|
Does anyone know if there are Australian servers?
Seems like a game that wouldn't play too well on a 190+ ping.
|
This is so much fun!
I've only played like 5 games thus far, all with Pearl, but it's a real blast. Seems like her E (zoning bubble that slows down projectiles) is on a way too short cooldown.
If anyone wants to play 2v2 with me, PM.
|
New Patch released
The servers will have a scheduled downtime on Friday, October 21st at 14:00 CEST (8 AM EST / 5 AM PST) for patching.
Features & Content
+ Show Spoiler + Jumong - The Beast Hunter Jumong, The Beast Hunter, is a trophy collector who wandered the wildlands in pursuit of a worthy challenge. No longer content with hunting the great beasts of this world, Jumong looks to the arena for a new type of prey. He traps his foes and brings them to their death with the accuracy of his mighty bow. Ruh Kaan - The Crypt Warden Ruh Kaan, The Crypt Warden, was awoken from his deep slumber when a grave robber disturbed the sacred crypts of Ark’dun. Pursuing the trespasser led him to the Arenas, where he still tracks his quarry. A wielder of dark powers, Ruh Kaan consumes the souls of those who stand in his way. - New Legendary Weapons & New Mounts are now available
- New Map: Blackstone Arena - Night
- Ultimate Fan Pack Update
- The Ultimate Fan Pack will now include the exclusive Battle Wolf mount. (Everyone who has already purchased the UFP will automatically receive the new mount).
Halloween Season Event (October 21st to November 4th) - Limited Halloween Content A plethora of items exclusive to the Halloween season, obtainable through the:
- New Chest - Halloween Chest
Contains one guaranteed Epic Halloween item. - In addition, everyone who has joined the Official Battlerite Steam Group will receive a free Halloween Chest and a rare weapon for Ruh Kaan.
If you have not yet joined the group, you may do so here: http://steamcommunity.com/games/504370 Upon joining, you will receive both the Halloween and regular rewards.
Matchmaking- Standard (Unranked) & Ranked queues added.
More information, including how this change should NOT split the playerbase, can be found here: http://steamcommunity.com/app/504370/discussions/10/341537671992579467/ - You can now queue for 2v2 and 3v3 simultaneously.
- You no longer gain grade in VS AI matches.
- Party size of 3 now allowed in Standard/Ranked/VS AI. The party will not be disbanded when switching between modes.
- A rating exploit bug has been fixed (fixed last week).
Champion UpdatesRookRook has been performing well at low and mid-tier but has been struggling at high tier. His lack of outs and slow escapes makes him an easy target for organized teams. To increase his viability we've made some alterations to his abilities and tweaked them to increase his ability to dodge attacks while keeping his playstyle fairly intact. - Rook no longer uses Weapon Charges.
- Pummel (M1) reduces the cooldown of Crushing Blow (M2) by 0.5s per hit.
- Crushing Blow (M2) now causes Rook to leap into the air and strike down with his hammer to deal 16 damage and inflicts Armor Break.
- Meat Bolt (EX M2) now allows Rook to move while casting it.
Rook New Battlerite Tree Round 1- Raging Bull
Landing Rush allows you to recast it for 2.5s. - Giant
Berserk duration is increased by 1s and damage taken during Berserk is reduced by 50%. - Squash
Crushing Blow stuns all enemies hit for 0.7s.
Round 2- Frenzy
Landing Rush causes you to enter a 1.5s Berserk. - Crag
Boulder Toss cooldown is reduced by 2s and knockback distance is increased by 40%. - Tenderizer
Landing Smack automatically triggers Eat, healing you for 16 health plus 24 over 4s.
Round 3- Crumble
Boulder Toss deals 4 bonus damage and inflicts Armor Break. - Weapon Break
Enemies affected by Armor Break deal 20% less damage. - Madness
Berserk movement speed bonus is increased by 25%.
Round 4- Pummel Rush
Pummel hits reduces the cooldown of Rush by 0.5s. - War Cry
Casting Berserk reduces nearby enemies movement speed by 50% for 3s. - Recuperate
Healing received is increased by 15%.
Round 5- Seething Rage
Gain Berserk when Tremor ends. - Earthquake
Tremor inflicts Armor Break.
