Chunzliu
18-12-2025, 04:16
College Football 26 continues to pump out high-end player drops, and few launches have generated more immediate buzz than Jeremiah Love. But hype is one thing-actual on-field production is another. After extensive testing, multiple scheme switches, and several full games that ranged from hilarious frustration to true highlight-reel explosions, the question remains: is Love actually built to be an elite RB1, or is he just a speed-boosted collectible with a marketing halo?
Card Profile and Attribute Rundown
Before we get into playbooks, blocking logic, and the roller-coaster run attempts, let's address the raw numbers. Love enters CFB 26 with:
95 Speed CFB 26 Coins (https://www.mmoexp.com/College-football-26/Coins.html)
96 Acceleration
90 Juke
90 Carry
90 Spin
On paper, this makes him a premier space-and-burst back. He's built more like a finesse accelerator than a bruiser-and nothing about his animations contradicts that. When he gets daylight, he can truly erase angles.
However, the real sticking point for many early testers is ability access. Love has:
Gold Shifty (10 AP)
Optional Arm Bar / 360, but no premier elite RB perks like Bulldozer tier, Red Zone Freight Train, Short In Back, or Backfield Master levels of control.
Is Gold Shifty good? Yes. Is it 10 AP good? That's where the hesitation begins.
Blue-Chip Boosts: Nice, But Not Meta-Defining
Love also arrives with a team boost:
+4 Strength
+4 Awareness
+6 Pass Block
Applies to RBs and TEs
Does this make your tight end slightly firmer in traffic and your third-down back less likely to whiff on a blitz pickup? Sure. Does it meaningfully alter wins at the line or let you reorder your blocking package? Not really.
It's a quality-of-life bump, not a meta shift.
The 3 Million Coin Question
The creator testing this card paid 3 million coins to get him early. That matters, because value is part of viability. At that asking price, a card must be able to:
break structure-heavy fronts (3-4 odd, 4-down nickel)
punish over-commits
dominate in space AND in tight run fits
provide pass-game versatility
Love fulfills maybe two of those four consistently.
Gameplay Session 1: The Struggle Run
The first full gameplay sample paints a brutal picture of what happens when an explosive back meets a brick-wall, meta-tournament front.
Defensive Look Faced:
3-4 Odd, shifting into 4-Down fronts on run keys.
Playbook Used:
Kansas State Offense / Pitt Defense
From the opening snap, Love was staring at debris. Frontside crash, backside loopers, user pinches, and what might go down as the most confused fullback AI of the year. Multiple runs died before they even formed.
No sprint button. No cutback greed. Just run fits meeting brick-wall physics and clogged guard pulls. It wasn't Love's fault-he wasn't getting hat-on-hat blocking long enough to even access his juke and spin ratings.
Yet, even in that ugly opener, the first glimpse of value finally arrived: a wheel-angle-style pass motion and Love flashing in space as a checkdown.
It took forever to get going, but Love found the end zone through the air. Forced, but functional.
Gameplay Session 2: A Complete Transformation
The second testing block was the revelation moment.
New Offensive Playbook:
Alabama
This shift changed everything. Why? Because Bama's run menu is one of the few that:
1.Generates consistent pulling logic (even if late)
2.Uses formation overloads to force run-bubble leverage
3.Contains toss crack, duo, angle screen, bunch quad base
Right away, Love started breathing.
Duo left
Toss left behind a left-handed QB
Quad stack leverage
And suddenly:
Two carries: 31 yards.
Then the toss call, perfectly timed, perfectly leveraged:
Touchdown.
Clean lane, free acceleration, and no wasted motion. When Love isn't getting swallowed by instant A-gap molasses, he can glide.
Pass Game Note: The Angle Screen
The angle screen remains one of the deadliest RB touches in CFB 26, and Love executes it beautifully:
smooth catch turn
immediate field scan
single-cut explosion
Had a juke landed, it would've gone house.
At this point, he was finally demonstrating what his 3M price tag implied: open-field terror, stride-based burst, and a prototype college space runner.
Gameplay Session 3: 97-Yard Perfection
The third live session didn't last long-but it didn't need to.
