More info here and on the BattleRite Reddit
Battlerite
Forum Index > General Games |
karazax
United States3737 Posts
More info here and on the BattleRite Reddit | ||
karazax
United States3737 Posts
Here are the twitch streams for the game | ||
739
Bearded Elder29876 Posts
Game is 10/10, I recommend. | ||
amazingxkcd
GRAND OLD AMERICA16375 Posts
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KeksX
Germany3634 Posts
On September 21 2016 04:34 739 wrote: Played Alpha, played Beta and just bought Early Access. Game is 10/10, I recommend. I did not play BLC, but I did play the short last beta and immediately got hooked. I just dig the WASD/Mouse combat system (reminds me a lot of The Exiled), the short rounds and pure PvP focus. Hope this gets a nice playerbase so 10/10 from me as well! | ||
karazax
United States3737 Posts
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bardtown
England2313 Posts
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KeksX
Germany3634 Posts
On September 21 2016 08:10 bardtown wrote: Big downgrade from BLC unfortunately. Much slower, worse heroes and a much lower skill ceiling. Has more mass appeal but meh. Much slower? Being too fast is one of my main gripes with the game atm. Was everyone a onehit in BLC? | ||
bardtown
England2313 Posts
On September 21 2016 08:16 KeksX wrote: Much slower? Being too fast is one of my main gripes with the game atm. Was everyone a onehit in BLC? Nope, you didn't do damage faster but you moved faster and had more spells. In general it was more open ended and complex. My standard for fast is Quake or GunZ. BLC had some of that twitch, but I don't get that sensation at all from BR. Also found matchmaking very frustrating because there's no global chat for whatever reason so I can't find competent teammates to queue with and had 2x my teammates' scores in 70% of my games. They seem to have decided that 5s queues are more important than balanced games. | ||
karazax
United States3737 Posts
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Liquid`Jinro
Sweden33719 Posts
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Plansix
United States60190 Posts
On September 21 2016 09:44 Liquid`Jinro wrote: I tried it but gotta say the sluggish movement disappointed me a bit... didnt really get a chance to actually try it in a match tho, just messing around with characters for a few minutes. I really don't like spamable ranged heroes are and and how quickly they can escape melee heroes. I am having zero luck against all ranged line ups. | ||
SCC-Faust
United States3736 Posts
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KeksX
Germany3634 Posts
On September 21 2016 08:25 bardtown wrote: Nope, you didn't do damage faster but you moved faster and had more spells. In general it was more open ended and complex. My standard for fast is Quake or GunZ. BLC had some of that twitch, but I don't get that sensation at all from BR. Ah I see what you mean now. I'm a huge fan of more tactical play instead of faster reactionary play though, so for me personally this isn't really a downside. Except for the amount of spells - agreed that more spells and more effects (especially ones that allow synergy between characters) would be great! | ||
karazax
United States3737 Posts
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amazingxkcd
GRAND OLD AMERICA16375 Posts
On September 21 2016 04:39 amazingxkcd wrote: I have an extra key from my Diabotical kickstarter award. PM me if you want one key claimed. sorry for late response :O | ||
tedster
984 Posts
Battlerite has very clean visuals and much more reasonable pacing while also having a high skill ceiling. I do think there is a bit too much homogeneity in characters' defensive cooldowns and would like to see a lot more variety there, especially among ranged characters. You can only have so many teleports on Space and counters on Q before it gets a little stale. 9/10 but could go up or down depending on where they take it and how ambitious they get with hero designs. | ||
rebuffering
Canada2436 Posts
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tedster
984 Posts
Desperately want there to be a ladder but at least the game is even fun solo queuing (which I wouldn't have expected). | ||
VelRa_G
Canada304 Posts
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_Spartak_
Turkey236 Posts
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The_Red_Viper
19533 Posts
Only played 2 heroes so far so i cannot comment on balance/variety | ||
amazingxkcd
GRAND OLD AMERICA16375 Posts
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Bodhi
United States180 Posts
http://steamcommunity.com/games/504370/announcements/detail/580226899033350836 The buff to Lucie's shield looks big. I imagine Pearl/Shifu nerfs will be next up. | ||
aTnClouD
Italy2428 Posts
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NukeD
Croatia1612 Posts
On October 02 2016 14:22 aTnClouD wrote: I absolutely love this game Same here. | ||
739
Bearded Elder29876 Posts
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Spyridon
United States997 Posts
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Kingkosi
United States1215 Posts
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karazax
United States3737 Posts
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Kuroeeah
11696 Posts
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ETisME
12083 Posts
