Bleeding Edge

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

Posts made by x AmberPrice

  • Community Montage

    Hey guys,

    Obviously with the recent announcement that the game will no longer be supported, a lot of people have felt disappointed.

    I wanted to try to mark the end of development with a positive and create a video showcasing some of the best moments since the release of Bleeding Edge.

    Please check out the announcement video below, and if possible, submit your own clips for the Community Montage! Let's try and come together one last time to produce a send-off that the game deserves!

    Announcement Video with details on how to send your clips

    Feel free to ask any questions here!

    Many Thanks

    posted in Bleeding Edge General
    x AmberPrice
  • Thank You.

    While Bleeding Edge still remains and will continue to remain playable for the foreseeable future, yesterday's announcement stating that there will no longer be any content updates definitely feels like endgame for the franchise, less than a year later from March 24th's full release. Although many felt like this announcement was inevitable, it doesn't hurt any less to finally have that confirmation.

    I don't really like to speculate on why this decision has been made, nor do I really want to use this thread to criticise how and where things could have been better. However, a lot of false information is being thrown around, such as the developers never cared or they simply gave up, the community was too toxic, they should've gone F2P, etc etc. I think the most likely outcome is the prioritisation of Ninja Theory's other upcoming projects, as they stated themselves in their announcement. Ninja Theory have earned themselves a pretty valuable reputation since the release of Hellblade, so much so that they were acquired by Microsoft Studios back in June 2018. Bleeding Edge was already well into development by this point. I'd imagine getting a brand new Ninja Theory-stamped game straight onto Game Pass in a somewhat lacklustre Game Pass market at the time (multiplayer, moba) would add a lot of immediate value to it. Obviously I don't have the official numbers, but I'd wager a huge percentage of players trying Bleeding Edge came from a Game Pass subscription, which is very much in line with the demographic of players you run into to this day - in fact there has always been a steady number of brand new players trickling in. With Ninja Theory's new projects, they are seemingly pushing new boundaries in the gaming industry and it's something to be genuinely excited about. I'd imagine all 3 of which, most definitely Hellblade 2, will be Series X system sellers therefore there's probably a decent amount of pressure from Microsoft to get these projects shipped. While the core community certainly believe Bleeding Edge can grow and become something special with more support, seeing current numbers on the game probably don't give enough reason for resources to remain on Bleeding Edge with the overhanging importance of the other 3 projects as stated. The developers of Bleeding Edge certainly don't deserve any resentment for this decision, and they absolutely did care, and still do very much. The closed Alpha period of the game's development was almost as long as the shelf-life of the full release. With the game's unfortunate release time right when the coronavirus pandemic truly hit the globe for the first time, and with Ninja Theory employees working from home ever since then, I'd imagine it was even harder to continue to update Bleeding Edge as much as they would've liked along with also staying on schedule with their other 3 projects.

    Now that's out of the way, I just wanted to say THANK YOU to the Bleeding Edge developers from myself and the community. From a personal standpoint, it has been an amazing journey. I first played Bleeding Edge back in June 2019, the first ever closed Alpha build of the game. I believe there were only around 50 people per region permitted to play at this point, during a 2 hour window every week. I didn't have much of an idea of what I was getting into, but I quickly felt very welcomed. I met some amazing people, as well as some of the developers who regularly joined in playing and chatting with the growing community. I remember always looking forward to that 2 hour session every week, and the time absolutely flying by when it eventually came around. I remember messing around in the Dojo when the servers were offline, trying out cool combos and looking for easter eggs with the community on the Discord. I have written NOVELS worth of feedback and discussion on the forums, and I thoroughly enjoyed every minute. The game was very different back then, and I wish a lot more people got to experience Bleeding Edge in that moment. To this day, I still hop on almost daily, with every character maxed at level 30. I really do love the game.

    My favourite parts of Bleeding Edge, in no particular order:
    -The character designs! Wow! Every character felt so unique and personable.
    -The soundtrack! I get heavy nostalgia when listening to "Life Packs Punches", takes me back to those moments of anticipation while waiting for the clock to hit 7pm so I could queue up during the Alpha 🙂
    -The EVOLUTION the game went through! Again I feel very privileged to have witnessed this, but it's truly amazing how much the game naturally grew and evolved. Not only with balance changes and QoL updates from the devs, but players discovering cool new strategies and combos. I remember one of the most common criticisms back in the Alpha was the game lacking depth and that's been well and truly disproved with present day Bleeding Edge
    -The devs - how unbelievably friendly they were towards me and the rest of the community. Playing and chatting with you all was an absolute pleasure

    I encourage you all to share your own favourite parts or favourite moments as well!

    I've been trying to come out with something to say for a while now, but for once it's been difficult for me to fill a page with writing on here without stopping! I'm truly sad to hear that this game will no longer be receiving support, and the days of being able to still find a match are numbered. But I will leave this game with some amazing memories, truly one of the best experiences in gaming I've had, so THANK YOU for everything! I wish you the best in your future endeavours. Thank you to the community for being awesome as well.

    posted in Bleeding Edge General
    x AmberPrice
  • RE: To the bleeding edge developers

    The biggest detriment to the game in its current state is those who consistently 4 stack in public matches. For me personally, it's the reason why I haven't hopped on for a while. I don't understand why those same people cannot just split themselves into duos, they'd have far better quality of matches and they wouldn't turn so many new players away from the game.