Pinned at the goal line, with the defense showing a falsely safe shell, Love finally got what top backs require:
a sealed edge and a single decision cut
You could feel from the moment the handoff hit his chest that he was gone. No sprint cheese. No behind-the-line rock skipping. Just one decisive lane read and six seconds of acceleration poetry.97-yard rushing score.
That's the Love everyone paid for.
Scheme and Formation Verdict
Love is NOT the kind of back you plug into a random spread set and expect auto-yards. He is:
formation-sensitive
blocking-dependent
best in compressed wing or overload sets
lethal on crack toss, quad duo, weak zone, and space screens
Kansas State couldn't showcase him. Alabama unlocked him instantly.
Who Should Use Him?
Jeremiah Love is ideal for:
players who scheme touches, not force touches
wide-zone / toss / duo playcallers
creators who love formation-motion mismatch
players running Bama, USC, Oregon, or Baylor-style wide sets
Love is not ideal for:
3-4 odd grinders
heavy pistol ISO spam
under-center dive merchants
players who refuse to audible based on front count
Final Verdict: Speed Star, Situational Superstar
After three full games and enough emotional swings to qualify as cardio, the assessment lands clearly:
Jeremiah Love is electric when featured correctly, but nowhere near worth 3 million coins if you expect instant dominance.
He is:
a track-meet space king
a scheme-fit accelerator
a highlight engine when blocking aligns
But he is not: College Football 26 Coins for sale (https://www.mmoexp.com/College-football-26/Coins.html)
a universal meta breaker
a foundational every-front RB like a Derrick Henry power archetype
an ability-stacking, AP-efficient endgame card
Bottom Line:
If you have the playbook variety, motion patience, and the blocking IQ to unlock him, Love can feel like the fastest player on the field. If you don't, he becomes a 3M coin luxury car stuck in 5PM traffic.
Final Rating:
8.2 / 10 (Bama Playbook)
6.9 / 10 (Kansas State or basic schemes)
- - - Updated - - -
Diablo 4 Season 11 brings one of the biggest overhauls to the crafting system since launch-an update that dramatically shifts how players temper, upgrade, and finalize their gear. Whether you're a casual grinder or pushing high-tier Nightmare content, understanding these changes is crucial. Many mechanics from Season 10 are gone, new systems have arrived, and both power potential and item risk have been rebalanced.
This article breaks down every major change to crafting in Season 11, how it differs from Season 10, and what it means for your builds going forward.
Legendary Items Now Drop With Four Affixes Diablo 4 Items (https://www.mmoexp.com/Diablo-4/Items.html)
In Season 10, standard legendary items always dropped with three affixes, forcing players to rely heavily on tempering and crafting to build high-quality gear.
In Season 11, that baseline is improved. A standard legendary item now drops with four natural affixes. For example, a helmet might roll:
Strength
Thorns
Cold Resistance
Basic Skill Damage
This gives players a stronger starting point than last season. However, this improvement is balanced by changes to the tempering system…
Tempering Has Been Reduced From Two Choices to One
In Season 10, players could add two tempering affixes to a legendary item-one from each tempering category (Offensive, Defensive, Utility, Resource, etc.). This allowed for up to five total affixes on a legendary: three natural, plus two crafted.
In Season 11, Blizzard changed this drastically:
You can now only add one tempering affix instead of two.
But your item naturally has four affixes instead of three.
So the total number of affixes remains five, but your flexibility is lower.
No more double-tempering setups
You must now decide whether to take:
a defensive temper,
a utility temper,
or another available category.
Choosing one locks out all other tempering slots.
This is one of the biggest points of contention among players: more stability, but less freedom.
Targeted Tempering Removes RNG Completely
One of the most frustrating mechanics in Season 10's tempering system was the RNG inside each tempering category. For example, choosing the Resistance temper could randomly give Fire, Cold, Poison, Lightning, or Shadow resistance.
If you didn't hit the one you wanted, you either:
reset the item (consuming rare materials), or
threw the item away entirely.
In Season 11, RNG inside tempering is gone.
You now choose directly:
Cold Resistance
Fire Resistance
Poison Resistance
And so on
If you click Cold Resistance, you will always get Cold Resistance-within a displayed value range.
If the roll is too low, you can keep rerolling as many times as you want, as long as you have materials.
This eliminates the old "craft → miss → delete" gameplay loop. You can now craft exactly what you want without fear of bricking the item.
