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Posts made by b4njAx

  • RE: New Game Mode Ideas

    @XxUnReached said:

    Better explaining. You will start at your respawn, no one will be able to hit each other ( off and inside respawn) as need to get of for make damage others and also when go outside will receive a immunity of 4s( attack anyone will disabled and first hit will not deal damage as you can receive stager). In free for all, could capacity 12 players with both sharing the respawns ( it is possible as one at one will respawn if all are in use or respawn at same time if with respawn available)

    Target is randomly determined for each player for incentive player to not like 2 go get one and etc. As each time your target is killed, your next target will be the same until 50s. Killing player that isn't your target will value half of the points. But like l said, the stuff for prioritize a player is for not encourage players to simply group up and take a single one as the targets are different for every one. Every 50s targets will be swapped, the same target will be available but be at point capture will swap targets if you killed the wrong one inside point capture. The same target you have is also have you as his target to kill.

    Respawn is like 7s so it's for be fast.

    The other thing is like a point capture which is there for focus the fight more at one point and don't incentive to make people go to random places, just one is activate and just only and only a single player is at a capture a point, after 3s inside he will be able to get 1 point per 5s, anyone get in will automatically stop that player to gain points as it will make the point null if stays another a enemy for also 3s, others decided to capture need to also 3 s, but the point capture will need to be larger for incentive more players to advance, be like a quiet big square point for example would be better to serve as a point capture.

    Team death mach would have faster respawns and be only at single point without have target priority for each Player( which could have like option for 3 teams against each other with everyone being separated in doubles from both respawns, killing anyone which isn't from your team value 1 point) , 50s activate and 20s for resurge to the point

    Doing 30 kill/points makes you win the game, if of course you end before 15 min.

    So basically you're talking about instead of an actual deathmatch mode you mean like a 12 player free for all but not really because you want a bounty system but also a worse version of king of the hill? BE is a team game so arguably a free for all game mode, as fun as it could be, is a bit of an ask. Also it just seems a bit too convoluted, like it's a game mode that doesn't know what it wants to be. Not really designed, just a whole bunch of ideas tacked onto each other. Like why do the objective points matter for points when the idea is to kill each other? Why go free for all but have players spawning in the usual team spawns? Now I like the bounty target idea but that's basically like the VIP map mod so why have it in deathmatch? I could probably think of more questions that this version of "deathmatch" brings up but it's making my head hurt. How about instead, you look at my suggestion and tell me why you think it's not better than what you're suggesting because I'm not sold on it. Like why go with your 6 paragraph explanation when a map mod can provide a solid deathmatch experience with just 2, easy to understand, lines?

    Like, I do get your point about enabling the deathmatch to be effected by other map mods but out of the lot of them, only about half could actually make a difference that makes sense imo.


    Still thinking that for BE have a inspired lol mode would be cool, had thinking from what surrtan had said previously about it.

    Be just a lol mode wouldn't be great from what BE already is, but again, will try explain better from what a really mean, because was just said things in a lazy way.

    1° it starts if you selecting a fighter and then his upgrades ( for this mode you can already set in workshop and you can even test it at dojo, but every match have like 1:20min before actually starts, so you can change your build anytime like in mods at workshop), each fighter have 5 points to distribute and can have 1 one more if decided to sacrifice 2 mods for upgrade one more ability, super or get a bonus that each fighter have, not every fighter have the same amount of upgrades like for example support that can upgrade only 2 times their heal and aggressive supports which can upgrade like 4 times.( It also could fit for a map mod tbh)

    2°think just like jersey sink but a little bigger, "jungle"/ some part of the map is basically where power ups will be, with some of them being guarding by some enemies (and of course being better because of this), like one that you can activate 4 mods( or 2 if you had expend 6 points) and is guarded by a enemy on map.
    It basically is a bleeding edge standard map instead of a "wild rift map clone" but more big, and with some "towers"( which could be other thing to be honest) and with limited time for matches don't be like a hour or something like that, and after just show what team get more advanced to "the nexus" or give " more damage to "the towers".

