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Posts made by TreasuredGems

  • RE: MAEVE addressed once and for all...

    Let's make a check list of all of Maeve's abilities.

    Cage - Disables movement completely. Basically immediate animation with barely a fraction of a second to react (unlike Bastardo's Leap). Basically renders any form of stealth or parry while inside 100% fruitless.

    Cage Weakness - Nothing.

    Siphon Life - Absolutely ridiculous range. Huge Damage. Health Restoration. Super Armor (ON A RANGED DPS).

    Siphon Life Weakness - Stunning abilities only and nothing else. Melee attacks or combos do nothing, especially if the Maeve spams the jump button causing most of your attacks to miss (since she has super armor your combos are meaningless).

    Vanish - Invisibility. Invincibility (lol so she gets both). Movement speed increase. Literally the perfect escape tool.

    Vanish - Weakness. Can't attack. But who cares, that's not the point of it. It's an escape.

    Toil and Trouble - Should basically be considered a one-shot to whoever it hits. Auto tracking and no range limitation. If it's canceled successfully she still gets to keep the ult she failed to use within the active animation. So just cast it again in a few seconds, since your opponent was skilled enough to stop you, you deserve to use your ult again.

    Toil and Trouble Weakness - Line of Sight. That's it. Because disrupting the ult means nothing.

    Passive - Full cooldown resets on a kill (Yup this is balanced because it's so hard to do on a class designed to kill things. Sarcasm by the way, it's absolutely broken). Has a mod dedicated to giving you 15% ult charge each time it procs. So every other character who kills get scrap (nothing) but Maeve can get 15% ult charge for her finishing blows while being designed to do exactly that?


    I called it since the beginning that Maeve was broken, from the first day she was shown off on Stream. Almost all the devs playing saying ''Maeve is my favorite character''. Because of course a highly advanced super skill based character can easily be picked up by the average joe and give immediate value.

    This is exactly why Maeve needs her ''advanced'' status removed, or get put in a position where her actions have consequences, period. It's almost baffling anyone even plays Gizmo (a ranged character that can actually be punished by melee combat, as she should be).

    posted in Bleeding Edge General
    TreasuredGems
  • RE: All characters besides Buttercup, Cass, Daemon, Zerocool and Nidhoggr need to be buffed

    @Tetris229 Yes, please focus on fixes and improvements first. The stuttering, fps cap, and lag for pc users (and whomever else) should be one of the top priorities.

    posted in Feedback & Suggestions
    TreasuredGems
  • RE: Leaver Penalty Change

    @Sci0n Leaver penalties are in a large majority of multiplayer games, successful and unsuccessful alike. If you don't like leaver penalties, fine, but you bringing up a bunch of unrelated points like ''this game is dead'' and ''i don't like the balance'' really doesn't have anything to do with the leaver penalty as a system to improve matchmaking as a whole, which it does.

    It more sounds like you just don't like the game when you do that.

    @Fawxxy Is it ignorant, or am I telling you something you don't want to hear? If you followed the Alpha, Beta, and the streams the devs have repeatedly said the game uses MMR. It absolutely does, as I have yet to come across this issue of my team mates being morons, that lack the basic game knowledge. According to you the devs are lying, I'm lying, and anyone that opposes your point of view is lying.

    You're saying people can back up the fact they're not being matched up based on skill, while directly contrast to that people also can. Playing the game a lot is not what MMR is about, it's actually about matching players in skill as closely as possible even if there is a gap to some extent.

    The one thing you're absolutely correct about is that I'm telling you to not leave games if you don't want to be backfilled. Why not just take the loss to guarantee yourself numerous games without having to backfill? Are you implying that every time you start loosing you're justified to immediately just leave the game as a 3 vs 4 without any penalty to you, and that you enjoy when people also leave your games as well when things don't go your way? Wins and losses are inevitable, and you are being matched as close to your skill as possible.

    posted in Feedback & Suggestions
    TreasuredGems
  • RE: Leaver Penalty Change

    @Fawxxy It is grouped based relatively on skill though. The game uses an MMR system. I play games where the teams work together basically all the time (this of course doesn't mean a guaranteed win). There are ''those bad games'' of course, but not really to the degree you're mentioning where everyone is a headless chicken.

    Also if you're stuck in a backfill loop chances are you leave games by choice. With that being said, to avoid being put into backfill constantly just don't leave games. Accept your losses, no matter how bad they are. I backfill maybe once or twice a day at best, playing about 20 games in a row.

    posted in Feedback & Suggestions
    TreasuredGems
  • RE: Suggestion: Add a Warning when someone first leaves regarding leaver penalty

    @Mitxel9703 I'd agree for the first time only to not punish (but if it stays as is that's 100% fine with me). From there every leave should penalize you hard. Every single leave (like it does now). I love that the game forces leavers into a backfill loop and makes them learn to stay in games and accept their losses. Perfectly balanced as all things should be.

