Just an Observation with new incoming freshman.
Congrats to the new freshman for finally getting recognized. I'm not one to bash or make noise over ratings. BUT can we just acknowledge why is it that overall nationally Bralan Womack was rated slightly higher than Jett Washington by major evaluators and recruiting services but he comes in with a lower rating in the game? I seriously feel like it's only be he chose Mississippi State instead of one of the main power schools like Georgia, Bama, Ohio State. Again it's fine it just kinda feels like EA is just rating the players at bigger more popular teams more favorable instead of relying on actual player rankings and stats. Bralan Womack has been ranked as high as No. 13 overall nationally by 247Sports and is generally positioned as the top safety in the country by several major evaluators. Jett Washington has been ranked around No. 18 to No. 29 overall nationally by 247Sports and On3. I only caught this be there's not a lot of 5 star safeties per recruiting class. If anything I figured they'd be rated the same as the two top safeties in their class. But Bralan comes in at a 80 while Jett was rated 83. It may not seem like a big difference but players of the game can tell you just how much of a difference individual ratings go into a 3 point overall difference.This stat is crazy💯
Ea has managed to destroy college football 27 in the two months its been out more than they did all year with college football 25 and 26 and mind you 27 was already a broke game BEFORE it even came out💯and it this point they are cooking the game but they swore they fixed something about it🤣nah yall aint fix nothing, its all talk💯yall can even get the basics correct with months to make the game and the game still releases as a broke game,so why would anyone even think ea is capable of fixing anything,that dont even make sense💯but all and all stop making sports games i gotta be apparent to yall that yall not good at it,maybe thats why yall hold the license captive cause yall know yall not good at it and thats yall only hope💯This game is an mess
I understand you guys are focusing on madden but you can make CFB27 better and even prepare and add in new features that actual won't suck in CFB27 or the next game you make (CFB28). Like CFB26 has an better catching meter in my opinion. Also the tackling kind of sucks, and the OL blocking is terrible. I also want to bring up the nil, and the recruitment. Add in more information or interacts with players. Also for the offseason can we add in tasks, goals, new game plans, and much more please??Overpatched
So I really appreciate the removal of the speed boost glitch. I feel like it was much needed, however, I have found a problem. I feel like players are no longer able to really accelerate. Jogging feels the exact same as sprinting when pressing the Turbo button, no matter how fast that player is I was testing this in one of the dynasties that I am in and the speed balancing feels really off. I was using Dwight Phillips Jr, who is a 95 speed/97 Acc HB. I threw the ball to him in the flats, and turned up, filled to get more yards, but the Turbo button felt exactly like the player movement without it being touched. His sprint felt and looked more like a jog and as a result of, he was chased down by Myron Robinson, who is a 89 speed/91 Acc MLB. Mind you, Myron was a good distance away from Dwight when this happened. They were not in close proximity of one another when the ball was caught, yet he was still chased down because the white Philip could not sprint. I have also experienced this with other teams and other players, so this is not something exclusive to this one game mode or player. Now, I’m not saying that I want the speed boost to come back at all, because I personally hated it and I am glad it’s out of the game. However, I feel like there should be a significant difference in between running without pressing Turbo and running while pressing Turbo. Right now it really feels like there is no difference. Even running the ball in practice mode against an open field feels like there is no difference at all between a jog and a sprint…… please rebalance this, because I feel like this got over patched…. Speed should still matter in this game.Passing Impossible since 8/6/26 Update
PASSING HAS BECOME IMPOSSIBLY DIFFICULT SINCE THE AUGUST 6 UPDATE…. To the point it’s no longer fun. I have stopped playing. This needs to be corrected before picking up the controller again. I can adjust CPU sliders to 0 on interceptions and coverages… and it actually makes very little difference at all. DBs, CBs, wayyyyy too good at coverage. Windows impossibly tight… and when you do hit, the receiver drops it. No difference on each difficulty level. Not fun. Any advice? Can I “un-update”Things keeping this from being a good game.
