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.Rush: Better Protection Vs Teammates Who Intentionally Sabotage Matches
I’ve been saying some version of this since Rush was introduced, and with FC 27 I think it needs to become a serious quality-of-life priority: Players need better protection from teammates who intentionally sabotage Rush [Drop-Ins] matches. I’m not talking about someone simply being bad at the game. There is a huge difference between a player who attempts the right pass and misplaces it, misses an open shot, gets beaten defensively, or is simply less skilled than the other players in the lobby, versus someone who repeatedly ball-hogs, calls for the ball nonstop, takes ridiculous shots, refuses obvious passes, abandons their defensive responsibilities, or otherwise plays in a way that actively hurts their own team. In Rush, one [selfish] player can have an enormous impact on the experience of the other three. You can have three players doing everything correctly. They are making runs for each other, passing, rotating defensively, creating chances, covering space and generally playing selfless football. Then the fourth player decides they are going to call for the ball constantly, dribble into multiple defenders, shoot from terrible positions, refuse to pass, or abandon defense. Suddenly, it almost doesn’t matter how well the other three are playing. One player can sabotage the entire match. There is currently very little protection against this. The other three players lose the match. They lose RP. They lose progress. They may have activated consumables or AMPs for that match. And, most importantly, they lose their time and enjoyment because one person decided not to participate in the basic concept of a team game. The frustrating part is that FC already has the foundation for a solution: Match Rating. Years ago, NBA 2K had a system that addressed a very similar problem through its teammate-grade mechanic. Players received grades ranging roughly from A to F based on how they contributed to the team. Bad basketball alone didn't necessarily get you removed. But repeatedly playing selfishly, taking terrible shots, abandoning assignments and consistently hurting your team could destroy your teammate grade. If that behavior continued and your grade dropped far enough, the game could eventually remove you. FC needs its own version of that philosophy. Use Match Rating as an anti-griefing system. The game already evaluates many of the actions that should matter: Successful and unsuccessful passes Possession lost Shot selection and shooting results Defensive positioning Tackles and interceptions Goals and assists Chances created Defensive contributions Positioning Repeated calls for the ball [maybe?] Expand that system specifically for Rush. If someone makes one bad pass, nothing happens. If someone takes one questionable shot, nothing happens. If someone gets caught out of position, nothing happens. Football involves mistakes. Players should never be punished simply because they aren't great at the game. But patterns matter. If someone repeatedly demands the ball and immediately loses possession, repeatedly takes extremely low-percentage shots while teammates are open, refuses obvious passes, repeatedly abandons their defensive responsibilities, or consistently performs actions that severely damage their Match Rating, the game should recognize that pattern. Once someone's rating falls below a carefully chosen threshold, additional safeguards could activate. For example, the game could issue a warning first: "Your recent actions are negatively affecting your team. Improve your team play to remain in the match." If the behavior continues and their rating falls significantly further, the remaining players could receive the option to vote to remove that player. I would NOT allow unrestricted vote-kicking from the beginning of matches because that could obviously become another trolling mechanic. Instead, EA's own Match Rating system should have to unlock the vote. That creates a safeguard against three friends simply deciding they don't like their random fourth teammate. The game essentially says: "This player's performance and behavior have crossed the threshold where removal is now an option." Then require unanimity from the other three players [or 4 if there's a non-AI GK*]. 