have possession, RAC, aggressive, and sideline catches on yes just never seem to drop a pass and make crazy plays consistently. Drops open passes I have noticed it on occasion, so I just tend to avoid it but it’s not an absolute dealbreaker in my opinion.

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Bray
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Posts: 84
#2

pat White with trigger happy makes him miss wide open passes

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MAURICE77
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Posts: 24
#3

thank you for this

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billsmando
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Posts: 42
#4

If a pass rusher has No pass rush traits, they arent using PWM or FNM what would determine likelihood of getting off the block? i dont think Dyl is right on this, i heard him say it. . i dont think the animations corollate to the animation. Based on over a year of playing cfb and 7 of madden, in cut often well stated cards have no traits, yet get to the qb

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hdn15x
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#5
billsmando said:

If a pass rusher has No pass rush traits, they arent using PWM or FNM what would determine likelihood of getting off the block? i dont think Dyl is right on this, i heard him say it. . i dont think the animations corollate to the animation. Based on over a year of playing cfb and 7 of madden, in cut often well stated cards have no traits, yet get to the qb

If they don’t have pass rush traits, then I think they just use them all, which is fine for cards that have both at a high rating but if one is lacking, you obviously don’t want them to use it. That’s why if you have a guy with no pass rush traits, you’d want them to have high motor. If they have absolutely none, then I just don’t believe they’ll play as well. Also impact blocking/blockshed is directly correlated to how well pass rushers get off their block. Blockshed is for run plays and impact blocking is pass plays.

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billsmando
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#6
hdn15x said:

If they don’t have pass rush traits, then I think they just use them all, which is fine for cards that have both at a high rating but if one is lacking, you obviously don’t want them to use it. That’s why if you have a guy with no pass rush traits, you’d want them to have high motor. If they have absolutely none, then I just don’t believe they’ll play as well. Also impact blocking/blockshed is directly correlated to how well pass rushers get off their block. Blockshed is for run plays and impact blocking is pass plays.

impact block is for when a blocker is running to the second level and impact blocks.. you are mistaken on that part.

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