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EA SPORTS FC™ 26 Game Info Hub
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EA SPORTS FC™ 26 | Title Update v1.5.0 Pitch Notes

EA_Vendcera's avatar
EA_Vendcera
Icon for Community Manager rankCommunity Manager
2 days ago

Title Update 1.5.0 is coming soon to EA SPORTS FC™ 26, bringing changes to gameplay and updates to multiple modes inspired by feedback from the community.

Table Of Contents:

  • Gameplay
  • Career
  • Clubs

Gameplay

Over the past few weeks, we’ve been closely following conversations across Discord polls, feedback posts, and social channels.

We appreciate the time and detail the community has shared around Passing and Shooting PlayStyles. As a result, this update focuses on reducing the overall impact of certain PlayStyles and shifting more influence towards players’ core attributes.

The following changes have been made that affect PlayStyles, Passing, And Shooting:

Passing

  • Improved accuracy and speed of ground passing, with impact being most noticeable on players with higher passing attributes.
  • Added the ability for players without the Incisive Pass PlayStyle but with high attributes in Short Pass, Long Pass, and Curve to contextually curve through balls.

 

  • Reduced the accuracy of lofted passes.
    • By lofted passes, we are referring to double tapping the ground pass or through pass button

Power Shot

  • Improved the trajectory of Power Shots to increase the potential of scoring from longer ranges.
  • Increased Power Shot accuracy when taken with the Power Shot PlayStyle and PlayStyle+

Chip Shot

  • Tuned Chip Shots to be less likely to go wide.
  • Increased accuracy of Chip Shots.
    • Players with the Chip Shot PlayStyle perform Chip Shots with additional accuracy. 

Tiki Taka PlayStyle

  • To avoid overly accurate passing and decrease some of the gap between passing with and without PlayStyles, the accuracy of ground and first-time passes with the Tiki Taka PlayStyle has been reduced.
  • Ground passes performed with Tiki Taka PlayStyle still benefit from the overall improvements in accuracy and speed listed above, ensuring the PlayStyle remains a useful attacking option.

 

Inventive PlayStyle

  • The accuracy of lofted ground and through passes using the Inventive PlayStyle and Inventive PlayStyle+ has been slightly increased. 
    • This is to slightly compensate for the accuracy reduction to lofted passes mentioned in the passing section. With the PlayStyle+, lofted passes will still be slightly less accurate than before the patch
    • By lofted passes, we are referring to double tapping the ground pass or through pass button

Additional Gameplay Updates

We’ve also made two updates to address certain areas of gameplay brought to our attention by the community.

  • Skill Moves
    • Increased the speed of Fake Shot, Heel Chop, and Feint and Exit by 5%

 

Positioning

  • Addressed an issue where attacking players could remain stationary after repositioning

Career

New Career content will be released over the next few weeks, including new Live Starting Points and ICONs in Player Career. Season 6 kicks off with adding Ronaldinho, Gareth Bale, Fernando Torres, and Aya Miyama to the rotation, with more ICONs to come in future weeks.

Alongside new content, we’ve also made the following changes regarding Live Starting points, Dynamic Development Plans, and player contracts:

 

 

  • Introduced Dynamic Development Plans to Career to more closely reflect a player’s role
    • When starting a new save, Training Plans will be automatically pre-selected based on the player’s closest available role
    • For example, if a striker has a Target Forward role, that striker will be assigned to a Target Forward development plan rather than the default option
    • Dynamic Development Plans will adapt to Tactic changes to further aid player development across the season and ensure that players develop in line with your vision without constant manual update
  • Added a new visual Pitch Wear setting when starting a new save
    • This reflects seasonal weather conditions but will be to OFF by default

 

 

  • Improved player contract extension behaviour when using the Normal setting
    • Players with less than a year on their contract will already be open to negotiation when you join a new club
    • At the start of a new season, around 50% of players with expiring contracts will be open to negotiation
    • If you start a Live Starting Point or switch to a new job mid-season, more players will be open to negotiation as you get closer to the end of the season

Clubs

The following Archetype changes have been made in Clubs, these changes will go live in a server release after Title Update 1.5.0:

  • Archetype Level Cap
    • Increased the cap from 80 to 90
  • Archetype Max Attributes
    • Increased the maximum range of Archetype-specific attributes
  • Archetype Customisable PlayStyle Slots
    • Increased from 7 to 8, unlocked at level 90

Thanks for checking out our latest Pitch Notes. We can’t wait for you to experience all the new changes and additions coming to EA SPORTS FC™ 26.