    At least that part l think it would be cool, now the part of " the minions" could be considered to be other stuff, like you a blitz from brawl starts( if you had played or knew about it)which you collect peaces for do a robot, and then could be able to hit the tower with it as long the bot is alive, and both teams would do that for advance more to the main objective.

    You do realize that this pretty much sounds like stuff they already scrapped during development as the game sorta told them what it wanted to be? Rahni Tucker mentioned they started off thinking about having the likes of towers, minions, etc but it basically just didn't work out at all. So as far as I'm concerned you're like 4 years behind the team with regards to game dev. No offence.

    posted in Feedback & Suggestions
    b4njAx
  • RE: New Game Mode Ideas

    @Surrtan said:

    I thought about that too, and the best solution for that in my opinion is to have the monster cause the hazards! Like in Facility 665 for example, the monster would jump back on the objective point and shoot out the beam; forcing players to disengage (or come up with another crazy play because that's what we do).
    Or in Skygarden the monster would also jump back on the objective point and create the flames that are usually ignited when you activate the gong.
    What would also be interesting is if the monster would attempt to pull players into hazard while all that is happening.
    Ohh and please do not think about Jersey Sink. I'm not creative enough to think about what the monster would do with the trains.

    Well in this case I imagine the simplest solution is the best one, and to me that would be that the AI monster knows to side-step off the point while the hazard is active. Maybe spice things up and have this cause a sort of enraged buff on the monster to synergize with the hazards. This might enable some really cool ideas pertaining to what the monster is...maybe the monsters are map specific so that they can A) Visually match the environment and B) Have a particular way to convey being enraged that fits with the map hazard.

    For example, maybe have a fire-breathing dragon on Skygarden that will only start breathing fire when the gong is triggered, maybe by the enemy team trying to turn the fight on the team fighting the monster. On Jersey Sink, maybe we could have a gorilla yeets people back into the side of the train for gross backbreaker-esque damage!

    Won't this be too much like Objective Control though? I mean if I'm picturing it correctly, the goal will be to sit on the point, with the difference to Objective Control being that no one will get points while teams are contesting the terminal.

    The way I see it is that it'll have a few differences from Objective Control. Firstly, OC point gain passively ticks away while TH point gain requires sitting on the point channeling a progress bar up to 3 times to net a set amount of points for each notch. For the sake of visualizing contestation, picture the point itself, similar in design to the power collection drop-off, in the center, you'll have the two terminals back to back with big rounded input panels. On the ground, picture a mess of cables under glass, the cables almost glow as a red semi-circle upon which one half of the terminal sits while the other side glows blue. Technically it would be possible for one player from each team to be on their respective terminals at the same time without necessarily contesting each other due to the divided semi-circles, hence the glitchy interference which could either stall both sides, causing a stalemate incentivizing back-up to bully the enemy or maybe they both progress but at a slower rate which leaves a vulnerability for both sides. I personally think the latter is better. As for a player stepping on the enemy terminal side, that would cease progress on that side entirely. Now since this would be a case of once one team clears all 3 notches the terminals ought to disappear so there would probably be need for a hacking phase timer. For the record I think each notch should take about the same amount of time as a power cell delivery. (That gives me an idea for a mod actually)

    This idea has potential imo. My favorite part being that credits get dropped when killed, meaning that basically (if I understood correctly) a team can reduce the amount of points that the enemy team has by stealing their credits. I think that this idea can be merged with your Terminal Hack idea to create a mode in which a team can hack into some system to steal or neutralize points that the enemy team has. This concept is unexplored in pvp games as far as I know, so I like it.

    Exactly. Could make for a very tense back and forth. I wouldn't mix it with the TH idea though since that's gonna border on being too convoluted for a Bleeding Edge game mode, hence why I too am in total disagreement with XxUnReached's for a LoL-type mode. I think the guidelines you set for this brainstorming session is spot on for what makes a Bleeding Edge game mode a Bleeding Edge game mode. That was very well observed on your part and I think it's a shame that XxUnReached basically paid it no mind and essentially said make BE less like BE and more like LoL. I could be misinterpreting that though, their English isn't the best and is hard to follow at times so I apologize if I'm getting the wrong idea.