Sometimes the recruiting screen will freeze when you’re going through recruits. Sometimes the edge defender will go unblocked on run plays even after you acknowledge him with ID the Mike. This has been a standing problem ever since CFB 26. No matter what I do with my offensive line, the edge defender aren’t certain defensive plays goes completely unblocked and there’s no way to pick him up when checking run fits prior to the snap. I mentioned this during my playtest and it is still an issue. There should be a significant speed difference between faster and slower players. For example, there is no reason for DeShawn Lee CB on Iowa defense to be lined up against Jeremiah Smith, and run with Jeremiah Smith down the field stride for stride, when neither one of them are hurt. I understand that DeShawn Lee has silver jammer, but Jeremiah Smith was not jammed on these plays, and was given a free releases,yet DeShawn Lee ran with him, stride for stride. When sending a blitz, there are many occasions, where a blitzing defender will stop right in his tracks and not complete the blitz, but instead watch the play develop as if he was stuck in the grass. Make RPOs more consistent. There are many times when running the RPO plays that the RPO almost feels like an automatic handoff. But then other times during the game there are PO actually feels like an RPO. I run RPO’s often, in fact it’s almost all I run in most cases and I have a lot of experience with how to run our PO’s in this game. And what I can tell you is that it is inconsistent. One place specifically is RPO glance bubble. That play will turn into an automatic handoff faster than the outside receiver can start his break. When running RPO Alert Qb power wk out of gun wide trey open wing,the strong side edge is never picked up and often goes untouched no matter what you do or who you motion. RB screens and other throws that are made in the flats are broken. RB screens don’t work properly because the running back will get stuck in one of the blockers or will never make it out to receive the pass because the running back kinda just stands there. In many situations where a flat route is thrown, the receiver/running back will do an unnecessary turnaround to catch the ball, or on some wide receiver screens, the receiver will catch the ball and kinda get stuck, almost as if to allow the defender to close the space between them to tackle him for a loss. It’s really annoying. Sometimes the catch meter does not appear when attempting to make a catch, and other times when a throw is thrown to an open receiver, that receiver was still drop the ball, even though it was a perfect catch. And this will happen a lot when in a close game, or even in some games where the receiver is wide open and the the catch is not contested at all. And everything I’m describing pertaining to players catching the ball and dropping it is pertaining to open receivers that should be able to catch the ball and make a football move after receiving it. Again, I don’t understand why we have to have a roster size of 85/85, but have to cut down to 84/85. 85 players means 85 players. Dysncs ARE A HUGE PROBLEM AGAINST OTHER USER IN DYNASTY When running the hurry up with the veer and shoot, or any offense for that matter, I feel like the user should be able to snap the ball whenever they’re ready to snap the ball. There are many occasions where the user attempts to snap the ball while running the hurry up offense, but is unable to do so, and the defense is allowed to put all their players into position, Nguyen the whole point of running tempo is to catch defenders out of position. In Dynasty, I understand that a lot of the archetypes and their abilities got rearranged a little bit. But what I’m failing to understand is why the Backfield Creator QBs have the magician ability, but they are nearly the same speed as a pocket passer. What is the point in having the magician ability when your quarterback is too slow to get out of the pocket anyways? Many wide receiver screens that are thrown out of the wide set end up being incomplete passes because a catch animation is often not triggered.Stop deleting comments
Bro I literally give you guys feedback and you'll guys get mad at it for mo reason. Also plus you need to improve on the gameplay, your mods on here running and dbs, and LB reactions. Also make an report system bro because lllpankylll called me multiple racist slurs and it's a problem.ONLINE DYNASTY SERVERS ARE HORRIBLE
I play people online often. And most of the time, there is never a real issue with the server connections. But here lately it has become more of an issue with Dysncs and connection issues. I have a good friend of mine who I play often. Him and I are in an online dynasty together, and nothing has changed with our home set ups. But here lately, every time we have played, the game has either Dysnced, or had issues that wouldn’t allow either of us to pick a play. This last time got really bad. Normally when that happens, one of us can either pause the game, call a timeout, or decline a penalty. None of that was working. It continued to freeze and no one could pick a play. It was so bad we decided to just quit the game and sent it because it was late. This is not the first and only time this has ever happened, and it has happened to multiple people that I know. And when it has happened to these people, it was when they were playing against other people. This is one of the biggest issues I have found with this game. For whatever reason, I never really have that issue when I play Madden, but with CFB, it is A HUGE PROBLEM. Not to mention that during games like this, the players tend to play a little weird. Defenders playing out a position on both teams, unnecessary overthrow by good quarterbacks, and unnecessary drop passes on passing play where the user knows for a fact, they timed the catch properly, but the receiver either drops it without ever getting hit, or the receiver doesn’t animate…….Things keeping this from being a good game.
