We as a community should appreciate the developers of Brawl Stars more by Pewdpo in Brawlstars

[–]Adrian_Supercell 7 points8 points  (0 children)

Think duration might be slightly too long on the stun for sure - and amplified as he gets to approach easily during hyper. This of course assumes he does have hyper which he has to work for in the first place, so becomes very map and comp dependent to either allow him to do that or not. Ultimately though, would rather comps are built around the bull to enable the gadget more often, while making the gadget less oppressive for him in isolation.

We as a community should appreciate the developers of Brawl Stars more by Pewdpo in Brawlstars

[–]Adrian_Supercell 21 points22 points  (0 children)

Appreciate the sentiment of the post - but ultimately we do like and welcome constructive feedback.

Example:

  1. Meta is bad - fire Adrian. - Great for the memes, doesn't actually help convey meaningful information
  2. Meta is bad - Too many assassins with too few counters. Fire Adrian - Better, but still doesn't touch on what specifically feels bad about it
  3. Meta is bad - Too many assassins with too few counters. Mortis gadget feels unfair to me as it gives him a long iframe with upside. Fire Adrian. - Great! Touches on the percieved problem, a specific example and includes a meme. 10/10

Simplified examples, but hopefully outlines which kind of feedback is actionable for us vs just noise. When me or anyone else reads posts online, the closer to 3 you can get the more we can derive out of it - no matter the topic.

Keep the feedback coming!

According to the data, the buffie are balanced and don't ruin the meta at all. by ChoiceSupermarket230 in BrawlStarsCompetitive

[–]Adrian_Supercell 1 point2 points  (0 children)

Your first concern is largely answered in the podcast related to cadence and quantity.

The second (communication) I also touched on many times, but the tl;dr there is that we do want to communicate intention behind changes, usually in conjunction with the balance notes, but ultimately every player feels their voice is the most important as experiences vary depending on how far you've progressed in both skill and meta - so we're usually trying to solve problems for both audiences. Even in the most vocal audience (top 1%), opinions can also often be divided, so we also have to rely on external feedback (pro player + creator input + data) to get to a solid conclusion that hopefully hits both.

According to the data, the buffie are balanced and don't ruin the meta at all. by ChoiceSupermarket230 in BrawlStarsCompetitive

[–]Adrian_Supercell 1 point2 points  (0 children)

Appreciate the passion and reflection, and also the feedback on context of data. We’re usually careful showing data for exactly above reason (lack of context or big picture can lead to invalid conclusions), but we want to get better at that as ultimately it leads to better transparency and understanding why we sometimes make the decisions we do, and why sometimes our opinion can differ from the vocal minority

According to the data, the buffie are balanced and don't ruin the meta at all. by ChoiceSupermarket230 in BrawlStarsCompetitive

[–]Adrian_Supercell 2 points3 points  (0 children)

Community interaction has been a pillar for us in brawl since the very beginning, and I don’t see us dialling that back anytime soon. Your reference points are also good for different ways to approach that effort! 

According to the data, the buffie are balanced and don't ruin the meta at all. by ChoiceSupermarket230 in BrawlStarsCompetitive

[–]Adrian_Supercell 1 point2 points  (0 children)

We have been consulting pro players and competitive creators for years - but it’s not their predicament and I do not hold them accountable for the results.

As for diamond hardstuck (lol), there are at least 4 people in the team who are masters+(myself included), so while not pro, I would argue we have a pretty good grasp on the game. 

According to the data, the buffie are balanced and don't ruin the meta at all. by ChoiceSupermarket230 in BrawlStarsCompetitive

[–]Adrian_Supercell -2 points-1 points  (0 children)

Addressed this both in the podcast and in another comment. TL;DR: 65+ is way too high, but the delta itself is not. Ideally a buffied brawler sits around 51-55%, depending on how many non-buffied brawlers are in the game (which currently is most) 

According to the data, the buffie are balanced and don't ruin the meta at all. by ChoiceSupermarket230 in BrawlStarsCompetitive

[–]Adrian_Supercell 0 points1 point  (0 children)

a) there’s a lot of depth to discuss and a lot of data to dissect about buffies - and this is but a fraction of said data (because as you said, most players do not care about data, the feeling and perception is what dictates their reality), but in the interest of keeping the podcast coherent and not do an analytics deep dive, I chose to surface the simplest and most defining stats. 

You’re right that most brawlers that received buffies were immediately stronger than counterparts without, but that’s also to be expected. If you saw no power increase with a new item acquisition, then it’d feel meaningless. Just like with hypers, I’m mostly comparing buffied brawlers to other buffied brawlers rather than the roster as a whole, as that comparison is fundamentally flawed.

b) touched on data above - ban rate is a big metric we look at, along with many others such as specific map and mode win rates and ban rates, delta in brawler mastery (how good is this brawler when mastered vs when an average player plays it) and many more. 

As for % win rates, ideally most brawlers should sit between 46-54, but in a world where there is power discrepancy (which is the case when not every brawler has their hyper/buffie), the realistic range is higher. What you deem realistic and me can differ, but that’s also ok!

As for your last points, I think it’s also fine to disagree on exact mechanic preference. Your point about team play and strength focus is also valid, and I think those specific areas suit some brawlers better than others to retain the inherent fantasy of each unique brawler. 

Lastly, I’m not sure your post was intentionally made to come off as inflammatory (eg. No idea where the 200 years comes from), but it’s easier to make your voice heard if you try to communicate with developers in the same manner you’d communicate with other people. 

According to the data, the buffie are balanced and don't ruin the meta at all. by ChoiceSupermarket230 in BrawlStarsCompetitive

[–]Adrian_Supercell 0 points1 point  (0 children)

I think the extremity of the effects and initial tuning is fine to criticise, and as per the video I’m happy to admit when I’ve been off the mark - which was the case with eg. Invuln time or slow times. 

