Back with more!
So something that is really upsetting me about this game is the fact that you can have a sizable lead on your opponent, but eventually your players will be slowed down, and the computer will make them play out of position to give your opponent a chance to come back, and I don’t think that’s right. It sucks, putting in all of the work and effort to get a lead on your opponent when the only thing that’s going to happen is your players are going to start playing worse to allow your opponent to come back. I have witnessed this many different times in many different games, so it’s not just a figment of my imagination. Sometimes it feels like the game is on a script, and the script has determined who it really wants to win that game. So even though I may have the better team than my opponent, my opponents players will play a lot better than their ratings say they should and they will outplay my team no matter what I do. There have been situations where I have a 94+ overall receiver, running down the field, and I will throw the ball to that open receiver, just for that receiver to drop it, even though I technically got a green catch on it, but it didn’t register that way. I am not referring to the perfectly timed hit and the perfectly timed catch either. They are just a bunch of different things that happen that feel obvious to me when the game wants you to lose, because just like before in previous titles, if the CPU wants you to lose, you will absolutely lose the game. I have even seen situations where the lower overall team can get back to back to back instant sheds on my offensive line that is clearly superior and overall. And neither one of those players will have any type of wear and tear damage. My offensive line would just get beat for no reason. Thrown to the ground as if they were a paperweight, even though the office of lineman was stronger and heavier than the defensive tackle that is throwing into the ground.
There have been many different situations where I have witnessed someone like KJ Bolden on the UGA defense chase down a running back that has 88 speed, but somehow KJ is unable to catch him when he is clearly faster than that player. And this is just one situation where that has happened and I have mentioned something like this before and a previous feedback post. To me, speed should absolutely matter. I feel like if someone has high acceleration, then that high acceleration should show instantly when pressing the turbo button. Now again, I’m not saying that I want the speed glitch to come back, because speed glitch was a problem, and I’m honestly glad it’s gone. But at the same time, if I have a fast running back, then that running back should feel like a really fast running back at all times unless he has wear and tear, which would be understandable if you were slower in that situation. This goes for anyone play in the game. Not just RB.
Something else that really gets on my nerves about this game is when playing the CPU, the CPU does not have to play by the same rules as the user. Similar to what I previously stated above, the CPU will be given an advantage against the user, if the user is winning or dominating more than the game once that user to dominate. The CPU almost feels like it can get away with more stuff than the user can. The CPU can throw into double coverage and still make a catch and sometimes run that back for a touchdown. The CPU doesn’t have to make any type of real life QB reads. It almost feels like the CPU can see the coverage I come out in and the play is already predetermined based on the defensive coverage that I’ve picked, therefore this cpu can make an instant read and an instant throw, and that is honestly frustrating.
RPO bubble y pop out of wide Y off trips no longer works when throwing the bubble to the right side of the field. Speed option pitches to the right side of the field often don’t work when attempting a pitch.
The play RPO ALERT QB POWER WK out of, shotgun wide Trey open wing, still has a problem with blocking if my QB decides to keep the ball and run. The edge always comes and I mean absolutely always comes free to sack the quarterback. So it’s almost like the play either has to be a throw or a sack. There is no run option in this,”RPO” and this is something that I have mentioned in prior post as well.
DIY SWEEP REVERSE has an issue sometimes because the quarterback is in the way if the user decides to hand off in the opposite direction.
Putting a user icon on user controlled teams when making a custom schedule for other users,would help out a lot. As a dynasty commissioner,it’s tough trying to make a schedule for people when you have a full league. Being able to see the available user teams when selecting opponents for said schedule would make it a lot easier.
Not enough snow games in areas where it snows. I have been playing pretty deep into Dynasty and I can almost count on one hand how many snow games I have come across. I have seen plenty of rain games, but not many snow games, unfortunately.
When playing Dynasty, I have also noticed that it is really hard for the user to be offered other high-quality head coaching jobs. I have played in a dynasty where I have won a couple of national titles and I am still not really considered for some of the major coaching vacancies and I think that is a problem. I am doing a rebuild in an online dynasty, where all of the users have to start as offensive or defensive coordinators. You are allowed to leave and work your way up to a head coach, but a lot of the issues that come up is the fact that you are not offering many head coaching jobs that would be considered a step up from the program that you were already at. And the same can be said for the dynasties where you start off as the head coach for a powerhouse program. Even if you don’t win national titles, if you had good seasons at the program, you were previously at as a head coach, I feel like you should be of more of a consideration for some of the head coaching vacancies during the coaching carousel. I don’t think it should be dependent upon how high of a level of your coaches. And honestly, it’s a little frustrating.
We are still unable to target the edge on some running plays no matter what we do. For example, if you come out in shotgun, wide, offset, and pick the play inside zone, and run against any single mug defense, the weak side edge always comes in free, and when you look at the run fits, it shows that weak side edge as someone that is unblocked, but no matter who you on target or who you try to double team, or ID, that player will always come in untouched. And this is when there are only 5 people in the box. This is a major problem in some situations because you are unable to run the ball like that if you can’t set up the blocking that you need.
