After the last Update 2/25/25 this is on Xbox-s on Hard difficulty with 2 fairly evenly matched teams.
The rucks are starting to feel much better (sliders would be good so players can play how they like. (I personally like limited ruck turnovers) more simulation style. The passing seems a little improved except for shoulder buttons work but the trigger buttons do not work anymore and a slow-mo effect or drop-in frame rate happens when hitting the left/right trigger buttons for passing.
The breakdown steal animation is the same as push over animation, rucks need more animations. The steal should be a quick grab without 1 player becoming a bowling ball and running over 3 rucking opponents and knocking them down like bowling pins. The Y contest button, were the same player tackling gets back on his feet to contest, should be effective, but it does not work, cannot get a quick steal this way. You should be able to B tackle then Y stand up for the steal and either hit X for the steal or B again to quickly bind and form a ruck. The players rucking/steal stat should determine how quick he is able to do this. Y contest is in the tutorial, so I am hoping at some point for it to be implemented into the game, and be implemented with a pickup the ball and steal animation, not with a bowling ball animation that runs over 3 incoming players. In the end the rucks seem like at least it is giving the correct results to some level now but with the wrong animation at times, you can sort of feel when you are going to get the steal or turnover, the problem is the correct animations are not there yet, and Y has not been implemented yet. When Y is implemented correct in the ruck the offensive player should be able to hit a button to attempt to hold on for ruck support with risk to be called for holding the ball. This and the possibility to add to 2 more players to the ruck total of 5 for those rare rucking stalemates, could create a fairly deep rucking system. This system can be a good system just needs more animations and polishing and have things work how they are shown in the tutorial. Thanks Big Ant for the improvements starting to enjoy the game a little more , but still have a way to go. I don’ t even touch on the subject of AI passing because , there is no-way that is the way the AI is intended to play, every other rugby game ever created had more than just 1 pass rugby and offloads, it was often the problem of to much offloading in past games, some offloads are good though, and definitely more passing, this will come no doubt.
Mauls ? there are no points to mauls, they have to have more influence in the game, in Rugby Mauls play a huge part of game strategy, they are worthless in this game, the most perfect maul you only advance like 1 meter, and on defense if you add no one to the maul the AI opponent will only advance 1 meter max, so no point in adding any players to the Maul defensively, you are not penalized and you have more players on defense to defend, why would you add any players to the maul opponent is only going to get 1 meter max? If you are going to do Mauls, make them a factor in the game. Developers should really come out and say , we still , have many, many, areas to improve, and we would be a little more understanding. The visuals, the running animations, the multi-player tackles, the impact feel of tackles are good, the overall look is very nice, so there are many positives, but there are many areas that need improvement.