FC 27 Defending – Please Bring Back AI Defending and Legacy Defending
EA, I want to give serious feedback about the current defending system in FC 27. My biggest concern is that defending has been made almost completely manual, while attacking still relies heavily on AI-controlled movement and positioning. If attacking AI is allowed to make intelligent runs, create space, position itself and react to situations without the user directly controlling every player, why should defending be forced to be almost completely manual? Football is a team sport. In real football, defenders automatically maintain their shape, track runners, cover spaces, close passing lanes and react to attacking movements. The user should influence the defense, but the AI should still be capable of behaving intelligently. Right now, removing so much defensive AI creates huge spaces on the pitch. Attackers can constantly run into those spaces, spin around defenders and dribble through situations that don’t feel like realistic football. Defending can start to feel less like reading the game and more like trying to manually control every single defensive movement. I understand that some players complained about AI defending in FC 26. But if AI defending was too strong, the solution should have been to balance it, not remove so much of it that the opposite problem is created. There is also an important inconsistency here. If players are told that they must manually defend because “skill” means controlling every defensive action, then why isn’t attacking treated the same way? Why can attacking players make intelligent AI runs, position themselves and create opportunities without the user manually controlling them? And if AI defending was removed to make matches more realistic, we should also question whether the current result actually feels realistic when high-level matches can turn into extremely high-scoring games with huge amounts of space. I am asking EA to seriously reconsider the current system. Please bring back: Stronger AI defensive positioning Better defensive shape and spacing AI tracking and covering More effective physical defending Bruiser AI assistance that allows defenders to react naturally Legacy Defending Legacy Defending as an option in Ultimate Team I am not saying manual defending should disappear as an option for players who enjoy it. I am saying that players who want a more traditional football experience should also have a choice. Please allow Legacy Defending in Ultimate Team. Let players choose the defensive system they enjoy. If someone wants completely manual defending, they can use it. If someone wants AI-assisted/Legacy Defending, they should be able to use that too. The goal should be to make FC 27 feel like football—not to force every player into one particular interpretation of what “skill” should mean. Please listen to the players who want AI-assisted defending and give us the choice. I’d submit this version rather than the earlier one. It makes your central argument very difficult to reduce to simply “you need to learn how to defend,” because you’re specifically addressing the difference between how EA treats attacking AI and defensive AI.11Views2likes1CommentI see we still have a terrible game.
Why has passing been made even worse? Whilst spinning around has become easier. Its ridiculous. Are they scared that actually makingspace with passing like an actual game of football is too difficult? Its just not balanced. Poor Keepers still decide the game. Who is this for? Are you incompetent at making a good game? But no the fidget spinners love it so its fine. This game is trash17Views2likes2CommentsGoal keeper Movement
Hi Ea team,, just wanted to give my review on EA FC 27 so far, The game feels really good overall. However, I think you guys should consider bringing back goalkeeper movement. Defending is already quite difficult, so having some control over the goalkeeper would give players another defensive option, especially in one-on-one situations. If bringing back full goalkeeper movement isn’t the direction you want to take, maybe consider introducing it as a goalkeeper PlayStyle or PlayStyle+. That way, it adds another tactical element without making goalkeeper movement too powerful. Overall, I’m enjoying the gameplay, I just think defending could use a little help from the goalkeeper.Subject: Excessive difficulty gap between Professional and World Class
I play FC 27 against the CPU. Moving from Professional to World Class causes a sudden and excessive increase in difficulty. I did not struggle this much at World Class difficulty in FC 26. The gap makes it difficult to find a balanced and enjoyable challenge. Please review the difficulty progression between Professional and World Class, particularly the CPU’s defensive pressure and effectiveness. I am asking for a smoother difficulty progression while keeping World Class challenging.FUT Champs Disconnects
