• RE: Makutu Rework

    I posted the following in the Discord feedback tab but I think the length messed up the formatting so I'll share it here as well:

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    I definitely think there is space in the character roster for a genuine "disruptor" - someone that can unsettle a team, single an individual out, take someone out of the fight, be the first to initiate, etc. I'd say even more so now with the introduction of Mekko's Safety Zone. His kit is halfway there but definitely needs a bit of help. There's also a few inconsistencies in his kit synergy that really stand out more than any other character.

    A lot of the reasons why Makutu is less "viable" is because Buttercup does almost everything better than him. She can disrupt the enemy with her lock-on hook and single out an enemy for the rest of her team to pounce on. She outputs way more consistent damage. She can sustain herself with Burl similar to Makutu. She has much greater mobility with Burl, Launch and being able to stay mounted upon being attacked. And last but definitely not least, her Oil Slick, as we all know, is extremely effective, even after the nerfs. Even her attack out of mount does more disruption than Makutu's Repellent.

    If Makutu's Leg-It had anywhere near the significance that Oil Slick has then he would already be a lot stronger. Applying a speed boost for a much longer duration for both HIMSELF (mainly) and his teammates would be massively beneficial.

    Makutu's potential damage output is one of the lowest in the game. This is more due to the fact he is ironically so static and his basic attacks are very easy to avoid, you don't even need to waste an evade in most circumstances, you can literally just walk away. It's a shame because the combos you can pull off are extremely unique to the rest of the roster and very satisfying. I think a small but effective change to increasing his damage output, alongside a speed buff which will inevitably allow him to stay with his enemy for longer, is to reduce the downtime between his 2nd basic attack and his prolonged uppercut. Right now it is quite rare to actually pull of the 3rd basic attack in his string because there's such a giant gap between the conclusion of the 2nd and the beginning of the 3rd.

    Onto his inconsistencies - firstly, Repellent. It can be useful for holding a point and getting that last tick to fully capture it, but that's where the use stops in my opinion. Makutu is primarily a melee character, yet Repellent actively pushes his enemies away from his melee radius. As I've mentioned above, it's already extremely difficult for him to focus attacks on one enemy because they can just move out of his radius. Other melee characters don't experience this. Nidhoggr has his axe to stun his enemies into place. He also has a small "leap" incorporated into his basic attacks to allow him to continue his basic attack string on enemies that aren't evading out of the way. Daemon has Shift Strike to chase enemies. Bastardo has Leap, etc. Makutu's Repellent just seems counter-intuitive to his actual kit in a sense. Yet I'd still like him to be a disruptor. Repellent just doesn't output enough value to be considered a significant disruption ability. Instead it acts against his basic attack string. I use a Mod which slows the enemies upon Repellent hitting which counteracts this slightly but still feels weird - I want them to stay beside me, not move them out of the way of my attacks!

    My idea to solve this is to replace his Repellent with his Katamori Super, minus the invulnerability. Now he has a real disruption abilitiy that can unsettle a team. It doesn't synergise with his basic attack string but it doesn't act against it either. In fact it can be something to chase down enemies that are low, something he lacked before, an improvement on mobility. The Katamori Super as it is is pretty underwhelming, especially as Mekko's Surge is very similar and she can use that a lot! Obviously a new Super would have to be created in place of Katamori, I'll leave that to more creative minds :))

    Another slight inconsistency is his Barge. It's actually one of my favourite abilities in the game because of its potential to take out multiple full health enemies with one perfectly timed Barge into an environmental hazard. However, it's one of the only abilities in the game that requires manual aim and it can feel a bit out of place...on the other hand it is certainly rewarding to pull off. So I don't really have a solid opinion either way.

    I would definitely recommend asking @NFz-TrAxOn as he loves Makutu more than my parents love me 🙂 He has also played more Makutu than anyone else as far as I'm aware so I'm sure he'll have some really interesting feedback.

    posted in Feedback & Suggestions
  • RE: How can i buy more points to customize my fighters?

    A bit off topic, but I do find it really interesting reading the general feedback on the absence of microtransactions in Bleeding Edge. I think it's a great example of the evolution that online gaming has undergone over the last decade. It's now questioned if a game releases and it doesn't have microtransactions included. Gone are the days of actually earning rewards by putting in the time. Not too long ago, something like this would've been commended a lot more than it is nowadays.

    I almost wonder whether it actually would've been a lot more successful monetarily had the base price of the game been a lot less, perhaps even free, with customisation-exclusive microtransactions.

    Personally I really appreciated the "no microntransaction" stance from the beginning and it has been really refreshing to actually have to grind for certain stuff rather than jumping the queue with your wallet.

    Obviously this isn't directed at you and many people have asked for customisation to be purchasable with real life money which is absolutely fine. I don't think they'll bend from their stance but I know for sure there are features coming soon that will increase the amount of in-game currency you can earn.

    posted in Bleeding Edge General
  • Makutu Rework

    There are many players who know how to play with Makutu I tried to play only a few times with him, but here is my opinion.

    1 - Barge = does not change
    2 -Repellent = increase the radius just a little
    3- Katamaõri in place of Leg-It / Healthy, less skill time, will make a fantastic fighter to disengage.

    Super
    1- Can't touch us! it's OK
    2 - Thousand hands, a super buff in the basic skills pepeke and ora and when you press the punch button your hands travel a much larger space a greater damage hit box and a little more damage.

    Just my opinion, because I find Makutu boring and with few combat skills

    posted in Feedback & Suggestions
  • RE: Congratulations on the updates and skins. Now we need new fighters.

    @ShadoWawker I think this game has a lot of potential and the best way to attract players is a range of bigger fighters. Now that you have Skins and maps the next step would be new fighters. People complain about new game modes, but I think with new fighters, new tactics will be available making the game much better and more diverse. Microsoft should invest in this game, because it has a lot of potential and is very nice to play and unique in the market, I would love to see the success of this game because the Ninja team deserves it, because the game is spectacular.

    posted in Feedback & Suggestions
  • RE: Not enough end match rewards

    @The-Mad-Kane @Nitro8472 @angemomo

    We just announced the "Daily Quest" system in our latest community update, when implemented into the game it should increase the rewards players are earning.

    Check out the update here: https://forum.bleedingedge.com/topic/1497/community-update-skins-added-whats-next

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    posted in Feedback & Suggestions
  • RE: Exchange currencies

    @ivowns

    Interesting suggestion, definitely food for thought here.

    Thanks for posting!

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    posted in Feedback & Suggestions
  • RE: How do I get more coins?

    @SrF84

    We recently just announced the "Quest System" which when implemented, will improve the rate at which players will receive credits. 🙂

    Please check out our update here: https://forum.bleedingedge.com/topic/1497/community-update-skins-added-whats-next

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    posted in Feedback & Suggestions
  • RE: Feedback on current issue's and balancing that should adressed

    @NappyAzzNinja

    Thank you for the detailed post, lots of information on different aspects of the game here, I would say some things here don't require changing but are part of a system that wants you to work as a team with other players.

    I will also mention we announced the quest system last week which when implemented, will increase the amount of rewards players earn.

    Thanks again for sharing your feedback, keep it coming and we'll keep reading. 🙂

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    posted in Feedback & Suggestions