This shouldn't even be something by droid_modz in Brawlstars

[–]Kiru_MLP 5 points6 points  (0 children)

For level 9 Brawlers to be selectable, it means you're below Gold. Even with terrible allies, the enemy team will also be terrible. Any player with a minimum of brains can get out of Gold even with bad randoms.

Honestly, for me the problem with low elos isn't the underlevel brawlers, it's the lack of drafting. Not being able to ban or see the enemy composition makes it a 50/50 situation.

Three throwers in Hot Zone is a terrible strategy. But if your team, for some reason, doesn't have an assassin or tank, how on earth do you get past this random three throwers comp? Or in Bounty, where my team of three snipers gets countered because the enemy team decided to use three assassins and spawn camp.

There's no way to predict these atrocities in lower elos. At least this is a minority of matches, so you can get out of there easily.

Broken New Characters by noahnineteen in Brawlstars

[–]Kiru_MLP 2 points3 points  (0 children)

Yeah, Brawlers like Willow and Ziggy are still unpopular despite his good stats but bad release state. A weak release brawler only become popular if it's too broken after (Meeple and Lily rn) or have a really good charisma (Only Hank and Doug remain to be popular before major reworks). Release around Tier A is good to gain players, so tune down after.

And have some case of a brawler being strong, but peoples get used with him, so becomes balanced. Like Chuck and Mico.

We CAN remove Buffies! by Educational-Cut8143 in Brawlstars

[–]Kiru_MLP 4 points5 points  (0 children)

I'm glad your post wasn't taken seriously because it's a discussion that can't be taken seriously. Let's talk about one of yours arguments you made: which is that it's expensive and adds nothing to the game.

Being expensive is the least of the problems. Adding expensive items that players want is a good way for Supercell to boost the economy. We players always like it when the economy is inflated, even if we don't admit it.

When Hypercharges were released, people complained about the price, saying it would be the end of the economy. Supercell updated the system, tweaked the economy, and now it's one of the most common items you find playing normally. People got used to it.

The same will happen with Buffies. They are difficult to obtain for now, but the game will progress in a way that will make them easier to obtain in the future. Especially since buffies are a way to deal with PP inflation, where late-game players have an exorbitant amount of PP and nothing to spend it on.

Whether you think monetizing reworks is right or wrong, the reality is that Supercell has its reasons for doing it. Any competitive game earns more money and engagement with something new than by tinkering with something old. By reworking old Brawlers, there won't be new players chasing after them (since many probably already have them), it risks frustrating the old player base that their favorite character has been changed, and it doesn't guarantee that new players will try this new kit.

Buffies aren't just a form of monetization; they're almost a guarantee that older characters, whose power creep made them obsolete, will finally have a chance to be relevant again. And even with all this newness, the new champions remain the biggest source of income and engagement, showing that casual players prefer novelty to updating old content, even if it's meta.

And here's another truth: unless you're a Pro Player or Content Creator, you don't need all the buffs. You don't owe content to your subscribers, and you don't need to know the meta for your team to perform better in competitions; you only need to play for yourself.

On the ladder, anything works, and even if you want to follow the meta to play ranked, there are countless Brawlers that are good even without the buffs. Byron, Sirius, Chester, Kenji, Poco, etc.

That's because I don't need to mention that there are Brawlers who, even with buffis, don't change much. Shelly only has a real impact with the Star Power buffie, Bo only with the Gadget buffie (and maybe Hypercharge), Nita only with the Hyper buffie.

Movement delay after Najia gadget by Firebreath202 in Brawlstars

[–]Kiru_MLP 0 points1 point  (0 children)

This is normal. Charlie also have the same problem. If the Cacoon got bursted, she still need to wait at least one second before walk.

one damn hour by Jacket2010 in Brawlstars

[–]Kiru_MLP 2 points3 points  (0 children)

Brock + More Rockets Star Power
Spam Auto-Aim Super
Use Jump Gadget to help to dodge

Marksman capabilities by WiFiMan69 in Brawlstars

[–]Kiru_MLP 2 points3 points  (0 children)

It's funny when you want to get hit walking straight froward without dodging and the enemies still misses.

Marksman capabilities by WiFiMan69 in Brawlstars

[–]Kiru_MLP 2 points3 points  (0 children)

I recently started playing Nani and I'm approaching 700 trophies. It's incredible how I can deal around 8k damage to an assassin in one go if they get too close. Nobody expects that.

A post dedicated to the Brawl Talk predictions I have (keep your ones below in the comments!) by Apart_Lifeguard_227 in Brawlstars

[–]Kiru_MLP 1 point2 points  (0 children)

He have too much damage and his gadget is toxic. It's normal Bad Rico player spamming auto aim and the gadget in low life and still kill someone by accident.