    On the other hand, the game is tailor made for a 4 stack vs 4 stack experience. If we had a larger playerbase, therefore a larger pool of 4 stacks, it wouldn't be a problem at all, in fact it would be encouraged. However, like I said, in the game's current state, it has a tremendously large negative impact. If it's turning me away, then it's definitely turning Game Pass Gary away who is playing his 3rd ever game.

    In regards to "exploits", there really isn't any at all. Emote cancelling is not an exploit. It does exactly the same as staggering your combos does, you just press the emote button in between. There's nothing exploitative about that. Mount cancelling tanks so they were infinitely hitstunned WAS an exploit and was patched. If anything, emote cancelling is healthy for the game - it adds a lot more depth to the combat, and along with parrying, the game has evolved a long way since everyone used their entire combo strings one after the other. HOWEVER I can definitely understand the poor taste in using these methods in a 4 stack versus complete new players.

    posted in Feedback & Suggestions
    x AmberPrice
  • RE: Developer Update (opposite of community update)

    Yep, this is definitely a great place to start, however the 1st section is definitely not inclusive to all of the technical problems that need fixing. Just off the top of my head as I'm bored on a Wednesday afternoon, I can think of:

    • Makutu voice line saying point A when selecting point C and vice versa
    • Queue randomly breaking, cancelling and then need to restart the whole game
    • If Maeve lands a Cage on Azrael Chrysalis in the air then it falls to the ground
    • In-game audio breaking frequently, especially lack of sound in backfills
    • Sometimes, if your controller disconnects during the pre-lobby screen, your screen will be greyed out (as if you needed to re-connect your controller, just without the actual prompt) and you will be unable to move once you have selected your character.
    • Buttercup loses stamina when charged whilst burling
    • Buttercup's hook goes through some solid objects
    • Unbearable freezes/frame rate drops multiple times a match. Text Chat usually crashes my game completely.
    • In-game team chat always seems temperamental despite all options being correct.
    • Certain mods don't work at all e.g getting Can't Touch Us 25% quicker (thank god tbh) and Azrael Soul damage % increase.
    • Cells get stuck under the map on Jersey Sink, in the mini trains on Landslide and other random places
    • Kill feed doubles regularly
    • Getting stuck in specific map spots e.g Boneyard under Point B
    • Zero walls can be extremely temperamental, especially when high ground to low ground and vice versa
    • You can parry a curse and it can also cancel stuff like cass swoop and makutu barge
    • Mekko shield won't recharge sometimes when bubble breaks
    • If lifeline cancels while mekko is surging, it cancels surge. Might be intended but just feels weird.
    • Bastardo shouldn't fall into Makutu's Charge if he Leaps on him from behind
    • Katamori can juggle infinitely if next to a wall
    • Health pack in the corner near the electric fence on Aqueducts often has a weird invisible wall
    • Gizmo bouncer gets stuck, places weirdly, places and can't be used, won't place on perfectly normal ground, etc
    • Hydrocore fire doesn't register for a full 2 seconds, can also kill if you walk close to the edge above.
    • You can peek a brew to spawn on sky gardens
    • If you jump and use oil slick as butter you get a speed boost
    • Burnout doesn't work at all sometimes. Just doesn't register the input
    • Super icon randomly changes during fights so you can't see its percentage
    • Killing blow sounds when you don't get killing blow, can be especially annoying as maeve with schadenfreude
    • Cell Mates Cage is really weird, if you get close enough you can still fire some projectiles inside e.g. Daemon shuriken.
    • The radius on the bomb in Dying Gift when it drops often shows as too small, if you're standing outside of the circle you still get hit sometimes.

    It does make me sad that there are so many of the same bugs I run into daily to the point I'm just numb to them all. There are some that I can live with and I obviously expect things to go wrong sometimes, but a lot of these genuinely hinder the experience, are relatively common, have been a thing since Alpha and Beta and have been given as feedback multiple times. I do wonder how many new players have been turned off by the technical issues alone.

    ...but looking at Discord and seeing devs unaware of Azrael's DPS mod not working and Makutu's Fighter page not up to date, I'd wager the majority of these have also somehow blown under the noses of those who "read all feedback". 🙂

    posted in Feedback & Suggestions
    x AmberPrice
  • What's Next for Bleeding Edge?

    As we approach the 6 month anniversary of Bleeding Edge's full launch, I thought it would be interesting to discuss what's next for the game's future, as well as looking into a few realistic ideas that could potentially improve the quality of the game, the atmosphere surrounding the game and how the game is displayed to new players.

    Toxicity.

    I don't think it's any secret that the game currently breeds a bit of a toxic environment. An article that echoed an interview with Creative Director Rahni Tucker shortly before the full launch of the game resurfaced in the official Discord recently, which detailed hopes of making a more "friendly, enjoyable and playful" online competitive experience. There's no denying that the colourful artstyle and wacky undertone of the roster reflects that ambition. And I honestly think, for the most part, this goal was achieved during the Alpha. Most games concluded with a virtual handshake and a friendly discussion in the community Discord. A lot of the regulars began recognising and mutually respecting each other, whilst still accepting and encouraging brand new players who were learning the ropes. The presence of the developers themselves organising, teaching, communicating and relaxing in-game contributed towards forming a tight-knit, welcoming community as well.

