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*FINAL* Balance Change Concept for May and/or June 2022 (Pt. 1)
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Damage to Super Trait (Primo, Jacky, Frank, Bull):

-Increased SCR from 2.4x to 2x of maximum health

Tanks have been struggling in the meta for a long while. The trait didn't really fulfill its intention to not make tanks so much of "punching bags", and to make rushing easier in higher levels of gameplay.

Power Cubes:

-Decreased healing effect boost from 10% to 5%, this will not affect auto healing

I just know that this is going to be a very controversial proposal, but I think it's for the best. Brawlers like Edgar have been extremely problematic in this game-mode for such a long time now. His 2nd gadget, 2nd SP, and ability to rapidly ramp up cubes, called for disaster almost every time. With this change, hopefully he (and Mortis) will be much easier to balance than before.

Shelly:

-Fast Forward will now also provide a 20% movement speed boost for 3s

-Band Aid will no longer reset upon death

Shelly did shed some light for a while when the speed gear was released, but players quickly saw how to counteract that. Her 1st gadget and 2nd star power were quite weak compared to their counterparts and didn't provide much utility in 3v3 modes.

Nita:

-Increased super bear movement speed from 650 to 720

Nita was already thriving in a few Heist maps, but she struggled to maintain her ground throughout the rest of the game. Now, her bear should be much more useful for dealing damage, rather than just being a giant meat shield.

Colt:

-Increased health from 2800 to 3200

Colt was way too niche and skill-based in such an aggro meta. Increasing his health should allow him to survive a lot more interactions and help him carry on the match.

Bull:

-Increased super dash speed by 20%

Bull's super could easily be worked around due to how ridiculously slow it could be at times. He hasn't been decent at all these past couple of years, and it was about time Bull received some love.

Jessie:

-Increased super turret projectile speed by 6%

-Shocky is now baseline, but bounced projectiles will now deal 25% less damage her hit.

New Shocky SP:

Scrappy's damage output is permanently increased by 40%

Jessie suffered tremendously in high level gameplay, but was very overused in lower levels. Her turret projectiles were so easy to avoid by skilled players, and could very easily be eliminated in the matter of seconds.

Bo:

-Increased Super Totem radius by 25%

-Decreased Tripwire delay from 1.5s to 0.75s

Bo was fairly decent after his recent buff, but both of his gadgets were very lackluster and weak.

Poco:

-Increased Protective Tunes duration from 2s to 4s and now shields himself and allies for 20%

No harsh feelings towards the dev team, but they basically trolled us. This gadget was absolutely terrible, and provided no value except for a select few instances in PL.

Penny "Phase Rework":

*Check previous BSC post on my profile for details on Phase Reworks

Phase 1:

-Increased main attack damage from 940 to 1160

-Decreased main attack pouch damage from 100% to 75%

Phase 2:

-Increased main attack projectile speed by 8%

-Decreased super turret range from 13.67 to 10.67 tiles

Phase 3:

-Increased reload speed from 2 to 1.7s

-Decreased super turret damage from 1200 to 1100

-Balls of Fire is now baseline but the damage is being decreased from 400 to 300 (at base level), duration from 4s to 3s, and will now charge Penny's super slightly.

New SP: Treasure Chest

Increases Penny's pouch projectile speed by 20% and range by 40%

Penny has been such a trash brawler for such a long time now. However, she was causing numerous problems at the lower levels, due to being able to decimate clumps of teams, and had to be nerfed as well as buffed.

Jacky:

-Increased main attack damage from 1160 to 1240

-Increased Rebuild area from 3x3 to 5x5

Jacky has been awful since her devastating damage nerf this past September, making her overly reliant on Counter Crush. She has only had a position in bushy maps, and got obliterated everywhere else.

Pam:

-Decreased Scrapsucker ammo consumption from 25% to 15%

This gadget was absurdly OP. Being able to leave enemies helpless and defenseless, was absolutely ridiculous.

Edgar:

-Edgar's main attack life steal will now heal a fixed amount of 300 per punch at base level

-Increased main attack range from 2 to 3 tiles

-Increased main attack damage from 540 to 600

-Decreased main attack unload speed from 0.35s to 0.45s

-Decreased Hardcore shield from 2000 to 1500, and will now decay 5% per second

Edgar has been terrible in the 3v3 meta for such a long time now. However, he was way too strong in Solo Showdown due to his insane 1v1 capabilities against most brawlers. Now that cubes will have reduced heal upgrades, Edgar won't be nearly as strong with power cubes and 2nd gadget in hand, and will certainly make him a much less brain dead bush-camper.

Griff:

-Increased Business Resilience healing from 15% to 20%

Although Griff was in a good, solid position for the time being, his 2nd star power still provided significantly less value compared to the other.

Grom:

-Increased main attack damage from 900 to 1000

-Increased reload speed from 2s to 1.8s

Grom was in a dire spot as he was over-nerfed from Season 11's balances. Hopefully, this should make Grom viable again, but not overpowered like he was before since that factor was removed.

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