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@Surrtan

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Posts made by Surrtan

  • RE: New Game Mode Ideas

    @b4njAx 1st of thank you so much for giving your feedback about my ideas ❤ Lets talk about it!

    @b4njAx said in New Game Mode Ideas:

    Problematic on a map like 665 though with the monster getting beamed every 60 seconds

    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.

    @b4njAx said in New Game Mode Ideas:

    I think Corporation Raid might be a better name though

    Honestly, for all I care they can call it despacito, just make the mode 😄

    @b4njAx said in New Game Mode Ideas:

    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.

    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.

    @b4njAx said in New Game Mode Ideas:

    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).

    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.

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

    Oh my, thank you for having taken the time to both read and share your thoughts, fellow ghosts ❤

    @XxUnReached said in New Game Mode Ideas:

    A game mode like LOL mainly have would fit with bleeding with a map just for him.

    To be honest I do not share the same opinion. Mainly because a match of LoL takes around 25-30 minutes on average which is a bigger committment than the typical BE matches. Also I do not think that more depths (in terms of builds/progression) is good for BE. One of the good things about BE is that it is simple, and you can pick a character without thinking too much about how to build him/her.
    Instead I think the game needs more depths in terms of mechanics and perhaps side objectives/map play in order to allow more skill expression without overcomplicating the game.

    @Niksan3127 said in New Game Mode Ideas:

    I think modes are not something that needs to be added to the current version. Most of all, the game needs to fix the gameplay, heroes, balance.

    Well yea, no doubt it needs bug fixes among other things in order to be a less crap version of what we have today, but it needs more game modes in order to actually achieve something. Even if they fix all the bugs and balancing issues; bleeding edge will just be an okay game aimed at a small niche audience. Meanwhile the true potential of the game's concept needs the game to offer a much "bigger" gameplay experience anyone can even talk about realizing the game's potential.
    Tldr: A "better" version of today's gameplay experience will certainly please the already existing playerbase. We need a "bigger" version if the game ever wishes to grow.

    posted in Feedback & Suggestions
    Surrtan
  • New Game Mode Ideas

    Hello Ghost Town!
    Yes I'm aware of the state of the game, and how it's extremely unlikely that anything I write here will be read by anybody, but writing is what I do best, and it's still fun to go wild with ideas, so I will just write.

    With that out of the way, I've been thinking about what new modes BE could have in addition to Objective Control and Power Collection, and I made a short list of conditions that new game modes should fulfill in order to remain true to the Bleeding Edge experience we have now.
    The conditions to be met by a game mode are:

    • It needs to be playable on all the maps
    • Both teams must compete for the same objectives (meaning no defending/attacking team etc.)
    • The average match duration should be 10-15 minutes, just like objective control and power collection
    • The mode must revolve around the map's objective points
      Additionally, the new mode should aim to create a slightly different playstyle. Meaning don't just replace cells with gold, call it Gold Collection and make it a new mode.

    Following the rules above, here are the Game Modes I thought of:

    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.
    Now imagine if there are different types of monsters, that would be so freaking cool o.o

    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.


    Should a ghost or 2 among you have other ideas, I'd be very excited to hear about them, but please spare me the "dude the game is dead wtf are you wasting your breath for" comments, I know it, you know it, we all know it, we're just having fun.

    posted in Feedback & Suggestions
    Surrtan
  • RE: Funny how this community doesnt move a single finger

    @IRIS-Xhang I remember you. We never played a match together as far as I know, but I've seen you (through completely coincidental watchzone encounters) trolling your games by moving from spawn to the electric fence (and dying) over and over, and doing similar troll behavior in other games, so my guess is that it had to do with that.

    posted in Bleeding Edge General
    Surrtan
  • RE: The Great Tank Rework of 2021

    Everything you said here sounds pretty good. I'd love to see it

    posted in Feedback & Suggestions
    Surrtan
  • Damage resistance buffs/abilities cause reduced healing received.