On October 05 2016 10:29 karazax wrote: Well they are adding brawl mode to HOTS which will have some what similar game play in some of the maps it sounds like. Brawl mode is going to be so much silly fun. Extremely hyped for it. But the two games are very different even in brawl mode. | ||
Chairman Ray
United States11903 Posts
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DickMcFanny
Ireland1076 Posts
I've honestly been looking for a game like that to play with my brother for ages, I can really see myself sinking some serious time into this. | ||
VelRa_G
Canada304 Posts
On October 08 2016 10:20 DickMcFanny wrote: Does support work in a 2v2 setting? I've honestly been looking for a game like that to play with my brother for ages, I can really see myself sinking some serious time into this. Yes, it does. There are no healbots. Support heroes often dish out a crap ton of damage themselves (Poloma) or have lots of control (Lucie). | ||
suxN
Finland1167 Posts
On October 08 2016 11:14 VelRa_G wrote: Yes, it does. There are no healbots. Support heroes often dish out a crap ton of damage themselves (Poloma) or have lots of control (Lucie). Indeed, its not unusual to see supports doing even more damage than the actual damagedealers. General difference is that supports deal sustained damage and have rather bad chasing abilities, damage dealers have bursts and mobility. And in 2v2 setting i think its more popular to play healer+dps, but some 2xDps setups works aswell. Havent seen much success with 2xHealers. | ||
Foxxan
Sweden3427 Posts
EDIT: just bought it, gonna try it today most likely, cant stop queue in Hero league atm. | ||
Foxxan
Sweden3427 Posts
Love the wasd movement aswell. So fun with skill involved and no rng(20% proc for example). | ||
Chairman Ray
United States11903 Posts
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TaShadan
Germany1959 Posts
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Amarok
Australia2003 Posts
Seems like a game that wouldn't play too well on a 190+ ping. | ||
DickMcFanny
Ireland1076 Posts
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. | ||
karazax
United States3737 Posts
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.
Matchmaking
Champion Updates Rook Rook 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 New Battlerite Tree Round 1
Round 2
Round 3
Round 4
Round 5
Champion Battlerite Updates We'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. Jade Core Changes
Jade New Battlerite Tree
Sirius Core Changes
Sirius New Battlerite Tree Round 1
Round 2
Round 3
Round 4
Round 5
Poloma Core Changes
Poloma New Battlerite Tree Round 1
Round 2
Round 3
Round 4
Round 5
Bakko Core Changes
Bakko New Battlerite Tree Round 1
Round 2
Round 3
Round 4
Round 5
Varesh Varesh New Battlerite Tree Round 1
Round 2
Round 3
Round 4
Round 5
Champion Balance and Fixes Ashka Battlerites
Croak
Battlerites
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
General Updates & Fixes Ability Related
Audio
Lobby
Memory
Miscellaneous
Other Information
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Foxxan
Sweden3427 Posts
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Spyridon
United States997 Posts
Happy with this update! | ||
ImFromPortugal
Portugal1363 Posts
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karazax
United States3737 Posts
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MLuneth
Australia557 Posts
Still struggle vs ashka and shifu tho x.x | ||
danl9rm
United States3111 Posts
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. | ||
danl9rm
United States3111 Posts
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Logo
United States7542 Posts
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. | ||
Logo
United States7542 Posts
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ItsFunToLose
United States776 Posts
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. | ||
napalmion
Poland96 Posts
if someone wants to play 3v3 msg me in game: Shaynea (pls be good g10/11+) | ||
mangu
Dominican Republic7 Posts
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Logo
United States7542 Posts
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739
Bearded Elder29876 Posts
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insitelol
845 Posts
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Logo
United States7542 Posts
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. | ||
danl9rm
United States3111 Posts
On November 30 2016 06:39 ItsFunToLose wrote: 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. | ||
danl9rm
United States3111 Posts
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"... I'm not sure you could be more wrong. | ||
Logo
United States7542 Posts
On December 03 2016 11:17 danl9rm wrote: 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. There's some really strong duo-DPS comps (I like Jade Ezmo or Taya Ezmo a lot actually with Pull -> Snipe/X-Strike), but it does seem like healer comps get an edge in the long run. It's not 100/0 like other games, but I don't think it's smart odds either. I don't even know if it's the healing itself so much as the fact that healers give so many options. Someone like Lucy and the other healers have 3-4 ways to bail a teammate out on top of some of their personal defensive outs. So they can really cover a range of situations and help to consistently minimize damage. | ||
insitelol
845 Posts
