EA Sports FC 26 is supposed to be the flagship football game that dominates your evenings, your weekends and your timelines. Instead, for many long-time players and creators, it’s starting to feel like a second job. When people who play Ultimate Team every day are openly talking about giving up for the year, something in the game’s design philosophy is clearly wrong.
This article breaks down the key pain points players are raising right now: unrewarding competitive modes, overpriced SBCs, heavily restricted EVOs, a warped power curve and a monetization strategy that often clashes with fun. We’ll also look at how third-party marketplaces and services like fc 26 coins xbox and other options fit into this ecosystem, and what EA needs to change if they want people to enjoy grinding again instead of resenting it.
Burnout in FC 26 isn’t coming from a lack of content; it’s coming from the quality and philosophy of that content. Players log in daily, complete objectives, play Champs, sweat in Rivals, grind friendlies and still feel like they are miles away from the best SBCs and cards.
There’s a growing sense that:
For content creators whose channels depend on FC 26, this is even harsher. When EVOs are nerfed, SBCs become unrealistic, and fun modes get replaced by gimmicks, it doesn’t just hurt enjoyment—it hurts their entire content pipeline.
The backbone of Ultimate Team progression has always been competitive modes. In FC 26, however, many players feel that skill is under-rewarded.
Weekend League and Rivals are supposed to reward time, effort and ability. Right now, the return often feels underwhelming:
The result is a disconnect: players are sweating like it’s an esport, but being rewarded like it’s a casual mode.
Friendlies used to be the fun sandbox of FUT—try new squads, grind objectives, complete EVOs. Now many lobbies have devolved into:
The intention behind friendlies was great, but the way objectives and EVOs are currently structured encourages robotic behavior instead of football creativity.
One of the hottest debates in FC 26 is the value of Squad Building Challenges compared to the market. A common argument is that fodder is easier to get than coins, so SBCs aren’t really that expensive. In practice, that idea falls apart once you look closely at what these SBCs actually demand.
High-profile SBCs such as combined Ronaldo/Messi or premium TOTY Icons often require multiple high-rated squads, including repeated 89+ segments. On paper, fodder from rewards, objectives and low-tier SBCs should make this manageable. But players quickly learn that:
When players say SBCs are "overpriced," they don’t just mean in coin value; they mean in time, grind and opportunity cost.
The real bottleneck in FC 26 is high-rated fodder. The game design pretends "fodder is fodder," but anyone trying to complete multiple 89-rated squads knows that’s not true.
Consider what players are dealing with:
This makes SBCs that demand multiple 89-rated squads feel brutal. Players might support the idea of a big grind for a legendary card, but when the grind depends on luck for a small category of cards, the process stops being challenging and becomes punishing.
If the same SBCs were built around more numerous, lower-rated squads, many players would actually welcome the grind. The issue isn’t players being lazy; it’s the ratio of input to meaningful progress.
Evolutions (EVOs) were one of the most exciting innovations in recent FC titles. In FC 26, they started as a clever way to keep players logging in daily: slowly upgrading favorite cards, especially unique projects like World Tour Silver Superstars. For many, EVOs became the number one reason to open the game each day.
Then the restrictions hit.
Instead of expanding into a true customisation system, EVOs have narrowed. Players wanted to sculpt their dream card over time; what they got was a series of narrow, time-limited, often underwhelming options.
On the pitch, FC 26 is dominated by playstyles, roles and meta tactics. While these systems can make the game deep and tactical, many players feel the pendulum has swung too far away from freedom.
Several playstyles and formations simply aren’t viable at the top level:
The result is that Ultimate Team, a mode marketed on building your own club with your own heroes, increasingly forces everyone into similar tactics and players. When the game punishes creativity, calling it a disgrace doesn’t feel exaggerated for long-time fans.
Team of the Year is supposed to be the highlight of the cycle—some of the best cards, best packs and best grinds. In FC 26, the TOTY menu looks busy, but the deeper you look, the more underwhelming it feels.