    These game changing bugs have been discovered in the past 2 weeks:

    • Zerocool's Upgrade Protection super causes allies standing in it to receive 30% reduced healing (55% if Zerocool has the 25% extra protection mod)
    • Mekko's Safety Zone causes allies standing in it to receive 25% reduced healing
    • Defense Buffs in Landslide cause the one who picks them up to receive 25% reduced healing
    • Bastardo's damage resistance mods cause him to receive a reduced healing percentage equal to the damage resistance percentage given by the mod

    Also might be worth testing if Miko's mod that gives allies standing inside her Kinetic Shield damage resistance; also suffers from the same issue.

    posted in Feedback & Suggestions
    Surrtan
  • A description of the different "skill levels" in Bleeding Edge

    One of the factors that lead towards improvement; is to understand what and how you are improving exactly. Thus, in this post we will attempt to package skillsets together into levels, and you can use these levels to develop a better understanding of where you currently stand, and where you can get better.
    Please note that this is not a "guide" in a strict sense, but rather a list of goals/objectives/requirements that once met, will mark your ascendance to the next level.
    If the game had ranks/elos I would instead say that these [could] be the requirements for each rank, but since we do not, we will have to theorize and use our imagination a little bit.

    LEVEL 1: THE SOLDIER

    • Understand how to play for the objectives; by collecting/delivering power cells, or capturing & guarding the active points.
    • Learn to use the mini-map for information on objectives and/or ally/enemy positions.
    • Make basic usage of your character's abilities. Meaning to heal your allies if you're a support, deal damage if you are a damage dealer, or protect your allies during team fights if you're a tank.
    • Most importantly: Learn to move with your team, and fight with them.

    LEVEL 2: THE CAPTAIN

    • Grow familiar with all the maps in the game (7 maps as of now), so you can move quickly and efficiently to where you are needed.
    • Understand the different map mods (12 as of now) and how they affect the way the match will go.
    • Master the character(s) that you main; by learning to make the best usage of their abilities, and finding the mods that suit your playstyle.
    • Know and understand what the abilities of the other fighters do, in order to work better with your allies, and understand the enemy strengths and weaknesses better.
    • Understand how to put together a basic team composition with supports, damage dealers, and tanks.

    LEVEL 3: THE VETERAN

    • Improve your Macro gameplay by grasping the concepts of positioning, map awareness, and overall game sense.
    • Improve your Micro gameplay by refining your mechanics; in form of learning to parry, evade, mixing up your attacks, and countering specific enemy abilities.
    • Learn to step out of your comfort zone and play a variety of roles/characters depending on what your team needs.

    LEVEL 4: THE MASTER

    • By now you should be able to recognize enemy mistakes and punish them for it
    • See the game through your opponent's eyes so you can predict their next move, bait out their evades/abilities, and basically be 1 step ahead of them.
    • With your great knowledge of the game you can get creative with mod builds, team compositions and/or ways to play your characters.

    LEVEL 5: THE GENERAL
    You have learned and mastered almost everything there is to learn in Bleeding Edge. The final skill for you to learn is to shotcall, and lead your team of (hopefully) level 2 (from this list) and above.
    Hats off to you General.


    With this we reach the end of this post. Should you have any questions or things I could help with, feel free to either reply to this thread, or find me (Sultan Cat) in the official Bleeding Edge discord.

    posted in Bleeding Edge General
    Surrtan
  • RE: Feedback to the devs: What I think you're doing wrong

    @XxUnReached said in Feedback to the devs: What I think you're doing wrong:

    As you had said before for hold your feedbacks for next year,better when they finally decided to speak with us about their game or/and in other case give their situation for all this silence

    I meant that regarding feedback posted on discord. Forum threads better be up and ready to be read whenever the dev team does decide to come back. Meanwhile, if they don't read forum posts then that would be a catastrophe.

    posted in Feedback & Suggestions
    Surrtan
  • Feedback to the devs: What I think you're doing wrong

    For a game as beautiful & fantastic as Bleeding Edge, it is very evident that there is a lot criticism coming from outside as well as from inside of the game's community. I want to say that I can only imagine how crappy it must feel to be so overwhelmed with demands and borderline hate while there is probably a lot that is outside of your control.
    In this thread I want to avoid making any demands (for updates and what not) and rather try to focus on giving objective feedback based on my observation at how some aspects of the game are being run.