Champion Battlerite UpdatesWe're constantly working on increasing the viability and options for all champion battlerites. We want to make sure every champion has diverse, creative and attractive battlerites. These changes are not meant to be balance changes but rather changes to increase the number of choices and viable strategies. As such we’ve looked more at trying to create battlerites that are fun to use and/or allow for different playstyles, rather than to specifically find battlerites to perfectly balance the game. Due to this there can be some imbalances, which we of course will address when we can, but it’s a secondary goal compared to diversifying the battlerites. We will continue to use the Early Access period to experiment with the gameplay a bit and try out some wilder changes. In this patch we've taken a deeper look at Jade, Bakko, Sirius, Varesh and Poloma. JadeCore Changes - Explosive Shells (F) - Impact damage reduced from 30 to 28 and area damage reduced from 20 to 16
- Stealth now only removes movement impairing effects and not all negative effects
Jade New Battlerite Tree- Round 1
- Ambush
Stealth resets the cooldown of Snipe. - Outlaw
Blast Vault causes you to enter a 2s Stealth. - Cheap Shot
Disabling Shot inflicts a 1.2s Root.
- Round 2
- Desperado
Successfully landing Disabling Shot reloads your guns with 10 Ammo. - Through the Shadows
Stealth haste bonus increases by 25%. - Concussion Bomb
Blast Vault stun duration increases by 1s.
- Round 3
- Deadly Focus
Snipe deals 6 bonus damage. - Delight
Interrupting an attack with Disabling Shot heals you for 16 health. - Black Powder
Junk Shot knockback distance is increased by 25%. Knocking an enemy into a wall Stuns it for 1.2s.
- Round 4
- Gunslinger
Whenever you hit a Revolver Shot the cooldown of Stealth is reduced by 0.25s. - Agility
Increases movement speed by 10%. - Slayer
Damage done to targets below 30% health increases by 20%.
- Round 5
- Sovereign
While channeling Explosive Shells you take 75% less damage. - Shrapnel
Each projectile of Explosive Shells inflicts a 50% Snare on enemies for 1.5s.
SiriusCore Changes- Sunrise (Q) now also heals Sirius per default.
- Battlerite - Lunatic - Area of lesser lunar strike is increased by 25%
- Celestial Split / Celestial Rift (Space / EX Space) - Cast time reduced from 0.3s to 0.2s and Airtime reduced from 0.7s to 0.65s
- Bugfix: Fixed cooldown reduction for Celestial Split working even without the Sunwell Battlerite.
Sirius New Battlerite Tree Round 1 - Sunbath
Charged Crescent Strike empowers your next Sunlight causing two additional beams to strike the same area healing nearest ally for 12 / 6 health. - Illumination
Sunrise illuminates self and allies hit increasing damage output by 20% and healing received by 20% for 4s. - Lunatic
Lunar Strike can be recasted to spawn a lesser lunar strike at target location.
Round 2 - Sunwell
Celestial Split heals 8 more health. Healing an ally reduces the cooldown of Celestial Split by 4s. - Orbit
Lunar Strike hits restores all Sunlight Charges. - Celestial Cycle
Prismatic Strike hits recharges your weapon.
Round 3 - Crippling Slash
Charged Crescent Strike inflicts a 1.2s Root. - Debilitating Slash
Charged Crescent Strike weaken duration is increased from 2.5s to 3.5s - Lethal Slash
Charged Crescent Strike damage is increased by 6.
Round 4 - Radiance
You are healed for 6 health when an ally is healed by Sunlight. - Moon Stone
Successful Sunlights reduces the cooldown of Lunar Strike by 1s. - Saros Cycle
Your weapon recharges 30% faster.
Round 5 - Gravity
Astral Beam snares targets by 30%. - Sun Strike
A sunbeam strikes down on your position dealing 12 damage and knocking all nearby enemies back when Astral Beam is activated.
PolomaCore Changes- Ghost Wolf (E) no longer deals Soul Bind damage but still applies the Soul Bind effect.
- Fixed typo in Equilibrium tooltip (Soul Link -> Soul Bind)
Poloma New Battlerite Tree Round 1 - Specter
Other Side turns the target invisible for the duration. - Affection
Ghost Wolf returns to you after the final attack healing you for 12 health and reducing the cooldown by 2s - Vengeful Sprit
Teleporting to Spirit Guide resets the cooldown of Spirit Rift.
