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I understand, and I have done my own research on how the game works and have played for 10+ years, and I completely agree with how you phrase and set it up, but you are missing my point. It is too exaggerated, far too exaggerated to follow a well thought out game plan and development. I did not mean that at the end of a shift, when my high 90+ OVR players are tired, they should be able to keep up with fresh, lower rated players. These things are happening when everyone has the same amount of stamina.
How is it that my 90-91 defensemen with checking and stick checking attributes cannot disrupt a tired 80-82 player who just skates straight through? Or that my players skate away from the puck when it is coming toward them? Also, the game sends out lines made up of one player from each line and then refuses to change them even when you try, so all top three lines are exhausted for the rest of the match. It ruins the entire game. It happens often. It is not something you control, it is the computer, probably a glitch. How is that a realistic game plan?
I completely agree that you should not win every match just because you have the best team. People should have a chance to challenge, and I should also have a chance to challenge them with better players and teams. But this is too exaggerated. If I outshoot my opponent 40-7 and he wins 5-2, I hit the post on every chance, and my 89 goalie lets everything in, sure that can happen once or twice, but not to this exaggerated extent.
Like I said, that is my opinion, there is work to be done here.
1cjijid288of wrote:These things are happening when everyone has the same amount of stamina.
Can you share a video clip of this?
Where I still push back is separating system exaggeration from actual bugs. Things like line changes breaking, players skating away from loose pucks, or all lines staying exhausted are not design philosophy. Those are legit issues, and when they happen, they undermine everything else the game is trying to do. I agree with you there. That’s not realism, and it’s not something you should have to “play around.”
Where I’m aligned with you is this: the game asks players to accept variance, but it doesn’t do enough to bound it. Losing a game you outplay once or twice makes sense. Losing multiple games in a row with extreme shot, chance, and rating disparity crosses from “variance” into frustration, because the feedback loop stops making sense.
So yeah, I agree there’s work to be done. I just don’t think it’s proof of hidden punishment or scripting. It’s more like systems overlapping poorly, bugs amplifying frustration, and expectations not being clearly set by the game itself. That combination is what makes it feel broken, even when the core idea isn’t.
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