Masterworking Has Been Completely Reworked
Masterworking received the most dramatic overhaul.
### Season 10 Masterworking
12 total upgrade levels
On levels 4, 8, and 12, one random affix was drastically increased
All other levels gave small increases to every affix
Getting +1 skill ranks (like Bash, Core Skills, etc.) relied heavily on hitting those lucky breakpoints
This system introduced both power spikes and major RNG
For many players, this is the most controversial part of the new system.
Quality Is Random (1-4 per upgrade)
Each upgrade adds between 1 and 4 Quality. You can keep upgrading until you hit Quality 20.
### Greater Affixes Still Exist - But Only One
When you push an item past 20 Quality, the next upgrade applies one random Greater Affix.
This is usually the main source of power in Season 11 gear.
You can reroll this Greater Affix repeatedly-again, as long as you have materials.
Power Limits Have Changed Dramatically
Because Masterworking no longer enhances affixes, the maximum power of many builds is actually lower in Season 11.
For example:
Season 10 Example
A helmet with +3 Core Skill ranks could be pushed to +6 with perfect Masterworking hit rolls.
Season 11 Example
A helmet with +3 Core Skill ranks stays at +3.
A Greater Affix can push it to +4, but no higher.
This means:
No more +6 skill rolls
No more triple-scaling Greater Affixes
No more massive multiplicative skill boosts
The new system is much more controlled and predictable, but undeniably less explosive.
Introducing: The New "Sanctification" System (Item Holy Upgrades)
This is the system that adds both massive potential and massive risk.
Once an item:
has been tempered
has been fully masterworked
and has its Greater Affix applied
You can bring it to the Holy Forge and "sanctify" the item.
But sanctifying an item is irreversible.
Once an item is sanctified:
It cannot be tempered again
It cannot be re-masterworked
It cannot be re-sanctifiedSanctification can do several things:
Add a new affix
Replace an existing affix
Remove a valuable affix and add a useless one
Add a special bonus (like an extra Aspect-like effect)
Add Unbreakable durability
Add massive stat bonuses
Or completely ruin the item
Sanctifying is pure RNG-this is the last place where Diablo 4 remains fully random.
Players need to think carefully before sanctifying an item. A single bad sanctification can destroy a perfect piece of gear permanently.
The Good News: Unique and Mythic Items Can Now Be Upgraded Too
One of the best parts of the new system is that Unique and Mythic items can be:
Masterworked to 20 Quality
Given a Greater Affix
Sanctified with random bonuses
Tempering does not apply to Unique or Mythic items, but everything else does.
This massively increases the endgame viability of Uniques.
Example:
Upgrade a Unique to 20 Quality
Gain a Greater Affix
Sanctify it for a bonus aspect or stat
You can now truly craft late-game Uniques into build-defining pieces.
Mythic Items Can Also Be Sanctified - But With Huge Risk
Mythic items are already some of the strongest in the game, but now they can be:
Masterworked
Rolled with a Greater Affix
Sanctified for bonus effects
However, sanctifying Mythic items is extremely dangerous.
You can:
Lose your best affix
Gain a useless affix
Or roll a mediocre bonus
But when it works?
You can create a Mythic item stronger than anything seen in Season 10.
Is the New Crafting System Better or Worse?
What's better:
No more RNG in tempering
You can choose your exact affixes
Unlimited rerolls as long as you have mats
Uniques and Mythics can be upgraded
Base stats get meaningful increases
More agency in Greater Affixes
What's worse:
You lose one tempering slot
Masterworking no longer boosts affixes
No more +5/+6 skill affixes
Less build potential for extreme min-maxers
Sanctification can destroy items permanently
Overall:
The system is less explosive but more stable.
Blizzard clearly wants:
fewer bricked items during tempering Diablo IV Items for sale (https://www.mmoexp.com/Diablo-4/Items.html)
fewer extreme outliers
more consistent late-game gear progression
Whether that's good or bad depends on your play style.
Final Thoughts
Season 11 introduces the most complex crafting overhaul Diablo 4 has ever seen. It reduces tempering RNG, simplifies Masterworking, and adds new pathways for powering up legendary, Unique, and Mythic items.
