Bleeding Edge

  • Home
  • Fighters
  • Media
  • News
  • Forum
  • Support
  • Login
Join Up
Join Up
  1. Home
  2. Evade This5965
  3. Posts
  • Profile
  • Following
  • Followers
  • Topics
  • Posts
  • Groups

Posts made by Evade This5965

  • Balancing Suggestions for Makutu/Zerocool

    So I've spent a lot of time thinking about this and since it hasn't happened yet I figured I may say what's on my mind.

    Makutu
    He's too slow, and his abilities don't synergize particularly well.

    • Improve Pepeke Stance and Leg-It. The speed boost it gives allies is fine, but he's ungodly slow. He already has basically no dodge or dash, and even Barge is slow moving. And since all of his abilities are melee ranged, make him really fast to compensate. That's really not that complicated, he needs to be faster.
    • Cleanse is too weak as a mechanic. Allow him to use it while he's stunned, and have it work more reliably against things like Oil Slick and Ride of the Lightning. If I've cleansed it once, the same ability shouldn't reapply the effect. If I'm in Ora stance when I get stunned then oh well it's my fault for not having Leg-It ready, but playing around Cleanse to compensate for his lack of evades its a great strategy that we can't use at all right now because Cleanse is a near worthless mechanic.
    • Pepeke should improve the speed of Barge and/or Katamaori. Give me a reason to use it, make it faster. I'd also prefer if things like Barge or Surge aren't slowed by the slow status, it really puts them in a class below dashes, but that may just be my opinion.
    • A lot of people don't like repellent, but personally I love it. It's just a little annoying to use right now. How about this, what if I could use it during Barge? See players are getting good at timing the cancel of their Barge really well to land enemies in hazards, but if you want to make it synergize with his kit, all him to use this abilities like Cleanse/Leg-It and Repellent without interrupting his attacks, Barge, or Katamaori.
    • Another way to improve Repellent is to include a small AOE pull. Make his 3rd ability like his 2nd, where in ora stance it's Repellent but in pepeke stance it's an attraction special instead. This could lead to some really amazing Barge combos where you pull someone into your Barge.
    • Ultimately, if you want to make Repellent good without any of the larger changes from the first 2 suggestions, the easiest method is to just make is a disruption type CC effect. This tiny push don't really stop the enemy from doing anything, just displaces them a little. This makes what is suppose to be a support/peel tank rather shitty at his job. Make it a CC that cancels Siphon Life and such, like Sucka. This is one of the most important suggestions I can give really.
    • Katamaori has this glitch right now where you can double jump right when it's activated and it usually cause the animation for it to fail. Frankly, fix the bug but keep the double jump. Please, it's just a cool effect that can be really useful at times.

    tl;dr -> The most important things to do are to make Makutu faster, improve Cleanse to work while CC'd, and improve Repellent into an actual CC.

    Zerocool
    Zerocool is a little OP in healing, otherwise I really like him, but Recharge is such an awkwardly designed special. It doesn't behave like any other special in the game, and it has no cooldown. The blue orb that represents your heal juice is also super weird, where's your editor because there's so many ability description pages for characters I want to completely redo from the ground up as they don't accurately reflect what the character has and ends up describing obvious things instead of the things we actually need to know.

    Anyway... options for fixing Recharge, pick one.

    • Make it a normal special. Something like a 5s healing channel that can switch targets and has really high burst heal but can be cancelled by CC, much like Life Force, but then it goes on a 10s cooldown. You won't do this one but you should understand why it's much easier to understand and fits the paradigm of your system better.
    • Remove this trickle heal, treat the blue orb like stamina. If it's out, it's done and needs to recharge before it can be used again. This annoying never ending heal isn't helping.
    • Remove the blue orb altogether, streamline the healing so there is no burst then fall off, just make it a little better than his trickle heal and it would effectively behave like a mercy heal.
    • Have it so if he gets interrupted by a melee attack or other effect, he can't use Recharge again for like 5s. A zerocool that can run and heal, only having to briefly stop because it NEVER has a cooldown and can't be countered easily because he has excellent escape potential... anything to allow better counterplay.

    Right now the biggest problem I see with him is you either attack him or you lose. If you have a really good team, with a Miko and high damage, you could place a Kinetic Shield and try it that way, but you're unlikely to kill a give that fast unless you went full in on a pick comp. I'm not going to say it's impossible to kill anyone while their zerocool is still alive, but it severely limits your gameplay options.