Playing FUT Champs last night was an absolute nightmare. An error occurred 7 times where the game would freeze mid game and the 2 players would simultaneously lose connection and the game would be “reviewed and determined”… what they actually mean by this is that if you’re winning or drawing the game at the time of this mutual disconnect you get sent back to the FUT menu as if the game has never been played, wasting your time, effort, robbing you of likely wins, and in my case having my account reported multiple times for cheating by opponents who didn’t seem to understand the disconnect. However if that wasn’t bad enough, if you’re losing at the time of the disconnect, you lose the game! in total I played 22 games of champs last night! The disconnect occurring twice from winning positions, 3 times during a draw, and twice from a losing position. I’m not saying I would’ve finished any higher or lower than the 8 wins I got (although I usually end on around 10-11) as the matchmaking seemed all over the place having played people who were 11-1 one game and 1-2 the next! But the wasted time, effort, and the feeling of injustice whilst playing an extra 7 games, certainly impacted my game and made it a negative experience. The fact that the EA servers after all these years still cannot accommodate the volume of players on the game is a disgrace, and you’d have hoped that with the millions, potentially billions of pounds they make in revenue per game cycle, they’d actually put some of it back into upgrading the servers! Never mind actually hiring competent developers who actually know something about football, and can create a well made and balanced football simulation; not just release a copied and pasted version of the game each year, where women spinning around in circles is the meta, the menus are buggy, and the wing backs don’t randomly run back to keep everyone on side.8Views0likes0CommentsRequest to Add Professional Player Aymen Sadi to EA SPORTS FC 27 Database
Hello EA SPORTS FC Team, My name is Aymen Sadi, and I am a professional football player under contract with Toulouse FC. I am contacting you regarding my absence from the EA SPORTS FC 27 player database. I recently signed a professional contract with Toulouse FC and I am currently playing for Aubagne FC on loan. I would like to request that my player profile be added to the EA SPORTS FC 27 database. Here are my details: Full name: Aymen Sadi • Date of birth: 10 April 2006 • Nationality: French • Position: Right-back / Full-back • Height: 1.80 m • Current club: Aubagne FC (on loan) • Contract club: Toulouse FC • Preferred foot: Right I can provide official documentation confirming my professional contract and my current registration with the club, as well as recent photos and match footage if required. Official information about me can also be verified through Toulouse FC and other official football sources. Could you please let me know the appropriate procedure or department for submitting my information so that my player profile can be considered for inclusion in EA SPORTS FC 27? I would be happy to provide any additional documents, photographs, statistics or other information you may require. Thank you for your time and consideration. Kind regards, Aymen Sadi Professional Football Player Toulouse FC / Aubagne FC7Views0likes0CommentsFC 27 Competitive Gameplay Should Feel Like FC 26
I have been playing EA SPORTS FC 27 since September 18 through the Ultimate Edition Early Access, and after spending significant time with Competitive Gameplay, I would like to share my feedback about the overall gameplay experience. My main feedback is straightforward: I would strongly prefer FC 27 Competitive Gameplay to feel much closer to FC 26 Competitive Gameplay. This is especially important for modes that use Competitive Gameplay, including Ultimate Team and Clubs/The Grounds. Compared to FC 26, FC 27 currently feels noticeably heavier, slower, and less responsive in many fundamental areas such as passing, dribbling, turning, acceleration, sprinting, shooting, first touches, and general player movement. For me, FC 26 had a much better balance for Competitive Gameplay because the players reacted more immediately to controller inputs and the overall flow of the match felt faster, smoother, and more fluid. I am not asking for only one or two individual mechanics to be adjusted. I would prefer the overall Competitive Gameplay experience of FC 27 to be brought much closer to FC 26. 1. Passing Passing in FC 27 currently feels noticeably heavier and slower than it did in FC 26. There are many situations where I press the pass button and the player takes too long to release the ball. This makes quick combinations, one-touch passing, fast build-up play, and pass-and-move football less fluid. In FC 26, passing felt more immediate. When I pressed the button, the player generally released the ball quickly enough to maintain the rhythm of the attack. I would like FC 27 Competitive Gameplay passing to feel much closer to FC 26. In particular: - Faster response after pressing the pass button - Faster ball release - More responsive first-time passing - Faster and smoother short-passing combinations - Better flow during quick pass-and-move sequences - Less unnecessary animation delay before releasing the ball The objective should not simply be to increase passing assistance. The main issue is responsiveness and tempo. I want passing to react as quickly and smoothly as it did in FC 26 Competitive Gameplay. 