Directional passing input
It’s been a consistent theme in the games for a long time now but the way the game registers directional passing is genuinely horrific, please address this, through balls are either flying across the pitch or straight to a players foot half way up the pitch. Passing is no better, doing tiny little pea rollers after directing the playerFC 27 Gameplay Feels Inconsistent and Unresponsive Across Too Many Mechanisms
FC 27 has a serious consistency problem. A lot of the gameplay feels like the game is deciding outcomes instead of reliably responding to the player’s inputs. The biggest issues I’m experiencing are: Defensive line / fullbacks The defensive line is constantly being broken by fullbacks dropping deeper than the centre-backs and keeping attackers onside. It happens far too often and makes maintaining a proper defensive line almost impossible. There are also situations where I manually switch to a fast fullback early and start tracking a run before the pass is even played, yet an opponent can simply trigger a winger to run around the outside and somehow get beyond the defender anyway. If I’ve anticipated the run, switched early and have the pace to cover it, I should have a realistic chance of defending it. Tackles, blocks and rebounds The game was supposedly designed to make successful defensive actions more rewarding, but it often feels like the opposite. I can make a correctly timed tackle or block and the opponent immediately recovers the ball while my defender reacts slowly. Shots also frequently come straight back to the attacker after blocks or rebounds, giving them another opportunity despite the initial defensive action being successful. A good defensive action needs to actually mean something. Jockeying and physical challenges Jockeying feels extremely weak and inconsistent. Attackers can run into or through defenders far too easily, and players often seem to phase past the defender instead of being properly contained. At the same time, opponents can barge into my players from behind and take the ball without a foul, while similar challenges from my players are regularly called as fouls. Physical challenges need much more consistent outcomes. There is also a new issue with bodying attackers. I can position my defender correctly, time the physical challenge properly and get my body between the attacker and the ball, but if the defender does not have Bruiser, attackers can somehow squeeze through, stay on their feet and continue running regardless of how small or weak they are. What makes this worse is that after the attacker gets through, the game often does not correctly indicate or select the next defender in their path. That makes recovering from the situation even more difficult despite having another defender positioned to stop the attack. Attacking AI and runs Attacking movement can also be extremely unintelligent. When I’m counterattacking, there can be obvious open space for an attacker to run into, yet instead of attacking that space they will run directly toward the feet or path of a defender who is backing off. The player has open grass available and still chooses the worst possible running lane. It makes no sense and kills counterattacks that should be dangerous. Passing Passing assistance feels unpredictable. There are situations where I aim clearly toward one player and the game selects a completely different receiver. This happens even with simple passes. Pass power also feels inconsistent. Even lightly powered passes can be massively overhit, which makes basic possession unnecessarily unreliable. The player should be able to understand why a pass went where it did. At the moment, the same type of input can produce very different results. Right-stick switching Right-stick switching is one of the biggest problems. I’ve experimented with different switching settings and sensitivity values, from the lowest values to the highest, but the game regularly switches to a completely different defender than the direction I indicated. I have even used the on-screen virtual controller to verify the direction of my right-stick input, and the selected player still does not correspond to that direction. This isn’t just frustrating. It directly leads to goals because defending happens in fractions of a second. If I correctly flick toward a player and the game chooses somebody else, I’ve effectively lost control of the defensive situation. L1 / LB player switching Closest-to-ball and Classic L1 switching are also inconsistent. Sometimes the game selects somebody who doesn’t appear to be the logical next defender at all. Because the next selection isn’t predictable, I have to wait to see who the game has given me before reacting. That delay is enough for an opponent to create a chance or score. Switching needs to be predictable. I should be able to develop muscle memory for who I’m going to receive when I press L1/LB. Loose-ball auto switching Even with auto switching enabled for loose balls, there are occasions where the game simply doesn’t switch. A loose ball can travel directly past one of my players while they stand watching it, and I remain controlling somebody farther away. The opponent then collects it and can immediately counter. If the setting is specifically supposed to switch control during loose-ball situations, it needs to do so reliably. Goalkeepers and near-post shots Goalkeepers seem extremely vulnerable to near-post shots. Even when the goalkeeper appears to have the near post covered and is positioned correctly, shots can still go past them far too easily. Positioning should matter. If the goalkeeper has correctly covered the near post, attackers should not be able to score there so consistently. Goalkeeper rushing Goalkeeper rushing also feels inconsistent. There are situations where I hold Triangle/Y because I want my goalkeeper to run aggressively toward the ball, but instead the keeper slowly jockeys forward. Meanwhile, opposing goalkeepers seem capable of immediately rushing out and closing down the attacker. If I’m manually holding the goalkeeper rush command, why isn’t the keeper actually rushing? If this behaviour is dependent on something like Sweeper Keeper++, that also needs clarification. My understanding is that PlayStyles affecting AI behaviour should not prevent a direct manual command from working properly. A manually triggered goalkeeper rush should still produce a predictable response. First touches and responsiveness Players regularly take unnecessarily large first touches even when I’m not sprinting. That gives opponents enough time to simply run into the player and recover the ball. Even agile players can feel extremely slow when turning or changing direction. Combined with inconsistent jockeying and physical challenges, there are too many situations where it feels like the player isn’t responding to the input quickly enough. The main problem