Please remove stadium pulse from Road to the CFP
Stadium Pulse needs to be removed from Road to CFP ASAP. With people being able to choose any team, stadium pulse is being abused to give people a way to make games unfair and arcade-like. I thought it was a way to make games more realistic, but it doesn’t. Real kickers don’t miss 18-yard field goals on the road because of noise. It happened to me although the kick meter displayed perfect accuracy. Also, people with offenses that are based around pre-snap reads (eg. Veer and Shoot) are completely screwed when playing on the road. Please remove it so that online games are about who’s better, not who picked the loudest stadium.Road to playoffs online
Defensively the game and players are just blowing coverages zone match principals is completely off, cvr 4 qrts is guarding like palms cvr 3 match defender won’t properly switch to the drag routes when passing off . Wide open players stopping example out of spread I will scheme open my rb to beat cvr 4 qrts and wide open im controlling him and he stopsRoad to CFP Progress Reset
I have 4 lifetime wins so far, which is enough to get to the "Freshman Division" and get the Next Level trophy. However, my progress reset in the middle of my games. Does anyone know what causes this?? At the moment, my W/L Record in the top-right corner says 0-2 but when I queue up a game, it displays my lifetime record of 4 - and forever. I'm not a competitive online multiplayer guy. I just want the trophy and to move on from this mode. Can EA help me with this bug?Road to CFP – Major Bugs & Exploits That Need Fixing
Let me start by saying: LSU, Alabama, and Ohio State are completely broken in Road to the College Football Playoff. LSU can run "all go" routes repeatedly, and there's no effective way to stop it. Defenses just can’t keep up. Alabama's quarterback (and several others) can still run directly backwards on an every down basis to avoid a sack, zigzag all over the backfield to make the AI defenders take terrible angles to miss the sack and either throw the ball out of bounds or make a perfect across-the-body pass—even while under pressured. Ohio State has multiple glitch-style plays where someone is always open, no matter what coverage you're in. Players like Jeremiah Smith and Ryan Williams catch everything—even in double coverage. The passing game is so overpowered online that nearly every good opponent stats before the game starts shows 70–80% passing. If the game was balanced you wouldn't see this. It’s frustrating because NCAA 25 CFP used to feel balanced. You could run and pass effectively. Now, if you have a solid running game, your running back will almost always end up seriously injured before the game ends—meanwhile, receivers take huge hits across the middle and stay in with no issue. Other issues: Missed chip-shot field goals (even from the 5-yard line) are way too common, especially with stadium pulse disrupting kicks unfairly. Zone adjustments and pre-snap setups like QB contain, shading, or custom coverage aren't viable online—you simply don’t have the time before the snap. Pick opportunities on wide-open deep balls are missed constantly, but contested catches in tight double coverage happen far too often. Also the tight end and running back check down passes are always caught even if a defender is a few inches behind them. The AI defenders never jumps that pass, they sit behind the player and wait for the catch. Man coverage is still highly exploitable. Zig routes beat man every time, and since you can only control one player, you’re left helpless. I had high hopes after the beta, but honestly—they fumbled the bag. This feedback is specific to Road to CFP, but it’s clear the game is currently in a broken state online unless these core issues are addressed. Recommendation: Until updates are made, I suggest quitting out of any game against LSU, Bama, or Ohio State before the game starts so you don't have to deal with these issues. There’s no reason one player should be able to spam the same play over and over with no counter available.Matched outside of tier way too often in Road to the CFP
Unfortunately right now there is little incentive to not play a Tier 1 team in Road to the CFP: The way it's designed and operating currently, it seems like the matchmaking system searches for around 10 seconds for the tier you specify in Road to the CFP. After it doesn't immediately find a match, it appears that it widens the search to other tiers. The issue with this: I think it's safe to say that more people online use higher tier teams online, than lower. They're better teams, and players want to win. Furthermore, they're successful programs with large fanbases. So this leads to an issue where people using Tier 3 and 4 teams often getting matched with Tier 1 teams. Further complicating the issue: Matchmaking now has to match you with a team on the road, if it's your turn to play at home, and vice versa. This essentially cuts the matchable playerbase roughly in half, making it more likely that you will get matched up with a higher tier team for the same reasons as above. I don't think that this change was properly taken into account with the matchmaking system. This isn't the end of the world, but the delta (especially in the passing game) seems to be increased between the best teams and the mediocre teams this year, leading to a lot of, for example: Jeremiah Smith absolutely burning mid-to-high 70s OVR DBs that play for a tier 3 or 4 team over the top. Not super fun. That being said, it's NOT impossible to beat a Tier 1 team as a lower tier team - it's difficult but not impossible. This however is not the issue at hand. Let players that are confident in their lower tier team play against them - IF THEY WANT TO. The fix is simple, if a player specifies they want to play against a specific tier of team, don't expand the matchmaking search after just a handful of seconds. There is already a message that sometimes appears letting the player know that it's taking a while to find a match, allow the player to either accept an expanded search, or continue waiting for a lower-tier team. All weekend there was actively 100+ players searching for a match at any given time. That's just players searching! I personally wouldn't mind waiting 30 seconds to 1 minute even to match with a more evenly matched team. I'd additionally like to see a higher rank gain for managing to beat a Tier 1-2 team with a tier 3-4 team to counteract this. In my 3 seasons played so far in Road to the CFP - 4 or 5 games out of 12 each time have been against higher tier opponent teams. The issue boils down to this: If you are going to get matched up against them anyways, and there's no major incentive to try to beat higher tier teams with a lower tier team, then why would you ever play as a one?Stadium pulse, bad idea!!!
I want myself an the opponent to have equal opportunities to win in the same game. Stock plays don’t work vs good players especially those who spam blitz every play and use lsu or other top tier teams EA there were so many different avenues you all could’ve took to have stadium pulse and still be fairly competitive like visual effects- Ex: play art doesn’t show or hot routing to a post but play art if shown shows the incorrect route or on 3rd/4th and longs you cant audible. stadium pulse not that effective to players as you non playing ppl think hand and sign signals are a thing. look if stadium pulse was a way to make players hate cfb 26 after buying it just to make sure we buy madden it worked cause screw this non competitive gameDefensive preplay adjustments make players run clear across the field???
I have yet to play an online game for Road to CFP, where anytime I make any pre play defensive adjustments (line shift, stunts, really any adjustment) without it making either a CB, LB, or any player playing zone coverage from switching their respective zones to the complete opposite sides of the field, essentially giving opponents wide open throws/TDs. For example, if I’m in a cover 4, instead of the CB on the left hand side back pedaling into his zone, he will run across the field and attempt to cover over there, giving opponents free TDs. Please fix this issue