2. Left-Stick Dribbling and Turning Dribbling and turning are also noticeably heavier in FC 27. Players sometimes take too long to change direction, even when controlling players with high dribbling and agility attributes. Small left-stick adjustments do not feel as immediate as they did in FC 26. This makes attacking in tight spaces more difficult and sometimes makes players feel less responsive than their attributes suggest. FC 26 felt better in this area because directional changes were quicker and the player responded more directly to the left stick. I would like FC 27 Competitive Gameplay to move back toward that feeling. I would prefer: - Faster left-stick response - Faster directional changes - Quicker turning - More responsive close control - Less excessive inertia - Less delay when moving from one direction to another - Less feeling of being locked into movement animations I understand that players need momentum and should not instantly rotate without any physical consequence. However, the current level of inertia feels too heavy compared to FC 26. For Competitive Gameplay, I strongly prefer the responsiveness and movement style of FC 26. 3. Acceleration and Sprint Acceleration and sprinting also feel heavier in FC 27. My main issue is not only top speed. The initial acceleration after pressing sprint feels slower. There can be a noticeable delay before a player begins accelerating properly. This affects attacking runs, counterattacks, defensive recovery, and one-on-one situations. FC 26 felt much more immediate when transitioning from normal movement into acceleration and sprinting. I would like FC 27 Competitive Gameplay to behave more like FC 26 in this area. When I press sprint, I want the player to react quickly. Acceleration should feel explosive when controlling players who have the appropriate pace and acceleration attributes. The difference between fast and slow players should also be immediately noticeable. Overall, sprint initiation and acceleration should feel closer to FC 26. 4. Shooting Shooting in FC 27 also feels slower and heavier. Sometimes there seems to be too much time between pressing the shoot button and the player beginning the shooting action. Inside the penalty area, even a small delay can completely change the outcome of an attacking opportunity. FC 26 generally felt more responsive. When a shooting opportunity appeared and I pressed the button, the player reacted more immediately. I would prefer FC 27 Competitive Gameplay shooting to feel much closer to FC 26. This includes: - Faster shooting response - Less delay before the shooting animation begins - Faster execution in appropriate situations - More responsive first-time shots - Smoother transition from dribbling into shooting Player balance, weak foot, pressure, body position, and attributes should obviously still matter. However, basic responsiveness should be closer to FC 26. 5. First Touch and Ball Control First touches also contribute to the heavy feeling of FC 27. There are situations where players take touches that feel unnecessarily heavy or push the ball too far away. This slows down the next action and makes quick attacking sequences harder to execute. FC 26 generally allowed smoother transitions between receiving the ball and performing the next action. I would like FC 27 Competitive Gameplay to return closer to that feeling. Good technical players should be able to: - Receive the ball - Control it quickly - Turn - Pass - Dribble - Sprint - Shoot without excessive delay between those actions. Poor passes, difficult body positions, defensive pressure, and player attributes should still influence the quality of the first touch. However, normal situations should feel smoother and more responsive. 6. Player Movement and Animation Delay Another major difference between FC 26 and FC 27 is player movement and animation responsiveness. In FC 27, players sometimes appear committed to an animation for too long before the game accepts the next action. This creates situations that feel like: Input -> delay/inertia -> animation -> action I would prefer it to feel more like FC 26: Input -> immediate reaction -> action I believe this is one of the biggest reasons FC 27 currently feels heavier. For Competitive Gameplay, responsiveness should have a very high priority. The game should avoid unnecessary animation locking whenever possible. Players should react more quickly when changing direction, passing, shooting, sprinting, or transitioning between actions. 