across all of these mechanics is consistency and player control. I’m fine with making mistakes and conceding because I defended badly. I’m fine with an opponent reading what I’m doing and outplaying me. What is frustrating is not being able to predict how the game will interpret the same input from one situation to another. If I: switch in a particular direction, aim a pass toward a particular player, time a tackle correctly, position my defender correctly for a physical challenge, anticipate a run early, manually trigger my goalkeeper to rush, or position my goalkeeper correctly, the result should broadly reflect that input. Right now, FC 27 too often feels like I am fighting the controls, AI behaviour and player-selection logic instead of playing against my opponent. Losing because another player outplayed me is completely fair. Losing because the game selected the wrong defender, ignored a switching input, chose the wrong passing target, failed to switch to a loose ball, made an attacker run into a defender instead of open space, or produced a completely different response from the same command is not satisfying gameplay.370Views8likes5CommentsFeedback & Suggestion: Reduce Excessive Weekly Match Burden in Ultimate Team
Overview: The weekly match volume across Ultimate Team modes has become an unreasonable burden. Video games exist to relieve daily fatigue, yet the current system turns the game into an exhausting second job for everyday players balancing work, education, and family. The Excessive Weekly Grind Breakdown: Champions Finals: 15 mandatory competitive matches requiring intense focus. Rivals Wins Load: Requiring 10 wins, which realistically equates to 15–20 matches played once draws and defeats are factored in. Squad Battles Commitment: 18 full offline matches for reasonable rank rewards. Rush Points Grinding: Accumulating weekly Rush points demands roughly 10 additional matches. Punishing Event Objectives (e.g., Gauntlet): Milestones like 3 "Perfect Rounds" reset upon any defeat, easily pushing match counts to 10+ games just to clear a single objective. Proposed Solutions: Lower Win & Match Thresholds: Reduce required wins in Rivals, lower total Squad Battles fixtures, and reduce weekly Rush target scores. Objective Flexibility: Pivot live event goals toward cumulative points, goals, or matches completed rather than demanding rigid consecutive win streaks.9Views0likes0CommentsReplay disconnected Squad Battles so we don't lose points, coins & progress!
In Fc 27 we need to be able to replay squad battles matches that we've been disconnected from the server through no fault of our own. It's getting so frequent now that you anticipate a disconnection every game. It's just not fun getting a good lead in a match and stressing that you're going to get disconnected from the servers at any moment. This happens on both wired and WiFi connections... Believe me I've tried both. None of my other online games, whatsoever, randomly disconnect from the server. Only FC 26/27. If it's an OFFLINE mode why do we lose coins, points and progress and get an automatic 0-3 loss every time this happens. If it's offline why does it matter to you if we replay the match. You used to be able to replay a match after a disconnection in the early versions of UT. You could at least explain, in detail, why this happens on YOUR game and not others. Got to be an issue EA's end. 🤔14Views3likes2CommentsFix the Defensive AI and Second-Man Press
If someone is time-wasting to protect a lead, I’m supposed to manually control every single player and chase the ball myself? What kind of stupid idea is that? Do you people seriously not understand how football games are supposed to work?10Views2likes0CommentsThe Worst FC I’ve Ever Played
First time EVER I come home from work and don’t even want to open FC. First time EVER I wake up on my day off and have zero desire to play. I’ve played FIFA/FC for years, and I’ve NEVER felt this way before. FC 27 is easily one of the worst versions I’ve ever seen.19Views1like0CommentsCritical AI Defensive Support Issue in FC 27
Hi EA I am writing to report a significant gameplay issue affecting player control and AI support during matches in FC 27. Since it is physically impossible for a human player to control all 11 players simultaneously, the gameplay experience depends heavily on a competent, responsive AI system for teammates not currently under manual control. At present, the defensive AI support is severely inadequate, resulting in a frustrating and unrealistic experience. Key Issues Identified: Lack of AI Defensive Support — When switching control away from a player to manage another, the now-unselected teammate offers little to no intelligent support: no auto-blocking, no tracking runs, and no logical positioning. Exposed Defensive Lines — AI-controlled defenders routinely fail to maintain defensive shape or make basic tactical adjustments, allowing opposing attackers to run through the backline unchallenged. This leads to unrealistically high-scoring matches that undermine competitive integrity. Poor Coordination Between Manual and AI Control — The transition between manual player switching and AI-controlled teammates lacks coordination, leaving large defensive gaps that opponents can exploit with minimal effort.158Views8likes3CommentsRatings don’t mean a thing
So I finally got a high rated squad with lots of depth, spent coins on players rated 84 - 90, spent coins on getting their roles to double plus in their positions, played a 79 rated squad on world class squad battles and got beat comfortably. How and why do we have 90 rated strikers when they can’t shield the ball against silver or bronze rated players, 90 rated midfielders who’s every pass is intercepted, 89 rated defenders who get out muscled and out paced and are completely useless. Why is every match I play against the AI absolutely horrible? I Thought there was and should be an element of competition without being absolutely thrashed by an AI team everytime I play. AI defenders are completely unbeatable, my high rated defenders are useless, my high rated dribbling players are useless, the AI low rated dribblers are messi esque and you can’t defend against them. The AI passing is so crisp and clean that they always find a pass to a player that your AI defenders just happen to play onside at all times, bang, one nil, then the process just repeats. I have paid money for a GAME to enjoy and every now and then be challenged on by playing on a higher difficulty. Not to be beaten every time I try to build points on squad battles. The AI needs to be sorted for all our sakes, this no longer feels fun or enjoyable. It feels flat without remorse, without feeling and without football. EA, you are killing the beautiful game, the fans and playing for fun aspect of gaming, this is turning into an absolute farce, and worse….you just don’t care.22Views2likes1Comment