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Balance Change Concept for July-August 2023 (Part 1: Starting Brawler-Epic)
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Traits:

Auto Super Charge (Darryl/Edgar):

-Decreased total duration for full super charge from 30s to 20s (buff)

Edgar has mostly suffered due to being too passive and helpless throughout 3v3 matches, despite his small handful of niche maps he now works competitively in. Darryl will be compensated with a nerf to his main attack super charge rate so he won't be too busted after this change.

Super Rare/Epic Gears:

Pet Power:

-Decreased effectiveness from 20% to 15%, however it will now also boost the health of that brawler's pet(s) by the same amount.

The Pet Power gear was too situational for players to switch from already existing gears. Giving a slight rework to this gear should help it find a position in the metagame.

Brawlers:

Shelly:

-Decreased Clay Pigeons projectile speed by 8%

-Decreased reload speed from 1.5s to 1.6s

Shelly was undoubtedly a top-tier brawler due to how oppressive she was in almost any matchup thanks to the help of her now very fast movement speed and 2nd gadget. These nerfs should help tone her down a bit, but still hold a relatively strong position in competitive gameplay.

Colt:

-Increased health from 2800 to 3000

-Increased super attack damage from 320 to 360 per bullet

For most players (especially in Heist), Colt seems like a very fun brawler to play around with casually. However, in the higher levels of gameplay, Colt is such a fragile option due to how low his health is along with the inability to hit bullets consistently. These changes should boost Colt's base kit, but still retain his status as a high skill, high reward brawler. I wouldn't want to propose too large of buffs because I wouldn't want him to become too unbearable in Heist.

Bull:

*Reworked Bull's super attack

-Bull's super range is now adjustable with a maximum range of 11 tiles and minimum of 4 tiles

-Increased super dash speed by 67%

-Stomper was also reworked to where the stomp automatically activates after his next super instead of being manual.

Bull has been a terrible brawler in higher levels outside of Heist for several months now. His super is incredibly monotonous (even for a rare brawler) as well as useless without Stomper, and its almost certain death if he used his super towards opponents due to how vulnerable he is for its duration. Reworking Bull's super attack should allow him to be playable most places, without entire reliance on the Stomper gadget. Additionally, this would make Bull's super more distinct from Darryl's with the ability to adjust his super range.

Rosa:

-Increased main attack damage from 460 to 480 per punch

-Increased Thorny Gloves boost from 220 to 260 extra damage

Although not a bad brawler, Rosa has struggled to keep up with the pace of other brawlers becoming better than her, as she was power-crept. Her damage didn't feel quite sufficient anymore, and her Plant Life star power mostly outclassed the other. Hopefully, these changes should provide Rosa with a small boost and help sharpen her gloves again.

Jessie:

Shocky will now be a baseline ability, but the projectiles from the turret will deal 25% less damage for each additional bounce, just as her main attack does.

New 2nd Star Power: "Chain Lightning"

-Scrappy's projectile speed will be increased by 12%

Jessie has been an overall mediocre brawler in higher levels despite being a menace at the lower end of the spectrum. Some abilities including her 2nd star power were simply outdated. Shocky was absolutely horrible, but favored noobs because of how frustratingly easy it was to chain attacks in low levels. It would also never be able to compete with it's counterpart, hence why I decided to propose a baseline change for that SP (plus the lower level players would be quite upset if it were entirely removed). This change likely won't make much of a difference, but this should be a small step towards allowing more builds to be made with her kit.

Dyna:

-Dyna Jump's fly speed has been adjusted so double-jumping is now possible again

-Dyna Jump will now also recover 0.5 ammo per bounce

Dynamike has been in a decent position over the past 6 months owing to his now shorter main attack explosion delay. However, Dyna Jump was killed in the process because the possibility of double-jumping was removed. Even then, it was already an awful star power for most players, so adding ammo recovery per bounce should allow the star power to be more valuable in higher levels of gameplay.

Tick:

-Decreased Well-Oiled effectiveness from 2s to 1.5s

-Decreased Thicc Head extra head HP from 1000 to 800

Tick was dominating the Bounty/Knockout meta, and his Mythic Gear and 1st star power were only feeding his sheer annoyance and viability there. The extra health value was arguably too much, and the faster natural regeneration, also definitely needed to be toned down

Darryl:

-Decreased main attack SCR from 14 to 19 pellets

This was to compensate for the trait buff that he and Edgar were given. The rate of super charge combined with the trait should remain mostly unchanged.