    @D4m0R3d It does warn you on your first leave attempt. I've never ''legit'' attempted leave a game, but have clicked it out of curiosity.

    posted in Feedback & Suggestions
    TreasuredGems
  • RE: Siphon Life is a problem

    @Sol-Aethiops Personally I think one of the things this ability does not need is the super armor. Making it cancelled with the regular hit-stun should be a fair trade with all the value it already gives (since it's a ranged, high damage, health restoring beam with auto-tracking). The inability to get knocked out of it without an actual stunning ability is where the skill goes a bit overboard in my opinion.

    posted in Bleeding Edge General
    TreasuredGems
  • RE: All characters besides Buttercup, Cass, Daemon, Zerocool and Nidhoggr need to be buffed

    @SoM3-R4Nd0M-NuB I have a 63.45% win rate (out of 20hours played as a solo que on dps), 1,500+ kills and 194 deaths (7.62 kills for every death). I can obviously kills Maeves. However, at my MMR good Maeve players and Cass players are very common. It's easy to distinguish which of those characters take more effort to get value out of. Especially considering I'm in the area where double healer is common place and almost every game has a Maeve in their roster due to the fact.

    It's not about getting good, nor is it being implied she's unkillable, it's about the fact she obviously has a borderline perfect kit with almost every possible option available to her for most offensive and escape situations.

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

    Personally I believe if they just don't record the loss (or the deaths) when you backfill it would be fine. That way if you lost the match it wouldn't feel like a complete punishment for just wanting to play.

    Most of the time what I see is when someone gets put into backfill they'll just camp the respawn room until the game ends. Of course this also doesn't happen as well. Backfill is a necessary evil, but it needs to not feel like a punishment especially when you're not a leaver yourself.

    posted in Feedback & Suggestions
    TreasuredGems
  • RE: All characters besides Buttercup, Cass, Daemon, Zerocool and Nidhoggr need to be buffed

    @EthanielRain Add that siphon life also gives her super armor while it's in progress, as a ranged, for some reason.

    Bad Maeves are easy to kill (this doesn't change the fact she's over-tuned, especially in a same skill scenario). Good Maeves are nightmares to commit on properly, due to that over-inflated kit.

    The same thing can be said for Cass, but the difference is Cass is an actual Advanced character. I love getting owned by great Cass players (at least it's justified due to the mechanical prowess needed).

    The only character in this game I personally consider overdone is Maeve.

    posted in Feedback & Suggestions
    TreasuredGems
  • RE: Supers need to be game changing

    @Morgsj07 This sound great at first, until you realize Overwatch has the same thing and it's basically a press Q to win'athon (or whatever people bind their ultimate as here). Regardless, I like how ults are at current. They deal high damage but can't win you a 3 vs 4 by just doing it unless you're extremely lucky to cosmic levels. In fact in many occasion ults may or may not completely turn a fight in general, and that's how it really should be.

    In the case of some ults needing a buff, I can vouch on that sure. Some characters have awful ults (of the two) that basically leaves no reason to use one over the other. That, I can support changing/tweaking.

    @OddRedemption <=== This guy gets it.

    posted in Bleeding Edge General
    TreasuredGems
  • RE: All characters besides Buttercup, Cass, Daemon, Zerocool and Nidhoggr need to be buffed

    @AngelsoftheAir Cass needs nerfs? I can't really agree with that. Cass is the literal embodiment of the Advanced category. If you get good with Cass you 100% deserve your kills.

    Also tanks are front-liners. It's not really your job to hunt-down ranged characters unless they're in your vicinity (there are always exceptions though). You're more supposed to be a giant distraction / peeler. Though if you play Buttercup snagging a Cass who isn't legging it should be a day at the pond, with the ol' hook. 😄

    posted in Feedback & Suggestions
    TreasuredGems
  • RE: Daemon the under balanced fighter

    @YBKmeatbeat Daemon? Under Balanced? Hell no. Dude has the most flexible kit in the game for a dps.

    Not sure about you, but I barely die. I think you need to just practice a bit more and you'll see his strengths. Either that, or he's not your playstyle (as many just use him cause he looks cool and not much else).

    posted in Bleeding Edge General
    TreasuredGems
  • RE: So afraid for this game...

    @IxIThe-Robin I'm not trying to say it's like or close to Apex Legends. I'm saying Apex Legends got popular without advertisement from EA and barely any in general (while the battle royal scene was already over-flooded). It's only after it took off it started gaining heavy levels of support because it was a great game. Remember, the game literally came out of nowhere. They literally just tossed it into the public without any fanfare.

    In short I'm saying there's a chance this game can take off on its own. Free, paid, or otherwise. Extreme levels of success isn't guaranteed, nor is it impossible. Basically, I'm willing to see what happens.

    posted in Feedback & Suggestions
    TreasuredGems
  • RE: So afraid for this game...

