Career Mode Regressions – Weight Classes, Rematches & Locked Content
I’ve been playing EA Sports games for many years across multiple sports, and a solid Career Mode has always been the foundation. While everyone understands Career Mode doesn’t usually get massive overhauls, the clear expectation has always been that new versions would add features or at least keep existing ones — not remove them and make the experience worse. In UFC 6 this is exactly what has happened, and I genuinely feel like I’ve been robbed of my money. Main issues: Weight Class Progression (major regression) Fans have been asking for years for the ability to cleanly move up through three weight classes, as this happens constantly in real fighters’ careers. Not only does UFC 6 still not allow this, it actually took away the ability to properly fight in two weight classes. After becoming double champion you are forced straight back to your original division with no option to stay. Why would you remove this? It’s ridiculous. Same fighter offered back-to-back I had to defend my world title and was then immediately offered the exact same fighter for the BMF title (or risk losing it). This would never happen in the real UFC and should be an easy fix in 2026. The constant recycling of the same opponents is one of the most frustrating parts of Career Mode. Severe reduction in free moves, emotes and clothing + rotating daily store In previous games there was always a reasonable selection of expert moves and unique items available, with the rest on the store. In UFC 6 the base game selection has been cut dramatically (only around 5–6 emotes total from what I can see). On top of that, the new rotating daily store means you can’t even choose what you want and work towards buying or unlocking it. This is a clear downgrade. Overall, removing wanted features and making Career Mode worse instead of better feels like a betrayal of the long-standing understanding between EA Sports and its players. Career Mode is the reason many of us buy these games every cycle. When you take features away and force us into the same repetitive fights, it doesn’t feel like a new product — it feels like a step backwards that we paid full price for. Please fix the weight class system, stop the same-fighter spam, and restore proper access to moves/emotes/clothing. Thank you.UFC career bug
I’m not allowed to accept any fights, it leaves my screen frozen and I am not allowed to play my career that I put time in anymore because of this. Edit: After a lot of updates this is still an issue. Career mode needs a massive overhaul as there is no 3 division opportunities, same fights back to back, big where I get the same person twice after canceling the fight and my career is no longer playable, unable to have your creative preset of moves for you CAF for online or fight now, hairstyles are horrendous, and after not having the option to vacate your belt or stay defending both belts. I am automatically put in to fight in the previous weight class even though I don’t want to and would much rather stay in the higher weight class. Longevity is still an issue as well. I want to fight longer and also have competitive wars. The hair styles are what is really infuriating as well. I never have seen anybody have any hair style given except for maybe 5 of the hairstyles that are given. People nowadays have modern mullets, tapers, buzzcuts, slick backs(without the massive widows peak). These are the same haircuts that have been available to us for the past ufc games. There have been no changes even though a big part of the game is creating yourself as a fighter. I have a modern mullet or a fringe taper and the closest I’m stuck with is a terrible overgrown hairstyle. As well as the body shape choices. Why do a lot of them look like a 5 year old made them with play doh. I liked a good amount of the body choices given in ufc 5 and etc. a lot of those were taken away. Why don’t you combine all of the body shapes that have been made into this game and add some new ones that looks like an actual mixed martial artist can have. Some who are super muscular, some with some muscle, super jacked, a bit chubby. You can incorporate some of the bodies of the fighter models in as well. All of these and many other things can be changed in an update. Not have to wait 3 years for another mediocre game that feels as just another cash grab when the majority of the audience are really passionate about this game and the ufcUFC 6 needs smoother between-round scenes and better instant replays
