Exiling enemy players will also score you points. The goal of a Dominion match is to be the first to score a specified number of points by capturing and controlling three different zones. Forcing players to consider new variables and play in new ways is key to keeping Spellbreak fresh. A new game mode shouldn’t feel like the old gameplay in a new environment. The new mode will also incorporate light touches of PvE combat against NPCs.īuilds and strategies that work in the original battle royale won’t necessarily work as well in Dominion. It is an objective-based mode that requires players to focus on capturing points, rather than kills and damage. But now, the developer has finally revealed details about the new Dominion game mode coming to Spellbreak in Chapter 2.ĭominion is designed around small-scale team skirmishes.
Proletariat has been previewing changes and new features coming to the magical battle royale all month. If you’re a fan of battle royales or aiming skillshots or magic, try it out if you get a beta key.Spellbreak Chapter 1 is about to come to an end. I’m going to keep playing Spellbreak because there’s something unique and captivating about it. They’re also looking to add guilds and story to the game. They’re currently developing a new game mode, which I just stated my desire for. The team at Proletariat has quite a road map planned for Spellbreak. I’m craving for it to have other modes, like a team-based arena. What’s most interesting about Spellbreak is that I feel the game might be much stronger if it wasn’t a battle royale. It doesn’t exactly give me a chance to practice the game’s mechanics if I’m going up against people that have been playing since Alpha. Multiple times I’ve dropped into a match and was dead within a minute, killed by a player much higher level that undoubtedly had more time in this game than me. I’m also hoping this game doesn’t scare away new players.
NBA 2K23 cover athlete and gameplay reveals coming this week.PUBG to re-introduce The Ancient Secret event on July 13th.That said, the flying mechanic is what makes Spellbreak unique.
With hovering and flight so prevalent, it’s a learning curve to balance the mana needed to hover and cast spells. In the games I’ve played, it’s uncommon for players to be fighting on the ground, where the castles provide some cool areas to fight in. Combat consists of jumping very high, levitating, and flying around. I also feel that due to the nature of the gameplay, the map is being left behind. From what I see in different Twitch streams and on Reddit, Spellbreak is already much different than it was in Alpha. I’m having fun with my time in Spellbreak thus far, and I’m curious as to how the game evolves. But it’s also something different than the other battle royales out there it’s a different setting with a different style combat that I consider more in-depth than just plain shooters. I played five matches before I managed to kill another player. There’s a lot going on, and the skill cap is high. Armor and health can be regained via potions, you can loot better versions of the gauntlets you have, there are three armor slots, and you can read scrolls to increase your mana and attributes. You also get a movement spell: a dash, invisibility or flight… something of that nature. Where the magic really happens is when you cast an AOE spell of one element and an attack of another element, creating a special combination of wizardry. Your left gauntlet will be two spells of an element, and your right gauntlet are your class spells. Combinations with other spell elements present themselves in the form of gauntlets, the weapons of Spellbreak. You have choices of wind, stone, toxic, ice, fire and lightning. These classes represent your primary two spells. Spellbreak has you choose one of six classes before hopping into a match.