    Fast forward to the present day - there are cliques, grudges, leavers, unsportsmanlike behaviour, flaming in every match, games are thrown, new players are gatekept into learning anything, the list goes on. The game no longer feels inclusive like it used to at all. And I really don't think it's a coincidence that developer interaction, both in-game and outside, has drastically decreased in correlation with the increase in community unrest/toxicity, especially with the context of the above article in mind.

    So how did we end up here? And how can we improve on the situation we're in?

    Tetris himself reminded us in a recent thread of the options in place to combat and reduce toxicity in games. Whilst that is effective and essential, it's about the bare minimum in online games nowadays, and there's certainly more the game could do both within the game itself and the community in order to bring the it closer to the ultimate goal of a more "friendly, enjoyable and playful" environment as mentioned in the article above.

    One of the biggest contributors, in my opinion, is the fact that every player is currently chucked into the same matchmaking playlist. At this stage in the game, there are so many unique categories of players - brand new players who are looking to kill a bit of time and just want to have fun, brand new players who are looking for a new competitive challenge, returning players who enjoy the game but aren't typically skillful or competitive, returning players that need a competitive incentive, etc etc. There is a matchmaking system in place designed to match similarly skilled players against each other. But that can't read a player's mindset. You need, at minimum, everyone on your team all to be pulling in the same direction in order to get the most enjoyment out of the game. It's not fun when you want to win in a competitive environment when your teammate wants to try Nidhoggr for the first time in the 30 mins he plays a video game every week. And that is compounded even further when the playerbase is as low as it is right now - you have even less of a chance of matching with another 7 players all with equal mindset and purpose. And I ultimately think this has a drastic effect on the amount of toxicity there is in the game.

    In order to improve on this, I think splitting the playerbase into separate playlists where they can choose where to be themselves and play with like-minded people would help a lot. Firstly, Ranked. This would be for competitive players who want to take the game seriously, communicate with others and prioritise winning. I would also recommend splitting this playlist into Solos and Squads to improve the quality and balance of matches and to appeal to a larger set of players. Secondly, Quick/Casual. This would remain exactly the same, or at least very similar to the core Ranked playlist, however it will emphasise non-serious gameplay and serve the purpose of prioritising fun. This is for the players who don't necessarily want to sweat it out every single match, test new characters or mod loadouts whilst learning the game in a fun, relaxed environment. Thirdly, Arcade. This could be something that all audiences can participate in that offers something different to anything else. This can be where Map Mods cycle, as well as other unique experiences where the developers can get really creative, like 2 second cooldowns or no character limits!

    Does this not sound like a much more positive environment, whilst remaining relatively realistic?

    The problem with this in the current climate is that the low playerbase simply cannot support several playlists. It should've been done a lot sooner. Of course that's easy to say now, and I understand the limitations of the developer team on top of a global pandemic. So I think a marketing push needs to be made ALONGSIDE this.

    Another thing in relation to toxicity that needs resolving is leaving matches during the team announcement pre-lobby without punishment. It is quite common for players to "Alt+F4" out of a lobby as soon as they witness an unfavorable match up or play with/against people that they don't get along with. And I think the penalty for leaving itself needs revising. Reducing rewards for example - there are several players that are at a point where they either don't care about the rewards, or they have all the cosmetics they want. I don't think this is incentive enough for people to stay in matches anymore.

    Marketing - Xbox Series X?.

    We're at a point in the game's life cycle where it needs to attract more players. Not just for the benefit and longevity of the game itself, but for the quality of matches that current players experience. A huge number of key additions that could vastly improve the quality of this game can only really be effective if more people are playing. I made a post recently discussing if the game could go free to play in order to bypass the hefty base price without Game Pass and increase overall numbers. Overall, I don't think it's likely for several reasons (you can read that post at the bottom of this thread: https://forum.bleedingedge.com/topic/1631/make-this-game-f2p )

    What I do think is a great opportunity that does a lot of the marketing for you, however, is the upcoming release of the next-generation Xbox Series X/S. I think this is a perfect opportunity to provide an upscale in resolution, frame rate and overall optimisation, whilst providing Smart Delivery and being at the forefront of Xbox's Game Pass for next-generation. With this, many new players will be looking for new games to play alongside their new console. This will be a perfect opportunity to really attract new players, and make the necessary adjustments, some of which I've discussed on here, in order to really elevate and popularise this game - because the potential is there! The core game is excellent and not many people disagree with that even if they've ended up with a negative experience overall. I mean, the game isn't even listed under "Games" on Ninja Theory's own website, come on!! This game could be so much more with a little more ambition.

    Community Support.

