Agreed. I'd suggest something like what Blizzard implemented in Overwatch. Allied noise is reduced so you can hear enemies better. That way you have better feedback on who's doing what in those hectic effect-saturated team fights.
Posts made by JezebelTrap
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RE: Intensity and action feedbacks
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RE: Healthy changes for the game (personal thought)
Stealth definitely needs nerfing. Daemon's infinite mod needs to be removed altogether to stop the Power Collection exploit, and the damage and CC immunity needs to be removed or nerfed as well, since it seems extremely unfair that someone can just go stealth and sit there even though your attacks are clearly going through them.
Also the nature of targeted abilities and lock on needs looking at, cuz some like Gizmo's Sucka are pretty fair (it's easily avoidable, making it less effective to just toss it where your target is), but Bastardo's leap feels broken at this point. It happens so fast, it's basically unavoidable, and it tracks mid air which is completely ridiculous for a GROUND SLAM move. I could easily avoid him as Gizmo or Cass by leaping to a higher platform, but he'll just leap too and instantly stun me back to the ground, despite being mid air with no ground to slam!
I completely DISagree with the low health mobility debuff idea. It's the nature of these games to sometimes escape by the skin of your teeth through good skill or incredible luck. I just finished a game today where I made it out of a fight with literally 1HP. It's seems really unfair to punish someone further even if their low health is the result of being ambushed and not getting any heals.
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RE: This game needs more aiming/skill requirement
@ShadoWawker I see what you're saying, and kinda agree, but your argument is base on one crucial misconception: Treating the game like a shooter. Apart from Gizmo, the damage output of ranged basic attacks is pretty low compared to the melee fighters. They're more reliable and of course effective at range, but they are countered by a single melee attack.
Despite following the trend of Hero-Based games like Overwatch and Paladins, Bleeding Edge has little in common with actual shooters, and more in common with somewhat less reactive titles like League of Legends and DOTA2.
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RE: NERF Cass Dart Super
@RageKrom Yup. I've found that Cass has merely OK damage over all, because she NEEDS dmg mods and/or powerup to feel like she has impact. Daemon's full melee combo, while also really quick and hard to parry (due to the speed and awkward timing) deals far more than a burst from her basic attack and a full Rake combo (which is very slow and easy to parry after the first 2 hits). Apart from Dive Bomb, her kit has zero crowd control utility, and all she has above anyone else is mobility. The balance of health - dmg - utility for her is so poor that she can barely win any 1v1 match up. She either dies, or runs away without doing anything useful.
If you need someone for raw damage, just go Daemon or Nidhoggr since they offer more burst damage (Nid has the advantage of dealing percentage dmg too), and they both provide powerful crowd control utility without mods. Daemon has shuriken which deal dmg over time AND slow the target, and he has multiple charges. Nidhoggr's Boomitar is surprisingly easy to land and stuns for a good duration while dealing insane damage. The only CC that Cass brings to the table is a short stun from her Dive Bomb, and a mod for her Swoop. DB doesn't even deal much damage (About 100 in the center), so modding the damage for it is pretty much a wast of a mod slot given how little impact it has and how much wind up it has and how the enemy can see where you're aiming. Buttercup's Burnout has no wind up, and thus no warning, hits a MUCH larger area, and deals twice the damage.
So they really need to either swap the charge times (maybe even lower the shorter one a little in that case since DB is so low impact), or buff DB so it feels like it adds something to the fight beyond a slightly wider hitting Nidhoggr Boomitar throw. Compared to a similar ability in Overwatch, Doomfist's Meteor Strike, it has none of the threat potential. DF's ult doesn't show where he's landing until he picks the spot, and then there's a short delay before he hit the ground, and anyone in the center takes insane damage, trailing off towards the edge. Cass tells everyone where she is long before dropping, the center is pretty small, and the dmg is weak.
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RE: NERF Cass Dart Super
What everyone else said; Her damage for the ult is fine, and only becomes horrifyingly strong with the mod and power. The reason it deals much more than say Daemon's Shadow Strike is because she's totally vulnerable for the duration, while Daemon disappears into total invincibility.
The only thing I would suggest is to swap her ult charge rates. It's a very powerful dmg tool and displacer (cuz no one wants to stick around in that field of pain), like a mobile fire trap from an objective point. It has much more impact than her Dive Bomb, despite the stun from the latter.
Dive Bomb is more for utility, but it doesn't have much impact due to the low damage, short stun, and the fact that enemies can see where you're aiming it.
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RE: The Relationships so far
Nobody really likes Cass cuz she creeps them all the hell out.