One presentation issue UFC 6 needs to improve is the way the game handles the breaks between rounds and the instant replays at the end of fights. The transitions between rounds currently feel extremely glitchy and disconnected. Instead of making the fight feel like one continuous broadcast, the camera cuts, animations, and screens can feel awkward and unfinished. It interrupts the flow of the fight and prevents the game from looking as polished and presentable as it could. The time between rounds should feel like part of the actual fight. Show both fighters returning to their corners, the cutmen working, the coaches giving instructions, damage being examined, and short highlights from the previous round. The transitions between those moments should be smooth instead of feeling like the game is jumping between unrelated scenes. The presentation could also display useful information during the break, such as significant strikes, takedowns, control time, health events, stamina usage, or which fighter appears to be winning the round. That would add immersion without making the break excessively long. I have previously suggested adding a pre-fight scouting rundown that shows the opponent’s fighting style, record, tendencies, physical measurements, Flow State, and strongest attributes. Improving the between-round presentation and post-fight replays would complete that same broadcast-style experience. The game should properly introduce the matchup, present the fight smoothly, and then give the finish the replay it deserves. The instant-replay system especially needs a major upgrade. The replays at the end of fights feel weak this year and often fail to capture what actually made the knockout or TKO impressive. EA already has impressive replay presentation in games like EA Sports FC. A Hypermotion-style replay system for UFC 6 could look incredible. After a finish, the game could replay the final sequence using dynamic camera angles, slow motion, impact-focused shots, and different perspectives around the cage. Instead of only showing the final strike, it could replay the final five to ten seconds and show the entire sequence that created the finish. For example, it could show the jab that broke the guard, the body shot that lowered the hands, and then the head kick or hook that ended the fight. The replay could even identify the major strikes in the finishing sequence and show information such as the strike type, impact location, damage, or timing. It should make the finish feel important rather than immediately rushing everyone back to a menu. These upgraded replays would also make UFC 6 far more shareable. Players could save the replay and upload a clean, cinematic clip to TikTok, Instagram Reels, YouTube Shorts, or other platforms. Those clips would make the game look incredible online while also giving players more reason to share their best knockouts. The fight itself may be the most important part of the game, but presentation matters too. Smooth between-round scenes and cinematic post-fight replays would make every matchup feel more complete, immersive, exciting, and worthy of being shared. "Here for the community, one with the community If y'all like my UFC suggestions and y'all wanna find more of this exquisite game, the name is Big Z Follow me at (instagram: @ztp.btl) and remember, stay striking n fightin, BIG Z DA BEST NOT LIKE DA REST 💤😎"Overhaul Grappling!
The grappling isn’t skill-based and this is very obvious in the higher divisions- when both people know how to play the mini game, it automatically allows the person with higher ground stats to win the round (bare minimum). It’s a glorified version of guitar hero, where you just have to click the right input at the right time- there’s not any “mind-games” to be played in the higher divisions to where, even if you have worse grappling stats, you can still pull off a win- unlike the standup (which needs it’s own fixes - but that’s a different discussion). Failed takedown attempts should also cost more stamina - someone attempting 10+ takedowns a round should have a significant hit to their stamina by the end of 2nd round, bare minimum. As of right now, the game rewards spamming takedowns, strikes, and dodging- a clear fix to all of these problems is to make each one of them cost a bit more stamina. There is no incentive to playing with different play-styles in this UFC. I’ve played for over 10 years and have decided this is the last UFC title I’m buying until there’s a complete rework.UFC 6 Balance Feedback: The Game Still Rewards Spam Over Skill
I've spent a lot of time playing UFC 6, and while the recent stamina changes are a step in the right direction, the game still rewards spam far more than technical fighting. 1. Blocking takedowns barely costs stamina. There is almost no stamina penalty for repeatedly attempting takedowns that get defended. For example, Islam Makhachev can attempt around 18 takedowns in a single round, have 15 of them defended, and still finish the round with about 85% stamina. Failed takedowns should be much more exhausting. 2. Body shots don't drain enough permanent stamina. There is almost no reason to attack the body. Body punches barely reduce permanent stamina. They don't consistently cause body stuns. Throwing body punches carries significant risk but offers very little reward. Ironically, body kicks are already extremely powerful, while boxing to the body feels almost useless. 3. Some fighters are clearly overtuned. Conor McGregor, Ilia Topuria, Max Holloway, and Sean O'Malley feel significantly stronger than the rest of their divisions. Their speed, pressure, and overall effectiveness make them far too dominant. 