    We are desperate for more community support. It's been 2 months since we've heard anything about the game other than a couple of bug fixes (which we were never even given any patch notes for, it's something we had to figure out ourselves!). The Bleeding Edge social medias are extremely inactive. Even little things like reposting fan-art goes a long way, or polls about our favourite fighters, it doesn't have to be exclusively for content updates. Jibber Jabber has disappeared, what are the characters up to?? What about talking to the community in the Discord, or an AMA on the game's subreddit? The developers were unbelievably active with the community during the Alpha with all of this and a huge credit to them for that, it's one of my highlights in gaming. What happened to that? What about that amazing video you guys created of a 4v4 between yourselves that only ever got viewed by about 20 members of the community? More of that, or even a repost of that specific video, would be awesome!

    Not just more content to give to the community from you, the developers, but give the community more spotlight, and encourage content for the game! You can't even share a stream of Bleeding Edge in the Discord, in fact you get banned for doing so! I'd LOVE to see the in-game Watch Zone become a community hub of sorts and it's always something I've wanted to push for. Wouldn't it be awesome to promote a Bleeding Edge stream from the Watch Zone itself, or to take submissions from the community each week for a Bleeding Edge video to be showcased! How about an official Bleeding Edge tournament as well? The game is MADE for regular competitive tournaments, and we have the means to do it now with Customs. That would be great marketing in itself, showcasing the best gameplay from the community!

    One thing I would also like to suggest that I feel would be quite important. I feel like you guys need someone, or a group of people, within the community that you can report to weekly with feedback that reflects the whole community. Feedback such as balancing, overall game experience, bug fixes, quality of life improvements. I know you have the "Bleeding Edge Helpers", but with all due respect to them, I know they monitor and moderate the community occasionally and I don't know much else that goes on behind the scenes, they do not play the game week in week out, and you need someone to really paint a picture on what the experience is currently like for the average player. Someone "from the trenches". Something that is apparent to me is the speed in which you receive information. There are bugs that we know about weeks before you do. There are bugs in the game that require very quick fixes that would improve the game massively, yet they've existed for months. Personally, I'd love to be able to help out.

    "Ping Lock."

    As far as I am aware, the game currently operates under a "ping lock" of sorts. Meaning that if your ping passes a certain threshold, you are unable to matchmake to that region or server. This was in an attempt to reduce rubberbanding and increase overall stability in games. However, this affected a lot of players at the time who were in parties with players from all around the world. Just having one player in a party of 4 who was in another region often meant that the entire party could no longer matchmake together. As time has passed, this has also increasingly had an effect on every region outside of EU and NA due to the lower playerbases in the other regions. Meaning the game itself is currently stopping a large number of players from even matchmaking at all, or matchmaking within reasonable queue times. I really think it would be worth revisiting this strategy. While I know very little about networking, and I'm sure this was all considered before making the decision you did, I do think it's slightly unfair, and overall unhealthy for the game, that a percentage of players cannot play - and a lot of them did not even suffer too badly from poor network connections in the first place. One thing that's really pleasing about this game is the diversity within the characters. I think you're doing the game and your audience a disservice by not allowing certain players to experience the representation of their culture in a video game.


    Please let me know your thoughts, as well as anything else you'd like to add!

    posted in Bleeding Edge General
    x AmberPrice
  • RE: Make this game F2P

    We're definitely at a point in the game's lifespan, in my opinion, where the number of players will not grow if nothing changes marketing wise. As a game that is 100% multiplayer, it needs players, and we're already encountering more negative experiences due to a low number of players. I think we'd all welcome a new content update, and it would likely encourage players that haven't played in a while to give the game another shot, but it wont sell the game to brand new players, as most on the sidelines have had time to make their mind up already.

    You've got to remember that the game is already on Xbox Game Pass though, which without looking at behind-the-scenes analytics, I'd assume makes up a huge proportion of players that installed the game. Microsoft announced that Game Pass had surpassed 10 million members back in April 2020. So this game is essentially F2P for 10+ million people already. Taking the base price away altogether would take value away from Game Pass (albeit a small amount of value being realistic) so I don't see Microsoft doing that. It may not be a Game Pass flagship title, but it certainly adds to the backlog.

    In terms of monetisation for Bleeding Edge - and again this is all speculation - Ninja Theory are owned by Microsoft Studios. You'd imagine there is some sort of monetary interest in it for NT too. I'm quite confident that they're not in a mountain of debt because of Bleeding Edge, therefore there is no real need business-wise to pour in resources in order to retrieve losses (e.g. making the game free to play and adding micro-transactions). It would also be going against a public stance of "no micro transactions", which could potentially damage a very reputable company's image. Ninja Theory's brand power is in narrative-driven 1P games, which Bleeding Edge is obviously not. They have two huge projects in development - Hellblade 2 and Project Mara - which I'd imagine takes up the majority of resources and where their focus is business-wise in order to turn a profit.

    Bleeding Edge, as reiterated several times in press releases, was always a passion project made by a very small team of developers that could be put onto Game Pass as a Microsoft Studios Exclusive title. Yes, it's also available on Steam but still requires an active Xbox account, which is in line with Microsoft's ethos of "Play Anywhere" anyway. As long as you're using their services, they aren't bothered where or how.

