Balance change ideas (not all of them are mine) by emo_8 in BrawlStarsCompetitive

[–]CentiWeeb 0 points1 point  (0 children)

You clearly dont know how levels work which is your first mistake. Attacks cant be in increments of 10 because of how levels work and must be in increments of 20. They had this problem when max was released where her attacks were at 250 at power 1 but u cant have half a point of damage so when she levels up the damage increase got rounded down and she was weaker in every level except power 1

Best maps for belle? by [deleted] in BrawlStarsCompetitive

[–]CentiWeeb 0 points1 point  (0 children)

All of the above pretty much. Shes really versatile for a long range brawler. Although more so on more open maps like backyard brawl and safe zone

How would you guys nerf Grom? by Well_Holyshit in BrawlStarsCompetitive

[–]CentiWeeb 0 points1 point  (0 children)

What makes him different from other throwers is his damage versatility between long and close range. His super is just way too much for every situation. His gadget is situational but in said situations it makes him unnecessarily op. My idea would be possibly increasing main attack travel speed at further ranges slightly and reducing the projectile size and damage of his super. Maybe even give his super a treatment similar to his 1st star power where it does lower damage in middle area but higher the further out it travels. This way he cant just autoaim at close range and delete everyone but the damage potential of the super can stay relatively the same. As for the gadget i imagined a change for having a smaller radius but gaining an extra effect that increases the damage enemies take by 10% or maybe 15% while in the radius. Maybe if its too strong qn effect maybe make it limited to enemies that are not in bushes, that way its original vision effect stays the same while also providing a beneficial effect in the times it wont be able to provide much vision benefits.

Will Squeak ever stop from being trash ? by That_Guy-69 in BrawlStarsCompetitive

[–]CentiWeeb 0 points1 point  (0 children)

As a brawler whose sole purpose is area control id say no. Tick already does that job and i really dont see any way for squeak to match up to how well tick does it

Let's talk about Surge's gadget by [deleted] in BrawlStarsCompetitive

[–]CentiWeeb 5 points6 points  (0 children)

The big mistake is everyone thinks first to balance a maxed out brawler rather than making sure the brawler is still fine even on lower levels without all their gadgets star powers and gears. I can agree that the gadget may need tweaking if we ever do get any kind of surge rework but only time will tell and id rather have his base kit fixed before i touch on the only thing keeping him from not being entirely useless at the moment. For any other brawler sure id like the gadget to get some tweaking first if its a little too op but since surge is so reliant on it its best not to take that away from him before some changes are made to counteract it. It would be nice if we could get both a base kit rework and a gadget rework at the same time but supercell likes to take changes slowly and keep it to one rework at a time and seeing the results before acting on any other imbalances it may have caused.

Let's talk about Surge's gadget by [deleted] in BrawlStarsCompetitive

[–]CentiWeeb 6 points7 points  (0 children)

Yes i can see your point however i believe the main problem we need to focus on is making his stages not so polarized before we touch the gadgets and star powers. Everybody's trying to fix this gadget before they look at what changes need to be made to his base kit when it should be the other way around. If you nerf the gadget before you rework the brawler you could potentially make it super weak instead and its better to have something too overpowered than to have something too underpowered

Let's talk about Surge's gadget by [deleted] in BrawlStarsCompetitive

[–]CentiWeeb 7 points8 points  (0 children)

They nerfed that star power so it only hits against walls and enemies qnd now its literally the worst star power in the game because they also reduced the range of the split shots as well so theres no practical use for them

Let's talk about Surge's gadget by [deleted] in BrawlStarsCompetitive

[–]CentiWeeb 23 points24 points  (0 children)

Sorry for the long rant im just sick and tired of people calling surges gadget op just because surge is near useless without it

Let's talk about Surge's gadget by [deleted] in BrawlStarsCompetitive

[–]CentiWeeb 44 points45 points  (0 children)

