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@neoJimmi

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Posts made by neoJimmi

  • RE: Intensity and action feedbacks

    Hi,

    I agree with you and I might add that the problem is even worse during supers. You are never quite sure if you are hitting someone or being hit.

    I am in no way qualified in game design, but if I had to suggest an improvement, I would say to add some sound queues to let you know when you hit, being hit and whiff. Otherwise the UI might get to messy with a bunch of flashy colors.

    Cheers.

    posted in Feedback & Suggestions
    neoJimmi
  • RE: The game is gonna die fast without ranked.

    I absolutely agree that the game needs a ranked mode BUT having ranked too early might actually hurt the game because it will be compared with all the big boys on e-sports.

    What I think they should do, is add more game modes first. They don't even have to be that innovative. A deathmatch mode, a team deathmatch mode, and a capture the flag will mix things up quite a bit and help in the long run. Going ranked with only two modes, twelve characters, and five maps seems a disaster in the making.

    That said, I would like to believe that Bleeding Edge is to sell game passes on the Xbox (like sea of thieves), since as much as I love the game, €30 is too much for what it offers but €12/month as part of the game pass makes a lot more sense. So maybe they have the luxury to take it slow and add quality content without bleeding money to the point of bankruptcy. I am probably theroy-crafting here, but I hope Microsoft is willing to give the part of Ninja Theory that is working on Bleeding Edge (everyone else is probably working on Senua 2 for series X) the time they need.

    The game needs to eventually have a ranked mode, no question about it. But I much rather see the game adding more variety first, rather than getting pushed to become the next go-pro-or-go-home twitch sensation that people prefer to watch than actually play.

    posted in Feedback & Suggestions
    neoJimmi
  • Make parrying more rewarding

    Hi devs,

    I really enjoy the fact that Bleeding edge is not yet another FPS, so here's some thoughts from someone who really wants to see the game do well.

    The game lacks a high risk-high reward defensive option. There is a parrying system but there's nothing to be gained from it, while still being hard to pull-off. Why not give it some kind of extra reward to make it more enticing than dodging?

    I was thinking something like a frame advantage for a counter attack or instantly replenishing some of the dodge gauge or even have a successful parry give invincibility frames so you can run away when the enemy gangs up on you. The last one won't give you an advantage in one-to-one situations, but it can be a lifesaver when you have the whole team against you.

    To balance it, the timing of attacks can be made to vary based on the timing of the button presses. So the attacker has to mix their attack inputs and the defender has to read the opponent. In that scenario, dodging is still the safer option if you have the resources, but there is an alternative to punish button mashing attackers.

    My point here is not to buff or nerf a fighting style, but to give more ways to approach a situation. Games like Hellblade: Senua's sacrifice and DmC Devil may cry (you might have heard of them) reward precise plays by opening up the opponent or rewarding the atacker while they can punish botched attempts. I think Bleeding edge could benefit from mechanics like that.

    posted in Feedback & Suggestions
    neoJimmi
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Bleeding Edge game rating

Ninja Theory

Xbox