Penny:

-Increased health from 3200 to 3600

-Decreased super cannon range from 13.67 to 10.67 tiles

-Decreased super cannon fire area damage from 264 to 260 (to fix the rounding values)

Penny, in spite of her massive gradual health nerf overtime, has remained at top-tier meta brawler due to her versatility and cannon. I don't think her base health was the issue with Penny whatsoever, but rather the toxicity of her super attack. The previous nerfs have almost reverted Penny back to where she is overly reliant on her turret again. The cannon has a proximity that covers almost an entire 3v3 map with extreme area denial, and constantly forces them to move into unwanted areas along with the threateningly large amount of damage it can deal. Nerfing her turret should allow Penny to be more properly balanced in other ways rather than being thrown HP nerfs constantly.

Jacky:

-Increased main attack damage from 1240 to 1300

-Increased Rebuild radius by 100% (doubled)

-Rebuild will now also heal 400 HP for every tile of obstacles restored

Jacky has suffered in recent months, and was mediocre in most fields of gameplay due to her being so reliant on Counter Crush and having below average stats overall. Also, her Rebuild gadget was terrible and provided almost no value in any level of gameplay. Hopefully, these buffs should help Jacky back on her jackhammer and back to drilling opponents effectively, but not help her become too menacing for low level players.

Piper:

-Increased main attack damage from 1520 to 1600 at max range

-Decreased Ambush extra damage from 800 to 700 at max range

Piper has been very balanced in ladder for a very long time, but served little purpose in competitive gameplay, rendering her nearly useless in draft format. This main attack damage buff should help her "pop off" like she usually should in high levels of gameplay. As a side note, the Ambush nerf is there because it would likely be way too overpowered in grassy maps along with the damage buff.

Frank:

-Increased Active Noise Cancelling duration from 1.5s to 3s

-Increased main attack range from 6 to 6.33 tiles

Ever since the re-introduction of indestructible walls, Frank's viability has plummeted. Frank has always been extremely vulnerable to negative effects, and his inability to reach opponents only exacerbated the problem. The range buff should ensure that Frank can effectively reach his opponents again and more importantly, utilize his super more.

Edgar was completely reworked:

-Increased main attack damage from 540 to 640 per punch

-Increased main attack range from 2.67 to 3.67 tiles

-Increased main attack SCR from 12 to 10 punches

-Increased health from 3000 to 3600

-Decreased unload speed from 0.35s to 0.6s between attacks. The speed between his punches will also be affected and reduced by this change.

-Decreased reload speed from 0.7s to 1s

-Decreased Hardcore HP from 2000 to 1750

-Hard Landing will now be baseline. The damage will scale up with power levels and cubes, with a base value of 800 (1200 at max level). Additionally, the super damage will have an added 50% life steal and will stack depending on the amount of brawler targets hit, and will charge 10% of his super per enemy hit.

New 1st Star Power: "Detergent"

-Edgar's main attack range will be increased by a tile

-Let's Fly was reworked. Instead of charging Edgar's super 525% faster, it will now instantly charge 25% of his super and increase his next super attack's maximum range by that amount.

Edgar has inarguably been one of the lowest-tier brawlers in the game for several months now, despite his new niche in a few maps. The nature of his mechanics were fundamentally flawed no matter how he could be looked at, and meant that he would never be able to be balanced in his current state, regardless of how he were to be casually balanced. He would cause the same problems throughout most levels of gameplay, with his core playstyle revolving around being passive and helpless for most of a 3v3 match without Let's Fly (which he was entirely reliant upon). He was also fundamentally broken in Showdown owing to his monstrous 1v1 shredding and bush camping abilities, and the existence of power cubes. These methods of gameplay simply aren't healthy for a game like Brawl Stars and favor very redundant gameplay. These changes should allow Edgar to become a more skillful and helpful pick throughout matches, and not as much of a brain-dead and toxic button spammer.

Grom:

-Foot Patrol now instead provides a maximum of a 30% movement speed boost depending on how much super is charged

-Decreased X-Factor maximum extra damage from 30% to 15%

There has been a huge disparity between Grom's two star powers since his initial release. X-Factor was far too essential and perfectly favored his kit over the Foot Patrol which was entirely useless. Hopefully, these changes will allow more diverse builds to be made with Grom.

Hank:

-Increased health from 5000 to 5400

-Hank will now be able to passively heal while his main attack bubble charges again

-Hank will now have the tank trait where he charges his super from damage taken.

Hank's combined nerfs since his release have certainly krilled him from both casual and competitive scenes, with the more notable change being his passive healing removal while charging his main attack. This left him extremely vulnerable and very easy to counter and work around, too easy as a matter of fact. These changes should help revive Hank, but at least not with how oppressive he was with the scaling bugs and before his initial nerfs. But geez, was he slaughtered by those nerfs...

I revised some of these changes based on your feedback from yesterday's version. I will have the balance change concepts for Mythic-Chromatic rarity brawlers soon!

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