@Tetris229 Appreciate it! Adding another to the list.
Rework 'hold' abilities such as BC's Launch and Nid's Shredder into their own optional bindings. Requiring an initial basic attack is sluggish.
Sorry I just... really don't agree. First of all, if the enemy team is able to horde all the power cells, consider that it's either cause you're losing team fights or your team isn't gathering them in the first place, the latter of which is a huge problem and you deserve to lose.
The Makutu strategy really threw me for a loop when I saw it. I'm not totally against it though - it's a valid strategy, but what it needs right now is a solid counter. I THINK Mekko's bubble super will work on invulnerable targets, which will be a great counter setup. You also only need to run it if Makutu is going the mod for Can't Touch Us which increases the duration (I've tried it without the mod, doesn't work!), so it's not like it's every time you go Power Cell Collection. So if that's the case when Mekko comes out I won't have a problem with it. It is a VERY strong strategy though, and it's not easy to deal with at all.
I'm not concerned about the Daemon thing at all. The fact that they're able to win while you're 4v3 the entire time tells me your team is just doing very poorly. If you manage to get even half the cells and then are winning every teamfight, there's nothing the Daemon can do by hiding the entire game. Also, there already exists a counter for this in terms of abilities, so get Stalker. Even if you don't run Miko, you really should ALWAYS be watching secondary points when they open up and hovering on them to stop turn-ins. That has nothing to do with Daemon, ANY character can sneak a turn-in if you're not paying attention, and by the time they're turning in it's way too late to run over and stop them (unless you're Maeve with peek-a-brew!). So I will never agree that this is a problem.
Also, am I the only one who plays this game that can see stealthed characters?? If I'm already chasing a Daemon and he uses stealth there's a solid chance he's not getting away from me if I have something I can use quickly. He moves pretty fast though so there's that. But they can't do anything while stealthed, so the second they pop up, map vision is often so forgiving you can tell where they are anyway. Or just look at the disappearing power cell canisters. The cooldown on stealth is massive, so you have plenty of time to go try and catch him with your team the moment he pops up to grab cells.
There's actually a rather advanced form of this strategy I just realized. So you drop all your power cells when you go back to base right? You can focus on gathering with your whole team, pass off it all to a Daemon, then do this strat. There is some methods to deal with that though. I still think it's fairly easy to win in this situation if all the Daemon is doing is hiding like a loser, but it's a good way to put all your power cells on a Cass or Daemon if you're looking for a free turn in opportunity because the enemy isn't paying attention to the other objective - which is their own fault.
I wish to promote strategy in this game, so I want more valid strategies like these that also have decent counterplay. It should be your own fault for falling for it. In Daemon's case that's true, in Makutu's case... not so much but that might work itself out or need to be nerfed.
I agree with the majority of this post. I've encountered the Makutu strategy a few times already and I'm not even convinced it's problematic enough to warrant change. The focus in Power Cell shouldn't be all about the team fights exchanged at the point of delivery. If you're anticipating a Makutu play, then cut the enemy team off and hold some choke points to prevent them from even getting to a delivery zone in the first place. As for the Daemon strategy, I'm not the least bit concerned about it. I would actually prefer if most of my matches were spent as a 3v4 with a loner roaming around carrying 10+ cells. And nope, no problem on my end seeing invisible targets. Worth a mention - I also believe Bastardo cannot be interrupted while using his Unkillable Super although I could be wrong. Haven't encountered that enough yet and I'm unsure if some things can still affect him.
Create a more intuitive way to select a Fighter's mod loadout in-game.
no i like it the way it is. please dont change.
otherwise i agree with everything else. i think
Do you play on controller or mouse and keyboard? I think it's a little clunky to select on mouse. Wonder if the people I've seen suggesting it are also mouse users.
Hi again, folks. I hope you've all been enjoying the BE launch. This thread was created to list as many good suggestions that I've noticed being shared around the community Discords, forums, streams, reviews, and of course a handful that I've conjured up in my own brain. I have deliberately selected a list of suggestions I believe most/all will agree with. This isn't the thread for balancing ideas or major overhauls to any particular aspect of the game. It's a bulk of straightforward adjustments that'd immediately (dare I say irrefutably?) improve the game's overall quality. Most of these will not need an explanation so let's get right to it.
Keybindings & Abilities:
Make parry its own keybinding. Retain the option to keep it shared with evade for those who prefer it that way.
Allow the option to evade by double-tapping a movement key.
Rework 'hold' abilities such as BC's Launch and Nid's Shredder into their own bindings. Requiring an initial basic attack is sluggish.
For PC players, allow the scroll wheel to be used as a keybinding. Scroll wheel cycling; not the middle mouse button.
Allow each Fighter to have their own customized keybindings rather than applying a universal set that affects all.
Allow movement when viewing the scoreboard.
For PC players, allow a slider that increases the mouse sensitivity of free aim abilities. Gizmo's Sucka Bomb, Kulev's Sacred Ground, etc.