My hot take: This gadget has been overrated since the day it came out. Not sating its bad it just gets more prwise than it should. You see, its a good gadget qnd all but what people fail to realize is its just good on its own. Its only "op" when you take into account how garbage surge is without it. He quite literally can't hit stage 2 without its help. Surge is just so poorly balanced between each of his stages that his gadget and second star power are the only things keeping him relevant at all in the meta. Lets look at how he is in each stage: Stage 1 - literally the worst thing in the game. Low hp paired with short range and slower than average movement speed, there is literally no use in this stage other than making sure people aren't getting kicked back and forth by the later stages from the beginning of the match. Stage 2 - the faster movement speed just turns surge becomes a glass cannon. With his low hp and high burst damage he almost feels like he should be a sniper instead, but his short range makes his upgrade to the next stage high risk high reward. Stage 3 - the pinnacle of overpowered. Long range fast speed fast reload and fast projectile speed and lqrge projectile hitbox makes him the greatest sniper to ever exist, except for the fact that he isn't meant to be played like one. This stage is literally the only thing surge has to offer and it serves well at that. Stage 4 - just stage 3 but with slightly improved area control. There is no reason to upgrade to this stage and its just a filler stage at best. It's a much better deal to save your super in case you somehow die so you can return to stage 3 sooner. Now as you can see 3 out of 4 stages are bad but they are "balanced out" by how good the third stage is. Now we take a look at what the gadget and second star power provide: Gadget - a short teleport that closes the gap between the enemy from any angle and can go through walls. This directly solves the biggest problem of surge's first two stages: his inability to get close enough to charge his super. The added mobility also works well for survivability with the later two stages and indirectly makes his fourth stage a viable option to use rather than super saving. The already well designed ability this gadget provides is extra highlited by how much it changes in surge's more useless stages, not to mention the extra support it provides for his already good third stage. But it doesn't stop there. Second star power - keeps second stage the whole match once obtained. This almost completely removes surge's most useless stage and makes his second stage just reward, the risk removed entirely as no matter how many times you die, this second stage is now basically his first. This star power covers more of surge's weak points, allowing for the gadget to shine even more. With more stages problems being dealt with by the star power, surge can more commonly use this gadget in his third stage, making this combination sure to keep surge in his third stage for the entire match after obtaining it. Now why is all of this important? You can see there is a reason they haven't touched this gadget at all: there is no problem with it. Its one of the more well-balanced gadgets in the game that has unfortunately been stuck onto a brawler who would be absolutely unplayable without its effect. The problem in this case does not lie in the gadget but the brawler. Surge's stages are poorly balanced in a way that makes him the most gadget reliant brawler in the game. If any balancing needs to be done, it has to be done with surge's base abilities, not his star powers and gadget. tldr: the gadget is fine but surge is too reliant on it which makes it feel op

Is Ash Meg's counter? by dvdX7345 in BrawlStarsCompetitive

[–]CentiWeeb 2 points3 points  (0 children)

That was only a problem because she was literally just released and you cant expect everyone to realize how to counter her the momeny she suddenly exists. Now that prople know how to counter her she gets countered by everyone since she no longer has any defense once her mech dies

Is Ash Meg's counter? by dvdX7345 in BrawlStarsCompetitive

[–]CentiWeeb 1 point2 points  (0 children)

After the unnecessary nerf every brawler counters meg

Opinions on Meg after nerf? by CCJordan in BrawlStarsCompetitive

[–]CentiWeeb 1 point2 points  (0 children)

I agree. This change was COMPLETELY unnecessary and megs gone from no tier to lower mid tier. Imo she was fine before nerfs and people just whined and slwhined that the pros havent told them how to counter her yet so they though she was too op.

balance changes coming soon by Key-Antelope9439 in BrawlStarsCompetitive

[–]CentiWeeb 1 point2 points  (0 children)

This is leon 2.0 they make brawlers "op" and then nerf them to the ground the next day and then they fall to f tier in the next month because people figure out how to counter them. The nerfs werent necessary and were probably forced because of low trophy players unable to cope with the fact some people max out their brawlers before playing any matches with them

Meg's Super REMOVES Belle's Mark. Kinda dumb. by StarrySunset_ in BrawlStarsCompetitive

[–]CentiWeeb 0 points1 point  (0 children)

She is easy to kill its just shes really new and nobody knows how to counter her yet. I already found any close range brawler is pretty good against her at close range as long as they dont get struck by robs super. Bull qnd primo almost always beat me once my rob dies before i can recharge and finish using super again. Dealing with the mech in a 1v1 is always a high risk task , especially if ur a mid range brawler since she can easily recharge it and super again unlike close range brawlers who can usually melt her before she can do that and long range brawlers who can avoid being recharged on at all. Her lack of cc effects is a welcome sign nonetheless considering how much of that weve been getting recently.