You gain more control-but you lose some of the high-roll excitement from previous seasons. And sanctification adds a high-stakes gamble to the top end of crafting.
Whether you're pushing Tier 100 dungeons, farming bosses, or just trying to perfect a build, mastering this new system is essential.
Card Profile and Attribute Rundown
Before we get into playbooks, blocking logic, and the roller-coaster run attempts, let's address the raw numbers. Love enters CFB 26 with:
95 Speed CFB 26 Coins (https://www.mmoexp.com/College-football-26/Coins.html)
96 Acceleration
90 Juke
90 Carry
90 Spin
On paper, this makes him a premier space-and-burst back. He's built more like a finesse accelerator than a bruiser-and nothing about his animations contradicts that. When he gets daylight, he can truly erase angles.
However, the real sticking point for many early testers is ability access. Love has:
Gold Shifty (10 AP)
Optional Arm Bar / 360, but no premier elite RB perks like Bulldozer tier, Red Zone Freight Train, Short In Back, or Backfield Master levels of control.
Is Gold Shifty good? Yes. Is it 10 AP good? That's where the hesitation begins.
Blue-Chip Boosts: Nice, But Not Meta-Defining
Love also arrives with a team boost:
+4 Strength
+4 Awareness
+6 Pass Block
Applies to RBs and TEs
Does this make your tight end slightly firmer in traffic and your third-down back less likely to whiff on a blitz pickup? Sure. Does it meaningfully alter wins at the line or let you reorder your blocking package? Not really.
It's a quality-of-life bump, not a meta shift.
The 3 Million Coin Question
The creator testing this card paid 3 million coins to get him early. That matters, because value is part of viability. At that asking price, a card must be able to:
break structure-heavy fronts (3-4 odd, 4-down nickel)
punish over-commits
dominate in space AND in tight run fits
provide pass-game versatility
Love fulfills maybe two of those four consistently.
Gameplay Session 1: The Struggle Run
The first full gameplay sample paints a brutal picture of what happens when an explosive back meets a brick-wall, meta-tournament front.
Defensive Look Faced:
3-4 Odd, shifting into 4-Down fronts on run keys.
Playbook Used:
Kansas State Offense / Pitt Defense
From the opening snap, Love was staring at debris. Frontside crash, backside loopers, user pinches, and what might go down as the most confused fullback AI of the year. Multiple runs died before they even formed.
No sprint button. No cutback greed. Just run fits meeting brick-wall physics and clogged guard pulls. It wasn't Love's fault-he wasn't getting hat-on-hat blocking long enough to even access his juke and spin ratings.
Yet, even in that ugly opener, the first glimpse of value finally arrived: a wheel-angle-style pass motion and Love flashing in space as a checkdown.
It took forever to get going, but Love found the end zone through the air. Forced, but functional.
Gameplay Session 2: A Complete Transformation
The second testing block was the revelation moment.
New Offensive Playbook:
Alabama
This shift changed everything. Why? Because Bama's run menu is one of the few that:
1.Generates consistent pulling logic (even if late)
2.Uses formation overloads to force run-bubble leverage
3.Contains toss crack, duo, angle screen, bunch quad base
Right away, Love started breathing.
Duo left
Toss left behind a left-handed QB
Quad stack leverage
And suddenly:
Two carries: 31 yards.
Then the toss call, perfectly timed, perfectly leveraged:
Touchdown.
Clean lane, free acceleration, and no wasted motion. When Love isn't getting swallowed by instant A-gap molasses, he can glide.
Pass Game Note: The Angle Screen
The angle screen remains one of the deadliest RB touches in CFB 26, and Love executes it beautifully:
smooth catch turn
immediate field scan
single-cut explosion
Had a juke landed, it would've gone house.
At this point, he was finally demonstrating what his 3M price tag implied: open-field terror, stride-based burst, and a prototype college space runner.
Gameplay Session 3: 97-Yard Perfection
The third live session didn't last long-but it didn't need to.
Pinned at the goal line, with the defense showing a falsely safe shell, Love finally got what top backs require:
a sealed edge and a single decision cut
You could feel from the moment the handoff hit his chest that he was gone. No sprint cheese. No behind-the-line rock skipping. Just one decisive lane read and six seconds of acceleration poetry.97-yard rushing score.