    Of course, the people that have worked, and continue to work on the game are immensely passionate and invested in it, however being realistic, the game was never going to be supported enough to turn it into a blockbuster title. It's done about as well as anticipated and will remain active until people stop playing and lose interest - as fans of the game though, we all wish the game will be/could've been that blockbuster title.

    posted in Feedback & Suggestions
    x AmberPrice
  • RE: Fix this bullshit matchmaking system before it's too late

    @b4nj4x7581

    Matchmaking doesn't take player profile level into account at all hence why there are a lot of games that are seemingly "unbalanced" in that aspect. I am absolutely not going to name drop but there are several low level players that are infinitely better than several high level players. It literally means nothing 90% of the time. If a level 10 matches vs a level 100 then it's because they have a similar MMR (win rate, KPL, character performance, etc).

    What you do need is good chemistry and team coordination. You can't win alone. Sometimes there are really small margins for victory and I genuinely think going into a match with the mindset that you will probably lose due to a low level player on your team can be the difference between being on the winning or losing side, rather than that low level player performing badly.

    I'd suggest NT block the ability to check players' profiles in game, I think it would help disprove the myth that player profile level = skill level as well as reduce general toxicity.

    The game hinders on individual decision making and no matter your experience or skill level, you are going to make the wrong decisions occasionally. Especially when you've got 3 other players on your team to synergise your decisions with.

    In Solo Q, there are many times where experience tells me that a certain player is absolutely making the wrong decision, however backing his decision and joining him can often lead to a successful outcome anyway, rather than leaving him to die and being pretentious.

    I have said previously however that despite all of what I've just said, I still think generally speaking that low level players are thrown into more experienced players' matches too often/too soon and the matchmaker is a little too aggressive in that regard. However, the playerbase essentially dictates the quality of the matchmaker. If there's not enough new players for a "casual queue" of sorts, then they're going to be placed into matches to make up the numbers. Likewise if there's not enough "experienced players" on at one time.

    More players = better matchmaking system IMO.

    posted in Feedback & Suggestions
    x AmberPrice
  • RE: Fix this bullshit matchmaking system before it's too late

    @GattlingCombo said in Fix this bullshit matchmaking system before it's too late:

    Don't defend the bad matchmaking. It's bad, and the devs need to make it better.

    So how would you make it better then? Taking into account the number of players that currently play the game as well as the several skill gaps?

    Only things I desperately (and realistically) want changing are how backfilling works, and if possible, how group matchmaking works.

    posted in Feedback & Suggestions
    x AmberPrice
  • Leaderboards Feedback

    I generally like the idea of a Leaderboard in Bleeding Edge, even in a "casual" playlist - it's just an extra little incentive to keep playing. But right now there's a lot of problems with it in my opinion, and it has resulted in negatively affecting my experience with the game.

    • It has never been made clear what exactly the Top 100 Leaderboard score is based off? Is it a combination of win rate and performance? How does the game determine whether you've had a good performance or a bad one? Is it in comparison to other stats from players in the lobby, or is it simply passing a certain number based off game duration. It's difficult measuring player performance simply from stats, because you could pump all your damage into a full health Makutu all game, but still perform well according to the game?

    • Rank Decay. Right now, rank decay is not updated live, therefore you can play 10 games, win them all, and place high up in the Top 100. Alternatively, there are players who haven't played since March in the Top 100. Once they play a match, their rank will then change. But they are just taking up spots they shouldn't be because rank decay does not update until you've played a match.

    • Rank Decay. The first game I play everyday, win or lose, I go down around 20 ranks. That shouldn't happen at all, especially after just 1 day.

    • Groups. Nothing wrong with playing in a stack, in fact I encourage it, but there's simply not enough groups in the game right now for them to match each other consistently, therefore there is a huge advantage and it's no coincidence that nearly every player in the Top 100 play in a stack. Perhaps there should be separate Leaderboards for groups and solos?

    • Lack of punishment for multiple players in the Top 100 Leaderboard for dodging players/teams that they know they will lose to.

    • I don't expect to be number 1 but I generally expect to go up when I win, and down when I lose. That's absolutely not what's happening right now. I played 40 games on Tuesday, winning 35 of them, and I went from 39 to 45. I can maintain a nearly 80% win rate solo q'ing yet I still move downwards, whilst people who haven't played for months, smurfs, players who dodge q etc, all are in front and it's just frustrating. It does also seem that - the more you play, the more you'll go down. Which should not happen either.

    • BACKFILLING!!!!! Backfills count towards leaderboards. I played 5 games in a row the other day where I backfilled into huge snowball loses. What's even worse is, if you do make the miraculous comeback, you still lose rank because the game judges you if you had been in the game for its entire duration.

    • Leaderboards for each specific fighter would be nice. Right now it's just for cumulative score or highest score, both of which are (and have been) easily farmed and isn't a true representation of anything.

    • Higher MMR solo q experience is generally worse off because I consistently match with 4 stacks who are abusing mechanics such as Azrael's Teleport glitch, Makutu's cell cheese, and it's just boring, unbalanced, and the added misery of seeing your rank plummet afterwards when all of the above is a problem can be frustrating.

    • There's currently a "win rate" leaderboard, yet it's filled with 5 players who have played 1 match with a 100% win rate. There should be a certain amount of games played, or games played to wins ratio, or something.

    posted in Feedback & Suggestions
    x AmberPrice
  • RE: Completely wrong healer nerfs

    I disagree and think the healer nerfs are largely pretty good. Miko was definitely overkill but Kulev and Zerocool are better for it and the quality of the games have improved IMO.