On December 03 2016 05:33 Logo wrote: 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. Oh please, Do you even know what are you talking about? Fighting games are COMPLETE opposite of that. Fighting games involve insane mechanics. BR is nothing but Moba stripped of pve/gear/strategy/tactics elements that my grandma can handle. And i wouldn't get too exited about tournaments and stuff. Game hardly gets any viewers on twtich. Yes there was some hype at launch but it had rapidly fallen off radars. For the exact reasons i stated. | ||
Amarok
Australia2003 Posts
How are MOBA's "tactical" elements stripped out of Battlerite? The whole game is about positioning and tactics (effective coordination/use of abilities). Battlerite amps up the tactical elements of the MOBA if anything. Either you're using a different definition of tactics than me or you don't know what you're talking about. As to the rest, what it loses in strategy (lol @ pve/gear) it makes up for in having more interesting/faster combat. If that's not you're cup of tea then so be it. The game is a hybrid. All games that take elements of multiple genres end up having to sacrifice some elements of each of them. If you want to focus on the mechanics it leaves behind you'll be eternally disappointed. The question is whether the game provides a coherent experience and Battlerite is promising enough given we're only in Alpha. I don't know if this game will make it, but the gameplay absolutely is not what will hold it back. | ||
Foxxan
Sweden3427 Posts
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Logo
United States7542 Posts
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insitelol
845 Posts
On December 05 2016 09:16 Amarok wrote: I don't know if this game will make it, but the gameplay absolutely is not what will hold it back. We can pretend things and justify our personal tastes but Gameplay is the only major factor that defines game's success and popularity. There is no way around it. Yeah, blah blah, devs can ruin players experience by providing poor support/code etc. But that's secondary. If the gameplay isn't there there is just no "game". I was hyped about BLC when i played WoW arena (and played a lot) long time ago. The BLC/BR idea itself is based on WoW w/o needless (as devs stated) mana mechanics, pve gear grind, ramndomness etc. It sounded cool on paper. But it turned out to be complete opposite. BLC made me realise that mana mechanics wasn't something bad but instead added another layer of tactical depth, as well as much wider arsenal of abilities, as well as long CDs and randomness element etc. It all made the arena fight much more complex. Stripped of that it's just became a mindless m1 spam (to a certain extent ofc). BLC/BR feels and plays like a phone app compared to any decent moba (coming from a moba hater). There is literally nothing to do in the game. On December 06 2016 00:22 Logo wrote: So you have to be much more about playing a game with the idea that you want to keep improving and get better. Why would i want to play a game with 0 mechanics involved to get better and improve? While i have SC2, BW, Street Fighter V to actually feel what improvement is. | ||
wishr
Russian Federation262 Posts
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Logo
United States7542 Posts
We can pretend things and justify our personal tastes but Gameplay is the only major factor that defines game's success and popularity. It's pretty adorable that you believe that. Marketing, polish, in game carrots/rewards, ease of access, price, system requirements, being quick to learn all matter as much if not more (combined) than gameplay. If they didn't we'd all be playing things like Street Fighter 2 Turbo, Tribes, and Brood War. If you aren't the best at the game and see "0 mechanics" to get better at then that's really eroding the credibility of your criticisms. | ||
Yurie
11533 Posts
On December 07 2016 00:38 Logo wrote: It's pretty adorable that you believe that. Marketing, polish, in game carrots/rewards, ease of access, price, system requirements, being quick to learn all matter as much if not more (combined) than gameplay. If they didn't we'd all be playing things like Street Fighter 2 Turbo, Tribes, and Brood War. If you aren't the best at the game and see "0 mechanics" to get better at then that's really eroding the credibility of your criticisms. Just me that honestly don't like the gameplay in any of the three titles you mentioned? There is such a thing as a difference of opinion on what fun gameplay is. Which is what makes his original statement somewhat hold true. Many titles that goes for the mass marketing and so on usually have slimmed down gameplay that is easy to learn and makes for quick entertainment. I played a bit of BLC and won't be playing this. I honestly am not into short round games. I like 30 min+ maps and building something up while not being too hectic the entire time. Which is why most games I love are single player games at their core. Anything with shorter rounds such as CS GO and this is fun for a few hours, then I am not interested any more since too much of the gameplay is the same. | ||
Logo
United States7542 Posts