One example is the TOTY live event with group rewards like an 84x10 pack and a list of objectives tied to:
Some rewards—like cosmetic items and small fodder packs (84x2, 83+ player picks)—aren’t terrible on paper, but the time investment versus the potential return makes it hard to justify the grind. Many players look at the objectives, compare them to the tiny boost in their ability to finish major SBCs, and decide it’s simply not worth it.
The live event tournament using Mystery Ball has also raised eyebrows. Mystery Ball is divisive—some find it chaotic fun, others can’t stand it. For a serious TOTY grind, many players prefer classic match formats that reward skill and team-building, not random boosts.
Even more worrying is the presence of tournaments with entry limits (e.g., 30 matches total). If EA decides to attach steep win requirements to limited-entry modes, it risks turning events into pure stress—one bad streak and your entire grind is dead.
One recent EVO, "Power Play", is a perfect example of the current EVO problem. On paper, it’s repeatable twice and accepts players up to an 86 overall. In practice, it’s riddled with restrictions and underwhelming upgrades.
Key issues include:
Worse, there are minimal meaningful stat boosts. For a cost in the region of 30,000 coins, the value proposition is very weak. A better system would allow players to swap or replace playstyles, truly customising their cards to their own gameplay identity. Instead, EVOs feel like rigid templates trying to force everyone into the same shapes again.
Team of the Year Icon SBCs should be some of the most exciting content of the year. The new TOTY Icon Sissi card, for example, is genuinely strong on paper:
The problem isn’t the card—it’s the cost structure. Sissi is locked into CAM as her only preferred position, which already restricts squad flexibility. The SBC demands multiple squads, including at least one or more 89-rated squads, pushing the estimated total cost close to or above 1,000,000 coins.
Players are not just reacting to the final coin price; they are reacting to the fact that:
In a TOTY period that should feel generous and celebratory, players are instead calling the content diabolical.
Almost every complaint about FC 26 eventually points back to monetization. When players can’t realistically complete SBCs through play, the in-game Store becomes the "solution"—but not a very satisfying one.
Issues with store packs include:
This leads to a hostile loop: the game tempts players with dream SBCs; normal play doesn’t provide enough progress; store packs feel predatory; and players who resist spending feel permanently behind. Understandably, many are starting to ask whether FC 26 is designed more around fun or funneling players toward microtransactions.
When the in-game grind feels unfair or unbalanced, many players naturally start looking for alternative ways to keep their clubs competitive. This is where third-party marketplaces like ItemD2R enter the conversation. While EA would prefer everyone to rely solely on packs and rewards, the reality is that a large part of the community is looking for more predictable and controllable progress.
ItemD2R focuses on supporting players who want to accelerate their Ultimate Team journey without gambling on expensive store packs. For example, if you are on Xbox and struggling to keep up with the rising power curve of FC 26, services offering fc 26 coins xbox give you a straightforward way to increase squad depth, complete more SBCs and experiment with new line-ups. Instead of hoping a high-rated card pops out of a limited-time pack, you can plan your upgrades and SBC completions around a known budget.
Similarly, players who want to buy fifa coins are usually looking for stability: they’re tired of grinding hours of Rivals only to open packs that don’t move the needle on big SBC projects. By having more reliable access to club resources, they can focus on what actually makes FC 26 enjoyable—testing new tactics, building fun hybrids, and playing with favorite real-world stars—rather than endlessly farming low-value packs and objectives.
Of course, every player has to decide what fits their risk tolerance and personal rules. But the growing interest in marketplaces like ItemD2R is itself a symptom of a deeper issue: when the official progression systems feel overly restrictive, random and geared toward monetization, the community naturally seeks out options that return control, predictability and fun to the squad-building process.
The core message players are sending EA is simple: this is a game, and it needs to feel fun again. At the moment, too many systems—SBC requirements, EVO restrictions, reward structures and store pack designs—are pushing FC 26 in the opposite direction.
If EA wants to win back goodwill, they should focus on:
FC 26 still has the potential to be an incredible football experience. The on-pitch engine, tactical depth and licensing are all there; what’s missing is a progression system that respects the player’s time and passion. Until that changes, many will continue to feel that the game is being shaped more by greed than by love of football—and they’ll keep telling EA, in no uncertain terms, to do better.