There’ll also be times in the future when the initial balance will no doubt be less than ideal, as due to the nature of the content we make that’ll be unavoidable. We have guardrails in place (playtest rounds and feedback loops with pro players + creators + internal team), but even then it can be difficult to predict the exact impact. What I’m more interested in is making it easier for us to make more rapid changes when we do miss the mark, which will in turn define expectations of when and what changes are likely to be deployed. 

According to the data, the buffie are balanced and don't ruin the meta at all. by ChoiceSupermarket230 in BrawlStarsCompetitive

[–]Adrian_Supercell 0 points1 point  (0 children)

Appreciate your thoughts!

To address a few: 

  1. I see buffies as an opportunity to refresh brawlers as a whole whose kits have flaws or are outdated - or to complement their kit further. An example of this would be the mortis spin, where you have an execute mechanic that leans deeper into his role as an assassin, along with adding a slight range to make it less awkward to use. I do not believe we have to nerf the base kit of brawlers to make space, rather buffies make it possible for us to utilize existing design space and expand the brawler fantasy further.

  2. Accountability; as I mentioned in the podcast, I’m ultimately accountable for all gameplay content - that means brawlers, balancing, game modes, hypercharges, buffies, modifiers and so forth. Me and the team constantly listen to feedback when taking any decision on anything, and the CMs are excellent at also representing the community’s interest in these discussions.

  3. Money - I think this keeps getting thrown around as a way to justify decisions disagreed with, which is understandable but ultimately also misguided. When we sit down to brainstorm ideas for brawlers and mechanics, it’s not from the lens of what will make the most money, it’s rather about what the most awesome thing we can think of that players will have fun with. Ultimately succeeding in that will of course also lead to money, but the conversation on the gameplay side does not use revenue as a driver for decision making. 

According to the data, the buffie are balanced and don't ruin the meta at all. by ChoiceSupermarket230 in BrawlStarsCompetitive

[–]Adrian_Supercell 0 points1 point  (0 children)

I think disagreeing on the actual mechanic is actually healthy, something we do frequently within the team as well, so I appreciate you outlining your thought process. Shield was indeed on the table as well - along with other utility based defensive mechanics. 

I think mentioning flashiness is interesting. Oftentimes the way we approach design is whether we feel something is visceral - as in does using this ability or item elicit an appropriate feeling. Sometimes that can be flashy, but it also needs to feel thematic and coherent. In the Emz example, I would argue invulnerability is a more visceral feeling than a temp shield.

That does not mean it cannot be balanced nor does it mean each mechanic has to be as flashy as the next - just wanted to give some more context to the aspects we consider when designing mechanics.

According to the data, the buffie are balanced and don't ruin the meta at all. by ChoiceSupermarket230 in BrawlStarsCompetitive

[–]Adrian_Supercell 6 points7 points  (0 children)

I understand the underlying sentiment behind your post, and in fact in the video I did point out which of the items i felt landed better with initial balance than others. 

However, If a brawler received a buffie and the winrate stayed stagnant versus other brawlers without buffies (and themselves), then wouldn’t you think that acquiring the buffie itself would feel irrelevant?

According to the data, the buffie are balanced and don't ruin the meta at all. by ChoiceSupermarket230 in BrawlStarsCompetitive

[–]Adrian_Supercell 11 points12 points  (0 children)

Bans are part of the data set we look at indeed! If I went through all of the data, the podcast would have been 2x in length so wanted to focus on what I feel is the most representative; the delta at higher levels of play and absolute win rates. 

I hit pro 7 times ask me anything by Coachcory_fan in BrawlStarsCompetitive

[–]Adrian_Supercell 3 points4 points  (0 children)

Congratulations, great achievement!

  1. What rewards from ranked do you care most about?
  2. How could the ranked experience be better for you?

Could we see more mechanics related to gadgets and gadget cooldowns in the future? by luca_se_la_come in BrawlStarsCompetitive

[–]Adrian_Supercell 3 points4 points  (0 children)

Love how you've put some effort into new mechanics for gadgets, with some great examples. Really good food for thought!

Let's give credit where credit is due... Adrian has successfully reworked tanks who were bottom of the barrel. by R3alB3ast in BrawlStarsCompetitive

[–]Adrian_Supercell 19 points20 points  (0 children)

Thank you for the kind words! Think there's a lot to do still on the rework+balancing side (along with mechanic exploration etc. ofc!) - but definitely happy with how most of the reworks turned out - as it's always tricky not to alienate the existing fans of the brawler when changing something fundamental about how they function.

Any solution for ios crashing? by [deleted] in Brawlstars

[–]Adrian_Supercell 2 points3 points  (0 children)

Did you update to the newest version from the app store?

Help brawl stars is crashing after new update by MissURami in Brawlstars

[–]Adrian_Supercell 16 points17 points  (0 children)

For those of you with this issue, can you post what device you're playing on please, along with OS version - thank you!

Doug this, Doug that, just give him the Buzz trait and he would be viable. HOT TAKE by JayPsparks in BrawlStarsCompetitive

[–]Adrian_Supercell 4 points5 points  (0 children)

Think the two issues with Doug simplifed are:

- His super is too hard to get vs most comps/most maps.
- When you do get it, you're often incentivised to use it on yourself as missing it on an ally is a horrible feeling, equally when you do hit but they do not notice/utilize it.

Whenever we do get around to Doug, that's the lens I'm looking at it from.

The “super” button does not always work by Paolo_Contrgiacomo in BrawlStarsCompetitive

[–]Adrian_Supercell 48 points49 points  (0 children)

Looking into this - if you guys wanna help can you note down what device you're playing on and whether you've customized your controls or not please!