That's the Love everyone paid for.
Scheme and Formation Verdict
Love is NOT the kind of back you plug into a random spread set and expect auto-yards. He is:
formation-sensitive
blocking-dependent
best in compressed wing or overload sets
lethal on crack toss, quad duo, weak zone, and space screens
Kansas State couldn't showcase him. Alabama unlocked him instantly.
Who Should Use Him?
Jeremiah Love is ideal for:
players who scheme touches, not force touches
wide-zone / toss / duo playcallers
creators who love formation-motion mismatch
players running Bama, USC, Oregon, or Baylor-style wide sets
Love is not ideal for:
3-4 odd grinders
heavy pistol ISO spam
under-center dive merchants
players who refuse to audible based on front count
Final Verdict: Speed Star, Situational Superstar
After three full games and enough emotional swings to qualify as cardio, the assessment lands clearly:
Jeremiah Love is electric when featured correctly, but nowhere near worth 3 million coins if you expect instant dominance.
He is:
a track-meet space king
a scheme-fit accelerator
a highlight engine when blocking aligns
But he is not: College Football 26 Coins for sale (https://www.mmoexp.com/College-football-26/Coins.html)
a universal meta breaker
a foundational every-front RB like a Derrick Henry power archetype
an ability-stacking, AP-efficient endgame card
Bottom Line:
If you have the playbook variety, motion patience, and the blocking IQ to unlock him, Love can feel like the fastest player on the field. If you don't, he becomes a 3M coin luxury car stuck in 5PM traffic.
Final Rating:
8.2 / 10 (Bama Playbook)
6.9 / 10 (Kansas State or basic schemes)
- - - Updated - - -
Diablo 4 Season 11 brings one of the biggest overhauls to the crafting system since launch-an update that dramatically shifts how players temper, upgrade, and finalize their gear. Whether you're a casual grinder or pushing high-tier Nightmare content, understanding these changes is crucial. Many mechanics from Season 10 are gone, new systems have arrived, and both power potential and item risk have been rebalanced.
This article breaks down every major change to crafting in Season 11, how it differs from Season 10, and what it means for your builds going forward.
Legendary Items Now Drop With Four Affixes Diablo 4 Items (https://www.mmoexp.com/Diablo-4/Items.html)
In Season 10, standard legendary items always dropped with three affixes, forcing players to rely heavily on tempering and crafting to build high-quality gear.
In Season 11, that baseline is improved. A standard legendary item now drops with four natural affixes. For example, a helmet might roll:
Strength
Thorns
Cold Resistance
Basic Skill Damage
This gives players a stronger starting point than last season. However, this improvement is balanced by changes to the tempering system…
Tempering Has Been Reduced From Two Choices to One
In Season 10, players could add two tempering affixes to a legendary item-one from each tempering category (Offensive, Defensive, Utility, Resource, etc.). This allowed for up to five total affixes on a legendary: three natural, plus two crafted.
In Season 11, Blizzard changed this drastically:
You can now only add one tempering affix instead of two.
But your item naturally has four affixes instead of three.
So the total number of affixes remains five, but your flexibility is lower.
No more double-tempering setups
You must now decide whether to take:
a defensive temper,
a utility temper,
or another available category.
Choosing one locks out all other tempering slots.
This is one of the biggest points of contention among players: more stability, but less freedom.
Targeted Tempering Removes RNG Completely
One of the most frustrating mechanics in Season 10's tempering system was the RNG inside each tempering category. For example, choosing the Resistance temper could randomly give Fire, Cold, Poison, Lightning, or Shadow resistance.
If you didn't hit the one you wanted, you either:
reset the item (consuming rare materials), or
threw the item away entirely.
In Season 11, RNG inside tempering is gone.
You now choose directly:
Cold Resistance
Fire Resistance
Poison Resistance
And so on
If you click Cold Resistance, you will always get Cold Resistance-within a displayed value range.
If the roll is too low, you can keep rerolling as many times as you want, as long as you have materials.
This eliminates the old "craft → miss → delete" gameplay loop. You can now craft exactly what you want without fear of bricking the item.
Masterworking Has Been Completely Reworked
Masterworking received the most dramatic overhaul.