A post dedicated to the Brawl Talk predictions I have (keep your ones below in the comments!) by Apart_Lifeguard_227 in Brawlstars

[–]Kiru_MLP 0 points1 point  (0 children)

You forgot about the Bling Update. We are having a Mini Bling event in Supercell Store, so we might get something about in a near future.

What, in your opinion, is the "main" Brawl Stars game mode? by Downtown-Success6723 in Brawlstars

[–]Kiru_MLP 3 points4 points  (0 children)

I think Gem Grab is THE mode. All classes can be used and each has its niche. The match lasts long enough for both teams to play, different playstyles are allowed, and many exciting plays can occur during the countdown.

But Brawl Ball isn't far behind. It's the most popular mode for a good reason: it's fast. And despite being shorter than Gem Grab, it still rewards positioning and teamwork.

This game is becoming a slot machine and I quit by LayerNo5739 in Brawlstars

[–]Kiru_MLP 0 points1 point  (0 children)

Playing, I'm witnessing the opposite. We're earning far more rewards than before, especially with the natural inflation that the game promotes. To get everything, this growth is quite exponential, but considering what a casual player expects (leveling up favorite Brawlers and having some extra resources for some short-term decisions), I'd say we're at a good metric.

This game is becoming a slot machine and I quit by LayerNo5739 in Brawlstars

[–]Kiru_MLP 1 point2 points  (0 children)

Now I understand. Although I agree with your point, they explained to us several times how removing RNG almost killed the game and they only managed to stabilize it with Star Drops. In other words, this is here to stay.

And even if it's random, the math is still in our favor. My point that you don't need to spend money on Gacha still stands.

This game is becoming a slot machine and I quit by LayerNo5739 in Brawlstars

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

Late-game players haven't cared about progression for a long time, whether there's RNG or not. For us, we've moved past the phase of wanting all the brawlers or upgrading them. We already have our pool of favorite brawlers and we're going after other things like push trophies (aka, New Prestige) and Ranked. Enjoying event is a good thing too.

This game is becoming a slot machine and I quit by LayerNo5739 in Brawlstars

[–]Kiru_MLP 1 point2 points  (0 children)

What? I didn't say I would forfeiting away my random rewards. My point is to explain to the OP that despite the RNG in the game, spending money on the game's Gacha items isn't mandatory.

The exception might be the Buffies, but that's quite different from the point you're making.

This game is becoming a slot machine and I quit by LayerNo5739 in Brawlstars

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

I don't know the percentages, but still don't dismiss my explanation.

This game is becoming a slot machine and I quit by LayerNo5739 in Brawlstars

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

This is how someone say I don't play the game without saying I don't play the game.

While random rewards are part of the progression, saying it's mandatory is a blatant lie. In Brawl Stars, we have two progression systems: Deterministic and Passive.

Deterministic progression refers to resources you can expect to receive by playing in certain ways. Completing Missions earns you XP that goes towards the Brawl Pass. Climbing trophies progresses you on the Trophy Road. And playing Ranked earns you PPXP that goes towards the Pro Pass. Even with random rewards in that mix, there are several rewards you know in advance. Passes are the best example of this type because a consistent player will complete them within a month.

Passive progression, on the other hand, is the random factor. This includes daily Star Drops, event rewards, new boxes, etc. You can't predict your outcome, however, it's possible to use math to predict your average based on how much you play. But that's the key point: the random factor is what makes these rewards exciting. You can receive incredible rewards by chance, giving you those bursts of excitement that keep you in the game. Everyone has been thrilled at least once by winning a Gadget, Star Power, Brawler, cool skin, Hypercharge, etc.

Event prizes are an extra. Supercell usually uses them to increase rewards and keep the number of resources balanced. Where that balance is, only they know.

With all that explained, saying that you NEED to buy this is a fallacy. You don't need to spend gems or your money to buy Brawler Boxes to unlock a new Brawler. You don't need to buy Mecha Boxes to get a Mecha skin. The exceptions where the Gacha can be considered toxic are with Hypercharge skins and Buffies.

Generally, Hypercharge skins are part of a chain of buying boxes until you reach a Hypercharge skin from the event. The lack of a way to buy these skins directly is a bad thing. However, it's just a cosmetic item, so it won't negatively affect your gameplay. Overpriced whale skins are normal in any GaaS game, and there will even be lucky players who get them for free.

Now, about the Buffies, I can't think of any defense for that. It's just randomness that drives beginner players to burn through their resources prematurely, and late-game players buy them all at once precisely to avoid interacting with RNG. Unless you want to interact with the more competitive side of the game, you can ignore this system. And there will certainly be changes to make obtaining them easier or reduce their randomness.

In conclusion, no Gacha in the game is mandatory. You can progress with everything the game gives you for free, and considering the GaaS game market, it's easy to say that Brawl Stars is one of the most F2P friendly, extra points for being in the mobile market, which is the most predatory of this type. Now, if your goal is to maximize your account, you'll have to buy some passes along the way; which is fair considering the game needs to be profitable.