    Anyways I digress...I do get what you're saying, it's a cool idea to hack money. The idea of these guys remotely emptying bank accounts via hacks makes total sense but I feel they can work better as two separate game modes...or more specifically one regular game mode and one special event given the nature of netting more credits to spend on cosmetics. Limiting it to one weekend every month or so will help lessen the grind without totally breaking the economy for players and give players something to look forward to like LoL's URF mode.

    @XxUnReached said:

    ...for a solo death match it would need a separate mode in my opinion, mark each target which will value a point instead of half if kill the wrong one as focus a platform like in objective control which if a player alone be in, will gain 1 points each 5s, anyone get in will just automatically disable the point capture. Them if got a full squad, it would be just like a map mod but everyone value a point. Just if is less than 4 would be like a free for all which could support even a few more players.

    Again I must disagree. Deathmatch as a concept is a straightforward thing and a map mod would enable it to fit in to the game very well. Something you should keep in mind is that top players have tried play BE like a deathmatch in custom queue and it's proven to be an experience that gets old quick, thus it would be a shit standalone game mode. However it can be occasionally fun as part of a rotation of numerous map mods and it's very straightforward to just say "Objectives are disabled. Kills worth triple points!" It's easily applicable to either of the existing game modes and even the ones Surrtan and I are coming up with...well maybe not CACHE GRAB but still. And to be honest I can't really follow what you're even suggesting for deathmatch. Do you mean like a mode where targets get bounties from standing on points? Like as you say 1 point every 5 seconds so you're making people make themselves more worth killing or what? I'm so confused.

    posted in Feedback & Suggestions
    b4njAx
  • RE: New Game Mode Ideas

    @Surrtan said in New Game Mode Ideas:

    MONSTER HUNT

    In Monster Hunt, a monster will spawn on an objective point, and teams must hunt it down and eliminate it in order to get points. Killing the monster grants the team 100 points, and 1st team to 600 wins.
    The monster spawns on an objective point, but it doesn't have to remain on the point; if players enter its radius it will attack them, and if players retreat it will move back to the objective point where it will regenerate.
    While fighting the monster, players will be granted buffs by dealing certain amounts of damage to it, this is in order to not put the attacking team at too big a disadvantage where the other team can just wait for them to start fighting the monster before collapsing on the objective and taking everything. But stealing the objective is still possible, should an enemy assassin manage to deliver the killing blow.

    I can totally see this being a thing. Like Gizmo putting together mechanical T-Rexes or Giant Spiders from random spare parts like what you'd see in the map designs. Problematic on a map like 665 though with the monster getting beamed every 60 seconds. As far as the buff goes, I do like the incentive that provides. I wanna suggest maybe having it be a stackable bonus that only applies to damage to the monster that gets lost on death but then again I haven't put too much thought into that. I just figured it would be fun.

    INVASION REPEL

    In this mode, Police forces or HA Corp forces have invaded the map through a portal on an objective point, and are now swarming the map hunting for the misfits. Teams must kill the invading forces and collect the key that will drop from one (or more) of the invading npcs. Upon optaining the key/s, the team must protect the key holder while they move towards the objective point and seal the portal that the invaders are coming from.
    Killing the key holder will drop the key, creating a chance for the enemy team to steal, or for a team mate to continue the job just like in cell collection.
    Killing an invading npc gives 1 point, killing a player gives 2 points, killing the key holder gives 3 points, and sealing the gate gives 10 points. First team to 100 points wins.

    I really like this idea. I think Corporation Raid might be a better name though.
    If this was done with a decent amount of difficulty it could function as a great PvE mode if you forget about the key mechanic. Maybe have different types of police units with their own abilities. Not like fully fledged kits but more like each type represents a part of a kit. Could also slap on the different archetypes onto them too like special units in place of the enemy players to net your team those 2 points. Like having a tanky raid cop with a big ass riot shield (melee shield with pushback passive), a medic cop (melee stun baton with an AoE heal passive) and then snipers (ranged sniper rifle with a stealth passive). Meanwhile you basic rain police grunts with a techy sidearm that make them function a somewhat squishy mobile turrets.

    @XxUnReached said

    Death match also could fit as should came at least on last update.

