Analysing Battlerite

posted in: Games, Highlights | 0

So I’ve been playing Battlerite for the last 2 weeks or so, and I have to say, I’ve been really impressed by it.

Unlike some other games where I spend my non-playing downtime thinking about what the hell the developers were thinking, Battlerite has a really shocking amount of fantastic design choices, and I wanted to talk about some of them.

You are always left side

Through some crazy wizardry, Battlerite has you always spawn from the left. Your enemies will always run at you from the right. I’m guessing it does this through some mirroring and client side magic but god is it cool. The maps are, of course, completely symmetrical.

You only get coins for winning

I’m guessing this is primarily to combat botting or any form of ‘cant be bothered’ attitude. If you don’t win, you won’t get any money. This effectively rules out most bots or any form of AFKing or low effort game joins, as they are essentially pointless.

Maximum health, and fulfilling the counterplay trifecta

Your maximum health can only ever be +X from your current health. What does this actually mean? Say you start at 200hp and take 20dmg, your max hp is still 200 and you can be healed to full, if you were to take 80 damage, your maxhp will drop to 150ish.
So why is this particularly clever? Because similar to other MOBA’s where you particular playstyles have counters, they exist in Battlerite as well. Heal beats poke, Burst beats heal, and poke beats burst (usually).
It also means people can’t whore 3 support/healer teams, which is nice.

Chat is disabled by default

Because nobody really needs to get called a retard.

3v3 Matchmaking tries to give a balanced team comp

Playing solo, about 90% of the time you’ll get matched into a team with 1 support, 1 melee and 1 ranged. Which you would think is just common sense, but other games have shown us otherwise.

Everything is as obvious as possible

All the big damage spells have obvious casting animations and noises, all the buffs and debuffs are obvious. This basically means you always have the opportunity to counterplay.

No shared vision

Holy shit the jukes. 1vs3? still not impossible.

The centre orb keeps the action where it needs to be

Essentially king of the hill all the time, the orb in the middle provides massive benefits and basically keeps the action in the centre.

 

Battlerites let people play how they want, diversifying the champions they have by 2 or 3

The perks system is fantastic. You want a damage support? You want a super slippery Ranged? The battlerites provide plenty of choices, and mostly none of them are wrong.

 

As an aside, The community is surprisingly nice, and everyone seems to acknowledge that if you lose, it’s almost certainly because you got outplayed. Even the few times we’ve seen people leave or AFK, the games have mostly descended into ‘1v1 me’.

Whilst it may be on the expensive side for what will eventually be a free to play game, it’s so much fun.

 

 

 

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