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TylerGut's avatar
TylerGut
Seasoned Newcomer
21 days ago

CFB 27 is breaking me

Let me start this off by saying, I think this game does do some good things, the atmosphere, the teams, lighting I could go on about presentation stuff for days. Have taken a full step forward. I had hope for this game, the game play feel has a lot about it, despite being slower and heavier, the run game looks visually better than previous iterations. However, there are just some things I can't fathom. Such as trying to snap a football and it giving 20 hard counts in a row. (BTW False start from a hard count that I dont control) I'm not telling it to hard count, why can't I snap it when I want to? Is that control? Is that letting the game be ours? 

For all of the improvements that were being told to us, why is the OLine still so bad at blocking in the pass game. Basic stunts and twists continue to get through. And there's a lack of blocking logic, players dont actually look for work. They are programmed to find a down lineman or someone engaged, But the moment a linebacker comes from depth (not showing) there is no logic of looking to who they are assigned and then checking for any free rushers as they go to find their work. This isn't logical. Yes free rushers do come through in real life, but not at the rate of this. And there's a difference between a fully free rusher, and a rusher who just beats the Olineman trying to get off the double team and get them. 

Defensive logic: Now THIS is where things get a bit interesting. Because yes the defensive side of the ball has made a lot of improvements, but there's one glaring issue, players are making plays on balls or receivers they never lay eyes on. Example: Lineback in a Curl-Flat at 5 yards deciding right as a I throw to sprint back 10 yards to the X running a dig. Or running stick and the mike in the curl opposite side decides to leave the Y on the option just to double back and pick off the slant. They can't see these plays, why are they happening. The slow down effect on receivers is too great on the break of certain routes. Hard cuts I understand, but why is the deep over allowing a player to slingshot to defend the pass, so much of it is just understanding "would this happen in real life." Sure players can undercut the deep over, players just jump it, but sling-shotting like you would a dig or an out makes little sense.

One final thing, in no world to me do skill caps make sense in an offline Road to Glory. (I won't even touch micro-transactions). But why in the world am I being limited to how well my player is. its like it wants me to sit a whole year. Because of how slow the gameplay is, the low speed on a pocket passer feels terrible to start. "Well just upgrade the speed" Then my QB can't throw a ball 5 yards. Its insane, it feels messed up. Last year, you were able to upgrade quicker, easier, and you could actually effectively start from Day 1 and not be a total liability. But this year, its so bad. I'm sorry but this is not on the devs, they put their heart into this and it just feels like some of these things in this post are them not fully understanding how to fix it but not for a lack of trying. As they clearly do have some good things in this game. But I don't know what more to do, I have waited for decades to get the type of gameplay we saw back in Madden 06. I struggle to see why the higher ups are getting involved in this game. P.R. moves to try and save face, but the writing is on the wall.

And for what? To slow down the game? To make it hurt more as we tried to get a good player? Why don't I get a choice anymore? (I know the answer)

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