If we are attempting to get rid of all of the glitch plays in this game, I think being able to click onto a receiver and swerve him away from a defender, to make an easy catch is a problem. I have come across so many people that click onto the receiver and swerve away from the defender that has tight coverage on him, and they come down with the catch every time. The defender is glitched out in that situation and allows for the reception to be made without it being contested at all. Also, I don’t feel like people should be able to just click on to a receiver and stop the momentum by just turning around and catching the ball, even though they were sprinting down the field. It’s one thing if the route was a curl, or some type of deep comeback, but to run the play as a streak, and the user is allowed to just click on and stop that receiver from running and instead catch the ball as a back shoulder is a little unrealistic and I think it’s cheese. No one should be able to do that,and things like that. Is what hurts this game.
I played against someone who came out in a four down lineman set, and he often dropped both of his left and right edges into coverage. To me, that is OK, but if I run the ball, those edges should not be able to pursue the run as if they were never put into coverage in the first place. When I played against this person, he did that all game, and there was no penalty for him running that when I ran the ball. So if he put both of his edges and cloud flats or any coverage for that matter, and I decided to run the ball against it, they defended the run as if they were set to contain or pursue the run like they normally would be set without adjusting them. If someone is going to drop nine people into coverage and their opponent decides to run the ball, there should be a major penalty against the defensive user for doing that and guessing wrong. I feel like there should be a lot of rushing yards picked up if something like that happens. Because in real life, that’s how that will go down.
I have said this before and I will say it again. The RPO plays in this game are very inconsistent. Last year, they all worked similar, or they were at least consistent. So all of the RPO walk plays, played out the same way. All of the RPO read plays, played out the same. All of the RPO alert, and lookies, All played similar to Other RPO‘s titled the same. This year, some of them play really fast, and some of them play like they used to. And what I mean by playing fast, is the fact that I have come across many situations where I am wanting to instantly throw the ball because the defender has vacated the spot I want to throw it on the RPO, but I am unable to throw it because the play almost turns into an instant run, and that messes up the entire play. Now I don’t know if this is a situation similar to what I stated earlier in this feedback post where the CPU is manipulating how the RPO is ran, but I am a strong advocate for running RPO‘s, and I consider myself really good at it. But there are times where I attempt to throw, and I am either unable to throw the RPO or the throw is not registered and it turns into an automatic run. Something else that I see happen sometime, is if I throw to a receiver on an RPO, that receiver will catch the ball and almost have a long catching animation which allows for the defensive player to pursue him and tackle him before he can turn up the field.
There is a problem with custom playbooks. When playing with custom playbook, you are unable to pick the kick return coverage that you want on kickoff. When kicking the ball to your opponent, there is no real problem. But when receiving the ball, you often come out in onside kick coverage when using custom playbooks, and it is rather annoying. Also, something else that I think would help when using a custom playbook, is being able to order the playbook and the order you want it to be. So for example, if I make a custom playbook and I want the first formation in my playbook to be wide normal Y off 1st,my 2nd formation to be wide slot left, and then wide slot right WK to be my 3rd and so on, I feel like that is something that should be available to us. Also, being able to order the formations top to bottom would be great too. So for example, all of the shotgun plays can be in the shotgun group at the top of the list, beneath that can be pistol, beneath that can be wildcat, beneath that goal line, offense, beneath that Hail Mary, and last Special teams. These quality of life changes to custom playbooks would make custom playbooks so much better.
Touchdown celebrations do not activate properly. There are some touchdown celebrations that don’t do anything at all and the player that scored the touchdown would just stand there. You are also unable to run out of the back of the end zone after scoring a touchdown and animating into a celebration. You were able to do that last year, now when you run out the back of the end zone, he just runs and then drops the ball and nothing really happens. Even when running up to the Gold Coast, you can no longer dump the ball on the gold post or box with it either. There were so many celebrations that were added, but you are not able to use all of them, unfortunately. And speaking of celebrations, I hate that you guys took out the low grab celebration. Please bring back the low grab!!!!
If the offense has the ball, and the defense makes the offensive player fumble the ball, most of the time, the defense comes up with the fumble play if they are in the vicinity of the fumble. In this video game, most of the fumbles go back to the fumbling team. And that is unfortunate because if the defense created the fumble, and there are defensive players in the area of the ball, they should have a chance to pick it up. I even played against someone not too long ago that fumbled the ball, and my user was unable to pick the ball up because it seemed like the game wanted the user that fumbled the ball, to be the one to pick it up and retain possession of it. My user was as somehow pulled away from the fumbled ball……
I have noticed that regular play now games against friends in online play now games,have issues. Here lately, I have found that when playing head-to-head online against friends in play now, some of the players will play out a position and give up a lot of defensive plays. And offensively, there are a lot more dropped passes, missed blocks, and overthrown balls. Play now does not feel the way it used to feel in CFB 26 and CFB 25. It feels a lot worse. In CFB 27, the entire game almost feels like the outcome is predetermined. It feels like my team is somewhat being sabotage to create a close game that shouldn’t be close, or even worse, create a complete loss for the user that is making better adjustments and better plays. If the user is playing really good, and making the right reads, that user should be rewarded for creating the deficit that he or she has created against their opponent without the worry of their players playing worse, and their opponent being given multiple chances and team boost to make the game feel tighter and closer than it should. This is not something that is just exclusive to one game mode.