Development

Madden 17 introduced a new system of training for your players. Unlike Madden 16, you can now choose between various pairs of position groups to complete drills. Each skill has two positions that will benefit with an amount of XP based on the following factors:

    The medal you earn in the drill (Bronze, Silver, or Gold)
    The player’s development trait (Slow, Normal, Quick, Star)
    The player’s position in your depth chart

The same player with normal dev who is 5th on your depth chart will earn less XP for a gold medal than if you have him 1st or 2nd. If you earn a medal in a drill, you can sim that drill each week and receive the same amount of XP every time. You can also easily and obsessively restart a drill as many times as you want before it’s over to make sure you get the medal you desire. And if your coach has a position package, every player at that position will receive a little XP boost for each drill.

You can also set up "Focus Training" for three different players. "Focus Training" allows you to get some easy XP for your preferred players based on their Development Trait:

    50 XP for Slow
    100 XP for Normal
    200 XP for Quick
    300 XP for Super Star

You can choose any three players you like (but you can't choose the same player more than once per week).

When deciding who to begin to focus train, the number 1 players I would consider would be my youngest rookies. After that I would look into to young studs who are very close to being elite players. I WOULD NOT FOCUS ON ANYBODY OVER 26 YEARS OLD. The reason why is because EA added a new scaling system to the costs associated with upgrading your player. As your player gets older, traits become more expensive. This makes sense: Younger players have a lot more room to improve than your shitty old meme players that you refuse to cut. Increasing 1 point of Short Accuracy will never be cheaper than in your new QB’s rookie season.

Physical Traits vs Skill Traits

EA has divided player traits into two categories in Madden 17. I am calling them Physical Traits and Skill Traits. Physical Traits are things like speed and strength and jumping...the gifts your mama gave you. Skill Traits are things you would think you'd learn from training or playing the game like passing accuracy, route running, and awareness. The cost for Physical Traits and Skill Traits increase each season, but at different rates.

Skill Traits

Skill Traits start increasing in cost right away. You draft a 21-year-old wide receiver with normal development. Route running will cost 739 points to upgrade from 85 to 86 during his rookie season. If you wait until next season when your player is 22, that same route running bump from 85 to 86 will now cost you 806 points. These Skill Traits increase 7-9% in cost each year until the player's 26th birthday. (Remember that number!)

Physical Traits

Physical traits are a little different. These traits cost the exact same up until your 24th birthday. So if your player has 90 speed, it’ll cost 10,237 points to upgrade him to 91 during his rookie season. It costs the same 10,237 points at 22 and 23 as well.

But once physical traits start increasing in cost, watch out: It’s not a minor 7-9% bump per year like Skill Traits. The first jump is 25%! At 24, it now costs 12,796 to upgrade from 90 SPD to 91 SPD. You’ll see an additional 20-25% increase in cost EVERY year until his 29th birthday. At this point, it would cost that player 35,831 points to go from 90 to 91 speed (assuming he hasn’t already dropped below that due to new “getting older” regression that kicks in around age 28).

The Dreaded 26th Year

When a player turns 26, it’s like he is Cinderella riding in her carriage as the clock strikes midnight. The cost of every single trait, Physical and Skill, increases by 33.3%. The future of your franchise is quickly turning into a pumpkin. To help expedite the process, on his 27th birthday the very next year, the cost of every single trait, Physical and Skill, increases by another 25%. Your pumpkin is now rotting in front of your house covered in maggots, and your neighbors are all judging you immensely.

As you can see in the chart below, the cost continues to increase by at least 10% every year until your player retires or dies from brain trauma. It would seem like a pretty big waste of time to spend XP on these players at these prices.

The Increase in Cost from One Age to the Next

Age Physical Trait XP Cost Example Skill Trait XP Cost Example
21 500 500
22 +0% 500 +9% 546
23 +0% 500 +8% 591
24 +25% 625 +8% 638
25 +20% 750 +7% 683
26 +33% 1000 +33% 911
27 +25% 1250 +25% 1138
28 +20% 1500 +13% 1288
29 +17% 1750 +12% 1438
30 +14% 2000 +11% 1595
31 +17% 2330 +14% 1822
32 +14% 2665 +12% 2050
33 +13% 3000 +11% 2278
34 +3% 3105 +13% 2578
35 +3% 3210 +11% 2883
Note: This chart assumes that you have not yet upgraded that trait. As you upgrade a trait, it becomes more expensive to upgrade. But the percentage increase each year still jumps the same regardless of the starting cost of the trait.