FC Mobile 27: A New Era — Restore the Thrill, Progression, Packs & Competition!
Dear EA SPORTS FC Mobile Team,
I have been playing FC Mobile since FC Mobile 25, around the Winter Wonders event. I have experienced the game through different stages of its progression, and I want to give honest and detailed feedback about the direction of FC Mobile 26 and what I hope FC Mobile 27 can become.
I am not asking EA to simply bring back an old version of the game. I believe FC Mobile 27 should be a reset and improvement of the foundation: bring back the systems that made team-building rewarding, keep the good gameplay improvements from FC26, and fix the systems that made many players lose interest.
- THE OVR PROGRESSION HAS BECOME TOO FAST
This is probably my biggest concern.
When I started around Winter Wonders in FC Mobile 25, the maximum OVR was around 105. Before I stopped playing, it had reached around 117. I then stopped playing for about two months.
When I came back, the maximum OVR was already around 122.
That is an enormous increase in a very short period.
The problem is not simply that the number is high. The problem is that players no longer feel valuable for long enough.
Previously, when I obtained a great player, I could think:
"I finally got this player. I am going to use him for a long time."
Now the feeling is often:
"I got this player, but another higher OVR card will probably replace him very soon anyway."
This makes players feel temporary instead of valuable.
MY SUGGESTION:
Please slow down the OVR power curve.
A new event should not automatically require a new generation of players with significantly higher OVR.
A +1 OVR increase after several major events would be much healthier than continuously increasing the maximum OVR.
A 120 OVR player should still be competitive several months later.
- BRING BACK THE FEELING THAT A PLAYER CAN BE WORTH KEEPING
One of my favorite experiences was using a 109 OVR Kvaratskhelia when the maximum OVR was around 111.
I obtained him through Extra Time and used him for a very long time.
He was genuinely fun to play with. His dribbling and skill moves felt great, and his long shots could actually produce goals.
Later, when the maximum OVR was around 115, I got a 115 OVR George Best.
He was even better for my playstyle and became one of my favorite players.
Those cards felt worthy.
Today, I can have a 122 OVR player with maximum training, maximum rank-up and PlayStyles, yet sometimes that player does not feel nearly as effective or enjoyable as those older cards.
That is a major problem.
OVR should not be the only thing determining whether a player feels good.
PLEASE MAKE PLAYER IDENTITY MATTER AGAIN.
A lower-OVR player with exceptional shooting, dribbling, pace or other attributes should sometimes be better for a particular playstyle than a higher-OVR player.
I want to choose a player because I like how he plays, not simply because his number is higher.
- PLEASE RECONSIDER MAKING DRAFT THE MAIN ACQUISITION SYSTEM
This is one of my biggest criticisms of FC26.
I do not think Draft itself is a bad idea.
The problem is making it feel like the primary way of obtaining players and rewards.
Drafts can be a fun additional mechanic, but when most of the system revolves around Drafts, the experience becomes repetitive.
Many Drafts feel structurally similar.
PLEASE BRING BACK A VARIETY OF PACKS.
One of the fun parts of older FC Mobile was opening different types of Packs and wondering what could appear.
There could be:
Standard Packs
Event Packs
Premium Packs
Guaranteed OVR Packs
Player Pick Packs
Discount Packs
Free Daily Packs
Special Limited-Time Packs
Different Packs could have different probabilities, prices and reward pools.
That would give players actual choices.
Draft could remain in the game, but it should be one option, not the entire identity of the reward system.
- BRING BACK MEANINGFUL SHARDS OR ANOTHER LONG-TERM RESOURCE
The older Shard-style progression gave players something to work toward.
Instead of relying entirely on immediate randomness, players could accumulate resources and eventually work toward a specific reward.
I would like FC27 to have a system where players can clearly see:
"If I keep playing and saving resources, I can eventually obtain the player I want."
That is much more satisfying than repeatedly spending resources and hoping for a good result.
A redesigned Shard system could work very well if it is balanced correctly.
- MAKE COINS MEANINGFUL AGAIN
Coins should feel like an important part of the game's economy.
At the moment, many Coin rewards can feel insignificant compared with the rapidly increasing value of players and event requirements.
Coins should have meaningful uses, including:
Packs
Player purchases
Exchanges
Training
Event options
Other long-term investments
A player should feel that earning 1 million Coins is an achievement, not just a small number that becomes irrelevant shortly afterward.
- PLEASE RECONSIDER EXTRA TIME TOKENS
Extra Time used to have a meaningful role in the economy.