    Firstly, both Miko and Zerocool did get pretty significant healing nerfs. You can now damage through Zerocool's beam pretty easily and the game is no longer reliant on who can pick off the Zerocool first in mirror comps which I think improves the overall quality of games. Miko's reduced self healing makes it pretty difficult to sustain herself now, especially with such a low health pool. She essentially used to act as a tank so her play style will definitely have to change.

    I think the idea behind giving all 3 support characters a damage nerf was so you'd feel the lack of damage if you did decide to go double support.

    Kulev and Zerocool definitely needed the damage nerf. Kulev could easily output the most damage in any team composition, even without damage mods. Zerocool had the potential to 1v1 a lot of characters which was a bit much on top of the fact he had by far the best healing output.

    Double support comps are still a thing, especially with the new character being a support, but they aren't as effective as they were before because they lack the sustainability and added damage bonus they once had.

    posted in Feedback & Suggestions
    x AmberPrice
  • Makutu Invulnerability Mod in Power Cells

    I think this is the 3rd thread I've made in relation to this since late Alpha/early Beta and I thought it would finally be addressed with his rework...but sadly it hasn't, and now Makutu is a lot more viable and popular, his invulnerability cell cheese is even more of an occurrence than it was before.

    If you didn't already know what I'm referring too, Makutu and his teammates nearby him can hand in Power Cells whilst invulnerable with Makutu's "Can't Touch Us" Super. If Makutu has the mod that increases the duration of Can't Touch Us, it will last the entire duration needed to hand in cells.

    The only abilities in the game that counters this are Mekko's Bubble Super, Mekko's Sonic Barrage Super, Kulev's Bamboozle Super, and now Azrael's Wing Blast Super. Both the Bubble and Bamboozle only target Makutu as well, so it won't stop any of his teammates around him from handing in.

    Tetris said on the Discord that they didn't change it because they felt it was a legitimate strategy like Kulev's Shield or Miko's Dome whilst handing in cells. Personally I don't agree with that at all because there are several counters to them both. You can simply damage through either, push through the Miko shield, cc Kulev, etc. With Makutu's Can't Touch Us, you can win in the most unfair, impossible situations. Through map environmentals, in the middle of a teamfight making that teamfight completely irrelevant, sitting through every ability in the game bar few specific Supers with 1 press of a button. And you can do this multiple times a match.

    Yes, in theory there are things you can do to help prevent it, like hard focusing Makutu and cutting him off. But firstly, he's not easy to take down at all unless he's on his own and you cc chain him. And you can't take his Super away from him. He can always just spread cells about by going into spawn as well.

    Unless you're incredibly disorganised and you're being steamrolled, it's such a strong win condition every time, and it certainly is on paper in competitive play if you're organised enough.

    Winning every team fight and playing way better than the opposite team, only to have 1 player press 1 button and take the win away from you unless you switch to 1 of 3 characters and use 1 specific super and wait all game for that super to charge otherwise you lose is just absurd and I'm so surprised it's remained in the game for so long. If it wasn't so boring to consistently play (and actually seems to be one of the few bits of morale sportsmanship in the game not to use it), or we had a meaningful ranking system, it would be abused in every competitive game because it's the easiest chance of winning. In an evenly matched game, Makutu's Can't Touch Us mod for increased duration is more than a just a "margin" for victory.

    Just removing or reworking the mod that currently increases its duration by 2 seconds would fix this, because there is opportunity to actually interrupt him then, and there can actually be legitimate strategy surrounding it like using it on your teammate if he's about to be interrupted by a stray or hopeful Gizmo bullet in the last second.

    posted in Feedback & Suggestions
    x AmberPrice
  • RE: Fix this bullshit matchmaking system before it's too late

    @Surrtan

    I think the general rule of the matchmaker is that it prioritises win rate and character performance over profile level, essentially SBMM. I think people lose a match, see that they have a player less experienced than them on their team, and use them as an easy target to put blame on. There's always more you can do to win a match, even in solo queue, to make that little bit of a difference. Whether that's switching up team compositions or mod loadout, or switching who your first target is. And some players simply don't have the competitive mindset to play like that, or just simply don't want to, and they just want to fly around on their hoverboard with their favourite character and have some fun. And that isn't exclusive to low level, inexperienced players at all. And that isn't always exclusive to you and your team either, the exact same player mindset could be present on the opposite team that just beat you.

    There are several low levelled players that are better than some high level, experienced players. Skill level and player profile level aren't directly correlated to each other in many instances. But the community has pretty much made that connection themselves.

    I don't like how frequently brand new players get pushed into experienced player's games in general though, regardless of individual skill. I think it has an affect on how long they're willing to stay around for sure. I think being eased in more appropriately would be beneficial to the playerbase overall. I mentioned something like a Casual Queue here: https://forum.bleedingedge.com/topic/1533/afk-players-and-griefers/3 , But,I just don't know if the numbers are there to support something like this, especially long term. There's enormous skill gaps in this game in general right now, and again, the playerbase just isn't there to healthily fulfill each skill base in the game currently.