    I personally think Deathmatch should just be a map mod that disables objectives and points for kills are tripled. It really does not need to have it's own mode in my opinion. Would probably be boring as a standalone mode tbh.

    @Surrtan said

    Should a ghost or 2 among you have other ideas, I'd be very excited to hear about them

    This is something I rack my brain thinking about occasionally and boy is it hard to think of one that does the map setup justice like Power Collection and Objective Control but here's what I can think of for now...

    TERMINAL HACK
    The objective points spawn a pair of computer terminals and a teammate must sit on the point uninterrupted to download > unzip > upload to leak corporation files. Each part of the process counts as a notch in the progress so if interrupted you simply start the current task again. Each task is worth 5 points to complete, kills worth 1. If contested, the progress bar glitches out due to the interference for both teams.

    don't just replace cells with gold, call it Gold Collection

    And since you mentioned the gold thing...

    CACHE GRAB
    The objective points spawn big bulky corporation caches full of credits. Every second spent on the point, the fighter gains credits and slowly empties the cache. Multiple fighters can empty the cache at the same time, regardless of team. Each fighter's balance counts towards the team's total. Credits drop when killed and can be picked up by other fighters. First team to possess 5000 credits total wins. Fighters carrying more than 1000 credits will be slowed by something like 5% for each 1000 they possess. At the end of the match AND ONLY AT THE END, each player receives a 10% cut (i.e. a 500 credit bonus).

    I think this could make for a great event more than an actual consistent game mode. Maybe one weekend a month it's in the game rotation. Will definitely help bring back players I think who want to get the credits for those mastery skins but grew tired of the grind. Should provide a nice consistent spike in the active playerbase each month and maybe intice some to keep playing to level up more fighters or just enjoy the game with shorter queues.

    Those are my thoughts for now anyways. What do you think?

    posted in Feedback & Suggestions
    b4njAx
  • RE: Free game please

    F2P just doesn't fit this game and it shouldn't be forced into it just because F2P is a good and proven business model. If people really look at what they are getting for the one off max price of €30, it's honestly a good deal, especially in the unlikely event that the devs give it another go after they've done their more ambitious projects way down the line, which I believe is a distinct possibility and sincerely hope it happens.

    Seriously though, the fact the game is on Game Pass means Free To Play is never gonna happen and like I implied above, should never happen. That said it might be nice for an option to purchase a temporary Credit gain boost given how dire the grind is but I only say that because I'm trying to unlock everything and I don't get to play as often as I like.

    People need to stop asking for F2P and either get gamepass or pick up a physical copy for as little as $3 from the bargain bin.

    posted in Feedback & Suggestions
    b4njAx
  • RE: A potential year for changes and improvement for BE

    @Pilot-Nexus Of course. People still play this game every single day to the point where I rarely have trouble finding a match. I do understand that plenty of people apparently try play during very off-peak hours, something I've only experienced once. And you're right, it is a shame. I really do feel for ya. If it helps, we do play customs every Saturday night from about 9pm GMT until 11pm (roughly 3pm-5pm CST). I host it from my Twitch channel (twitch.tv/b4nj4x) where you can vote during matches or between to help determine if we play normally or mix it up a bit with a minigame like Catch the Cass or Healer Hell.

    posted in Bleeding Edge General
    b4njAx
  • RE: To the bleeding edge developers

    @thetruepilliger said in To the bleeding edge developers:

    Problem there is the 4 stacks would never find a match but honestly, 4 stacking is turning into a problem on its own.

    ^ This is something I've been saying for months. It's one of the reasons I started trying to host customs at a consistent time for the whole community to take advantage of.

    @thetruepilliger said in To the bleeding edge developers:

    Then I started grouping up on and off. Now I find stacking so boring because you just stomp over and over until Illuminati comes to snipe you. I think some of those filthy stackers are coming around to seeing how stacking is damaging the game but there are still plenty that actively farm new players for leaderboard rank.

    It is pretty damn lame.

    ^ For what it's worth, I always enjoy stacking with you. You're probably my fave duo tbh, mostly because you're not like the typical stacking scum.