Round 2 - Dire Wolf
Ghost Wolf inflicts a 1.2s Root - Spiritual Wind
Spirit Rift increases your movement speed by 40% for 3s. - Phantasm
Ally affected by Spirit Guide takes 50% less damage and enemy affected by Spirit Guide takes 25% more damage.
Round 3 - Ghostly Strike
Spirit Guide Damage is increased from 12 to 16 and Knockback force is increased by 60% - Into the Realm
Other Side movement speed bonus increased from 40% to 60% and cooldown is reduced by 1s. - Pixie Dust
Pixie deals full damage and healing on mimicked Soul Bolts
Round 4 - Shimmering Bond
Spirit Link healing increases from 50% to 65% - Joyful Spirits
Returning from the Other Side heals self and nearby allies for 12 health. - Dark Souls
Soul Bind damage increases from 30% to 50%
Round 5 - Equilibrium
The first impact applies Spirit Link on allies and Soul Bind on enemies - Condemn
The second impact stuns all enemies for 1.2s.
BakkoCore Changes- War Axe (M1)
Now reduces cooldown of Blood Axe by 0.5s per hit - Blood Axe (M2)
Damage reduced from 16 to 14 No longer inflicts Fading Snare on max charges Cooldown increased from 2s to 3.5s - War Stomp (EX Space) Rework - Leaps to target location dealing 8 damage and incapacitating all enemies for 2.5s.
Bakko New Battlerite Tree Round 1 - Warlord’s Axe
Blood Axe inflicts a 1.5s Fading Snare. - Shield bash
Bulwark can be recasted when the effect ends to bash the enemy with your shield dealing 6 damage and inflicting a 50% Weaken that lasts 2.5s. - Raging Ram
Increases max range range of Shield Dash by 30% and reduces cooldown by 2s.
Round 2 - The Red Axe
Blood Axe heals for 4 health plus 2 bonus health per Weapon Charge. - Wall Slam
Shield Dash inflicts a 1s Stun when slamming an enemy into a wall. - Adrenaline Rush
Valiant Leap causes your next War Axe attack to deal 10 bonus damage.
Round 3 - Axe and Shield
War Axe hits reduces the cooldown of Bulwark by 1s. - Bravery
Valiant Leap grants 33% damage reduction to self and nearby allies upon landing. - Rampage
War Shout increases your movement and attack speed (M1 & M2) by 33% for 4s.
Round 4 - Mobile Defence
Bulwark increases movement speed by 30%. - Howling Axes
Blood Axe hits reduces the cooldown by 0.5s - Inspiration
Increases maximum energy by 25% and you gain 10% more energy from abilities
Round 5 - Mammoth Stomp
Heroic Charge area Stun duration is increased from 0.25s to 1s - Reinforcement
Heroic Charge grants a shield that absorbs 30 damage lasting up to 3s.
VareshVaresh New Battlerite Tree Round 1 - Zeal
Applying Inhibitors Guard causes a shockwave that stuns all nearby enemies for 0.5s and inflicts Corruption. - Devastation
Hand of Judgement bounces towards a second target dealing 8 damage and inflicting Judgement. - Return
If Wuju is triggered you can recast it within 1.5s.
Round 2 - Silence
Silence duration increases from 0.5s to 1.2s when consuming Judgement. - Celerity
Inhibitors Guard increases movement speed by 25% and damage output by 15%. - Unlimited Power
Shatter no longer consumes Corruption but still grants the full effect.
Round 3 - Ruin
Wuju inflicts Judgement on enemies hit. - Fracture
Shatter gains 1 additional charge - Wonder
Inhibitors Guard absorbs 14 more damage.
Round 4 - Agility
Increases movement speed by 10%. - Law Bender
Consuming Corruption/Judgement reduces the cooldown of Inhibitors Guard by 1s. - Synergy
When Judgement and Corruption are active on the same target, their effects increase from 15% to 20% and Hand of Judgement and Hand of Corruption renew both effects.
Round 5 - Accord
Powers Combined can hit allies, healing them for 14 health. - Eternal
You gain Inhibitors Guard when Powers Combined ends.