    Anyway that was a bit of a stream of consciousness rant but I've been wanting to write down these ideas for a while. Ninja Theory is pretty creative so I'm sure they could even come up with something better.

    posted in Feedback & Suggestions
    Evade This5965
  • New Cinematic

    https://twitter.com/BleedingEdgeNT/status/1253321553879560192

    A new cinematic was dropped randomly on their twitter, and it's great!

    We can see this picks up where the launch trailer left off with Daemon's hacking and release of the skeleton key, showing more of that vital scene which kickstarted Bleeding Edge as a group.

    Not a lot to pull from here, but we can confirm this scene is the same one from the Launch Trailer due to many contiguous elements at play, with the date being the only thing that's different. I have to wonder if it's a bit of a retcon from the date in the launch trailer, but either way 07/18/2050 makes perfect sense as the date that the Skeleton Key was released, and lines up perfectly with the timeline I posted in an older thread. It's good to know what the exact date was.

    Also good to know is that there is an icon for the Skeleton Key itself. Which is basically just an actual skeleton key with little horns on it. I'm sure that image will show up elsewhere in the future.

    posted in Lore Talk
    Evade This5965
  • RE: Joining a LOSING game??!!!

    Are you saying you backfilled 3 times in a row man? That sounds like you're in leaver queue which would explain it.

    But yeah I backfilled yesterday to the defeat screen before I'd even loaded in and it kinda bugged out for a second lol. Not sure if there's a great solution to this, but the option to surrender a match is absolutely necessary.

    posted in Feedback & Suggestions
    Evade This5965
  • RE: Dedicated cancel to hoverboard mounting

    @Juju4666 You'd have to be pressing to move really early then. There's a small buffer time where you can start pressing to move and it doesn't cancel mounting, at least half a second to a second long. Just aim for that window of time.

    posted in Feedback & Suggestions
    Evade This5965
  • RE: Can we please change mods and chars in the dojo?

    Considering you can see all of your mod sets and even apply them to the NPCs, while it would be nice to be able to change the loadouts in the dojo, I consider that to be an extremely low priority feature. It's mildly inconvenient at best.

    Not being able to do multiplayer in the Dojo is the biggest problem I see with it. This would make it possible to test a lot of things we couldn't previously.

    posted in Feedback & Suggestions
    Evade This5965
  • RE: Why can't I play as the Robot Dolphin?

    @Votre-Daron Launch Week was never specified, "Launch Window" was the term used.

    Look if it takes longer than a month I'll be right there complaining with you guys but it's a little soon to be this impatient. People just keep asking over and over before the game even launched.

    posted in Bleeding Edge General
    Evade This5965
  • RE: Sprinting and more ideas

    Expanding on the stamina system sounds pretty interesting but it really doesn't need to work on every little thing like attacking, you'll cause the TTK to skyrocket.

    Nidhoggr actually has a second dodge animation if you use all 3 consecutively lol, its pretty cool so I wouldn't mind more.

    I'm wary about adding arbitrary combos just because people thing it would be more fun. After all, if you go for a hold attack while hitting me I'm just gonna hit you instead. Makutu can get away with that cause he's anti-flinch but few others can. Besides there's quite a few things you can do outside out mashing X - a strategy I don't recommend. I can't tell you how many times I beat someone just because they whiffed their attack but were like 5 X presses in too late to stop their combo fast enough.

    posted in Feedback & Suggestions
    Evade This5965
  • RE: Power Cells Strategies Abused

    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.

    posted in Bleeding Edge General
    Evade This5965
  • RE: Parrying with ranged characters is broken AF!

    Buttercups best combo cancel is actually Oil Slick. Its also the best way to ensure you land the damage on the Oil Slick because if you Yank->Oil Slick you'll miss it while they're airborne. I wouldn't say whip lash is a combo cancel, but channeled abilities is a reliable way to avoid getting parries even if it means you cant flinch them. But yeah no using Oil Slick to combo cancel isn't a waste because you're using it for exactly what you need it to do by damaging and slowing them.

    Makutu can just randomize the timing of his slaps with some mixed in holds.

    So Bastardo can use Empower

    Really everything has one good close ranged avility ideal for it besides Cass, but she can combo cancel with her charge jump which feels like a glitch Tbh.

    I do think your point stands though, the ability to continuously parry means the person in question is relying on it too much instead of properly positioning, using specials, or relying on allies. Parry isn't quite right.