    Anyways, yeah, I've never bothered with emote cancelling. I prefer to stagger my combos...it just feels...better. I can't stand minimal effort exploits. It just spoils the competitive nature.

    posted in Feedback & Suggestions
    b4njAx
  • RE: Wishing good vibes at NT.

    Yeah I sincerely wish them well and hope my suspicions of the possible situation is correct and that the pandemic has them working from home, most likely on assisting the Hellblade 2 devs thus leaving Bleeding Edge on the backburner. As for their surprising silence...I honestly can't blame them. Despite the first 4 months since release they churned out many things with monthly updates and most of their decisions, plenty of them good ones, were heavily criticized by the "fans". They have taken shit from this community non-stop from the get-go with hardly any focus on giving them any of the credit they were due so yeah, I can see why they wouldn't bother with updating us on future plans, at least until they know they can actually commit to them. I'm sure they'll inform us of the game's future when they're damn well ready to. I doubt they've actually abandoned the game and I think it's a tad inconsiderate, impatient and short-sighted to think they have despite how much care they have put into the little details that make the game great. Like in Joreyo's latest video: https://youtu.be/NwCpbQBMDxQ

    To finish, much love to Rahni and the others! Hope ye are ok and can come back to work on BE soon ❤

    posted in Bleeding Edge General
    b4njAx
  • RE: To the bleeding edge developers

    You really wanna split the playerbase into 5 different Qs? I'd rather keep getting matches, thanks.

    Ideally they would add a Vs Bots queue for new players to get comfortable without being shat on and ridiculed by their opponents and teammates just for being inexperienced. They'd be more likely to keep playing enough to know what they're doing. Also I think NT need to link more videos in watchzone, not just Arekkz vids. Like Barzaud's misfit series or Joreyo's tech guides, maybe even Chaos' coverage of the Monthly Melee. But yeah, it would be nice if they fixed the glitches we've been dealing with since launch.

    Personally I'd really like them to add more map mods (including the Deathmatch mod I suggested here: https://forum.bleedingedge.com/topic/1649/mod-thoughts-if-applicable-p) and tweak Open Season to include phases.

    posted in Feedback & Suggestions
    b4njAx
  • RE: Power Collection: How I Would Fix

    Some very good thoughts here, dude!

    posted in Feedback & Suggestions
    b4njAx
  • RE: So when is Daemon getting fixed?

    @CelestialUmbran Sucka, Cage, Stasis, Leap Of Faith, Yank, Attractive/Repellent, Evade.

    Counters aren't always a 1v1 thing so yeah, a Daemon lands it on a Zerocool, that Zero can't do much but evade the shimmer. Any of the abilities I mentioned above can and will disrupt a perfectly executed air tech combo. Just gotta keep an eye out for it and that's pretty easy for top players. I struggle to spot the shimmer so I can't brag but just because I can only catch it out some of the time doesn't mean it's uncounterable. Most times I use AoE to make it more difficult for Daemon to get in position. That there, is a counter. Kulev's Sacred Ground is particularly good. If Daemon tried the tech on someone within such an AoE, his stealth breaks and the combo can easily be evaded out of unless he whiffs the first hit in the chain but at that point, he'll lose any benefit from Trickin' by the time he Shift Strikes, if at all given the fact he'll then be vulnerable to any teammates keep an eye on the teammate Daemon happens to target.

    Point is, once you know there's a Daemon trying to air tech constantly, keeping an eye out for it and shutting it down is relatively straightforward. If your team has a Zerocool, just watch their back better and you'll see that shimmer coming a mile away.

    posted in Bleeding Edge General
    b4njAx
  • RE: So when is Daemon getting fixed?

    It is boring as hell. That's basically why I despise metas. However, I have to say that it's not really a problem. It's annoying that it's relied on so much but here's why, in the grand scheme of things, I don't think it's something that needs to be "fixed":

    1. It's something that actually takes some skill to pull off consistently
    2. It really showcases Daemons strength in a flashy way which is very appealing to new players
    3. He's an assassin, this is what he's meant to do. Burst people down out of nowhere. Get over it and learn how to counter it

    Figure it out, don't let it get you down. By all means, roll your eyes, I know I do, but he does have weaknesses, he's squishy and that tech requires a fair bit of commitment. When you expect it, you can keep an eye out and react quicker and shut him down. Get the hang of doing that, it doesn't seem so boring and more of a challenge to overcome that shows your own skill over others.

    posted in Bleeding Edge General
    b4njAx
  • RE: Developer Update (opposite of community update)

    @Surrtan As per usual, you continue to be a pillar of this community, dude! Thank you!

    posted in Feedback & Suggestions
    b4njAx
  • RE: Better bonus and rewards for help newcomers

    @XxUnReached Let me respond bit by bit...