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RE: End Game Countdown
I agree. It leaves very little time to do much of anything that can only be done in the endgame screen. As an extension, it'd be nice to be able to see the scoreboard of past matches WITHOUT needing to download the match for replay.
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RE: Nerf cure
What Kam said. Healing generally feels fine, since it emphasizes the team aspect of the game. What I would like to see are some healing reduction abilities/mods.
One thing I thought of was a "Bleed" status that would cause relatively weak damage over time, but lasts a good while (about 5s) and reduces the effectiveness of healing.
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RE: (Fan Fighter) Gigabit
Very cool (and cute!). I always like seeing fan concepts for hero-based games like this.
For the Supers, I'd make the slow of Burrowing last longer (since the knock back would pretty much consume the 2s slow before they even got up), and Mega Nuzzle ought to offer a little more than just making them run faster. And instead of simply giving them his health, something a little less "all or nothing" like shared health would seem more viable; Instead the damage is split 50/50 between Gigabit and the target, and if one dies first, the other survives. It'd have the double effect of sacrificing yourself to buff a high health target, or giving a weakened ally a chance to survive.
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RE: Parry should reward more
This may be exclusive to PC/M&KB players, but for me parry is just flat out broken, in that it doesn't work reliably. The game seems to cache your inputs, so if you mistime a parry it'll still end up going through the instant you're able to act after being staggered by a melee attack (even if you're not pressing anything), which sends you into a brief recovery state where the parry can't be activated, making it nearly impossible to get the timing right, or even practice the timing in Dojo. Add to how the window of opportunity of the parry and attacks are so imperceptibly tiny sometimes, it's more of a death sentence than a useful defensive feature.
Compare to a game like Metal Gear Rising Revengeance, which requires you to push the movement analog stick in the direction of the oncoming attack, and press your own attack button at the same time. This means the physical action of performing the parry on your controller involves a very brief delay from moving the stick before the game can even register your move. Even with that in mind, no matter the enemy or how slow and telegraphed or fast and unrelenting their attacks are, you don't need inhuman timing to master the parry. The game has a much larger window of effectiveness for the parry, while Bleeding Edge has such a small fraction of a second with which the parry is viable.
EDIT: I'd also add that, at least with Cass, it would be lovely if I didn't automatically dash instead of parry when using my primary attack in between parry attempts (again, this also happens with zero movement input)
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RE: Skin cost
yeah 2000 for a palette swap is really overblown, considering how slow you actually gain currency. And since the only available skins (that aren't pre-order/game pass exclusives) are just palette swaps, there really ought to be more of them. And if they do add "legendary" skins that completely change the character model, and they are priced much higher, it'll take ages to get just ONE of them. It's taken me about 15 hours to generate enough to get just ONE skin. It'd be nice to see either an increase to the currency gain, or a drop in the prices.
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Stop Cacheing Inputs
I don't know if this is a PC/M&KB-exclusive problem, or something that affects the game as a whole, but with the way the game seems to "cache" my inputs makes practicing the timing of abilities/parries/cancels all the more difficult because of it.
Even in the Dojo with zero latency/ping problems, it's a hair-pulling nightmare to practice parry timing because of the cached inputs. I'll try to time it for one hit, whiff and take the hit, and think "alright I'll get the next one", but thanks to the whiffed parry being "cached" it ends up going through the instant I'm no longer staggered, meaning I've wasted a parry and am in "recovery frames" by the time the window for the next parry opens up. Even against someone with slow telegraphed attacks like Makutu becomes a challenge to parry because the cached inputs throw the timing off.
The parry window was already wickedly tiny, but this just makes them nearly impossible to pull off even in a controlled scenario, let alone in a proper match with inconsistent latency.
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RE: Miko and Cass
@No-TAG-Raziel I don't think Cass really gets along with anyone. She even colder and
more broody than Nidhoggr! -
RE: Character stats and ability tooltips
I second this. I've only been able to approximate the dmg/healing some attacks and abilities do by watching the segments of the health bar. It'd be nice to see either floating numbers in the Dojo, or just have the raw data listed in the ability screen.
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RE: Win the crowd
That's a cool idea, but while it sounds really nifty and setting-appropriate, I can see this kind of mechanic easily generating an ultra toxic player base. It would cause strife within the team since everyone would be competing with their own teammates for dmg/kills/healing, and be brutally punishing for amateur players since their shortcomings would reward the enemy and tilt the match even farther in the enemy's favor.
I wouldn't implement this in every game, but maybe an entirely separate matchmaking queue for a specific game mode with this feature would work.