Sometimes the recruiting screen will freeze when you’re going through recruits. Sometimes the edge defender will go unblocked on run plays even after you acknowledge him with ID the Mike. This has been a standing problem ever since CFB 26. No matter what I do with my offensive line, the edge defender aren’t certain defensive plays goes completely unblocked and there’s no way to pick him up when checking run fits prior to the snap. I mentioned this during my playtest and it is still an issue. There should be a significant speed difference between faster and slower players. For example, there is no reason for DeShawn Lee CB on Iowa defense to be lined up against Jeremiah Smith, and run with Jeremiah Smith down the field stride for stride, when neither one of them are hurt. I understand that DeShawn Lee has silver jammer, but Jeremiah Smith was not jammed on these plays, and was given a free releases,yet DeShawn Lee ran with him, stride for stride. When sending a blitz, there are many occasions, where a blitzing defender will stop right in his tracks and not complete the blitz, but instead watch the play develop as if he was stuck in the grass. Make RPOs more consistent. There are many times when running the RPO plays that the RPO almost feels like an automatic handoff. But then other times during the game there are PO actually feels like an RPO. I run RPO’s often, in fact it’s almost all I run in most cases and I have a lot of experience with how to run our PO’s in this game. And what I can tell you is that it is inconsistent. One place specifically is RPO glance bubble. That play will turn into an automatic handoff faster than the outside receiver can start his break. When running RPO Alert Qb power wk out of gun wide trey open wing,the strong side edge is never picked up and often goes untouched no matter what you do or who you motion. RB screens and other throws that are made in the flats are broken. RB screens don’t work properly because the running back will get stuck in one of the blockers or will never make it out to receive the pass because the running back kinda just stands there. In many situations where a flat route is thrown, the receiver/running back will do an unnecessary turnaround to catch the ball, or on some wide receiver screens, the receiver will catch the ball and kinda get stuck, almost as if to allow the defender to close the space between them to tackle him for a loss. It’s really annoying. Sometimes the catch meter does not appear when attempting to make a catch, and other times when a throw is thrown to an open receiver, that receiver was still drop the ball, even though it was a perfect catch. And this will happen a lot when in a close game, or even in some games where the receiver is wide open and the the catch is not contested at all. And everything I’m describing pertaining to players catching the ball and dropping it is pertaining to open receivers that should be able to catch the ball and make a football move after receiving it. Again, I don’t understand why we have to have a roster size of 85/85, but have to cut down to 84/85. 85 players means 85 players. Dysncs ARE A HUGE PROBLEM AGAINST OTHER USER IN DYNASTY When running the hurry up with the veer and shoot, or any offense for that matter, I feel like the user should be able to snap the ball whenever they’re ready to snap the ball. There are many occasions where the user attempts to snap the ball while running the hurry up offense, but is unable to do so, and the defense is allowed to put all their players into position, Nguyen the whole point of running tempo is to catch defenders out of position. In Dynasty, I understand that a lot of the archetypes and their abilities got rearranged a little bit. But what I’m failing to understand is why the Backfield Creator QBs have the magician ability, but they are nearly the same speed as a pocket passer. What is the point in having the magician ability when your quarterback is too slow to get out of the pocket anyways? Many wide receiver screens that are thrown out of the wide set end up being incomplete passes because a catch animation is often not triggered.