    1. New players can be frustrating but that's not their fault or the devs fault. Newcomers will naturally not know how important working as a team is in this game or even what good teamwork even looks like with fighters they hardly know. If a more experienced player gets frustrated, that's their own fault for not understanding and accepting that.

    2. The bonuses are fine. The game has been out for about 8 months and players who've been playing since launch are already finding the bonuses to be irrelevant to them since they already have all the mods and any cosmetics they care about. There's nothing wrong with a bit of a grind. Don't blame the game just because it expects you to play it to earn everything (for free I might add).

    3. Bonuses aren't really there to incentivise anyway. Rankings (which currently don't really mean anything) and a player's individual drive to improve is what does that.

    4. Some of these suggestions sound potentially exploitable so games hardly do that as far as I know. Like the first one, that's already covered with the bonus from highest objective score. The second one isn't a bad idea. Would be nice to encourage stacking with newer players. Also the feedback idea is good. Would be nice to have the upvote of sorts visible to the players being upvoted and maybe then have a bonus like the others for most upvotes but I am unsure how they would reasonably implement that without screwing up the flow of the end game screen. The last one, pardon my bluntness but that's just stupid. You'll just end up with people ganging up on other players with reports to farm the bonus.

    Hope my words weren't too harsh, didn't want to shoot you down or anything. Just trying to be honest. Legitimately though, with regular enough play, those "crap" bonuses get you so much after a few months so don't let yourself get impatient about the grind. Like I hardly play more than an hour every few days since launch and I have unlocked every board, sticker, most of the paint jobs, all the skins I care about and I have all the mods with loads of mod parts left over. I also have every fighter up to at least level 17. Long term, the bonuses as they are are pretty good.

    Really the best way to help newcomers is if they add a Practice queue to fight against AI bots and for the playerbase to be more welcoming and understanding to them (the newcomers).

    posted in Feedback & Suggestions
    b4njAx
  • RE: D-Day Weekly Community Event (Deathmatch Day) Going Forward

    UPDATE
    Running this again today at 7pm GMT (1pm CST) for 2 hours. Possibly for the last time until the devs prove they actually care in some way.


    Banned Mods
    Nidhoggr's Diffraction
    Daemon's Ghostin'
    Makutu's Happy Thoughts

    Why these mods?
    1. Diffraction is banned to help curb the use/effectiveness of Shredder spam because it's low effort and annoying
    2. Ghostin' is banned because it promotes bad Daemon gameplay and to round out the trio of bans tbh. No one likes a Daemon who relies on Stealth too much
    3. Happy Thoughts is banned...nuff said and you know why


    Rules
    1. No Stacking
    2. No Banned Mods

    posted in Bleeding Edge General
    b4njAx
  • D-Day Weekly Community Event (Deathmatch Day) Going Forward

    So as some of you may know, I try to host Ranked and Deathmatch queues every week assuming life doesn't get in the way. Trying to work out how I will keep this up details-wise . Ranked queue yesterday went pretty well but it wasn't necessarily what one could consider "competitive" or anything so serious enough to be considered actual ranked play. It was really enjoyable though and has convinced me that I am doing a good thing providing opportunity for the community to come together to play customs.