On December 07 2016 01:05 Yurie wrote: Just me that honestly don't like the gameplay in any of the three titles you mentioned? There is such a thing as a difference of opinion on what fun gameplay is. Which is what makes his original statement somewhat hold true. Many titles that goes for the mass marketing and so on usually have slimmed down gameplay that is easy to learn and makes for quick entertainment. Yeah of course gameplay is relevant and subject to personal taste, but it's ridiculous to think it's the only major factor in who plays what competitively. Those three titles are relevant because in a large part people didn't stop playing those games because they stopped liking the gameplay of them, many people moved on because that's where the communities went and where there was competition. People are constantly trying to bring Tribes back, but never with a huge studio doing it. SC2 had people from day one in large numbers (including pros) argue that BW had better gameplay. Super Turbo wasn't dropped from EVO until 2010 and is still run as a side tournament. Blizzard was able to push Overwatch to 7 million players within a week, most indie games don't sell 7 million copies in their lifetime. Are you really telling me those sale numbers at launch are entirely because of gameplay and not because of Blizzard's reputation, their marketing push, and their ability to deliver fancy graphics? Or take Hearthstone, do you really think games like Hex or SolForge stood any chance against Hearthstone? How many HS players do you think are even aware of these other games (certainly the hardcore players, but what about the massive base of casual Hearthstone players?). And never mind any idea of player mobility. Do you really think people will give up LoL for a game with better gameplay if it's still relevant and they've sunk countless hours and $s into it? There's stickiness to a community once it's large & active enough; people are mostly going to switch through attrition to other big giant titles (like players going from LoL to Overwatch which are incomparable in terms of 'gameplay') or getting distracted through single player releases. Hell there's even dozens and dozens of indie competitive games of all genres people have probably never heard of because it's really hard to get enough of an initial user base to support an active community (otherwise everyone leaves because they can't find matches) and even harder to have that community be large enough to start spreading word of mouth on how good the gameplay is. It's a ridiculous claim. | ||
danl9rm
United States3111 Posts
On December 07 2016 00:38 Logo wrote: It's pretty adorable that you believe that. Marketing, polish, in game carrots/rewards, ease of access, price, system requirements, being quick to learn all matter as much if not more (combined) than gameplay. If they didn't we'd all be playing things like Street Fighter 2 Turbo, Tribes, and Brood War. If you aren't the best at the game and see "0 mechanics" to get better at then that's really eroding the credibility of your criticisms. Wtf, get outta my brain | ||
Rels
France13466 Posts
Speaking of, big patch coming out tomorrow. It followed the complaint of some top players who found that most of the stuff were too difficult to avoid. I'm pretty hyped for it! | ||
Logo
United States7542 Posts
See here: http://store.steampowered.com/app/504370/ | ||
Plansix
United States60190 Posts
I also want little words that pop up blocked when an attack is blocked. | ||
Logo
United States7542 Posts
I think most directional shields do something kind of obvious when they block a shot or have words above the heroes head, but text on the actual block is not a bad idea. It seems like they're intending on focusing a lot of this year on UI and graphics improvements. They just redid one hero's model and SFX and I think that's going to happen to all of them. They've also been working on an overhaul for the lobby UI. | ||
Plansix
United States60190 Posts
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Glueburn
United States496 Posts
Thorn Launch Trailer | ||
karazax
United States3737 Posts
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Silentenigma
Turkey2037 Posts
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QzYSc2
Netherlands281 Posts
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tobai
28 Posts
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Kyir
United States1046 Posts
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Logo
United States7542 Posts
On November 13 2017 08:08 Kyir wrote: At some point in the last few months they changed it so you went into each game with your full set of rites already enabled, and that still strikes me as a seriously weird choice. I don't understand why they would remove a whole strategic element of the game. In practice the overwhelmingly majority of rites you pick are either just specific to the hero you are playing or based on the enemy composition. So either way you are making upfront choices based; it's just that in the former system you'd slowly unfold those choices vs having them all selected up front. With the way Rites are now, balance can be focused on heroes have full kits rather than each individual round being a concern. Which makes it much easier to balance, especially tournament format (bo5 or more) vs the shorter ladder matches (bo3). Some rites (like Lucie's haste on shield, Ezmo's snare on attack) could fundamentally change how a composition works so you'd have relatively uneven rounds as rites were/were not available. But it wasn't ubiquitous enough and there wasn't enough counter play to make it an interesting strategic aspect, so they either had to lean into the system a whole lot more and deal with the complications or they could pull back and give people something more focused on the brawling aspects of the game. They chose the latter. | ||
Kyir
United States1046 Posts