### Season 10 Masterworking
12 total upgrade levels
On levels 4, 8, and 12, one random affix was drastically increased
All other levels gave small increases to every affix
Getting +1 skill ranks (like Bash, Core Skills, etc.) relied heavily on hitting those lucky breakpoints
This system introduced both power spikes and major RNG
For many players, this is the most controversial part of the new system.
Quality Is Random (1-4 per upgrade)
Each upgrade adds between 1 and 4 Quality. You can keep upgrading until you hit Quality 20.
### Greater Affixes Still Exist - But Only One
When you push an item past 20 Quality, the next upgrade applies one random Greater Affix.
This is usually the main source of power in Season 11 gear.
You can reroll this Greater Affix repeatedly-again, as long as you have materials.
Power Limits Have Changed Dramatically
Because Masterworking no longer enhances affixes, the maximum power of many builds is actually lower in Season 11.
For example:
Season 10 Example
A helmet with +3 Core Skill ranks could be pushed to +6 with perfect Masterworking hit rolls.
Season 11 Example
A helmet with +3 Core Skill ranks stays at +3.
A Greater Affix can push it to +4, but no higher.
This means:
No more +6 skill rolls
No more triple-scaling Greater Affixes
No more massive multiplicative skill boosts
The new system is much more controlled and predictable, but undeniably less explosive.
Introducing: The New "Sanctification" System (Item Holy Upgrades)
This is the system that adds both massive potential and massive risk.
Once an item:
has been tempered
has been fully masterworked
and has its Greater Affix applied
You can bring it to the Holy Forge and "sanctify" the item.
But sanctifying an item is irreversible.
Once an item is sanctified:
It cannot be tempered again
It cannot be re-masterworked
It cannot be re-sanctifiedSanctification can do several things:
Add a new affix
Replace an existing affix
Remove a valuable affix and add a useless one
Add a special bonus (like an extra Aspect-like effect)
Add Unbreakable durability
Add massive stat bonuses
Or completely ruin the item
Sanctifying is pure RNG-this is the last place where Diablo 4 remains fully random.
Players need to think carefully before sanctifying an item. A single bad sanctification can destroy a perfect piece of gear permanently.
The Good News: Unique and Mythic Items Can Now Be Upgraded Too
One of the best parts of the new system is that Unique and Mythic items can be:
Masterworked to 20 Quality
Given a Greater Affix
Sanctified with random bonuses
Tempering does not apply to Unique or Mythic items, but everything else does.
This massively increases the endgame viability of Uniques.
Example:
Upgrade a Unique to 20 Quality
Gain a Greater Affix
Sanctify it for a bonus aspect or stat
You can now truly craft late-game Uniques into build-defining pieces.
Mythic Items Can Also Be Sanctified - But With Huge Risk
Mythic items are already some of the strongest in the game, but now they can be:
Masterworked
Rolled with a Greater Affix
Sanctified for bonus effects
However, sanctifying Mythic items is extremely dangerous.
You can:
Lose your best affix
Gain a useless affix
Or roll a mediocre bonus
But when it works?
You can create a Mythic item stronger than anything seen in Season 10.
Is the New Crafting System Better or Worse?
What's better:
No more RNG in tempering
You can choose your exact affixes
Unlimited rerolls as long as you have mats
Uniques and Mythics can be upgraded
Base stats get meaningful increases
More agency in Greater Affixes
What's worse:
You lose one tempering slot
Masterworking no longer boosts affixes
No more +5/+6 skill affixes
Less build potential for extreme min-maxers
Sanctification can destroy items permanently
Overall:
The system is less explosive but more stable.
Blizzard clearly wants:
fewer bricked items during tempering Diablo IV Items for sale (https://www.mmoexp.com/Diablo-4/Items.html)
fewer extreme outliers
more consistent late-game gear progression
Whether that's good or bad depends on your play style.
Final Thoughts
Season 11 introduces the most complex crafting overhaul Diablo 4 has ever seen. It reduces tempering RNG, simplifies Masterworking, and adds new pathways for powering up legendary, Unique, and Mythic items.
You gain more control-but you lose some of the high-roll excitement from previous seasons. And sanctification adds a high-stakes gamble to the top end of crafting.
Whether you're pushing Tier 100 dungeons, farming bosses, or just trying to perfect a build, mastering this new system is essential.