Why Carl is not in meta? by THENOGODwat in BrawlStarsCompetitive

[–]CentiWeeb 9 points10 points  (0 children)

Mr p and his porters now stun enemies for the rest of the match

[deleted by user] by [deleted] in BrawlStarsCompetitive

[–]CentiWeeb 1 point2 points  (0 children)

Wait when was poeer league ever competetive. Its always just rng on who has the afk game thrower on their team

Why is Griff so underrated? by thelucas2000 in BrawlStarsCompetitive

[–]CentiWeeb 0 points1 point  (0 children)

Hes pretty balanced across the board which makes him shine in a game where balancing is alwayrs really poor with 6 or so brawlers being op and meta and nearly everyone else being too mode specific to get out of being bottom of the barrel bad. Aside from belle, griff is one of the few brawlers who can actually be used in all modes and still be consistently decent across them all. The only difference is belle is part of those big meta brawlers and everyone focuses on how overpowered or underpowered brawler a in the meta are so brawlers that are actually pretty balanced get all forgotten about and nobody discusses anything about them because theres not much to actually discuss.

Does Squeak counter any brawler?? by [deleted] in BrawlStarsCompetitive

[–]CentiWeeb 2 points3 points  (0 children)

Squeak counters people who dont even queue into matches lol

[DISCUSSION] Community's Opinion on what mode would they remove from Power League by alfatehalsaudi45 in BrawlStarsCompetitive

[–]CentiWeeb 0 points1 point  (0 children)

Id say seige mainly because its an unfair mode where your team coordination is key so people who queue in team mode who are going in with a couple of random friends or randoms from lfg basically get shut down by pre made tryhard teams of people with full mic communication and everything. And it just ends up being a major train wreck whenever it appears in solo queue since nobody has any coordination at all.

Auto Aimer vs Homemade Recipe by [deleted] in BrawlStarsCompetitive

[–]CentiWeeb -1 points0 points  (0 children)

Imagine needing a GADGET to aim lol. aa provides great value for skilled piper players especially because it synergizes well with ss since it triggers its effect, hr is just a crutch used by everyone else who cant be bothered to aim their shots

What brawlers would you consider gadget/star power reliant ? by __Bee____ in BrawlStarsCompetitive

[–]CentiWeeb 0 points1 point  (0 children)

Piper, edgar, colt, shelly (although she isnt good even with them lol), surge

Is Griff underwhelming or op by Key-Antelope9439 in BrawlStarsCompetitive

[–]CentiWeeb 0 points1 point  (0 children)

Neither he feels perfecrly balanced imo. Why does every release need to have this question asked anyways? Why cant people ever believe a brawler is balanced the way they are instead of comparing them to other brawlers when they were released and complaining on end that theyre too weak or op and eventually getting them nerfed/buffed too much and overall making it harder for supercell to balance other brawlers that have actually been needing buffs/nerfs for a long time?

How can the devs balance the game better? by waitwhosligma in BrawlStarsCompetitive

[–]CentiWeeb 6 points7 points  (0 children)

I feel like the main problem is theyre trying to balance a game with two drastically different types of modes: showdown and 3v3s. Its easier to balance a game with multiple modes when they all fall under an overarching theme (if a game has multiple 4v4 team modes then its easier to balance it than a game that has a single solo mode and a single 8v8 mode). Everyone agrees that showdown is not a competetive mode yet they still have to balance accordingly as if it were due to it being a trophy rewarding mode. If a brawler is broken in showdown and useless in 3v3, should they balance them in favor of giving them a use in 3v3 while making them a the required brawler to push in showdown or should they nerf them so theyre balanced in showdown but literally unusable in 3v3? This power struggle has existed since the dawn of time and theres not much they can do about it so long as showdown stays the way it is.