3/3 [or 4/4*] votes = removal. The removed player could be replaced by AI, while the remaining players continue the match. RP and consumable protection should also exist. There should also be protection for players who are negatively affected by confirmed griefing. If a teammate is removed because they crossed the anti-griefing threshold, EA should consider reducing or eliminating the RP penalty for the remaining teammates if they lose. The same should apply to limited-use consumables or AMPs. If I voluntarily enter Rush, activate something valuable and simply lose a fair match, that's on me. The other team won. But if the game's own system determines that one of my teammates was behaving badly enough to warrant removal, the remaining players shouldn't receive the exact same penalty as though they lost a normal competitive match. Rush depends on cooperation. That's ultimately the point. When Rush works, it is one of the most enjoyable modes in FC because four strangers can suddenly start playing like an actual team. You make the extra pass. Someone recognizes your run. You rotate back because your teammate pushed forward. Someone gives up a shooting opportunity because another player has the better chance. You don't even have to communicate. Everyone just understands: Team first. Make the right football play. But right now, players who approach Rush that way have almost no protection against the one teammate who decides to do the opposite. I'm completely fine losing to a better team. I'm completely fine playing alongside someone who isn't very good but is genuinely trying to contribute. I'm completely fine with mistakes. What shouldn't be acceptable is one player having the ability to intentionally ruin the experience for three [or four] teammates with virtually no meaningful consequences. FC 27 already has Match Rating. Build on it. Detect sustained anti-team behavior. Warn the player. Allow vote-to-remove only after the system identifies a severe pattern. Require the other three teammates to unanimously approve removal. Protect RP and limited-use consumables when confirmed griefing materially compromises the match. There needs to be a distinction between: "My teammate made a mistake." and "My teammate is actively sabotaging our team." Right now, Rush doesn't do enough to distinguish between the two, and the other three players are the ones who pay for it. Cheers. ⚽🎮FC27 CLUBS CUSTOMISATION
I think that clubs in fc27 has not got the proper customisation needed with new and updated football boots like you can't even wear ankle tape anymore. The other thing is that in clubs the AI players you want to customise only allow you to change there name you cannot do hair like last year or even boots (which you couldn't do at all last year) I dont like that clubs players get left behind in the patch updates.11Views0likes0CommentsFC 27 Clubs – Competitive 11v11, Training & Matchday Improvements
Clubs has a strong organized 11v11 community, but teams still lack several tools for proper training, match preparation, competitive play and post-match analysis. These suggestions are not about changing the core gameplay. They are about giving Clubs teams better tools to train, compete and organize matches. 1. Custom Match Settings for Clubs Friendlies Give captains more control over Friendly match rules. Suggested options: Start from Kick-Off / Second Half / Extra Time / Penalty Shootout Custom starting score Extra Time: On / Off Penalties: On / Off Two-legged matches with automatic aggregate score This would allow teams to practice penalty shootouts, extra time, protecting a lead, chasing a result and other competitive scenarios without having to play 90 minutes first. 2. Skill Games & Practice Arena with your Virtual Pro Allow players to use their actual Clubs Virtual Pro in Skill Games and Practice Arena, keeping their real build, attributes, height, weight, Archetype, Specialisations/PlayStyles and controller settings. Clubs players need a proper way to practice finishing, passing, defending, dribbling, free kicks and penalties with the same player they actually use online. 3. Multiplayer Team Training Ground Clubs should have a shared training environment where multiple teammates can join with their Virtual Pros. Captains could create scenarios such as: Attack vs defence Build-up against a press Counter-attacks Defensive positioning Crosses and finishing Most importantly, include a Restart Drill option so teams can repeat the same situation immediately. 4. Team Set-Piece Training As part of the Training Ground, allow teams to repeatedly practice: Corners Defensive corners Free kicks Wide free kicks Throw-ins Penalty shootouts Organized teams need to practice coordinated movement and positioning, not only individual set pieces. 5. Competitive Lobby & Ready Check Improve the pre-match lobby for organized 11v11 matches. Ideally it should show: Both teams' players and positions 11/11 status Connection/ping information Selected server/region when applicable Captain status READY status for both teams The match would start once both captains confirm that their teams are ready. 6. Spectator / Coach Mode Allow additional club members to join as spectators without occupying one of the 11 player positions. This could support: Coaches/managers Substitutes League broadcasters/content creators Tactical or broadcast cameras Optional broadcast delay for competitive integrity Competitive teams should be able to have a coach watch the match without having to sacrifice a player slot. 7. Full Match Replay Please allow Clubs teams to watch the complete match after it finishes, not only individual highlights. Being able to review the full 90 or 120 minutes would be extremely valuable for competitive teams analysing positioning, defensive structure, pressing, build-up patterns and tactical mistakes. Ideally, full-match replay could eventually work together with heatmaps, average positions, passing networks and other post-match analysis tools. 