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Ansibled
United Kingdom9872 Posts
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Glueburn
United States496 Posts
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Plansix
United States60190 Posts
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Logo
United States7542 Posts
Well fun, but lacking a tutorial that could make your first match feel uh not fun. | ||
Plansix
United States60190 Posts
On November 14 2017 03:59 Logo wrote: Did you get to play the battlegrounds mode Plansix? It was pretty fun before they moved it to weekends only. Well fun, but lacking a tutorial that could make your first match feel uh not fun. I’ll have to check it out. They need more modes in this game in general. The feel of the game is really tight. Limiting the game to the “competitive” 2v2 and 3v3 doesn’t give players room feel out the different characters. | ||
Kyir
United States1046 Posts
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Logo
United States7542 Posts
On November 14 2017 04:21 Plansix wrote: I’ll have to check it out. They need more modes in this game in general. The feel of the game is really tight. Limiting the game to the “competitive” 2v2 and 3v3 doesn’t give players room feel out the different characters. There's a guide here: https://www.reddit.com/r/BattleRite/comments/7bjh5f/f2p_intro_to_battleground_mechanics/ But basically the idea is you compete over a spawned objective from a random pool (kill minions, control point, cart push) to fill a meter that when full lets you attack the enemy's ancient for a short window. If you die you re-spawn after a delay. There's XP/leveling that increases your lethality slightly (most of the time you level at about the same rate as your opponents so it's a game ending mechanic more than a snowball mechanic) and red power up shards that give you a +1 level bonus until you die and drop them. | ||
Varanice
United States1514 Posts
My initial reaction from playing about 5~ games of the guardian mode is that people majorly underestimate the importance of focusing the objective and diving + ulting (usually to death) the guardian for as much damage as possible. I only really see two significant reasons not to suicide into their guardian and that'd be if you have a lot of weapon stacks (4-5/+) or if getting out isnt a big dps hit and you can safely snag a lot of their energy/hp balls on their side of the map on the way back. edit: dont wanna double post. rip, no one else playing this? | ||
Rels
France13466 Posts
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Poegim
Poland261 Posts
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Plansix
United States60190 Posts
On December 18 2017 08:25 Rels wrote: I'm still playing it and I'm still enjoying it a lot pretty glad that the F2P launch was succesful, we have 15k-20k concurrent players on evening on EU, which is pretty good for a niche game like that I’ve been messing around with it on and off since it went free to play. My biggest complaint is the down time between matches. I just want to be thrown back into match making directly from my victory or loss, like Street Fighter or another fighting game. I don’t care about chests, keys or other garbage. Just keep the matches rolling and tell me what I got later. For Honor had this same problem for me. I’m here to jack fools and make sick dunks, not look at my stats. | ||
Belisarius
Australia6177 Posts
Now, that's not to say the interface is good. It desperately needs some kind of big floating queue button like Dota has in the bottom corner. It's really common for one dude in your party to be looking through loadouts or whatever and not realise they haven't readied up. Downtime wise, though, there's really not a lot of fat to trim. I guess they could automatically ready you up, but not everyone will want that and it takes one click to do it yourself, provided you remember to. | ||
Belisarius
Australia6177 Posts
On November 14 2017 02:47 Kyir wrote: That's a good point, though I guess my preferred solution to that would have just been increasing the possibility of counterplay in round-by-round choices. That's easier said than done, certainly, but something feels missing to me with the new system. I'd like for the team that lost each round to be able to switch one talent for another each time. That way there's still a bit of interplay, but you also keep the ability to pre-set big optimised loadouts. | ||
Rels
France13466 Posts
On January 16 2018 00:21 Plansix wrote: I’ve been messing around with it on and off since it went free to play. My biggest complaint is the down time between matches. I just want to be thrown back into match making directly from my victory or loss, like Street Fighter or another fighting game. I don’t care about chests, keys or other garbage. Just keep the matches rolling and tell me what I got later. For Honor had this same problem for me. I’m here to jack fools and make sick dunks, not look at my stats. yeah I agree with the reasonning. But it was way worse before the F2P launch, now with 2 clicks the screens about ranks and rewards pass instantly, when before you had to watch random bars fill up | ||
Poegim
Poland261 Posts
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Belisarius
Australia6177 Posts
I'll stick with it until it's well and truly dead, but I'm not sure how much longer this'll last. That makes me pretty sad. | ||
Plansix
United States60190 Posts
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