For many players, it was another way to turn unwanted players or resources into something useful.
I would like Extra Time to become a meaningful secondary economy again.
It could be used for:
Shards
Player Picks
Older Event Rewards
Training Resources
Coins
Special Exchanges
Even if the exact system changes, please avoid creating currencies that become practically worthless after an event ends.
- REDUCE THE FEELING OF FC POINTS DEPENDENCY
I understand that FC Mobile is a live-service game and EA needs monetization.
I am not asking EA to remove FC Points.
However, the game should still feel rewarding for players who do not spend money.
There should be a clear difference between:
"A paying player can get this faster."
and
"A non-paying player practically cannot obtain this."
F2P players should be able to build competitive teams through time, skill and smart resource management.
- EVENT REWARDS NEED TO FEEL WORTHY
Another problem I have noticed is that many smaller internal events feel too insignificant.
An event does not have to be enormous, but the rewards need to make the player think:
"This is worth logging in and playing for."
If an event consists of a few small tasks followed by a reward that barely affects the squad, it does not create motivation.
Events should have meaningful progression and meaningful milestones.
For example:
Short-Term Rewards
Weekly Rewards
Guaranteed Milestone Players
Skill-Based Rewards
Long-Term Event Objectives
Meaningful Final Rewards
- BRING BACK STRONGER COMPETITIVE MOTIVATION
Another reason many players stay in a football game is competition.
FC Mobile should give players more reasons to compete with friends and other players.
I would love to see improvements to:
Division Rivals
Leaderboards
Seasonal Rankings
Friend Competitions
Private Tournaments
League Tournaments
School and Friend Groups
Competitive Seasonal Rewards
The goal should be:
"I want to play because I want to become better."
Not only:
"I need to complete today's event."
This is especially important for keeping players engaged after they finish the main event content.
- MAKE EVENTS FEEL DIFFERENT FROM EACH OTHER
Another problem is that many events can feel like different skins on the same structure:
Play → collect currency → exchange currency → get player.
FC27 should have more event-specific gameplay and objectives.
For example:
Tournament-Style Events
Knockout Competitions
Skill Challenges
Squad-Building Challenges
Historical Football Moments
Position-Specific Challenges
Competitive Event Modes
Special Mini-Games
The event theme should affect how the event is played, not just how the menu looks.
- KEEP THE GOOD PARTS OF FC26
I am not asking EA to throw everything away.
There are good ideas in FC26.
Please keep and improve things such as:
Gameplay Improvements
Modern Animations
Graphics Improvements
PlayStyles where they genuinely improve player identity
Quality-of-Life Improvements
New Football Content
However, PlayStyles should complement player attributes and gameplay, not become another layer that makes high-OVR players automatically feel superior.
- PLEASE DO NOT MAKE EVERY NEW SEASON SIMPLY "BIGGER NUMBERS"
I would rather have:
A 115 OVR player that remains amazing for months
than:
A 122 OVR player that is replaced almost immediately.
The number itself is not the content.
The player, gameplay, team-building and competition are the content.
- WHAT I WOULD LIKE FC MOBILE 27 TO BE
If I could summarize my ideal FC Mobile 27 in one sentence:
"Reset the foundation, not the identity."
Bring back the strongest parts of the older FC Mobile economy:
Packs + Shards + meaningful Coins + Extra Time + slower OVR progression + long-lasting players
and combine them with the best parts of FC26:
better gameplay + better visuals + useful modern features.
Drafts can stay, but as an additional system rather than the dominant way of obtaining rewards.
FINAL REQUEST
Please understand that this feedback comes from someone who genuinely enjoyed FC Mobile.
I remember getting a 109 Kvaratskhelia and feeling that I had obtained a player worth keeping.
I remember getting a 115 George Best when 115 was the maximum OVR and feeling like I had reached the top.
Those players were not just numbers in my squad. I actually enjoyed playing with them.
That is the feeling I want back.
I also know many players personally who stopped playing because the progression, rewards and overall economy no longer felt rewarding to them.
Please consider FC Mobile 27 an opportunity to make a major reset.
Not just another new event.
Not just another OVR increase.
Not just another currency.
Rebuild the progression.
Rebuild the economy.
Rebuild the competitive experience.
Give players a reason to become attached to their teams again.
I hope FC Mobile 27 can become a game where getting a player feels exciting, keeping a player feels worthwhile, and winning a match feels more important than opening the next reward.
Thank you for reading the feedback.