7. Overall Gameplay Speed and Tempo This is probably the most important part of my feedback. I do not only want individual mechanics to be slightly adjusted. I prefer the overall speed, responsiveness, and flow of FC 27 Competitive Gameplay to be much closer to FC 26 Competitive Gameplay. FC 26 felt faster and more fluid in: - Passing - Dribbling - Turning - Player movement - Acceleration - Sprinting - Shooting - First touches - Transition between actions - General controller responsiveness FC 27 currently feels heavier across many of these areas at the same time. Because of that, the overall Competitive Gameplay experience feels significantly slower. For offline or more simulation-oriented gameplay, I understand why some players may prefer a slower and more physical experience. However, for Competitive Gameplay, especially in online modes, I strongly prefer the faster and more responsive feeling of FC 26. 8. Ultimate Team and Clubs/The Grounds This feedback is especially important to me because Competitive Gameplay is the experience I encounter in modes such as Ultimate Team and Clubs/The Grounds. These modes depend heavily on responsive controls. In competitive online matches, players frequently need to: - Make quick passes - Change direction rapidly - React to pressure - Create passing combinations - Accelerate into space - Shoot quickly - Defend transitions - Respond immediately to changing situations When the gameplay is too heavy, these actions become less satisfying and the match can feel less responsive to controller input. That is why I believe FC 26's gameplay style was better suited to Competitive Gameplay. I would like FC 27 Ultimate Team and Clubs/The Grounds to have the same kind of fast, responsive, and fluid feeling that FC 26 Competitive Gameplay provided. Comparison With FC 26 For me, FC 26 Competitive Gameplay simply felt better in terms of responsiveness and overall gameplay flow. Passing was quicker. Dribbling was more responsive. Turning was quicker. Acceleration felt more immediate. Sprint initiation felt faster. Shooting reacted faster. First touches transitioned more smoothly into the next action. Player movement felt less heavy. Most importantly, controller inputs felt more directly connected to what happened on screen. That is the gameplay feeling I would like to see in FC 27. Rather than only making small adjustments to the current FC 27 Competitive Gameplay, I would prefer EA to use FC 26 Competitive Gameplay as the main reference point for responsiveness, speed, movement, and overall match tempo. Final Feedback My main request is simple: Please make FC 27 Competitive Gameplay feel as close as possible to FC 26 Competitive Gameplay. I prefer FC 26's: - Gameplay speed - Passing speed and responsiveness - Dribbling responsiveness - Turning speed - Acceleration - Sprint responsiveness - Shooting responsiveness - First-touch responsiveness - Player movement - Animation transitions - Overall input responsiveness - Overall match tempo I am specifically talking about Competitive Gameplay. For modes such as Ultimate Team and Clubs/The Grounds, I believe the faster and more responsive gameplay style of FC 26 provides a much better competitive experience. FC 27 currently feels too heavy and slow compared to FC 26. I would really like to see Competitive Gameplay adjusted so that controlling players feels quicker, smoother, and more immediate again. For me, FC 26 Competitive Gameplay should be the reference point. Thank you for reading my feedback.**bleep**ty game 0/10
I drew the game 4-4 in the 120 minute we go to pens i beat him 6-5 on pens and the multi million pounds game says there was a problem with the ea servers please try again so it now counts as a loss on my fut champs record, thanks a lot for ruining my experience ea 👍7Views0likes0CommentsRush: Better Protection Vs Teammates Who Intentionally Sabotage Matches
I’ve been saying some version of this since Rush was introduced, and with FC 27 I think it needs to become a serious quality-of-life priority: Players need better protection from teammates who intentionally sabotage Rush [Drop-Ins] matches. I’m not talking about someone simply being bad at the game. There is a huge difference between a player who attempts the right pass and misplaces it, misses an open shot, gets beaten defensively, or is simply less skilled than the other players in the lobby, versus someone who repeatedly ball-hogs, calls for the ball nonstop, takes ridiculous shots, refuses obvious passes, abandons their defensive responsibilities, or otherwise plays in a way that actively hurts their own team. In Rush, one [selfish] player can have an enormous impact on the experience of the other three. You can have three players doing everything correctly. They are making runs for each other, passing, rotating defensively, creating chances, covering space and generally playing selfless football. Then the fourth player decides they are going to call for the ball constantly, dribble into multiple defenders, shoot from terrible positions, refuse to pass, or abandon defense. Suddenly, it almost doesn’t matter how well the other three are playing. One player can sabotage the entire match. There is currently very little protection against this. The other three players lose the match. They lose RP. They lose progress. They may have activated consumables or AMPs for that match. And, most importantly, they lose their