![]() ![]() We will need your input and support through the Beta and the Early Access period to make the best Royale experience possible. Now after tuning and rebalancing champion kits, adding tons of cool items and consumables, revamping battlerites, and supporting this new experience with interface changes, new achievements, matchmaking, and ranking systems, we are getting closer to our vision but we’re not there yet. Later in development, it became obvious that sharing the same balance and philosophy as Arena restricted the possibilities within Royale.įor us, this was the choice between creating a mediocre game mode or creating a game with true potential and the freedom to grow. When we prototyped Royale, it did not take long until we realized that it had a lot of potential. In contrast to the intense and hyper competitive Arena gameplay, we wanted to create an experience that fully utilizes the thrilling Battlerite combat while challenging the player in new ways. Since last year, we’ve been working on new modes and trying to discover different ways of enjoying Battlerite’s signature combat system. ![]() The community has always been and will always be important to us – Battlerite was created to give something back to the Bloodline Champions community while taking on the challenge to create the best top-down arena experience in the world. Battlerite was released in Early Access in September 2016, an impressive lifetime for a game these days and we have no plans to stop now. The old system was fine, and having the distribution more evenly spread out meant that players were more likely to be matched with someone of a similar skill, not just a similar rank.We all love Battlerite and our topmost priority has always been to expand and refine the experience. But the sudden change to the rank distribution feels silly and poorly thought out. Like I said, I absolutely love Battlerite, it's a great game. Someone who's at the bottom 10% could face up against someone in the bottom 40% very easily. And because there's usually a difference of a few divisions in each game, lower ranking players are going to get the short end of the stick. All this change does is mean the skill difference between Bronze 5 and Bronze 3 is much much greater than the difference between Plat 5 and Plat 3. With the old system, high ranks were already prestigious! Being in Diamond meant that you were in the top 7.5% of players! Plat meant roughly top 25%! There's no reason to suddenly change that. Why? It makes no sense! The devs claim that it's to make the higher ranks more prestigious. that means you have 8 ranks to describe the bottom 50% of players, and 23 to describe the top 50%. Their new system, however, has a total of 31 ranks, with the average expected to be around silver 3. You should have roughly the same number of ranks dividing your top and bottom 50% of players. That meant there were 20 ranks to describe the bottom 50% of players, and 29 to describe the top 50% of players. The average rank was somewhere in gold, let's say gold 4 to keep it simple. At the time, there were a total of 49 different ranks (6 leagues with 8 divisions each, plus grand champion). Previously, Battlerite had a rank distribution that represented (roughly) a normal distribution. ![]() I'm talking about the new ranking distribution. I love how the devs have added in more heroes and maps and game modes in the past year, but one of the recent decisions they've made is one I deeply disagree with. It's my competitive game of choice right now, CS:GO before it and Dota 2 before that. I'm a huge fan of Battlerite, I currently have about 180 hours in it. ![]()
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