![]() ![]() There's also Gizmo, a damage hero that summons a pink mech with machine guns as one of her ultimates in a similar fashion to D.Va. The towering strongman cycles between stances that boost speed or heals teammates around him (except the colors are swapped so that yellow is for speed and green is health, so it's totally different). The most noticeable culprit is Makutu, a tank character with suspiciously similar skills to Overwatch's Lúcio. There's no reason to split up, so every fight is two clashing blobs of color and particle effects.Īnd as much as I enjoy the look of Bleeding Edge's roster, some abilities are so much like Overwatch's that it's distracting. It's no different from a basic right-click attack in a MOBA, but Bleeding Edge is missing the deep item building and coordination that adds meaning to a teamfight in Dota 2. I can sense faint echoes of DmC in Daemon's beautiful sword strikes and Makutu's satisfying uppercut, but the fighting system is more-or-less mashing mashing left-click while waiting for abilities to come off cooldowns. Some character abilities, like Buttercup's reeling chain, can combo with these hazards by tossing enemies straight into danger.īleeding Edge's melee combat should be its centerpiece, but it's pretty dull. If you're not careful, you could get run over by a train, blown up by rockets, or zapped by electric traps. ![]() There's no reason to split up, so every fight is two clashing blobs of color and particle effects.īoth modes are made a little more exciting thanks to environmental hazards that flank key objective sites. I wish I could choose to only play the objective mode since everyone at least sticks together there, but it's completely random. There's a pretty good ping mechanic that I often used to rally the troops, but many wouldn't listen or notice. Everyone would branch off to different corners of the map and get trounced by tanks. When I was playing alone, it was noticeably harder to get teammates on the same page. ![]()
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