![]() 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. 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. 866 +54 6.7 Hours broadcast 174 -2 1.1 Average viewers 5 +1 25.0 Average channels 1 Viewer ratio 5.0 +0.4 8.0 Max viewers 67 +27 67.5 Broadcasters 57 +21 58.3 Battlerite has been watched for over 48. 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 more than happy to stick our neck out, because I think that there's a lot of promise in the scene, and if we end up being the first of many, that's a very good thing.I'm a huge fan of Battlerite, I currently have about 180 hours in it. "I think that as the scene continues to develop, I think you're going to end up seeing a lot more teams in there," said O'Brien. ![]() ![]() Though one of the smaller scenes, Onslaught plans to get involved with the Battlerite community to drive more viewership and fans. One of the first major organizations to get involved in Battlerite, Onslaught is breaking ground, but according to sources, other major organizations are already flirting with the idea. " easier to get involved and get really into it, because the learning curve of watching it probably a bit easier." " makes it easier for someone brand new to to watch this, and know right away what they're watching," Onslaught COO Jen Dalton told ESPN. Though small in comparison to other multiplayer online battle arena (MOBA) games like League of Legends or Dota 2, part of Battlerite's appeal is its arena combat, which does away with objectives and farming gold in favor of three-on-three combat in short best-of-five rounds. The present landscape for Battlerite is made up of multiple weekly tournaments, most notably the "BattleRekt" series, which takes place every Saturday. "A large part of that is making sure there's viewership and interest in the game they're playing." "Anytime that you're taking a risk as an organization, you're jumping into a relatively new esports title, you want to make sure that you're putting yourself and the team in the best position you can," O'Brien told ESPN. ![]()
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