5/4/2023 0 Comments Bleeding edge xbox one![]() If Kulev is you one support, not enough healing is going around and your team constantly dies. I only think this is a problem because the game recommends one support per team. That said, combined with Zero Cool or Miko's heal, it has some use. He does have a healing AOE, but it doesn't feel like it does much by itself. Since he favors shielding allies or debuffing enemies, not much healing is going around. However, Kulev is a support that is more a hybrid that I found to be complete trash if he is your only support character on your team. In this case, it makes sense because they're supposed to aid the team with healing or buffs. Two of the three supports use ranged attacks, and they just feel incredibly ineffective. This notion is true of the ranged support characters as well. ![]() But even with all that ammunition, I felt the simplicity and close-ranged combat of a character like Daemon and Nidhoggr were both more effective and satisfying. Especially Gizmo, who is armed to the teeth with giant guns, turrets, and even a mech (if you decide to choose that super). However, I think the ranged options just stink. The pool of DPS characters is the largest of the bunch, with five options both of the melee and ranged variety. The maps and mode design are really great, even if there are few options to choose from. I think it is really smart of Ninja Theory to design Bleeding Edge to always keep the action moving. But mostly, any game that rewards a team for cheesing or camping is just bad design. There are some games that do it well I know I've mentioned Overwatch a lot, but I think it is indicative of this. One main issue I have always had with any team-based battle arena game is camping or pushing the action to specific points that rewards staying put. Bleeding Edge brings hack and slash mechanics to the battle arena genre, and does so successfully." Especially when you're trying to deliver some power cells, and you come across an electrical fence that one-shots you. But unlike the other four maps, it's more aggravating than anything. With the game's focus on keeping the action moving throughout the map, I understand why this map exists. However, the A and C points continuously circle around the arena. Again, for the most part, the map has a traditional layout. The weakest of the maps is the Aqueducts. Again, this gives the losing team a chance to take the point for themselves. However, each point has a switch that activates a circular AOE that burns anyone within it. There are three points, with one at the center and the other two at each end of the map. This map is far and away the one I had the most fun with. The five maps are all designed well, albeit, some are definitely stronger than others. However, it does add more stakes, making each team fight feel meaningful. The act of collecting and delivering just takes a bit away from the actual combat portions. Power Collection I found a bit tedious, but fun nonetheless. The familiarity of the Objective Control mode made it easy to adapt to the game's hack and slash inspired mechanics while still presenting a fun take on a traditional mode. "Both modes are fun, especially if you have a team that works well together."īoth modes are fun, especially if you have a team that works well together. These power cells can be stolen if you kill an opposing player that collected some during the collection phase, which urges the losing team to engage in combat. The collection phase doubly promotes this as the spawn points for power cells are different in each phase. ![]() The Power Collection mode also cycles its points, again, promoting more movement throughout the match rather than staying at any of the three points.
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