    So I had a though, why can you parry when flinching? Get it on the first attack of the combo or not at all. You can evade out of combos, but why be able to parry during them?

    posted in Feedback & Suggestions
    Evade This5965
  • RE: Parrying with ranged characters is broken AF!

    Oh and I forgot to mention something really important. There are a couple ways to counter parrying in this game, but the best way is to combo cancel well. Usually a parry will land on the 2nd or 3rd attack, mostly because it's hard to tell if the first attack is going to hit sometimes with the depth perception of things so you either parry a whiff or miss the timing. So combo cancelling regularly will help a lot.

    posted in Feedback & Suggestions
    Evade This5965
  • RE: Parrying with ranged characters is broken AF!

    I don't really have a problem with Maeve. Lets take the evades and ranged/melee out of the equation for a sec because I believe it's a separate discussion if melee vs ranged is a balanced setup with ranged having 2 bars vs the 3 on melee. Personally I love how they handled it.

    So Maeve has Vanish, Siphon Life, and Cage...

    Vanish isn't so bad to deal with. Most characters have an escape, and the nuances make them fairly balanced with one another. The problem I see is most players haven't trained themselves to watch for stealthed characters yet. If I'm chasing down a Maeve and she vanishes, I just follow her until she reappears. They do need to streamline Stealth mechanics though so that the counters for that are more obvious. Like if you're Daemon, make sure to use Death Mark right before she Vanishes so that you can see where she goes more easily. If they make some adjustments to stealth, it'll be even better, but you can look for my post about that for more details. Upsides of fighting Maeve are she has no easy access to high ground and Vanish prevents her from being useful as well. She's just intended to be a hard to catch fighter, but compared to Daemon and Cass she can actually be much easier to catch actually - if you're willing to leave the objective and team fight to deal with her that is, which may not always be necessary. Pushing someone off the objective is often a good enough victory.

    Siphon Life is how she does damage, and it's GOOD damage. Her basic attack isn't good at all, so if you can block Siphon then it's a-ok. Think of it like Yank, it's an ability you can't ignore, and you should watch out for your teammates as well. If you're Miko, you don't have to go kill the Maeve, just Stasis her or use Kinetic Shield to end the siphon. If you're Daemon, save stealth so you an instantly de-target off of it. Someone on your team should be saving CC or effects for themselves or others to deal with high damage effects. And if none of that is available, just make some distance as fast as you can to get out of range or hide behind a wall to block the beam. Once it's on cooldown, you're good to go. But...

    Cage obviously synergizes super well with siphon and if you get Caged you're still gonna take some damage before you can do much about it. This is where you need allies to help out some. Cage CAN be evaded, but I'm of the opinion that it appears to be slightly inconsistent atm. Unlike any other ability in the game, if the Cage is used while I'm already evading, I get hit. That's some crap. And I've dodged the moment the telegraph happens before and still get hit by it sometimes. I think it needs some tweaking, and then people will feel like it can be dodged so they should be dodging it. It's kind of like Nidhoggr - all of his abilities are pretty strong, especially Boomitar, but if you get hit by Boomitar that's your own fault seriously. You should see it coming. Evade-less tanks are easier to hit, obviously, but that's a tradeoff they have to take. They have the option to get mods to decrease CC duration as well, if it bothers them that much.

    posted in Feedback & Suggestions
    Evade This5965
  • RE: I would appreciate if you did not join in started games even if this makes it take longer to find a game

    So I've seen it show up as a DEFEAT in the match history, but does backfill count as a loss in the total scoring of your win rate? It might kind of because my current total games is like 201.5, so I'm guessing the 0.5 is from backfills.

    It's hard to say it should at all, because I've backfilled and won games and I'd certainly like those to count.

    posted in Feedback & Suggestions
    Evade This5965
  • RE: Hazard fighter idea!

    Kulev is kind of a toxic character in concept, but doesn't quite fit the bill as this guy is obviously more into the idea of poisoning and such, which I like. So could definitely be an interesting character

    The dash thing is interesting, but probably unnecessary? If they're a tank, they either won't have an Evade at all, or they need some easy way to shield themselves to compensate. Rather than go the shield route, I think it would be better to just give him some kind of speed boost, perhaps whenever he poisons someone. Then rather then go for shields, a damage debuff you could apply to enemies alongside the anti-heal would be awesome, like a debuff styled tank. He should have some kind of CC though, or at least a slow. If he had those elements he'd be a great tank. So of the 3 specials, I'd suggest the second one have a damage debuff and the third one to slow. Then balance the damage accordingly.

