Hi Pinkoroponko
I agree. The sprint mechanic feels very inconsistent right now.
In my experience, the standard sprint (R2) is almost unusable at times. There are moments where I press it and the player doesn’t accelerate properly, and even when they do, players with significantly lower pace stats are still able to catch up. That just doesn’t align with how attributes are supposed to work.
I’ve actually found controlled sprint (R1) to be more reliable and, in many cases, even more effective than full sprint, which raises further questions about how sprinting is currently balanced.
Personally, I’m not a fan of having two separate sprint systems. One sprint input should be enough, with player performance determined by core attributes such as pace, dribbling, ball control, strength, and playstyles. Right now, it feels overcomplicated and inconsistent.
For example, a player using controlled sprint (R1) with ~80 pace can sometimes outrun a player with 90+ pace using full sprint (R2), which doesn’t make sense from a gameplay or attribute perspective. Additionally, if controlled sprint (R1) is triggered too early, the player can completely miss the ball or fail to control it. While this could be argued as a timing-based skill element, it feels over-engineered and inconsistent rather than intuitive.
On top of that, we already have analog acceleration through the R2 trigger (depending on how much pressure is applied), which should be sufficient to control sprint intensity. Adding controlled sprint on top of that creates overlap and confusion rather than improving gameplay.
At the moment, sprinting feels disconnected from player attributes and over-engineered. It would be much more intuitive if sprinting was simplified and primarily influenced by player stats and left stick control, rather than multiple competing mechanics.
Kind regards,