And so it ends! Battlerekt has brought the toughest competition in North America and Europe to the Proving Grounds of the Battlerite Arena every single week with rivalries forming, upsets occurring, and dominance shaping up. The last week was no different as the big finale, the grandiose conclusion, was happening.

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Good day all and welcome to another dev blog by me, your friendly neighborhood Stunlocker Christian. In this Dev Blog we will speak in short about some of the things Stunlock will be focusing on in the remaining time before the Free-To-Play release. And no, I can’t give you any news on that date quite yet, but we’ll be sure to tell you as soon as we can! This post is a bit shorter than normal as there are still details being worked out that I can’t divulge, but hopefully it will still be at least slightly interesting. Read more »

See you in the Arena!

Free Weekend is back! The doors of the Arena will be open to all July 13-16, and we’re looking forward to seeing you there!

In preparation for the Free to Play launch of the game, this Free Weekend will feature the Champion rotation as seen in Battlerite Lite, and if you like what you see, you’re in luck! Battlerite Early Access will also be 33% off for this event, so grab it for cheap while you can and play as ALL the Champions, now and forever!

Extraordinary gameplay has been a staple for this Battlerekt tournament. Week after week they slug it out, week after week the show on NGE delivers. This time the excitement came partially from the teams, but also from the new balance patch – how would it impact the competition and would it topple some of the established teams and their hero composition?

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Good day all! Christian here and after a short break from Dev Bloggin’, I’m back to once again share another post with you. This week we’ll talk a bit about how the Summer Mega Patch panned out, answer some questions you might have about it, and the possibilities that have opened up now that the patch is live. Read more »

A hotfix was applied today, on June 30th.

Champion Updates

Blossom

Nourish (M2)
  • Animation and effect updated
Instinct (Space)
  • Fixed an issue with the invisibility effect
Forest Sanctuary (EX Q)
  • Fixed a bug where overkilling Forest Sanctuary with AoE damage could result in additional damage being dealt to bound targets

General Fixes

  • Fixed an issue where players could sometimes be forcibly disconnected from games
  • Fixed a bug where “Strict Matchmaking” could affect other queues besides League
  • Fixed an issue where the game would freeze momentarily after a match/replay

The full patch notes for the Summer Mega Patch can be found here: https://blog.battlerite.com/0-13-0-0/

Live Fixes 2017-06-27

We deployed some fixes yesterday, around 3 hours after the patch went live. These fixes took care of:

  • Blossom being able to re-cast Tag endlessly as long as she had the energy
  • Self cast not working properly
  • Being forced to manually leave a Brawl match when someone else had disconnected

Read more »

As the Battlerekt tournament series nears the finish lines, the power rankings in both regions are solidifying more and more. In Europe new contenders are popping up constantly, but Intolerant stays a constant at the top of the leaderboard. A team to give Legendary a real run for their money in North America has still not been found, despite valiant efforts by everyone.

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随着新的补丁,我们想给大家关于回放厅的一些信息。由于版本差异,夏季大更后之前的回放会继续运作,但是可能会在查看回放时有一些负面的影响。 简而言之,旧的重播不会被损坏,但是在播放时时可能会导致帧速率降低。这一点可能在配置较低的电脑上会显示得更明显。

诸君好!我是Shelt,不知道大家还记得我吗?我曾经写过开发者日志第二期哦!(Dev Blog #2)今天我主要会跟大家介绍一下赛季4的一些更新。在赛季3中最被大家关注的问题之一是一些不太公平的匹配机制,比如水平不够熟练的玩家达到了很高的段位,和连胜奖励的一些问题。

首先我们说一下匹配机制的问题吧。大家都知道Battlerite有几种不同的游戏模式,比如教程、训练场、人机、2v2、3v3排位和匹配,而这些都是我们在做匹配机制的时候都需要想到的。除此之外我们还需要考虑不同的英雄,团队,原型和延迟的问题,当然还有玩家水平,这些都是需要体现在匹配系统里的。当然了,在这些基础上当然是就算打一场不太公平的比赛也要比完全没得打要好。可能有一些玩家不同意这一点,因为在某些情况下可能多等一下更好。

在Battlerite Lite发布以后涌入的一大批萌新对匹配机制是有一定的帮助的。不过即使如此,对于萌新来说也是需要一段时间的练习才能战胜各种大佬。在Battlerite Lite的影响下我们相信在未来一个月还会有更多的萌新加入,当然更值得期待的便是游戏正式免费版的发布。

在赛季4中我们在升级匹配系统中做了一些调整,把更多的主动权给到了玩家手里。在赛季4中,玩家将可以选择在准确配对中排队,这样的话匹配到的对手将和玩家实际段位和水平更相近,但花费的时间更多。玩家可以在排队后再选择准确配对并且不用重新排队,但准确配对只能在排位赛中启用。

接下来让我们看一下另一个比较受关注的话题,很多玩家提出了在排位赛中很容易就达到高段位的问题,认为是赛季3中的连胜奖励造成的。在某种角度来说,这是事实,连胜奖励机制的确让上分变得更加容易,而且比我们预期的效果更强,但是我们认为这里面还有另外一个更重要的原因,那就是定级赛中排位更高的问题。在赛季3中我们对定级赛做了一些大的改变,改变的结果是大家在定级赛后得到排位都要比之前赛季高。这就造成了随着赛季的进行,玩家的整体在排位赛中的段位都上升了很多。

赛季2单排玩家的的排位段位
赛季3单排玩家的的排位段位

(Bronze青铜 Silver白银 Gold黄金 Platinum白金 Diamond钻石 Champion冠军 Grand Champion殿堂)

很多玩家提议以加入连输扣分机制或者去掉连胜奖励机制的方法来避免玩家都集中在高段位中的问题。但是我们认为这两个办法都不足以解决目前的问题。如果加入连输扣分机制的话会影响正常的游戏体验,我们当然不希望在额外的惩罚下流失更多的玩家。在连胜机制下,可以让正在上分的玩家更快的进入到适合的段位里,这样就能更好的避免正常的玩家遇到水平远远高于本身的玩家的几率。

我们目前正在为第4季度做一些改动,以解决前面提到的问题。 首先,我们对定级赛的评分机制进行了调整,这将导致玩家的定级段位会比第3季放置的位置更低。这将有助于平衡玩家的真实水平和更合适的放置玩家的段位。

第二,我们会降低连胜奖励,这样连胜得到的奖励对实际排位的影响会减少,当然如果玩家一直赢的话连胜机制还是会合理的加快玩家上分的速度。比如很多胜率只有50%左右的玩家在排位中本不应该上分,所以在赛季4中我们加入可以检测玩家实际水平的机制,这样胜率不超过50%的玩家就不会因为连胜奖励机制而进入本不适合的排位。当然不排除玩家实际水平得到了进步并且证明自己属于更高的排位的情况。

最后,我们还做了一下小改动以改善比赛中玩家之间的平衡。也就是如果在一场2v2的比赛里如果有钻石和黄金的玩家,其他的是钻石或者白金,那么钻石和黄金的玩家就不会出现在不同的队伍。

好了,以上就是这次开发者日志的所有内容,感谢大家的阅读,祝大家在赛季4游戏愉快!

/Shelt