With Stunlock Studios hard at work on Battlerite’s October update (including the release of two new Champions) there’s a few things I’d like to see added to the game. Some of them aren’t necessarily major and I suspect many are already on the studio’s to-do list. I’ve also added a change to one specific Champion that I think would improve him. Take a look below and let me know what you’d like to see added to Battlerite.

Add A Visual Indicator For Successful Orb Capture

The Orb that spawns in the center of each arena is highly contested. Not just because of the health it provides, but also because of the large bump in energy. When faught over and certainly in balanced matches, it's common for both parties to strike it at the same time. Although there is a visual animation for its destruction, it's not always entirely clear who secured it. Unless you specifically remember your energy or health levels moments before, it's easy in the heat of combat to lose track as to whether you did or didn't gain its benefits.

An example of how Orb collection could be indicated; a faint glowing circle around your Champion. 

What I'd like to see is a visual indicator that lasts several seconds after securing the Orb. Whether that be a glow around your character, a shimmer around your health bar or a wisp effect flying into your Champion - anything to signify who secured the Orb would be excellent. 

Improve The Clarity Of EX Abilities

For anyone new to Battlerite, the existence of EX Abilities isn't entirely clear. I've encountered a multitude of players of varying ranks who never knew the skills existed and those that did, never used them. Partly this is a tutorial issue but it's also linked to the user interface and the clarity of when an EX ability can be used. The small energy pips below your health are also relatively discreet; I think there's a couple of options to address this problem. Firstly, incorporating a large section into the tutorial discussing EX abilities and why they're important would be a fantastic start. Secondly, add a small animation to a players energy meter that once 25% is reached (and subsequent additional values) the pip blinks larger, before shrinking. Thirdly, add a further animation around each EX ability once you have reached the energy threshold. A glow around the edge of the skill highlighting it's additional value - that can now be used - would help. 

Re-work Rook’s Boulder Toss

Rook is one of my favorite Champions but it's fair to say he's having a hard time at the moment. With no ranged poke outside of an EX ability (Throw Meat) he relies massively on landing his charge or players triggering his Berserk. Anyone who's experienced in Battlerite can comfortably avoid both. While there's no mistaking he can do damage once on a target, the vast amount of abilities that offer a gaurenteed disengage away from Rook once he's in melee range put him firmly back at square one. 

An example of how Earthshaker could look once cast. 

Part of the problem isn't just Rook's kit but also the fact that Boulder Toss seems at odds with what he's trying to achieve. It's a long range throw that knocks enemies back and whilst it has respectable damage, it displaces enemies when he has no reliable means of sticking to them. Sure it can be used to protect an ally or to create space for him if he's under pressure, but it feels at odds with what he's attempting to do: stick to players and hit them in the face. 

My proposal is to rework Boulder Toss and instead, implement a minor pull and snare in an ability known as Earthshaker. 

Earthshaker
Thunderslam (EX 2)

E

Type: Target Ground (AoE)

Affects: Enemy

Cooldown: 7s

Casting Time: 0.1s

Slam both maces into the ground. Deals 14 damage, inflicts Fading Snare in a line and pulls enemies caught in its tremor. Deals 4 bonus damage if Rook is Berserk. 
 
Fading Snare
Movement speed is reduced to 0% and gradually restored over 1.5s

Energy Gain: 5%

Air Time: 0.4s

 

Allow Me To "Invite To Party" After A Match

I've absolutely no doubt this is coming to Battlerite but at the moment, it's sorely lacking. I regularly encounter fantastic players and at the end of a match, there's no ability to add someone to your friends list or proceed as a two or three into the next queue. You have to quickly remember their name before inviting them back at the "home" screen. It niggles and it could be so much smoother. Having a variety of options on the score screen, similar to Heroes of the Storm, would be ideal. 

Implement Grimrog

I would be doing myself a dishonor were I not to ask for the Grimrog to be added to Battlerite. As my favorite Champion from Bloodline Champions, he's absolutely brilliant and would be a perfect fit here. With a kit that was capable of healing incredibly quickly, while bringing bags of utility - including portals, a healing ward, weakness and a surprising amount of melee potency. He's brilliantly designed and while he's tribal in appearance, honestly I still think he'd suit Battlerite in his current form. At most you could simply modernize the aesthetic. Take a look at a gameplay video of him below alongside his original kit. 

Deals 100/110/120 damage on consecutive hits. Cast time: .32s Cooldown: .30s Energy gain: 7%Claw Attack (M1): Generic attack with no buff/debuff mechanics. Try avoid using this unless it’s in conjunction with Claw Flurry.
Cast time: .50s Cooldown: .40s Energy gain: 6% Range: 135Wicked Blessing (M2): Applies a Blessing of Kojo in addition to healing, which reduces cool downs by +4% per stack (max 3 stacks). Prioritize healing your teammates, and used your reduced cool downs to support your team first over anything.
Cast time: Instant Cooldown: 8.5s Range: 120Grimgol’s Gate (Space): Summons two portals in front of him after a .25s delay. Portals close after 3s or one use. Cast it with Shift + Space to portal just yourself. Portal yourself across bridges/behind obstacles to escape pressure. Cast it on enemies to remove them from the fight, or on allies to bail them out.
Healing: 4 per .5s Cast time: .20s Cooldown: 9.5s Range: 140Healing Ward (Q): Reduces damage (-20%) and heals (40hp/0.5s) all allies standing in its radius. Influence the flow of battle by casting it ahead of your teammates to lead them. Protip – the ward blocks projectiles. Use it to block incoming pressure (e.g. charged attacks).
Cast time: .70s Cooldown: 8s Range: 110 Energy Gain: 12%Curse of Silence (E): Damages (170) and silences targets, locking their abilities for 2 seconds. Use this on a healer to cut off your opponents’ support, or in a combo/team strike to prevent enemies from escaping.
Cast Time: .30s Cooldown: 8s Energy Gain: 4% Range: 66Claw Flurry (R): Spins toward a target location, dealing 120 damage, inflicts Curse of Kojo (reduces movement speed by -25%), buffs your movement (+20%) and attack speed (+60%) for 4 seconds or 3 left clicks. Great for hit-and run bursts.
Cast Time: .8s Range: 144 Energy Cost: 100%Curse of Weakness (F): Deals 250-450 AOE damage, inflicts Curse of Weakness. Reduces healing and damage by 30% for 6 whole seconds. Hit them with a heal to dish 100 damage and fear them for 1.5 seconds. The enormous range allows for some devastating, cross-map snipes.


What would you like to see added to Battlerite? 


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Last Updated: Oct 10, 2016

About The Author

Lewis is a long standing journalist, who freelances to a variety of outlets.

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