By choosing items that improve the matchup against the enemy team, you’ll be able to gain a strategic edge in combat even if your Champions may be disadvantaged. This will add extra depth in knowledge, skill, and teamplay that will give you more ways to outskill your opponents by coordinating chosen items with your team. These items are not persistent between rounds, and the number of items you can choose to take into the fight increases by one each round, up to a maximum of three items. The Armory will be available before each new round begins, allowing players to pick a set of items they choose to bring into battle with them. We’ve opted to go with a new system that will allow players to personalize and customize each and every round to their liking – this is the Armory. Since Battlerite synergies had to be planned for rounds in advance and some of the more interesting Battlerites were gated until later rounds, players had much fewer options than it seemed. While this had the nice effect of giving progression to each game, it fell short in the customization department. In the old Battlerite system before being reworked to choosing a loadout of five rites, players chose a Battlerite each round to further customize their Champion. While Battlerite’s main focus is and always will be a streamline fine-tuned combat experience, having additional strategic depth is important for the longevity of the game. We’ve been looking at ways to diversify player choices and address the problems of staleness, repetition, and the lack of meaningful strategic choices, especially from round to round. We’ll continue to monitor hit rates and game feel, and make adjustments as necessary. Since fine-tuning and balance of these factors is vital for Arena, finding the right amount of speed increase and right amount to boost projectile speed as a counterbalance was a careful exercise. The balance of power between melee and ranged Champions can shift dramatically, the time-to-kill and damage output versus healing output can be ruined, and the hit rate of essential moves such as Lucie’s Panic Flask and Varesh’s Shatter can be heavily impacted. There are a lot of implications to take into account when changing a major stat in this way. There will be a greater skill differentiation for the players who are able to keep a consistent hit rate in the new environment and a greater portion of your survivability will be coming from your ability to dodge because of the lowered health. With movement being a greater factor in how you can position, juking and mind games will be more impactful and less dependent on cooldowns. This will increase the speed and volatility of the game all around. On a case-by-case basis, we’ll also be adjusting the area-of-effect sizes and timings to ensure a similar hit rate for abilities that need it. These are all problems that we want to tackle – so, let’s dive into the solution.Īlong with movement speed increases across the board, the health of all our Champions is being lowered. We’ve heard your feedback on topics such as cooldown dependency, difficulty in juking and dodging, and the overall slow feel of moving around in Battlerite. And the big changes aren’t just going to be for Talon Island, the Arena is getting an overhaul too! This Patch is so big that we wanted to go over some of it before the patch notes come out, so without further ado we present: Stuff in the Big Patch™. As we mentioned back in January, there’s a Big Patch™ that’s going to be coming alongside Battlerite Royale going Free-to-Play on February 19th.
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