    So...I have decided to move the time to 9pm GMT not 7 and go for about 2 hours since that seemed to suit people pretty well yesterday. Also I will only be doing "D-Day" from now on and only on Saturdays. I will have some light rules to keep things fun such as banning some mods and hopefully won't need to go further than that. As for the usual "Deathmatch" element...might leave that for when this weekly community event of sorts becomes more established. Anyways, come find me on my channel (twitch.tv/b4nj4x) to see what's up. Every Saturday, 9pm-11pm GMT. Hope to see ye there! Use !dday in chat for info!

    posted in Bleeding Edge General
    b4njAx
  • RE: Makutu. Reworked or Broken? Very, Very Broken

    @thetruepilliger I don't think the uppercut itself is obnoxious and dumb, just the ability to be endlessly combo'd by it. Even then, only really in solo queue when you don't have teammates who can actually back you up. If you're trying to 1v1 a Makutu as a tank (or anything else for that matter) as he is now, you're asking for trouble anyways. If your team can CC him at all then it shouldn't be a big deal.

    Cheers for the tip about lock-off and stepping back, that seems quite useful in a pinch!

    posted in Feedback & Suggestions
    b4njAx
  • RE: Makutu. Reworked or Broken? Very, Very Broken

    @thetruepilliger I'll be honest, I didn't notice that was a thing and totally forgot about tanks mostly not being able to parry. I can now sorta see how that can be problematic

    posted in Feedback & Suggestions
    b4njAx
  • RE: Makutu. Reworked or Broken? Very, Very Broken

    @Matolius His aggressive stance should not have a damage buff at all. For the style of disruption Makutu naturally fits in to, his aggressive stance shouldn't have anything to do with damage or healing(Ora stance has healing covered). It should be a proper movement speed or damage reduction buff.

    Also seriously, the uppercut is perfect in my opinion. It's really good for what it does but is somewhat limited by a few factors that I believe make it reasonable. Those factors being you have to combo to it and hold the attack button, you gotta be in the right stance AND obviously, it can be evaded. Once damage buff is removed, the whole uppercut combo won't have much of a bite. That said, any damage from mods is fair game.

    posted in Feedback & Suggestions
    b4njAx
  • RE: Makutu. Reworked or Broken? Very, Very Broken

    @thetruepilliger Here's what I have to say about the rework...

    THE GOOD
    ) Normal movement speed is normal
    ) Barge is more maneuverable
    ) Uppercutting tanks
    ) Attractive
    ) Repellent buff

    THE BAD
    ( They gave a tank with heals DAMAGE! No fighter should be able to effective do all 3 main aspects (i.e. tank, heal, damage), that's just unbalanced as hell
    ( Thanks to attractive, barge's improved hitbox makes it too strong
    ( The AoE unstoppable from Leg-It

    FIXES
    [] Swap back to Pepeke stance for more speed or make Huaki provide damage reduction. Put damage back to how it was. Makutu 1.0 damage was grand, it's not important when he can be such a good peeler/bully. There's 5 damage fighters to choose from for damage thus HE DOES NOT NEED IT!
    [] Simply put the hitbox back as it was. He got the maneuverability buff and Attractive, that should've been enough to make Barge easier to use.
    [] A decent speed boost and maybe some very minor damage reduction on Leg-It should be plenty instead of the unstoppable. I suppose you could go with minor DR for AoE and the brief unstoppable for just Makutu himself. Team wide unstoppable on that cooldown is a bit overkill.
    [] As you said, nerf Happy Thoughts. I'm perfectly ok with it being used as a strat but as annoying as it is it needs a brief window of opportunity to allow those who know the timing a chance to get a clutch delivery interrupt.

    So yeah, for the most part, I think the problems in balance stem mostly just from the rework touching parts of the kit that really were fine and the biggest issue with the whole rework was adding damage.

    As far as the crowd control, I think that's what Makutu does best and that's really as it should be. He was always a good bully really, it's just piss easy now but I'm ok with that. The uppercut is nice and strong but in fairness it's kinda balanced out by the way it's specific to only one stance. What you're suggesting has the potential to be a way bigger nerf than you may realize.

    As for Ora stance, that's fine as is, honestly. It does what it should do, give healing and repellent is a really good ability for numerous reasons. Basically, don't try fix what's not broken and sadly that seems to be where this rework went wrong, in my opinion.

    Overall, I realize I basically repeated a lot of what you said. I just had to lay it out my way to help myself make my points.

    posted in Feedback & Suggestions
    b4njAx
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Bleeding Edge game rating

Ninja Theory

Xbox