Champion Balance and Fixes Ashka Battlerites - Wild Fire
Moved to Tier 1 Time between firestorm bolts has been slightly reduced. - Char
Moved to Tier 2. - Blaze
Movement speed bonus reduced from 50% to 30%. Fixed a bug that caused the fireball casted during Blaze to have the same range and speed as a Firestorm Bolt. Now has the same range and speed as a normal Fireball. - Lava Punch
Static cooldown reduction increased from 1s to 1.5s.
Croak- Deceit (EX Q)
If the attack is negated/countered Croak no longer enters Camouflage. Incapacitate duration reduced from 3.5s to 3s.
Battlerites - Cut to the Chase
Movement speed increased from 25% to 30%. - Momentum
Haste increased from 30% to 40%.
Freya Shock Vault (EX Space) Reworked No longer inflicts Incapacitate/Knockback. Your next Bash deals 8 bonus damage, inflicts a 2s Fading Snare and inflicts Static. Battlerites Overcharge Can now only trigger once. Charged Lightning Reworked When landing after Spring you deal 12 damage to enemies in an area, enemies affected by Static are stunned for 0.5s. Iva Battlerites Rocket Boosters Haste increased from 50% to 65%. Heavy Rocket Snare duration increased from 1s to 1.5s. Lucie Petrify Dart (EX E) Petrify duration reduced from 3.4s to 3s. No longer petrifies nearby enemies unless the projectile hits an enemy. Oldur Battlerites Sealed Fate Effect increased from 20% to 25%. Pearl Fixed a bug that allowed Pearl to start the round with her staff charged by using Dive with Power of the Deep just before the countdown started. Shifu Spear Slash (M1) Damage increased from 8 to 9 Impale (M2) Base damage reduced from 10 to 9 and damage per charge reduced from 6 to 5. Tendon Swing (R) Incapacitate duration reduced from 3s to 2.5s Battlerites Mantra Healing reduced from 16 to 14 Taya Battlerites On the Move Cooldown reduction increased from 0.25s to 0.3s. Tracking Duration increased from 0.4s to 0.5s. Private Match- Non-host players can now invite other players.
- You should no longer be able to get into a bugged menu state after playing a Private match.
General Updates & Fixes Ability Related - All Ultimate Trigger-Casts have been reworked and now function similar to regular casts. The correct cast time is now displayed in all Ulimate Tooltips.
- Fixed a bug causing projectile range to be affected by spawn offsets causing some projectiles to have longer range than intended. Some projectiles will now have a shorter range and the cast-preview will be more accurate.
- A cancel cast ability exploit fixed.
HUD / Visual effects - Champions that charge their weapon over time (Sirius and Ruh Kaan) now make use of a new HUD element that visualizes this timer.
- Allied AOE markers color changed from green to blue in order to make it easier for people with red/green color blindness.
- The health and energy pickups now have a different shape within them to make them more distinguishable.
- Recasting abilities will now be highlighted in the hud when available.
- Fixed a bug where some trails weren't visible after playing for some time (Pearl M1 and Oldur M1 for example).
Audio- Stuttering/lagging/slow-motion issues are hopefully fixed for most users.
- Champion voices should now stop correctly when the speaker is dead.
- Modified the fall-off range for all voice overs.
Lobby- Friends list optimized to better handle a large amount of friends
- Selected Champion will now be remembered between sessions.
- Fixed the recurring level 10 visual bug.
Memory- The game now uses less memory.
- Biggest memory leaks have been fixed.
Miscellaneous- Fixed an issue with the D6 and D20 avatars.
- Numerous bug fixes.
Other Information- As of the launch of the new patch (2016-10-21, 14:00 CEST (8:00 AM EST / 5:00 AM PST), all Odeum replays made BEFORE this date will become unusable, as backwards compatibility for the Odeum is not supported at the moment. If you wish to record specific replays separately, BE SURE TO DO IT BEFORE THE PATCH GOES LIVE
- Matchmaking and ranking systems are still being worked on. There will be no reset right now, but a soft reset can be expected when more improvements have been done. The Standard / Ranked queues are the first step on the reworks.
- In the future, we will attempt to make more frequent, smaller updates to the game, both in regards to balancing and content, in-between larger patches containing for example new champions.
|
The game becomes quite dull after a while. There is only so much you can do with each hero.
|
Love the new ranged char in patch, and I have found queues to be much, much more consistent with the new matchmaking in patch.
