Bleeding Edge already has its second beta available from today to which can be accessed through Xbox Game Pass or by having reserved the game. The new Ninja Theory game is out of everything seen so far in that studio, but its launch on Xbox Game Pass can encourage people who would not play it a priori to do so, whether or not falling on their networks, in addition to its price Launch will be reduced.
In the Bleeding Edge official website They have given the details of this new beta, which will draw from user feedback on that first beta that took place in February. «We have taken into account all the fantastic comments you have given us since the last Closed Beta and we are delighted to share the Latest patch notes for the latest version of the Bleeding Edge Beta. As always, we rely on your feedback to help us make sure Bleeding Edge is the best game it can be, we look forward to playing with the community over the weekend and reading what you have to say about the latest additions and updates to Bleeding Edge », is read on the web.
performance
During beta 1 some players had stability, lag and image crash issues. The team has been working hard on these issues as a priority, and many improvements have been implemented for beta 2. The following aspects have been improved:
- Game stability should suffer fewer drops
- Network improvements, which should lead to less lag
- Optimizations that should result in fewer FPS drops
Introduction mission
Fixed an issue where completing 1 game would not log into the quest "Welcome to the Jungle" and unlocked The Knife board. Completing a game will register you for this mission.
Penalty for abandonment
Bleeding Edge is a competitive multiplayer game in which teamwork is vital if you want to achieve victory, we understand that the fact that players leave the fighting can be detrimental to your experience, so we have revised our abandonment penalty system .
Giving up in the middle of a game counts as a loss, and you lose the rewards at the end of the game. Additionally, those who drop out will incur an abandonment penalty.
Players with an active abandonment penalty prioritize pairing with other players who drop out and are more likely to re-enter games with players who drop out. This means that if you leave a game before it ends, you are more likely to join other games in progress, and less likely to join a game that has just started. You also cannot earn rewards while the abandonment penalty is active. Completing 3 encounters erases the punishment.
Connecting with games in progress
Have been made changes to the user interface in-game to show players the progress of their team while connecting to a game. The screen will now show when:
- The game is looking for another player
- Load that player into the game
- That player is selecting his fighter
This applies to games that have just started and those where the players have left or logged out, and the game is looking for a replacement.
End of game rewards screen
Improved: End of game reward screen. Players can now better understand how their performance in the game translates into rewards at the end of the game.
Added: Modified parts as a reward for finishing a game.
Added: XP Bonus Awards, reward coin for leveling both player and fighter profile is now displayed.
System of the following map
Players are no longer required to return to the main menu after each game. When the countdown on the rewards screen reaches 0, if enough players remain, they will automatically go to another match.
So if you've just had a good game, stick around for a rematch!
Audio
Added: In-game music (Experimental)
Due to popular demand, systems have been added for dynamic background music to be played during encountersThis system is still a work in progress, and you can expect some errors. Your feedback is essential to help improve this system, so please share your experiences with the game audio on the forums.
You are working hard to add more music tracks to the game. This music can be adjusted using a slider in the options menu, moving this slider to 0 will remove the dynamic music from the game, but it will not remove the start and end music of the game. Impact sound effects have been revamped to make the experience clearer and more forceful.
Workshop
Added: the option to customize the board for all fighters.
Power cells
Reduced: the number of energy cells generated per group of 4 to 3.
Reduced: The health of the energy cell containers to break them faster.
Fighters
Parry
There has been a slight advantage to parry mechanics, since many players reported that the result did not correspond to the difficulty of executing the movement. Enemies wobble for longer after successful parry. Enemies wobble for longer after successful stop. A successful parry generates ½ bar of resistance.
A decision has also been made that only fighters with evasion ability can parry. This means that Buttercup and Makutu cannot parry. The parry interfered with her unique defensive abilities, and since neither can be cornered by basic attacks, there is no clear benefit to them of having her.
Makutu
Polished: 25% damage from breaking into a wall.
Cass
Polished: Rake damage increased by 10%.
Tight: default mod for extra damage and replaced with extra health.
Corrected: bug where enemies behind walls could be hit by dagger spray.
Buttercup
NEW MOD: Defeat Device – Enemies affected by the Tidal Wave suffer -25% healing from all sources.
Maeve
Corrected: Issue where the mod's healing denial was not properly applied to stacked and modified damage.
Daemon
Corrected: BBoy dance vfx to be interrupted when evading when leaving emote.
The bastard
Corrected: issue whereby The Bastard could cancel Tornado with a melee attack at launch, without activating cooldown.
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