Make ZeroCool's Firewall a toggle ability. Press to place; press again or hold to remove. He can accidentally trap his own teammates.
Make mounting/dismounting an optional toggle key. Accidental movement or any button press can interrupt the mounting animation.
General Gameplay & Game Modes:
Add server region locks and continue to improve stability + game optimization.
For PC players, remove the framerate limit.
Add a Ranked mode with competitive seasons and rewards.
Add the option to choose which mode we'd like to queue for.
Do not automatically kick users back to the main menu when viewing the end-of-match screen.
Rework the final play and expand on the highlights section.
Create a more intuitive way to select a Fighter's mod loadout in-game.
Remove duplicate mod rewards when leveling up or allow duplicates to be sold for currency.
Implement a vote-to-forfeit system.
Reduce the amount of time it takes to destroy a Power-Up crate or increase their buff duration.
Implement loss stat prevention and incentivize players to stay in a match until the end. Those who join late should not have a loss tracked.
Allow a lobby to rematch and vote on the next map during the end-of-match screen.
Release new maps. Alpha/Beta players had hoped to see a few more on launch day.
Work on a third objective mode and consider adding a deathmatch mode at a later date.
Show damage and healing numbers while inside the Dojo.
Allow parties to enter the Dojo together for practice and dueling.
Make every mod unlocked in the Dojo and allow us to change them on-the-fly without returning to the Workshop.
Expand the AI behavior options for better testing. Constant jumping, only using one ability, evading, allied AI set to heal you, etc.
Increase the amount of AI enemies/allies. This will allow simulated 4v4 practice fights.
Add some form of a pre-match landing zone where teams are placed in the Dojo or a neutral location to fight while waiting for a lobby to fill.
Social, UI, & Customization:
Include full match stats in our profile history.
Fix the bug where pressing 'C' causes the match queue to start/cancel when typing in chat or naming loadouts.
Integrate a better friends list and a means of inviting players. There are problems that are likely a result of cross-platform play.
Display a user's Fighter level or overall account level next to our Gamertags. Allow the option to hide it if desired.
Display which platform and input devices users are playing from/with.
Display teammates and enemies that are partied in groups at the loading screen.
Allow adding players as friends from the scoreboard and end-of-match screen.
Add custom clan tags.
Add custom/private matches for teams to scrim against each other.
Allow 'mountless' Fighters to still equip a trail effect. Buttercup, Maeve, ZeroCool, and Cass.
Release skins that aren't 'recolers' or allow us to customize their colors ourselves.
Community Involvement and Monetization:
Reduce the $30 price tag on Steam. I can't convince anyone to try this game, nor could I genuinely recommend it in its current state for $30.
Expand advertising and reach out to an 'influencer' for some spotlight.
Consider running a few free-to-play weekends.
Continue Developer Q&A sessions and add frequent community surveys.
Add a cosmetic shop. Monetize skins and fun/quirky little trinkets. Developers deserve a paycheck and many games thrive off of this model. Frankly, with the lack of a fleshed out progression system in Bleeding Edge, having some items to collect would be a worthwhile investment and I'd wager it'd do wonders for the longevity of the game.
That's all I have for now. I'm sure I'll continue to add more over time.
To expand on the idea of reducing leavers, I would like to propose something I've noticed in the most recent Call of Duty game, loss stat prevention. Its function is simple; anyone that joins a match already in progress will not have that loss recorded in their history. However, if they join late and pull off a miraculous comeback, the win shall be rewarded + logged as usual. While punishing quitters is half of the battle, incentivizing people to stay in matches that are already in progress is the other half. A lot of good plans were in the works to address these problems after the 1st beta. I believe a function like this would be the cherry-on-top.
I've only briefly skimmed through the gist of the conversations above, but I'm seeing some good stuff talked about in here. I'll share my thoughts.
A vote to forfeit system would be welcomed.
I am strongly in favor of strict quitter penalties. I wish more games took a hard stance in this area. Yes, inevitably there will be cases of innocent disconnects, crashes, or real-life emergencies that will consequently punish otherwise 'non-leaving' players. However, as mentioned above, this is an outlier whereas all intentional leavers will ALWAYS be punished. I believe a level of personal accountability and understanding needs to be emphasized here. I can personally live with a 5-minute penalty, being backfilled, or what have you if I happen to leave unintentionally from time to time. If my Internet stability is shaky that day then it's on me to decide whether it's actually worth playing a cooperative/competitive game and risk being a detriment to my team or taking a penalty. If a real life emergency were to arise, then any penalties received in a video game because I had to run to the door or answer a phone call is the least of my concern.
I think there are many fair ways to enforce leaving penalties. Daily/weekly 3-strike systems, separating queues based on a 'leaver track record', only backfilling leavers, a vote to forfeit system being in place, xp/money rewards/penalties, 5+ minute temporary bans, and so on.