    Backfilling is a whole problem in itself and I have explained possible workarounds that I think would be beneficial to the game. I think the latest post I made is here: https://forum.bleedingedge.com/topic/1573/changing-the-backfill-for-players-who-dont-quit-matches/2

    I know people tend to clown on the fact that no one has played the tutorial, but if you look at the Xbox achievements, 61% of players have completed ALL of the tutorials, which is more than the amount of players who have won a single game. Truthfully, I think new players are just easy targets to put blame on. Of course there are matches that are extremely unbalanced, usually due to just that 1 player who seemingly doesn't know what he's doing, but that's the same with most multiplayer games. New players make up a pretty large percentage of the overall playerbase right now so it is bound to happen occasionally.

    Sometimes players just have poor matches as well? I'm sure you've had your fair share of bad performances like we all have. It's a team game at the end of the day. If one player on your team makes mistakes, that could be the difference between the two teams. Like I said in my previous post, you fundamentally have to rely on the contribution of the rest of your team. You don't win alone, and you don't lose alone.

    Just my opinion of course 🙂

    posted in Feedback & Suggestions
    x AmberPrice
  • RE: Fix this bullshit matchmaking system before it's too late

    Being completely honest? I don't think it's nearly as bad as people make it out to be. I think the game being incredibly difficult to make a significant impact as a solo player and always needing to rely on your other 3 teammates contributing in some way gives a lot of players a false sense of where they're at. A lot of players massively overestimate themselves and are quick to blame their teammates for everything, and in turn, the matchmaker for providing them with those teammates. It has created a pretty toxic environment in general.

    I've said this many times before but I think the aspect that is the most fundamentally wrong with this game is how it was ultimately presented, in comparison to what it is and how it's best played.

    What I mean by that is - the game at its core is extremely competitive and team oriented. It should have been marketed around competitive, team oriented gameplay. The target audience should have been those who are looking for a real hardcore challenge. "Esports" material. Instead, I feel like it focused too much on the quirkiness of the characters and the artstyle, and as a result, attracted a much more casual playerbase. You see Overwatch comparisons absolutely everywhere but if you've played the game more than a couple of hours, you'd know there's very very little in common. I think that proves to me that the wrong message was sent out about the game. It's not a casual, quirky Overwatch substitute at its greatest potential, it's a highly competitive, team oriented game.

    Obviously there's a massive difference in development size, budget and expertise which I absolutely respect, but I look at the way Valorant was presented/marketed and wonder what Bleeding Edge would be like if it followed their model. Valorant is a competitive, team oriented game. Instead of focusing on what abilities the characters can perform and what their personalities are, they focused on the fundamental details of the game that competitive players would be most interested in. As well as gameplay videos of the developers themselves, in communication, raw and largely unedited, trying to recreate the exact same experience that they would want the players to have themselves.

    I think Bleeding Edge would have attracted a lot more teams that were looking to compete in this game, or teams that just want a competitive experience. Resulting in a playerbase that reflected what the game is at its core and how it best performs. Because you definitely can't say that about the playerbase right now. As a result, with no changes to the matchmaker itself, I think the game would have provided a much better experience overall.

    I think the next big patch being a huge content drop will hopefully be a step in bringing more players into the game. Because right now, there is no magical fix to the matchmaking system because the playerbase isn't there to support it. The same goes with Ranked. I think the current playlist should be competitive, but it lacks a ton of integrity and credibility right now because there are a lot of unbalanced games.

    I know I said "competitive, team oriented" about a thousand times but I'm trying to highlight that phrase the most. Because I don't think that's how you could truly describe the game in its current state. Even though that's what it's made for in my opinion. And that's not the matchmaker's fault, that's what the playerbase ultimately lacks, and now there's a much smaller playerbase altogether.

    I do want to reiterate that I still enjoy playing the game a lot. I have Solo Queued 90% of my games and, of course I run into unbalanced matches sometimes, but I don't think it's nearly as bad as people make out. I think a lot of player's mentalities are pretty poor but I don't blame them at all. They are taking the game a lot more competitively in a much more casual environment. And that's essentially what the game is right now, casual. I just think the overall quality of the game has suffered because it's not competitively focused.

    Right now, if you do team up and 4 stack, you are likely to be the only team playing so you will absolutely stomp pretty much every match. So it's always interesting that people don't complain about winning unbalanced games but they're quick to complain if they lose in a supposedly unbalanced Solo Queue match. People just don't like losing full stop.

    posted in Feedback & Suggestions
    x AmberPrice
  • RE: Maeve has too much power in drain and cage combo

    As time has passed, the skill gap in this game has increased a lot. There's a lot of skill bases within the playerbase right now. The different experiences players are having with the game are a lot broader than they once were. Which always makes it hard to comment on whether certain characters are overpowered or underpowered. Which is also a reason why character balance has largely remained the same. It's difficult to balance for every skill base in the community right now.

    Like any other character, Maeve also has characters she is super weak against, and super strong against, as well as certain team compositions she works well in, and not so well in. I think the importance of counterplay and team compositions, and actively switching your team compositions, is still very underrated in this game. At the same time, a lot of players aren't looking to analyse the details of their composition in every game, they just want to play whoever they want, and there's nothing wrong with that. And that relates to what I was saying earlier about there being a wide range of player experience, mindset and expertise in the game right now.

