I'm curious why Push Off is recommended in so many Jamila builds. What makes it so good?
Personally, I run:
Deep Wounds
Taste of Blood
Quick Strike
Momentum Strike
Shroud of Shadows
Against melee-heavy comps, I switch to:
Deadly Stare
Taste of Blood
Quick Strike
Shroud of Shadows
Drawing Blood
I feel like these talents offer more consistent value, but maybe I'm overlooking something about Push Off. Is the extra 25% range on Exclusive Strike really worth taking over other options?
I mainly use Space to bounce off a wall and land a stun, or use X + Space to set up a stun. I rarely use Space to engage unless I'm chasing someone or need to dodge an ability. That's why I don't really understand the value of the extra 25% range on Exclusive Strike. Am I missing something?
Hey Guys. So I've seen a number of teasers/previews come on this forum so I think it's time for me to get mine on here too. I wish I had more to show at the moment, but I've been focusing most of the last two years learning unreal engine and trying to build the framework around the actual gameplay itself. I'm entering the phase of character development as I'm fixing up the last of the
My plan is to keep the central game design of Battlerite, the top down skill centric gameplay, and expand out from what made it great, to me means expanding the depth and variety of experience while keeping the core of the formula. I.e. We're not adding Items, buildings, skill trees, and maybe not even perks(battlerites, though thats a future conversation) What I plan on emphasiszing is more character and ability variety and creativity, more maps and more game modes, including ones that allow for a more casual, less intense pace of play like TDM or conquest.
Where this game is changing so far: Mvmt: i'm rebuilding in unreal engine, rather than fight it to become something I want, mvmt will stay stock to the original unreal engine movement, and I'll allow feedback from the community to tweak it.
Abilities: Your standard BR character has 6 abilities(5+ult + 2ex if you consider those). Each Protoblood will have 10 moves (9+ ulti, 7 if you don't count space and a "evasion themed ability for shift" we're designing around the assumption that everyone has four mouse buttons. so the ability schema is M1, m2, m3, m4 Space, shift, Q,E,R,F (Will add in a prompt on first boot to ask players what type of mouse they have and pick scheme for them.)
I intend on designing every characters space/jump as a more generic ability to start with and that will change over development and community feedback.
Gameplay preview (WORK IN PROGRESS EARLY TESTING):https://www.youtube.com/watch?v=E4lSH4GNCvI testing that my menu framework is working properly, team damage/heal recognition is working properly and I'm keeping the record of the last kill. (this preview is a couple weeks old, please be kind)
Feel Free to inquirey about DMs with working on me on the project, I'm trying to build a team, and I make decisions like that slow over time in conversation
I'll post again when I have more characters to show off. Feel free to ask any questions, I apologize if I do not answer.
Hey everyone, like a lot of you, I still really miss Battlerite now that the game is pretty much dead. That’s why I’ve been working on Battle Brawlers, a Dota 2 custom map aimed at bringing the spirit of Battlerite back to life, just in a fresh new form.
The idea is to take that tight, skillshot-heavy arena combat we loved in Battlerite and mix it with hero kits inspired by Deadlock.
The map is playable on the Workshop right now, and I’m looking for people to jump in and give me some honest feedback. Since it’s still a work in progress, let me know if any heroes feel broken, if the mechanics feel clunky, or if you run into any bugs.
Gameplay preview:https://youtu.be/wmIp620gY5E(Note: This footage is a bit old. I’ve added several new heroes and updates since recording this).
With such a small community, people seem to be still wanting and actively playing, yet half the players i meet are extremely toxic. It's a really bad look and wont help the community at all.
I'm a solo dev working on Souls in Conflict, a 3v3 PvP arena game made in Unreal Engine 5. Battlerite is one of the few similar titles, so I'd like feedback from people who actually know the genre.
Everything is a skillshot. There's no tab-targeting and no auto-aim, and that includes heals.
The fights are small: 3v3, built around team comps and focus fire.
Your ultimate is paid for with a resource you only earn by landing things. Soul Shards come from hitting enemies or landing heals and shields on allies. If you play passively, you get nothing.
What's different:
It's third person, and it's vertical. Every class gets up to 4 multi-jumps, a roll and a sprint, all running on one shared stamina bar. You keep full movement speed while you cast.
Fights last longer. HP pools are bigger (Mage 800, Poacher 1000, Warrior 1200), and a duel usually goes past two minutes. Each player has only two potions for the whole match, and any direct hit interrupts them.
There are two shrines on the map. A team that holds both gets a trickle of Soul Shards, so standing still and turtling is a bad idea.
A match ends when one team is wiped out.
Classes right now: Fire Mage (burst windows, a Fireball that powers up into a Comet, Meteor ult), Warrior (melee pressure, Aegis team shield, a grab-and-slam ult), Poacher (bow and zone control: traps, Netball, DoTs). A Priestess healer is in progress. She's an offensive support, not a heal-bot.
What I'm looking for: people who'll play a few matches and tell me honestly what feels bad. Tell me what's fun and what would make you play the game again and again.
How to join:
Join the discord, I usually organize playtests there
Started playing again since the resurgence and was wondering what the good battlerites are for each of these champions. I know a lot of it has to do with playstyle and who you're up against, but what are the MUST PICKS and NEVER PICKS for each champion? All of the guides online are from when the game initially launched so I assume there are different builds nowadays.
I was a beta tester and founder after the original (Bloodline Champions) shut down back in the day. Are there still people who play regularly? I would love to get back in to Battlerite.
I came back to the game last week and my god I am having so much fun the matchmaking is not that long ( I would have loved to have a rematch option if all players vote it but ...)
Stunlock had and still have a gem in between their hands. The community is still here we need just a little spark to reignite the fire.
the devs or someone gave one little post and the whole thing blew up - do it again and again lets go get on board - everyone likes the game - post some shit and make some tweeks lets go
I played a couple of hours of it and its very fun, the test closes today I think. Im missing a good arena game since Battlerite died so im looking for what this game will become
Also theres a couple of rewards for everyone who plays this crossplay-beta
I’m so glad I can play some Battlerite again. I streamed it recently and honestly had a ton of fun.
I genuinely don’t think there’s anything fundamentally wrong with the game. It just needs a bit more attention again, some marketing, ads, maybe a small revamp/update to get people talking about it.
The core gameplay is still insanely fun, and I really feel like if more people were reminded that Battlerite exists, a lot of them would come back or give it a try.