    Rather than heal based on the damage you deal like a lifesteal, a flat effect would probably be better so that it's not all about maxing out damage. You could just saying that allies who touch your poisonous aoes instead obtain a minor heal over time as the opposite of the poison. Shouldn't be too high though just because he is a tank not a support

    I like the idea of anti-heal on an ability rather than a mode, maybe not 50% though depending on how long poison lasts as that's a little high. Since it sounds like you're saying it lasts until they heal to full or touch a health orb that sounds super broken. Health Orbs removing a debuff is a very cool idea though, just not sure if it balances out well.

    Annihilate which leaves behind a trail of poison sounds fun. It should definitely give a high speed boost as well like +25%.

    Here's to hoping they eventually open up some kind of character design contest or event where they may make one of our ideas a reality!

    posted in Feedback & Suggestions
    Evade This5965
  • RE: new game mode :nexus destroy ?

    Ironically, this game was originally going to be a MOBA, but it didn't really suit that concept as things move forward in development.

    However, there's not reason we can't borrow some of these ideas for the sake of some interesting game modes!

    Things to consider if you want a decent mode.

    • Every map has 3 objectives.
    • Usually they open and close at different times randomly, but this isn't strictly necessary. They could all always be open if the mode called for that, but the benefit of phases is that if you need time to regroup after losing the fight they don't just destroy the map while you're gone.
    • The objectives are not always in the same configuration (Aqueducts), but so far point B is always in the center of the map.
    • Spawn is not always accessible (Skygarden), so the spawn can't be a focus point.
    • You can create objects on the map, just try to keep it simple.
    • Kills should count for something. Right now in the two game modes they're worth 1.66% to 2% of the victory condition.
    • There should be a reasonable assumption that no matter how it is played, so long as the players are trying to do anything, the game should always trend towards ending. So someone should always be getting points.
    • Comebacks should be possible, no matter how slim, so all points must be earned and stoppable from being earned.

    So like a Tower mode hmm... like what if there were 2 towers that opened up, one for each team, on two random points. Any damage to a tower earns points, like say 1 per 100 damage dealt to it, and kills are worth 10 points with a win condition of ~500. The towers can attack enemies, but only if their guard is up - if you guard break them then they stop attacking until it recovers. So you could either protect your own and have the home ground advantage, or try to take out the enemy's. If you're left to solo the tower, you WILL win even if you take a little bit of damage as a result because you can take down its shields quick enough with no one playing defender.

    posted in Feedback & Suggestions
    Evade This5965
  • RE: Parrying with ranged characters is broken AF!

    So, guilty as charged, I started parrying people a lot as Kulev. It's basically impossible when you're getting double teamed though. But if ranged characters can't parry at all it starts to be a bit difficult. If we're taking Parry away from them, it should be replaced with something they can use because right now without it you're basically helpless against melee. If I could at least stagger them once every 5s it would be pretty doable.

    Alternatively having an anti-ranged attack mechanic is something I've considered and would be pretty interesting to do. If you could consume stamina to deflect projectiles or just reflect projectiles without using stamina briefly that would be pretty cool.

    I'm mostly just hoping the team is able to put out some updates in a few days. They've had a few things in the works since the beta, and the known issues they're working on need to be fixed up enough that they can start working on this other stuff. Their team needs to be larger - they're going to need more and more people as time goes on if they want this game to be successful.

    posted in Feedback & Suggestions
    Evade This5965
  • Privacy and Cookies
  • Terms of Use
  • Code of Conduct
  • DMCA Policy
  • Consumer Health Privacy
English (EN)
  • العربية (AR)
  • Português Brasil (PT-BR)
  • Dansk (DA)
  • Deutsch (DE)
  • English (EN)
  • Español (ES)
  • Suomi (FI)
  • Français (FR)
  • Italiano (IT)
  • 日本語 (JA)
  • 한국어 (KO)
  • Nederlands (NL)
  • Norsk (NO)
  • Polski (PL)
  • Português (PT)
  • Русский (RU)
  • Svenska (SV)
  • Türkçe (TR)
  • 繁體中文 (ZH-TW)
  • 简体中文 (ZH-CN)
  • No elements found. Consider changing the search query.
  • List is empty.
Bleeding Edge game rating

Ninja Theory

Xbox