Forum Discussion
I completely agree with this.
From an improvement perspective alone, this is one of the most disappointing editions. Naturally, you would expect the game to evolve and improve year on year — not stay the same or go backwards. Even if FC 25 had its issues, it is difficult to clearly identify areas where FC 26 has genuinely improved.
We were promised fewer bounce-backs after tackles, yet it feels worse. We were also told that community feedback would be acknowledged and acted upon, but there is very little evidence of that. The lack of meaningful responses across this forum speaks for itself, and the pitch notes often seem disconnected from what the community is actually experiencing.
As someone in the community put it very well:
“In multiplayer, when you attack, you do it alone without AI support, while playing against defensive AI, and not the human input. Then in turn, the opponent attacks your defensive AI, and you are effectively watching this cycle repeat, over and over again.”
This highlights a major shift in gameplay. AI now dominates the experience because it can operate across multiple layers simultaneously, while human players must act sequentially. This creates an uneven playing field, where outcomes rely too heavily on AI behaviour rather than player input.
There are also numerous gameplay inconsistencies that are difficult to justify:
- Frequent offsides despite very high attacking positioning
- Lower pace players (e.g. ~70) keeping up with or outrunning 90+ pace players
- General lack of logic between attributes and in-game performance
The introduction of PlayStyles and Roles has further complicated this. Previously, these elements complemented player attributes. For example, high acceleration combined with a PlayStyle would enhance a player’s strength in a logical way. Basically the playstayle was awarded if the attributes allow it.
Now, it often feels like PlayStyles and Roles override attributes entirely. A player with relatively average stats can perform at a level that does not reflect their base attributes. This creates confusion around what attributes actually represent.
There should be a clearer relationship between stats and enhancements. For instance, PlayStyles could require minimum attribute thresholds to apply effectively, rather than contradicting them.
Similarly, Roles (especially ++ designations) appear disconnected from player quality. A player with average passing being labelled as a top-tier (World -class) role performer does not align with expected standards.
At the moment, the system feels over-engineered and inconsistent — almost like a participation-based structure where everyone is given enhancements regardless of underlying attributes.
The result is a game that lacks clarity, consistency, and logical structure. It becomes difficult to understand what truly determines performance.
After over 30 years of FIFA/FC development, the expectation is clear progression. Unfortunately, this feels like a step backwards in several key areas, particularly gameplay.
This is not about making the game easier — it is about restoring balance, logic, and control to the player.
Thanks for clarifying the exact issues with this game. I think it needs stripping back to its’ basic format and allow for skill and player stats to be the defining factor in this game. Obviously I’m aware that 4/5 man midfields will hold high significance in terms of the “Meta” but coming up against players who rely so heavily on drop back midfielders and Defending AI has destroyed this game.
Unfortunately it comes too late for it to be fixable but should serve as a warning for future releases.
Attacking AI seems to be nerfed so I have to manually trigger runs to get players in a position to be rendered useful. That with the added input delay and what appears to be auto offside trap catches me out on far too many occasions.
I watch a lot of football and follow a lot of different leagues and try to Mimic the way they play with tactics. I specifically like the way Fluminense played under Diniz and tried to replicate this using a 4231 Narrow but I find the players stretch the pitch too wide which made this tactic barely relevant. Perhaps EA could look at team width and depth in attacking phases of play and implement it in FC 27 until then I will hold my breath.
Also as an avid player of the game perhaps we could see completed Evo paths displayed in player info tabs in the future, although it could become too complicated but would be nice.
Thanks!