FC 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.FC 27 Has a Gameplay Problem — FUT Is Losing Its Variety
FC 27 is becoming more and more restricted by the META. We have hundreds of players, but in practice only a small group feels truly usable. Cards rated 81/82 can sometimes perform better than 87+ cards because of stats, PlayStyles, animations, physicality and responsiveness. At that point, the overall rating starts to feel almost meaningless. Defending and player switching are also extremely frustrating. Centre-backs can lose their man or suddenly leave huge spaces, while the opponent’s CPU seems able to close every passing lane. At the same time, your own teammates can move away from the ball exactly when you need them. Simple passes can become inaccurate, tackles don't always behave as expected, and skill moves often feel slow or unresponsive. Even corners feel worse and less intuitive than before. The biggest problem is that FUT should reward different playstyles and different squads. Instead, the gameplay often pushes everyone toward the same cards, formations and META mechanics. We don't want an easy game. We want a consistent, responsive and competitive game where our decisions actually matter. Please listen to the players and especially the competitive community. FC 27 has the potential to be much better, but the gameplay needs serious attention.1View0likes0CommentsChiedo un minuto di attenzioni
CARA @EASPORTSFC @EAFC FC 27 ha un problema enorme: il gameplay sta riducendo FUT a un META sempre più ristretto. Abbiamo centinaia di giocatori, ma nella pratica vengono utilizzati sempre gli stessi perché velocità, animazioni, fisico, playstyle e reattività contano molto più dell’overall. Vedere carte 81/82 con determinate caratteristiche risultare molto più utilizzabili di carte 87+ dovrebbe far riflettere. L’overall non può diventare praticamente irrilevante. Anche il dribbling è diventato frustrante: fai una skill, superi un uomo e spesso trovi immediatamente un altro giocatore controllato dalla CPU che ti chiude. Molte animazioni sembrano lente o non rispondono come previsto. La difesa e il player switching hanno bisogno di attenzione. Difensori che perdono la marcatura, centrali che aprono spazi senza motivo e cambi giocatore che selezionano quello sbagliato rendono alcune azioni completamente imprevedibili. E poi ci sono passaggi semplicissimi che diventano inspiegabilmente imprecisi, controlli e animazioni che sembrano cambiare da una situazione all’altra e portieri capaci di trasformare alcune partite in una serie infinita di parate. Anche i calci d’angolo sono diventati un problema. Una situazione che dovrebbe essere semplice e leggibile è diventata molto più confusa e meno intuitiva. Ma purtroppo siete riusciti a rovinare anche una cosa semplice E c’è un altro comportamento che tanti player stanno notando: improvvisamente la CPU avversaria aumenta la pressione in maniera enorme. Non è semplicemente “pressing”: ti ritrovi circondato da diversi giocatori e, invece di avvicinarsi alla palla per offrirti una soluzione, i tuoi compagni sembrano allontanarsi o non attaccare lo spazio. Tu cerchi il passaggio, non trovi nessuno e perdi il pallone. È una situazione che rende il gioco estremamente frustrante perché sembra toglierti le normali opzioni di gioco. Non chiediamo un gioco facile. Chiediamo un gioco coerente. Se una persona fa la giocata corretta, il gioco dovrebbe permetterle di essere premiata per quella giocata. Se sbaglia, deve essere punita per il proprio errore, non per un’animazione imprevedibile o una situazione che non riesce a controllare. FUT dovrebbe permettere di costruire squadre diverse e giocare in modi diversi. Se per competere bisogna usare sempre le stesse carte, gli stessi moduli e le stesse meccaniche, tutta la varietà che FUT dovrebbe offrire perde valore. Ascoltate i player. Ascoltate i pro. Guardate cosa succede realmente nelle partite, non solo quello che viene mostrato nei trailer. Vogliamo un gameplay competitivo, responsivo, coerente e soprattutto DIVERTENTE.1View0likes0CommentsRivals MM
Rivals Is it just me, or do people from higher divisions get them self relegated just to destroy the game for others? Maybe around 40-50% of my matches in rivals I get matched up against people with crazy team, that are really good. I normally after a month or two is in div 2-3 but ofc. In the start in low divisions, but I can’t win half of my games in div 7. People I match are doing playerlock and skills on a high level, with teams with the like of Pina, Lamine Yamal and Dembele. I personally I think this could be solved with if you’re in div 3, you cannot go further down than 4, and 2 max go down to 3. It’s almost impossible to get relegated 2 times within a season anyway. And in that way the game is for everyone at their level5Views0likes0CommentsPatch the game or give me a refund