– The EA SPORTS FC Team

Updated 2 days ago
Version 6.0

2 Comments

  • Oli-Ol's avatar
    Oli-Ol
    Rising Traveler
    2 days ago

    EA_Vendcera​ did you guys finally add the ability to visually disable the Player Performance Widget in Clubs? I've been asking about this for the last several title updates. It's the static HUD element in the top right corner during Clubs matches. This option was available in both FC 24 and FC 25. As an OLED player, having the ability to remove this visual HUD aids in protecting my panel from image retention. Please add this back into the game! 🙏🏼

  • FC 26 Gameplay Feedback – The Game Has Become Actively Unfun

     

    I’ve played this series for years, but right now I genuinely hate what the gameplay has become.

     

    This isn’t just a small balance issue or something that needs a minor patch. A lot of the core mechanics feel like they actively work against creativity and player control. Instead of rewarding football decisions and skill, the game often rewards exploiting certain mechanics.

     

    The biggest problem is that the gameplay simply isn’t fun anymore.

     

    Dribbling – which should be one of the most enjoyable parts of a football game – has been almost completely destroyed by negative mechanics. Players turn slowly, skill moves feel delayed, and the slightest contact from a defender can instantly take the ball away. Meanwhile defenders can stick out a leg from behind or make a heavy physical challenge and somehow win the ball cleanly.

     

    It feels like creative play is constantly punished.

     

    Trying to dribble, create space, or beat a defender often ends in a clumsy collision, an animation lock, or the ball magically bouncing back to the opponent. Meanwhile players who spam certain mechanics — especially incisive passes — are often rewarded. Instead of varied football, matches start to feel repetitive and mechanical.

     

    Passing logic is another huge issue. The game frequently ignores the obvious target or lane and sends the ball somewhere completely different. Simple passes become unnecessarily risky, while certain through passes are far too effective and get spammed constantly.

     

    Then there are the bounce-back tackles. You time a tackle perfectly, clearly win the ball, and it instantly ricochets back to the attacker. Instead of rewarding good defending, it often feels like the game is forcing the attack to continue.

     

    AI behaviour also causes constant problems. Defenders abandon the defensive line for no clear reason, midfielders run past players with the ball instead of pressing, and attackers make runs straight into defenders or offside positions. These situations happen so often that it stops feeling like user error and starts feeling like broken logic.

     

    Corners are another example. A single clearance frequently turns into an immediate 3v2 or 4v2 counterattack because the team shape completely collapses and recovery AI never triggers properly.

     

    Goalkeepers also feel inconsistent. They concede from impossible tight angles but then pull off unrealistic saves from point-blank range. There’s no clear logic to when they perform well and when they don’t.

     

    On top of the gameplay issues, the reward structure can feel discouraging. Some modes require extremely high win rates to earn full rewards, which locks a large part of the player base out. When the gameplay itself is already frustrating, this makes the overall experience even worse.

     

    Server responsiveness is another major factor. Gameplay often feels heavy and delayed. Inputs don’t register instantly, players turn slowly, and dribbling responsiveness is nowhere near what it should be. Whether it’s server issues or animation delays, it makes matches feel inconsistent and unresponsive.

     

    When a football game stops rewarding:

    • good dribbling

    • smart passing

    • proper defending

    • creative attacking play

     

    …and instead rewards exploit mechanics and chaotic situations, something has gone seriously wrong.

     

    The most disappointing part of all this is simple: the game just isn’t enjoyable right now.

     

    Football games should feel fluid, responsive, and rewarding when you play well. At the moment, too many mechanics feel like they’re working against the player instead of supporting good football.

     

    I really hope the developers take a serious look at these core gameplay systems. Because right now, FC 26 doesn’t feel like a football simulation — it feels like a game where the mechanics are fighting the player.

     

    And that’s why so many matches end up feeling more frustrating than fun.

    On a final note i would just like to say. Congratulations on sucking all the fun out of the game. I will not be back next year. This is terrible