Happy with this update!
|
hei guys can someone get me a key for a friend streamer ?
|
I don't know of anyone with keys to give away, it's on Steam for purchase.
|
Yeah really enjoying Jumong a bunch Still struggle vs ashka and shifu tho x.x
|
Anyone grade 12+ have any tips on who to combo a Rook/Ruh Kaan with?
My buddy mains Jade/Jumong and we've had the most success with Rook/Jade, but this latest Rook nerf is just kinda infuriating. The buff may have been too strong, but this nerf w/o any other buff is just annoying when compared to other heroes.
We're having trouble finding good synergy and we haven't watched any tourneys for inspiration.
|
Also, I must say, to anyone that plays dota, play this game. It's very, very, very fun.
|
This game is pretty sweet. Certainly a great choice for a shorter length team competitive game. I wish the company could get more visibility to the game and a larger player base.
Anyone know of good resources for the game in respect to competitive play? I can only really find more basic resources and at best some mid level ideas like battlecrank's resources. I'd some love insight more into how to play specific match ups or things like that.
What do people think of Ezmo? He came out about when I started playing so I've been maining him, but he does feel a little awkward in comparison to say Ashka. Lots of damage potential there, but the kit as a whole feels a little awkward. Still the pull on M2 (plus stun) is absolutely brutal and seems enough to make the hero useful almost by itself against poke lineups. But against real face rushy line-ups I don't know how he stands his ground at all.
|
Free weekend coming up! Highly recommend people give the game some time and check it out.
|
On November 13 2016 09:08 danl9rm wrote: Anyone grade 12+ have any tips on who to combo a Rook/Ruh Kaan with?
My buddy mains Jade/Jumong and we've had the most success with Rook/Jade, but this latest Rook nerf is just kinda infuriating. The buff may have been too strong, but this nerf w/o any other buff is just annoying when compared to other heroes.
We're having trouble finding good synergy and we haven't watched any tourneys for inspiration.
G12(3950) sirius here:
Sirius/Rook is pretty strong from my experience. In Rook + X teamcomps where X is not a healer, rook should always be spamming ex M1 to stay topped off on health. Even in games with a healer, Rook can at least compete with healers for protection. It's not surprising to see him with 3-400+ protection on rook. He's fine with the nerfs. still super good.
If you want to be competitive at the highest levels, though, your team almost always needs a healer, unless you're running something super gimmicky like jade/croak and have the coordination to actually burst someone down during the camo+snipe combo. It will "feel" playable without a healer, but only because you will consistently match against other non-healer teamcomps at lower ranks and thus you feel like you're winning/losing a fair amount. write down the W/L record of the team that has a healer during your next 30 games where one team has a healer and the other does not.
|
Yea try it out guys, I am 3800 Pearl (EU) with 1400 matches and the game is a blast if someone wants to play 3v3 msg me in game: Shaynea (pls be good g10/11+)
|
Dominican Republic7 Posts
I got the game for the free weekend and I'm really enjoying it. Still, I think I'll wait a while to buy it since it's kinda early for me still.
|
For anyone else picking up the game some assorted tips:
- You have EX abilities! (Tutorial does not explain this) each character has 2, you can use them with Shift+Key or 1 and 2. They take meter, but modify the base ability in some way. They tend to be pretty relevant to effective play with characters.
- You can cancel almost anything with C (including some things like Other Side from Paloma which makes you invulnerable but unable to attack). Useful to bait things out or save cooldowns if an ability is going to miss.
- A big concept of the game is your management of defensive cooldowns. You need to pay attention to what defensive cooldowns (teleports, counters, shields, movement abilities) you have available and manage your aggression and defensiveness based on that.
- Likewise you want to exploit when your enemies don't have defensive cooldowns and punish your enemies the hardest once they're down.
- Controlling the Orbs and pick-ups is pretty important, don't be afraid to spend a bit of meter or a cooldown to do so (if you can do it safely).
- Try to learn about counters & shields quickly. Rook, Shifu, Varesh, Sirius, Pearl, and Freya have counters where if you hit them they will absorb the attack and get some benefit. Denying these benefits is important to doing well vs them. Ezmo, Bakko, Ruh Kaan, and Oldur also have directional shields that give them benefits if you hit.