I'm sick and tired of the game being like this it is really really really bad - I'm unable to win a single game I have been playing FIFa for over 20 years and I'm normally in division 3 or 4 sometimes in div 2. everything gets blocked, even when I shoot the goalkeeper saves everything I very rarely score a goal I cannot even pass the ball at times the opposition seems like they are million times faster with every movement, every response. Their strikers and wingers skim past my defenders and score easy goal. It's either the game which is allowing them to do this or its the connection. my strikers whenever they twist or turn, whatever move they make they get stopped by the defence even if they outrun the defence they will get stopped. The manual player movement is way too overpowered in this game it is very very very difficult to break down the opposition defence. Whenever my strikers even touch the opposition defence its like they get electrocuted. My 2 midfielders its like they dont know what they are doing. The passing is terrible, the corners take too long, the players are too small, their is no distinct attributes with the players because it seems like they all have the same ability to do the same things. The referee makes poor decisions if a player is continously twisting and turning in the penalty area and u accidentally trip him how is that my fault. You need to reduce the manual defending, the twisting and turning, the spinning, improve the passing, cut the wait time on the corners, allow players to run at players to win the ball back like in FC26 and improve the gameplay and graphics the crowd has been looking the same for the past 3 or 4 years now nothing much has improved with this game it is just a downgraded version of FC26.10Views0likes0CommentsPartita decisiva Rivals annullata dai server
Salve, vorrei segnalare un problema avvenuto durante una partita di Division Rivals. Ho appena vinto una partita e, grazie a un boost che avevo attivo, avrei dovuto essere portato automaticamente all’ultima partita necessaria per raggiungere la Divisione 6. Quando ho provato a riscattare i premi della partita, è comparso il messaggio “Server EA non disponibile” e sono stato espulso dalla modalità. Quando sono rientrato in Ultimate Team, però, il progresso ottenuto era stato completamente perso. A causa di questo errore del server ora mi vengono richieste nuovamente 4 partite per raggiungere la Divisione 6, nonostante avessi già ottenuto il progresso necessario. Vorrei quindi chiedere se è possibile verificare i dati della mia partita e ripristinare il progresso che avevo ottenuto prima della disconnessione. Piattaforma: PS5 Modalità: Division Rivals Data e ora dell’episodio: [2 Ottobre verso le 18:26] ID: HNTD_antolui Grazie. [Titolo modificato dal moderatore. EA_Claus]Solved14Views0likes3CommentsGameplay
Today I started playing rivals and fut champs and the gameplay is way different then yesterday, today the game is delayed and heavy and i wondered if it’s my internet, turns out I’m not the only one with this issue, I can’t move I can barley do anything, this new update today did something with the gameplay, please return the old gameplay cause I cannot play with this gameplayCHEATERS
The cheating problem in EA SPORTS FC 27 is getting out of control, especially in competitive modes such as Weekend League and Rivals. A lot of legitimate players are becoming increasingly frustrated because some matches simply do not feel fair. There are opponents showing extremely suspicious behaviour, unusual gameplay patterns and situations that appear to go far beyond normal connection issues or game mechanics. Nobody expects an anti-cheat system to be perfect, but players do expect EA to take this problem seriously and react much faster. The biggest issue is that the current reporting system does not give players much confidence. We can report suspicious accounts, but there is very little feedback afterwards, and from a player's perspective it often feels like nothing happens. This needs to improve. Competitive modes should be decided by skill, tactics and consistency, not by third-party software or exploits. Players invest a lot of time and money into this game, and it is reasonable to expect a fair competitive environment in return. EA should put more resources into anti-cheat, investigate suspicious accounts faster, improve detection methods and take stronger action against confirmed cheaters. Most players are not asking for miracles. We simply want to see clear evidence that this issue is being taken seriously. At the moment, the cheating situation is damaging the competitive experience and the trust players have in the game. EA, this cannot continue to be treated as a background issue. Competitive integrity should be a priority, not an afterthought. Players need more than acknowledgements and generic statements. We need visible action, faster bans, better detection and clear communication about what is actually being done. Please address this properly before even more legitimate players lose confidence in the competitive side of EA SPORTS FC 27. The community has been patient. Now we need results.3Views0likes0Comments