    As mentioned at the start of the thread; there is absolutely no denying that Bleeding Edge is a very good game, and that you are all extremely talented and competent artists and game developers. I have yet to see a player that hasn't given praise to David Garcia's and Jamie Molloy's spectacular soundtracks, or Geralt & Andy's amazingly designed maps or Marco and Bao's very beautiful art; just to name a few of you. The game truly is a great product, but then what is going wrong in the eyes of your fans, and what exactly do they mean/want when they tell you to communicate more with them?
    In order to answer that, allow me to describe 1 aspect that we players care a lot about in games thats core idea is to be multiplayer, pvp, and (to some extent) repetitive like League of Legends, Dota, Overwatch and similar [purely] multiplayer titles, and that aspect is the developer of the game's vision/hopes/expectations for their game, and I wish to elaborate on what that means exactly:
    In many discussions about Bleeding Edge's future, there are 2 (failed) game titles that are mentioned in order to draw a comparison, one is Gigantic and the other is Lawbreakers, with Lawbreakers being the one that is relevant to the subject right now. In hindsight, the head figure of Lawbreakers "Cliff Bleszinski" made a mistake in seeming too cocky and pompous with the way he presented his game. Defining the game (Lawbreakers) as being a title for the most skilled and hardcore players, potentially scaring away some of the more casual players, but at the very least, he sent the message that he is very committed to his game, and wants to work on making it achieve greatest heights and compete with the biggest game titles out there.
    On the other hand, Bleeding Edge is making the EXACT OPPOSITE mistake. Instead of presenting the game in an ambitious manner (and risking being called pretentious or that it takes itself too seriously), Bleeding Edge is not even being presented IN ANY WAY AT ALL, so we, the players, have no idea what Ninja Theory hopes for or expects from this game. Does it even want to grow and become a big/popular title or not? We have no idea, because the developer's vision for this game is being kept a secret from the game's community. Does the game want to be big like overwatch and league of legends, or does it want to just "exist" in the gaming library, ready to be picked up by anybody but does not really care if people end up playing it or not.

    THE RESULT
    Is that we are presented with a game in which it seems like the developer does not believe in their game at all, so why should we?

    Yes the game is fun to play. For a while at least. After about 100 hours in the game; the act of playing it becomes an act of showing support to the game, in hopes that the unspoken promise of the game's developer using this support in order to move forward with the game that the community of is promising to keep playing and supporting, will be realized.
    Right now I can think of 2 possible explanations as to why the developers are allowing the game to remain in the state that its in right now:

    "But Sultan, we, the developers, are working on other Ninja Theory responsibilities, and things outside of our control are preventing us from resuming development on the game"
    In this case you have to tell the community exactly that. Be transparent (to some extent) with the community, and they will return your transparency, which also serves as a form of respect you are showing to the community, with patience and continuous support.

    "Sultan, we made the game and think of it like a ball. You can take the ball and play with it whenever you want and it doesn't really matter to anyone whether you play with it or not"
    If this is the case, then again you need to present this vision for your game to your community. If you truly have no intentions to reach greater heights with the game then that's fine, but you have to be transparent and let your community understand that this is how the game will be run, otherwise you're causing a lot of frustration in the community for no reason other than that you don't care about them.


    But all in all, I imagine that the real response to what I'm saying is:
    "Dude, we're game developers. Our job is to make the game. Presenting the game and managing the community is someone else's task"
    Which while being understandable, is also carefree in a negative sense. The Bleeding Edge community is facing a massive wall right now that makes it very difficult if not impossible to effectively communicate the game's state and problems to the party that needs to receive it. If on top of this wall you place a sign telling us that these problems are the responsibility of a party that does not exist (at least in our eyes) then you are killing your own community by letting these problems and frustrations continue to be recycled over and over until it turns into a tornado that will once and for all put an end to the game that we love.

    At the very least take this feedback and present it to someone within Ninja Theory or Microsoft that can be responsible for dealing with this type of issue.

    posted in Feedback & Suggestions
    Surrtan
  • Tips for every individual fighter: How to use your character effectively

    Here is a compilation of some super useful tips for every individual fighter in the BE roster, that you can learn in order to be as effective as possible with them.
    I tried to make the post as short as possible to not scare off new players, so this is definitely not all there is to these fighters.