time and enjoyment because one person decided not to participate in the basic concept of a team game. The frustrating part is that FC already has the foundation for a solution: Match Rating. Years ago, NBA 2K had a system that addressed a very similar problem through its teammate-grade mechanic. Players received grades ranging roughly from A to F based on how they contributed to the team. Bad basketball alone didn't necessarily get you removed. But repeatedly playing selfishly, taking terrible shots, abandoning assignments and consistently hurting your team could destroy your teammate grade. If that behavior continued and your grade dropped far enough, the game could eventually remove you. FC needs its own version of that philosophy. Use Match Rating as an anti-griefing system. The game already evaluates many of the actions that should matter: Successful and unsuccessful passes Possession lost Shot selection and shooting results Defensive positioning Tackles and interceptions Goals and assists Chances created Defensive contributions Positioning Repeated calls for the ball [maybe?] Expand that system specifically for Rush. If someone makes one bad pass, nothing happens. If someone takes one questionable shot, nothing happens. If someone gets caught out of position, nothing happens. Football involves mistakes. Players should never be punished simply because they aren't great at the game. But patterns matter. If someone repeatedly demands the ball and immediately loses possession, repeatedly takes extremely low-percentage shots while teammates are open, refuses obvious passes, repeatedly abandons their defensive responsibilities, or consistently performs actions that severely damage their Match Rating, the game should recognize that pattern. Once someone's rating falls below a carefully chosen threshold, additional safeguards could activate. For example, the game could issue a warning first: "Your recent actions are negatively affecting your team. Improve your team play to remain in the match." If the behavior continues and their rating falls significantly further, the remaining players could receive the option to vote to remove that player. I would NOT allow unrestricted vote-kicking from the beginning of matches because that could obviously become another trolling mechanic. Instead, EA's own Match Rating system should have to unlock the vote. That creates a safeguard against three friends simply deciding they don't like their random fourth teammate. The game essentially says: "This player's performance and behavior have crossed the threshold where removal is now an option." Then require unanimity from the other three players [or 4 if there's a non-AI GK*]. 3/3 [or 4/4*] votes = removal. The removed player could be replaced by AI, while the remaining players continue the match. RP and consumable protection should also exist. There should also be protection for players who are negatively affected by confirmed griefing. If a teammate is removed because they crossed the anti-griefing threshold, EA should consider reducing or eliminating the RP penalty for the remaining teammates if they lose. The same should apply to limited-use consumables or AMPs. If I voluntarily enter Rush, activate something valuable and simply lose a fair match, that's on me. The other team won. But if the game's own system determines that one of my teammates was behaving badly enough to warrant removal, the remaining players shouldn't receive the exact same penalty as though they lost a normal competitive match. Rush depends on cooperation. That's ultimately the point. When Rush works, it is one of the most enjoyable modes in FC because four strangers can suddenly start playing like an actual team. You make the extra pass. Someone recognizes your run. You rotate back because your teammate pushed forward. Someone gives up a shooting opportunity because another player has the better chance. You don't even have to communicate. Everyone just understands: Team first. Make the right football play. But right now, players who approach Rush that way have almost no protection against the one teammate who decides to do the opposite. I'm completely fine losing to a better team. I'm completely fine playing alongside someone who isn't very good but is genuinely trying to contribute. I'm completely fine with mistakes. What shouldn't be acceptable is one player having the ability to intentionally ruin the experience for three [or four] teammates with virtually no meaningful consequences. FC 27 already has Match Rating. Build on it. Detect sustained anti-team behavior. Warn the player. Allow vote-to-remove only after the system identifies a severe pattern. Require the other three teammates to unanimously approve removal. Protect RP and limited-use consumables when confirmed griefing materially compromises the match. There needs to be a distinction between: "My teammate made a mistake." and "My teammate is actively sabotaging our team." Right now, Rush doesn't do enough to distinguish between the two, and the other three players are the ones who pay for it. Cheers. ⚽🎮