4. Head movement (especially leaning back) is still far too strong. The game is starting to resemble UFC 5 again. Players simply throw a rear hand, lean back, and immediately spam uppercuts over and over. This is not something you see in real UFC fights. More importantly, all head movement options are too safe. Successfully slipping a strike is extremely rewarding because the counter damage is so high, especially with uppercuts. On the other hand, missing or mistiming a slip isn't punished enough. The risk-to-reward ratio is completely off. Head movement should remain a high-skill mechanic, but failed or mistimed slips should leave the defender much more vulnerable and lead to significantly higher damage when they make a mistake. 5. Stamina improvements are not enough. The latest update helped, but only slightly. Instead of seeing endless 10-hit combinations, we now see endless 6-hit combinations. That is still unrealistic. Professional fighters don't throw 130+ significant strikes every round, and sometimes they don't even reach that number over an entire three-round fight. The pace of fights should be slower, stamina should matter much more, and players should be rewarded for making smart decisions instead of constantly throwing combinations. The game has great potential, but right now the meta still rewards pressure, spam, and unrealistic pace more than technical MMA.Constructive Feedback From an Offline Player
I’ve put a lot of time into UFC 6 (103Hrs), and honestly… this game just isn’t that fun. As someone who mainly plays offline, it feels like we got UFC 5 with improved striking instead of an actual sequel. The striking is definitely smoother, but outside of that, almost everything feels exactly the same. One of my biggest issues is the Create-A-Fighter system. The archetypes are still one of the worst additions EA has ever made to the series. They completely limit creativity. I don’t understand why offline CAFs have to be restricted because of online balance. If balance is the concern, separate offline and online CAFs. Offline players should be able to create fighters however they want. Let us customize our own movesets, choose our own perks, and build fighters around different styles. Real UFC fighters all have unique weapons and specialties, so giving players the freedom to create unique fighters actually adds realism, depth, and replayability. Right now, most CAFs end up feeling like slightly different versions of the same archetypes. Career Mode is another area that desperately needs attention. It becomes repetitive way too quickly. Fighters are still competing into their late 40s and 50s. You get offered the same opponents 2-4 times throughout your career. The overall progression feels almost identical every single playthrough. There’s very little immersion outside of the fights themselves. Go back and look at UFC Undisputed 3. A game that came out over a decade ago had weigh-ins, different training camps, better presentations, proper fighter introductions, and an atmosphere that made every fight feel important. Why are we moving backwards? Another issue is the gameplay itself. Why does it take 4-7 knockdowns just to finally get a knockout? If I land multiple clean head kicks and drop someone over and over, the fight shouldn’t keep resetting like nothing happened. The stun system doesn’t make much sense either. A fighter can get rocked by a huge shot and then immediately start slipping punches, throwing perfect combinations, and defending like they’re completely fresh. It takes away from the impact of landing big strikes. Ground-and-pound also needs serious work. Finishing fights on the ground doesn’t feel nearly as satisfying or dangerous as it should. The frustrating part is that the potential is there. The improved striking proves the developers can make meaningful changes. But everywhere else, UFC 6 feels far too similar to UFC 5. This isn’t about wanting an arcade game. It’s actually the opposite. A lot of us who primarily play offline want more realism, more immersion, and more player freedom. We want Career Mode to feel alive again. We want CAF customization that lets us create unique fighters instead of being forced into preset templates. We want the presentation, atmosphere, and attention to detail that older UFC games delivered years ago. If more effort had gone into evolving the entire experience instead of mostly updating the striking, I genuinely think UFC 6 would’ve been a much stronger game. This feedback is entirely about the offline experience. Online balance matters, but it shouldn’t limit what offline players are allowed to do. Edit: This got marked as spam, not sure why I can’t express something this big. EA_MakoEA_EduEA_KentEA_VendceraEA_DavidPlease add Egypt
I’m very very sad , I’m paying evrey ufc games since 2019 and I never found the Egyptian nationality in the career mode , every new ufc game I wait to see the Egyptian nationality but I never found it , please the people of Egypt deserve to have there nationality in the game because they love ufc , thank you so much.