    If it's any consolation, Apex Legends got popular relatively without advertisement or push from EA. So there is ''hope'' for Bleeding Edge to become a big deal, if the skill cap isn't too small and it doesn't deteriorate into just a button masher (which is why some level of mechanics should be cherished). As this is a team based brawler there aren't many out there, and Ninja Theory doesn't seem to be having financial trouble (which Gigantic actually did). Nor are they marketing it as a super elite get good or go home game like Lawbreakers did (the history of that game was actually a circus).

    I think the game will be alright. Long as the devs do what they can, and do it well, word will spread.

    posted in Feedback & Suggestions
    TreasuredGems
  • RE: My 2 cents on the overall game balance.

    As a Daemon main (who's clocked in almost 11 hours only playing him during this beta). I believe Daemon under no circumstances should be able to contest objectives while invisible, nor deliver power cells.

    I main stealth characters in almost all pvp games, and it's deliberately balanced like that for a reason. Infinite stealth itself is ok, but once interaction happens in any capacity, you should immediately be unstealthed.

    Truthfully I consider the infinite stealth mod useless (due to the vanilla stealth lasting ages as is), but I don't like the idea of cheesing objectives so nonchalantly. Making it so the Daemon can only drop power cells or contest an objective once he manually unstealths himself, is an easy fix.

    About Maeve, I think her ''advanced'' status is unrepresentative of the skill she actually takes to perform well with. She has cage (as an escape or trap). She has stealth + invincibility, and stamina for escapes. A self heal. Amazing damage. Then you can top all these tools off with complete cooldown resets on kills.

    Of course one can say she needs to get an actual kill for her cooldowns to reset, but she's a ranged dps and it really isn't that hard to do even if you're technical or not (unless you're focused down extremely hard). Even the dev team on stream have constantly said ''Maeve is my favorite'' and the same case is said for most of the YouTubers/Streamers who also pick her up. The reason is unfortunately obvious that her kit is heavily over-tuned (despite them trying to balance it out with massive cooldowns), and I strongly believe she'll become a top pick once the game fleshes out in the future.

    In fact, I'm going to pick her up myself once the game officially launches since I'd like a second dps role. 🙂

    posted in Feedback & Suggestions
    TreasuredGems
  • RE: Feedback: Parrying / Ultimate Charge / Character Roles

    @D4m0R3d Perhaps it's more me thinking that once proper compositions are established and the best way to cheese your way to victory starts to become more wide-spread, that this might become a problem to not have role-lock. Same case for people not playing healers due to dps/tank being much more fun by comparison (though to be honest I haven't seen many cases of no one playing healer thus far). However, what I have seen is double healers. From my experience in both playing with it and against it, it has potential to become a huge problem, but hopefully won't.

    I agree it's a bit too early for any kind of role lock, since the game is too new. Perhaps the idea might be a bit more valid a few months down the line. I do hope it won't though.

    @Sol-Aethiops But as it stands Parry isn't even worth using, even a little. It doesn't even give a seemingly mild benefit, but rather the opposite. Currently there are no positive reasons to parry due to the existence of stamina. The best way to use parry to win fights or escape, it's to not use it at all due to the risk not being worth the reward (which is no reward). The two second stamina lock (in my opinion) is by no means overpowered. You'll be able to get one combo off before your opponent's stamina replenishes (they can even parry themselves), and that in itself is the reward for doing so. In fact, this also allows for you to escape as well if it comes down to the scenario. Let's not forget abilities for your opponent still remain active.

    At the moment if a player (let's say a healer) uses a parry to stop incoming combos, the opponent simply uses stamina and continues their combo. There is no difference, as I've continued to combo many players who have parried me in succession despite me button mashing them. That seems a bit unhealthy for an advanced technique to be honest.

    I'm not totally against passive ult charge as an idea. What I'm more trying to communicate is that kills or damage should net a player ultimate charge to some degree (not an outrageous degree just ''some'' degree). As you said the game needs it for less experienced / skilled players to fall back on, and this would benefit both parties.

    The reason I say this is because no matter the player's skill level, they'll be hitting / killing people. Especially since the game uses an MMR system (which puts the players in question against other players of similar skill level regardless). So I really see no negatives to this implementation, other than the game becoming and ult fest if it's implemented poorly.

    Even if we were to dial passive ult charge back a notch or two, it wouldn't make a difference because everyone would still have their ults to fall back on due to the MMR system in place. If all the players in a match are less experienced / skilled then it's safe to say they reap the same benefits. Of course this doesn't cancel the possibilities of a more skilled player being in a match of less experienced ones.

    @oO-Circajp-Oo @PricillaAtticus Thanks very much for your ideas! I'm glad there are many more players than I expected who'd like to see additional improvements to parry.

    If anyone else would like to pitch their experiences or ideas please feel free to do so 🙂 .

    posted in Bleeding Edge General
    TreasuredGems
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