8. Better Competitive 11v11 Infrastructure Clubs already has a large community organizing leagues, tournaments and structured 11v11 matches externally. EA could gradually provide more infrastructure inside the game for this community: better private match configuration, tournament rules, two-legged ties, aggregate scores, team management tools, match history and competitive statistics. The goal is not to replace community-run leagues. It is to give organizers and teams better native tools to run them. Additional improvements A few smaller improvements would also help: Save multiple tactical presets and switch between them quickly Advanced statistics based on position Better post-match tactical analysis Improve the reliability of the existing reconnect functionality Clubs is fundamentally a team mode. Giving teams better tools to practice together, prepare together, compete properly and analyze their matches would significantly improve both organized 11v11 and the broader Clubs experience. I would be interested to hear from other Clubs players: which of these features would make the biggest difference for your team?13Views1like0CommentsGoalkeepers / Rush / Drop in
Goalkeepers have a bug when selected , You pick to play as active play set, Making you a goalkeeper, Go to drop in or Rush matches and your fine in the lobby your there looking like a goal keeper, soon as match starts , your outfield!! in midfield or where ever it puts you in rush outfield , You cant play as keeper at all if your by yourself , it seems ok at times with others in the lobby but pointless as you can't drop in solo or same with rush! This is being experienced on a Xbox Series X, I can't speak for PC players or PlayStation, But feel they are having the same problems also As a goalkeeper speaking for thousands of others!! fix it!! EA please!! it was like this since beta and feedback was provided then multiple times to fix this problem Football is about the beautiful game! Where no matter what position you are, Goalkeeper , Defender, Midfield or Attacking we all enjoy the game in our own ways , Come on EA!!! / #FixGoalkeepingEA15Views0likes1CommentPLEASE INCLUDE THE NEWEST FUTBOL BOOTs in CLUBS League & DROP-INs
I know there is a baseline to start off with, but please include the latest drops of boots out on the market. Such as the newest iteration of Nike Mercurial Vapors & Superflies, Adidas Copa Pure IV, Sokito, Puma's, Mizuno Morelia Vs and the Alpha 3s, Adidas Predator 26' (More than just the 'Born for Goals' / Red and white pack), Phantom 6 elites, Tiempo Maestro's and Ligera Pros, etc,... Also, I suggested this for 26', but if and when you do, could make it so that their is a drop down menu to select from the color pack of each boot rather than having to scroll through. Ideally you would select the boot and there would be either the base color of the model or you can have a secondary action to scroll through a selection wheel for one of the other color ways in each boot silo. That would seem the most straight forward like with any current game that gives customization options. Such as what I have attached here:Feature Request: Match History & Player Stats for The Grounds
Hi EA SPORTS FC team, I run a community with two competitive clubs, and we’re looking to organize 3v3 league play in The Grounds. I’d love to see dedicated match history and player stat tracking added for Grounds modes. The features that would help most are: Saved match results showing the score, date, teams, and participating players. • Individual match stats such as goals, assists, saves, tackles, and match ratings. • Separate stats for each Grounds format, including 3v3, kept separate from standard Clubs matches. • Season and all-time totals, with leaderboards. • Stats recorded for private matches so community leagues can track their competitions. • Downloadable match reports or API access so league organizers can build accurate tables and player leaderboards. This would help us recognize player performances, run competitive seasons, and track progress without manually reviewing recordings or collecting screenshots after every match. I play on Xbox Series X. Could a community manager please pass this request to the Grounds/Clubs development team? Are any of these features already planned, or is there an existing way to access this data? Thank you for considering a feature that could make The Grounds much more useful for organized community football.9Views0likes0CommentsGive us back a menu screen
Guys. Why have you made the simplest step complicated? Just give us a menu to access game modes instead of roaming round a badly designed and poorly executed ground mode. We all just want to jump on and play without having to jump through hoops. make it make sense.21Views0likes2Comments