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New Bundle Aeris Info // #VALORANT
• Vandal
• Bandit
• Guardian
• Marshal
• Suit of Aeris (Melee)
Melee transforms for different attacks.
• Primary Attacks:
• Attack 1: Dagger
• Attacks 2–3: Sword
• Attack 4: Greatsword
• Each attack transforms the melee into a magical card with unique animations
• Alt Attack: Uses the greatsword with unique animation, VFX, audio, and transforms into a magical card.
• Melee equip and inspect have cardistry elements in the animations
• Equip - cards spin out and turn into the dagger
• Inspect - Magical cards spawn and float around the melee before merging into the dagger.
Custom card animations on guns
• Brand-new hand reload animations themed around magical cardistry.
• Gun equips through a custom animation
• Inspect: Gun is held horizontally as energy pulses through the cards with ethereal ambient tones
• Finisher: Floating magical cards surround the victim before flying toward and striking them.
• The environment darkens, followed by an explosion and a pillar of energy extending into the sky accompanied by ethereal ambient music
• Custom kill banner and audio - supports variants colors
• Flex is a magical deck of cards that uses two hands. On equip, you flick one card from the deck to the right hand. Action (left click) performs a satisfying card shuffle and draws one card.
• Riftbound Easter Egg - There is a 10% chance to activate this Easter egg, where the deck is replaced by cards from the Riftbound: League of Legends Trading Card Game, with 6 possible actual Riftbound card variations.
My Brutally Honest Madden 27 Thoughts:
The Good:
1. Smart zones are amazing.
2. Macros are amazing.
3. Speed boosting is gone.
4. Db Fire 2/edge pressure is back‼️
5. Crossman is back ‼️
6. The run isn't overpowered especially with speed boosting now gone.
The Bad:
1. Ball in the air defense is 1/10 fucking terrible for several reasons:
- You can green an interception but not pick it because the WR has their hands on the ball.
Yet there can be two defenders smothering the WR and they'll green it and catch it.
Jump balls still significantly favor the offense. Worst case the ball will fall to ground after a terrible pass.
There must be drastically higher punishment for launching passes in double coverage.
As I said on my M27 beta review: the more defenders in area, the lesser chance of an interception.
- The counter to greens doesn't make any sense.
Why would I ever go for a "perfect timing hit" or hit stick on a jump ball?
It doesn't even work or triggers randomly.
And it'd make more sense for there to be a green knockout meter to counter agg's and greens.
If it's a green catch vs. green knockout - the defense wins.
A green knockout meter that emulates the KO abilities but are user generated.
The counter to TBC was poorly poorly thought out.
- Why isn't there a stat to increase the window size on interceptions?
The higher the CIT and SPC for the offense, the bigger the window they get.
On defense, you get jack shit.
- The defensive ball in air animations suck in general
They either don't animate at all, even when clicked, or they're insanely passive at attacking the ball.
While the offensive player is performing cool 1 handed catch animations with ease.
- The receiver can bear hug your WR all day while if you click on and strafe up to get in front of the WR you get a PI for breathing on the WR
Overall there must be SIGNFICANTLY bigger punishment for launching closed eyes monitor off passes.
Better defensive animations.
More interceptions.
If the offense can consistently trigger spectacular catch animations, so should the defense.
2. RPO's have been overpowered for 4 years.
Especially the RPO's with hot routes. Dumbest idea ever.
3. QB pass leads randomly don't trigger.
Instead the QB will auto low ball the pass down and away from the WR.
STOP TOUCHING THE PASSING MECHANICS.
4. QB Contains running in free on a 4 man rush was obviously not intended and I expected to be patched right away.
5. Man coverage needs to be slightly toned down.
If the DB is 10 yards off the ball in man and doesn't shade, a drag should win by a few yards everytime.
It's not OP to the point where no one ever gets open.
But there should be more consistency in what it can't or will play.
Both the offensive and defensive player are just guessing if xyz route will win or not.
In rl the skill gap is physical traits but in Madden it's mental and we have no control over a WR winning or not vs. the same adjustment.
I'd give the gameplay a 4/10.
The 2nd highest I've ever rated a game on launch because this is one of the more balanced Madden games.
Neither offense or defense overall is overpowered.
However the ball in air defense 100% keeps it from the elite or good category.
Madden 19 launch was the best when they announced comp mode and you caught picks 100% of the time.
Now you have a better chance of getting hit by a train while simultaneously being struck by lightning than you do of picking a pass off in double coverage.
Or animating properly defensively on a blind read.
Overhauling ball in air defense would take it from a 4/10 to 8/10 for me.
Also it's still too easy to play like a b*tch because of the RPO's.
Do you agree or na?
What did I miss?
Alright, 1st Chapter. And so the adventure begins. Not a literary masterpiece; hopefully just a pleasant way to escape for little while. A collaboration between Leonardo and I, and our illustrator, Alex 💞 Chapter 2 coming soon...and more drama. ⚡❤️🔥 https://t.co/wMWiLfpOPw
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