The UT Deep dive for CFB 27 came with a ton of information on what's to come with CUT 27. New upgrade systems, day 1 programs, rewards, quality of life changes, and so much more. I'll be highlighting the biggest changes and information that stood out to me. To see the original EA Deep dive article, CLICK HERE
New Upgrade System
CUT 27 brings a new upgrade system for player items. Each player item has Skill Points (SP) tied to it and can be earned by completing objectives with the item, exchanging tokens or items, and purchasing with other currencies. SP can be used to upgrade the following:
- Dynamic Upgrade Paths
- Attribute Upgrade Paths
- Ability Slots
- Chemistry Slots
Each item will have a max SP cap on how much SP you can earn, unless that cap is increased. Not all player items will use SP for upgrades and may use coins or training instead.
Dynamic Upgrade Paths
Dynamic upgrade paths are based on the position archetype. Upgrading the path will randomly upgrade ratings associated with that playstyle. Here's an example that EA gives:
- An East/West Playmaker Halfback upgrade path may focus on acceleration, change of direction, ball carrier vision, and juke ratings.
- A Contact Seeker Halfback upgrade path may focus on trucking, break tackle, stiff-arm, and strength.
- There may be some overlap across archetypes for the same position as certain attributes are vital to the position regardless of playstyle.
You'll know what the next OVR is, but the ratings to get there will be random. This means that dynamic upgrade paths will lead to more variation in player items between players.
OVR and Attribute Caps
Each Player item will have a set max OVR, and each upgrade path will have an attribute cap. Here's the example EA gives: "a Speedster path may have a max Speed cap of 90 while a Route Artist path’s Speed cap is 88. Once an item reaches a cap on a specific attribute, that attribute will no longer be upgraded as you progress down that path." Additionally, once an upgrade path reaches it's max OVR, you'll no longer be able to upgrade it.
You will have the option to respec items and get back the SP you've used on the item.
Attribute Paths
Attribute Paths are similar to the current upgrade system in CUT 26. It's a single path with defined attribute upgrades, so you'll know what's being upgraded at each step.
Most player items will start with either an attribute upgrade path or a dynamic upgrade path. For both versions of upgrade paths, you'll now be able to upgrade multiple steps at once, as long as you have enough SP.
Abilities and Chemistries
Abilities and chemistries can be unlocked using skill points (or using training or coins depending on the item) and since SP is capped, you'll have to carefully balance upgrading attributes and equipping abilities. Keep in mind, certain abilities will require reaching a certain OVR or ability ratings to equip.
Scheme and Team Chemistry boosts will no longer affect speed. Instead, at 50/50, it'll give more stats +2 or higher, rather than the current +1 or +2.
EVOs
EVOs will be coming after launch, with more information coming at a later date. EVOs can increase player OVR caps, unlock new upgrade paths, add or improve abilities, add chemistry options, or add more objectives to complete for SP.
EVOs can allow player items to stay competitive, meaning that you no longer will need to constantly replace players as new content comes out. You can continue to play and upgrade the player items you like. Along with that, certain EVOs can be chained together, stacking multiple upgrades on a player item. Some EVOs will allow players to have multiple upgrade paths at once, meaning you can have a QB with a Pocket Passer and a Pure Runner upgrade path.
Core Legends
Over 100 College stars of the past will be available on the first day of Early Access. Core Legends will also be able to be upgraded with Dynamic paths. Giving players the option to represent their favorite schools and names from the beginning.
CUT 27 Twitch Drop Rewards

What do you think about EVOs and the new upgrade changes?
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