    The opinion everyone has given on here so far is probably right, in accordance to where they're at as a player, and what their experience with the game has been like.

    Typically, Maeve is extremely effective against "squishy" characters. She can melt them with a good 65-70% of their health alone with her Cage and Siphon combo, with the potential of even more with the right mod setup. And there's largely not much you can do once you're trapped in that Cage if you're on your own. She's great at locking down a Zero in the backline too. One of her biggest assets is that she's rarely the first target to be focused due to her Vanish giving her the option to disengage.

    She's not so good if you nullify her Cage and Siphon combo though. Her basic attack is pretty useless, so if you can stop that combo, she's really not offering much at all. She has super armour when casting Siphon, meaning you can't interrupt it from basic attacks, however you can still stun her or knock her out of it. For example, Gizmo's Sucka, Bastardo's Leap, Buttercup's de-mount attack, Mekko's Surge, etc. There's quite a lot. Her other weakness is constantly putting pressure on her to force her into Vanish. Once she has Vanished, she should absolutely be priority number 1 unless there's a Zero literally pocketing her in safety. Bastardo is good at that. Daemon's mod that silences the enemy upon waking up from sleep can be very effective in bursting down Maeve too, denying her the ability to even use her Vanish.

    With this skillset, you can see how she can be a real killer in a more disorganised team with a questionable composition. With the addition of Mekko however, a double healer set up around him on Objective Control can really cause Maeve to struggle making an impact.

    In terms of using her in a full, coordinated and communicating team, she can be deadly regardless of the composition she faces. Just from her Cage alone. You can single out a target, completely paralyse them from movement, giving your whole team a free target to let loose on for 2-3 seconds. You can extend that 2-3 seconds of paralysis pretty easily if you combo even more movement impairing abilities onto the target, creating a cc chain. For example, Nidhoggr's Axe, Miko's Stasis, Gizmo's Sucka. There's pretty devastating potential there.

    Going from pure potential in value alone, taking in all of the current skill bases in the game in this present day, I think she's one of, if not thee strongest character in the game right now. She has huge burst damage potential, she can initiate cc chains with her eyes closed as Cage is extremely frequent and difficult to dodge, she can immune herself to everything in the game for a short amount of time with Vanish as long as she's not stunlocked, and she can reset all of her cooldowns which can result in huge snowballs.

    posted in Bleeding Edge General
    x AmberPrice
  • RE: Changing the backfill for players who dont quit matches

    I definitely think the current leaver and backfill system is a bit messy at the moment. It's very slightly better than it was as your stats are no longer affected if you lose a backfill match. But it is still incredibly frustrating and tedious to sit in what can sometimes be a 5-10 minute queue, just to load into an instant defeat screen and have to re-queue again.

    If you look at it from another perspective, you wouldn't want your team to be a player down for any length of time because it's such an enormous disadvantage. So backfills are necessary to make it less frustrating for those in-game who have to deal with a leaver. Especially for those who are already winning and someone leaves. But there are also a lot of scenarios where there is every chance of winning and making a grand comeback if someone can join quickly.

    It's those games that are completely unwinnable, where you barely have a chance to pick a character before you get slapped with a defeat screen, that are the most frustrating. Perhaps there is a system that could be introduced where if the game passes a certain threshold of points, or if there is a certain difference in points, then backfill is denied. But how can the game accurately and consistently determine which games are unwinnable and which games are not? It's impossible. I have joined games in the past - not many though - where my team has been 400-500 points behind in Objective Control, and we've brought it back to win. Likewise, it only takes one team fight to turn the tide in a Power Cells match, regardless of the score. It just doesn't happen nearly as much as an insta-loss though.

    I have suggested a "Vote to Forfeit" system in the past that may reduce the amount of backfill games we have to suffer. In those scenarios where a team is down a player and down a lot of points, a poll to forfeit the match could appear. To prevent abuse of the system, it could only appear in those certain thresholds I just mentioned above, when the game detects that "all might be lost". Then, it's up to the players to decide whether they believe they can still win if they get a backfilled player or not.

    There also needs to be adjustments to the leaver penalty. I have made an extensive post in the past criticising the need for any sort of harsh leaver penalty. I don't think the penalty in place right now - where if you quit 3 matches, you lose rewards and are put into a "leavers queue" - is neither too harsh or too lenient. But there are ways around the system that people abuse. Such as, if you Alt+F4 or Dashboard Quit out of the game, it does not count towards your 3 games before punishment. Likewise, if you close out of the game in the pre-lobby, for example if you can see you are playing against good players, it doesn't count either - you can queue dodge as much as you like. Only if you quit via the start menu and bypass the pop-up message explaining that you will be punished, will you then be punished. The only pro to this right now is that people can set up their own custom lobbies...so once Custom Games is introduced, I think the above needs to be punishable asap.

    posted in Feedback & Suggestions
    x AmberPrice
  • Privacy and Cookies
  • Terms of Use
  • Code of Conduct
  • DMCA Policy
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