As of right now, queuing, playing your match, then queuing again is not enough to keep players interested.Welcome to the Prologue release patch notes! We're all very excited to share this release with you and can't wait to hear what you think. Whether that is changing the matchmaking or developing more narrative elements, the game needs more diversity in the overall experience. The fact of the matter is Spellbreak needs something to help retain players that regularly die within the first half of a battle royale game. That doesn’t mean that their additions would be less than beneficial. It’s essentially just a small extra for players to do.Īll of these suggestions are a lot easier said than done. It could very well remain supplementary to give more to those winding down from the playing. Something similar to the Inkopolis Square in Splatoon is what comes to mind. This hub, or let’s say an encampment, doesn’t need to replace the regular menu. Being able to view or interact with these characters outside of the menu could help players feel connected to the narrative elements. With that said, there’s a surprising amount of attention given to the world of Spellbreak that keeping eyes on just the Hollow Lands and not any of the characters seems like a disservice. A Player/Community HubĪdmittedly this is a suggestion that can be considered a low priority because game modes and matchmaking are a lot more important to actually playing Spellbreak. Proletariat has stated a number of times, including on Reddit, that they are planning to improve matchmaking at some point in the very near future as they return to work after the turn of the new year. As of right now, Spellbreak splits players up based on their mage rank, an in-game level that has nothing to do with skill. SBMM is a matchmaking solution that puts players in a similar pool of skill against each other. A solution to this disparity in skill is the implementation of some kind of skill-based matchmaking(SBMM). This leaves newer and less-skilled players out to dry when paired up against high-fragging veterans. A big factor that contributes to that high skill ceiling is the combination of player mobility with projectile-heavy combat. Spellbreak has proven to have a higher skill ceiling than many other battle royale games. Although, there is one additional component to this. This is where adding a checklist to the queue could be good, where players just select what modes they are willing to play and then get placed into a lobby based on their preferences similar to how Halo: Master Chief Collection does it. One potential problem that adding game modes could introduce is a more split up player base amongst them. Examples of some elements and ideas are more mobility-centric gameplay or experimentation with loot in certain modes. Introducing these game modes that prioritize an objective could lead to more interesting gameplay elements and ideas that have been otherwise left untapped. If there are more different ways to play then that inherently gives players more variety.Ī couple of modes that could make an appearance are some versions of capture the flag as well as king of the hill. This difference in playstyles between the two modes is beneficial for those looking for a more casual or faster experience. As you can expect with the mechanics of the gauntlet spells and runes, Clash is chaotic and fast-paced in contrast to Battle Royale. This mode is essentially a team deathmatch between two teams of up to 9 players with respawns enabled. Back in October, Proletariat added in a new game mode called Clash. That’s not to say that adding more modes is a bad idea. There’s no doubt that the Battle Royale mode of Spellbreak is considered the main mode of the game.
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