    TIPS FOR DAMAGE CHARACTERS

    Daemon:
    It's very useful for a Daemon to accurately estimate/calculate his damage output, so that he can preserve his low hp pool by only coming out of stealth once he knows he'll either eliminate the target or deal significant damage that will give his team the advantage. On the other hand it will suck if he would shift strike out of stealth into the enemy team, and all the targets are still above 50% hp.
    You want to not only land your skills, but also understand how much damage they will do.

    Nidhöggr:
    This one is a very popular skill. Nidhöggr players should practice their shredder so much until they learn the exact time it takes for the shredder animation to complete, and how to quickly start the shredder animation again by hitting the shredder input at the right time.

    Gizmo:
    It goes without saying that she better know how to parry, but another useful skill to learn is to control your jump pad. When fighters get hit they turn towards the direction they got hit from, and this can cause Gizmo to jump in the wrong direction if she got hit as she got on the jump pad.

    Maeve:
    Same as Daemon. Since Maeve is an assassin with low hp; you want to make sure that you understand exactly how much damage your Siphon/Basic attacks will do, and preferably use them when you know you'll eliminate your target and get the killing blow (aka don't siphon a full health target unless you know exactly what you are doing).

    Cass:
    The most important skill to have as a Cass is the ability to dodge all forms of CC, because if you get caught as Cass you're pretty much dead. So learn how to dodge Maeve's cages/Buttercup's yanks/Nid's boomitar, etc. and make sure to wait till the enemies have expended their CC tools before you blade dance on their graves.


    TIPS FOR SUPPORT CHARACTERS

    Miko:
    If you main Miko then you should learn the range of all her abilities including her kinetic shield. As a matter of fact, the size of her kinetic shield is the most important thing to learn imo. You want to know exactly where the shield will appear, so you can position yourself accordingly and cast it in a way that will cut off point blank projectiles (like a maeve siphon while she is very close to her target).

    Zerocool:
    Learn to PARRY!
    And also to keep an eye on your healing charge. A good zerocool will know when to stop healing during the fight in order to charge up and go back to do more healing when it is needed (aka don't just press the heal button and pray the fight ends soon).

    Kulev:
    Targeting! As a Kulev main you need to be a master of targeting the right ally/enemy. You need to always shield the right ally because if you can't do that, your Kulev is pretty much useless for the team. Shielding the wrong target is a lot less forgiving than cursing the wrong enemy.

    Azrael:
    1- Learn to stack your soul eaters as much as you can, which you do by attacking different enemies, and having your void wave hit as many enemies as possible.
    2- Learn to accurately track your allies and place your portal as close as possible to them. If you can learn to place the portal exactly on your allies, then you've mastered the Portal.


    TIPS FOR TANK CHARACTERS AND WHATEVER THE HELL BASTARDO IS

    Bastardo:
    Almost everything about Bastardo is self explanatory, so there isn't much you can get wrong, but if you want to take your Bastardo to the next level, then you should learn to always land your leap of faith. It is the only ability in his kit that can directly help your team (by stunning the enemies hit), and if you can stun more than 1 target while your team is close, then you've given your team a huge advantage.

    Buttercup:
    Buttercup's aerial attack is a very powerful launcher that can even send tanks flying, so use it to peel and to disturb the enemies as much as possible. Buttercup's Launch ability is also very useful to learn, because it enables her to quickly reach her destination without mounting up. If you see a distant ally requiring assistance, you can use your Launch to quickly reach them and immediately stagger the enemy as well.

    Makutu:
    Leg-it is an extremely powerful utility tool. Heck it can even make your whole team immune to stagger for a few seconds. Learn to make the most out of this ability.

    Mekko:
    The best thing you can do with Mekko is life-lining your allies and pulling them out of danger. If you learn to lifeline the right target and quickly pull them to safety, then you might have just made Mekko be viable again.

    posted in Bleeding Edge General
    Surrtan
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