- Health mechanics are pretty relevant, and unexplained. Characters have a current HP and a max HP, but both change over the course of a match. Someone's Max HP is at most ~40 above their current health. Anytime you lose more than 40 HP from your maximum hp your max hp will go down. So if you start at 200/200 HP and lose 100 HP you'll be at 100/140HP. If instead you lose 20, gain 20, lose 20, gain 20, lose 20 you'll be at 180/200. Orbs and health pick ups restore maximum HP as well as current HP.
- The net of above is it's important to focus damage and apply bursts when possible. Also means you tend to want to target people who are missing HP from their max HP over people that are full HP (within reason). So hitting someone at 150/180 is generally better than someone at say 130/130 because hitting the former will deal more damage to their max HP while the latter could back off and heal up the damage you apply.
- Don't overestimate people as tanks, some characters are more durable than others, but all characters are pretty vulnerable under the right situations. A rook out of position is not so durable that you can't target & bring him down even if you don't want to prioritize targeting him.
- Don't overestimate ultimates, they're situationally useful but generally require people to use all of their mobility cooldowns first to land. Using your meter for your R and EX abilities is very important, don't feel like you have to save up for the ultimate.
|
Bearded Elder29876 Posts
I've played this game since closed beta and I have to sadly admit that I got totally bored of it :<
|
I don't know why did they decided to make a sequel to BLC in the first place. Gameplay proved itself to be a complete failure. That was the reason of its decline. It is the reason why everyone lost interest in BR after the first month. The game on itself is very "shallow", its not mechanically demanding, nor its "deep" enough in term of strategy or tactics. It's not a good indication when you constantly fight urself to go off autopilot-mode while playing cause there is literally nothing to think about, everything is pure "he used cd ok i use my cd"...
|
On December 03 2016 05:26 insitelol wrote: I don't know why did they decided to make a sequel to BLC in the first place. Gameplay proved itself to be a complete failure. That was the reason of its decline. It is the reason why everyone lost interest in BR after the first month. The game on itself is very "shallow", its not mechanically demanding, nor its "deep" enough in term of strategy or tactics. It's not a good indication when you constantly fight urself to go off autopilot-mode while playing cause there is literally nothing to think about, everything is pure "he used cd ok i use my cd"...
There's money to be had in Battlerite tournaments, if the game is so shallow why not scoop up that prize money? Or likewise why are there consistently the same teams fighting over the top tournament spots if the game is shallow?
Sure the game has no macro strategy and a lot of the strategy is more about subtle positioning and teamwork, but that doesn't make it shallow; it's just focused on a few very focused things.
It's no different than most fighting games; the description you used applies equally to them.
|
On November 30 2016 06:39 ItsFunToLose wrote:Show nested quote +On November 13 2016 09:08 danl9rm wrote: Anyone grade 12+ have any tips on who to combo a Rook/Ruh Kaan with?
My buddy mains Jade/Jumong and we've had the most success with Rook/Jade, but this latest Rook nerf is just kinda infuriating. The buff may have been too strong, but this nerf w/o any other buff is just annoying when compared to other heroes.
We're having trouble finding good synergy and we haven't watched any tourneys for inspiration. G12(3950) sirius here: Sirius/Rook is pretty strong from my experience. In Rook + X teamcomps where X is not a healer, rook should always be spamming ex M1 to stay topped off on health. Even in games with a healer, Rook can at least compete with healers for protection. It's not surprising to see him with 3-400+ protection on rook. He's fine with the nerfs. still super good. If you want to be competitive at the highest levels, though, your team almost always needs a healer, unless you're running something super gimmicky like jade/croak and have the coordination to actually burst someone down during the camo+snipe combo. It will "feel" playable without a healer, but only because you will consistently match against other non-healer teamcomps at lower ranks and thus you feel like you're winning/losing a fair amount. write down the W/L record of the team that has a healer during your next 30 games where one team has a healer and the other does not.
Oh, no! Is that true? We were just having this argument the other day about 2 dps or 1 healer. I thought 2 dps could work if played right.
Agree about Rook. I've played the crap out of him lately and he is super good. I like it even more that I rarely see him on the ladder.
|
|
|
|