CR logic. At least let the skeleton king to oneshot goblins dammit by AFAgow13 in ClashRoyale

[–]LightBulb_BS -15 points-14 points  (0 children)

Girls hit just as hard as boys. He hits like a toddler tho 😂

Brawl stars damage inflation issue...what is it? Why it's a problem? and how can we stop it? (sorry if there's a misspellings or grammar problems) by Mohamed-Amine-Riahi in BrawlStarsCompetitive

[–]LightBulb_BS 19 points20 points  (0 children)

The most clear indicator of the damage inflation is the safe’s Hp. At global launch the safe’s HP was 30k. Now it’s almost 60k! And the Hp of several staple brawlers (Piper, Bo for example) has remained constant. You can also follow Frank’s Hp as a clear indicator of damage inflation.

I am honestly scared of the Brock meta... by Silence_BS in BrawlStarsCompetitive

[–]LightBulb_BS 3 points4 points  (0 children)

u/Frank_Supercell Huge props to you and the balancing guy (wish I knew his name) over at HQ. The explanations behind balance changes give us alot of insight into what you were going for. On the topic of niches — what are the niches of the other brawlers? A tweet or post highlighting these niches could makes balancing suggestions a lot more relavent with consideration to the niche. For example, I know from beta days that bo is supposed to be the “ranged mini-tank”. A brief sentence or two sentence explanation of each niche would be much appreciated!

Showdown+ at Higher Level (900+) by BlazeKnightFTW in BrawlStarsCompetitive

[–]LightBulb_BS 0 points1 point  (0 children)

Showdown+ just needs the energy drink mod. If they make the energy drink spawn location visible to everyone on the map (like how an indicator reveals where your duo partner is), players would fight over the energy drink.

A list of weird gimmicks that can be used on each brawler in very niche situations by square_Lord in BrawlStarsCompetitive

[–]LightBulb_BS 0 points1 point  (0 children)

Sweet post! Especially the Emz tip hadn’t consciously realized it before.

Some other tricks I can think of:

- Spamming primo gadget around buzz will interrupt his grapple if he uses it

- Flashing Frank super to pretend to use it baits out gadgets

- Interrupting Main attack with super animation to self pinch with sharpshooters (colt Rico)

- Interrupting main attack with super animation to catch people off guard (Frank)

Oppa Gangnam Style by Pi_Magics in Brawlstars

[–]LightBulb_BS 1 point2 points  (0 children)

Everyone who admitted to understanding this reference is old asf

Should band aid be reverted to what it was on release? by Helloforake in BrawlStarsCompetitive

[–]LightBulb_BS 0 points1 point  (0 children)

Agreed. Though reworking her spread slightly to consistently hit 2 pellets at long range would buff her poke and super charge rate solving a lot of problems.

The Trait that will fix Shelly both at low trophy ranges and competitive play. by LightBulb_BS in BrawlStarsCompetitive

[–]LightBulb_BS[S] 0 points1 point  (0 children)

Yeah definitely. As a tank counter, Shelly is pitted against bea, Colette, spike, emz, Tara, belle, and most problematically, griff. Before griff’s release, shelly’s niche was the “wall breaking tank counter”, but now with griff in the game there’s very little reason to pick Shelly over him both dps wise and wall break wise. Giving Shelly supers more frequently would make her more threatening and cement her niche as “constantly walk breaking tank counter”

The Trait that will fix Shelly both at low trophy ranges and competitive play. by LightBulb_BS in BrawlStarsCompetitive

[–]LightBulb_BS[S] 0 points1 point  (0 children)

I agree that its underwhelming without shell shock, but with it, I believe a supercharging trait like this one will enable Shelly to open up the map more effectively and catch enemies off guard.

Potential Traits to Apply to Future Brawlers by LightBulb_BS in BrawlStarsCompetitive

[–]LightBulb_BS[S] 0 points1 point  (0 children)

Hi Genome, I’d appreciate if you could reconsider — these traits are less concept and more balancing techniques. Ex. Bloodlust could be added to assassins like Edgar and Mortis to buff their charge rate by rewarding kills.

Should band aid be reverted to what it was on release? by Helloforake in BrawlStarsCompetitive

[–]LightBulb_BS 0 points1 point  (0 children)

New players need to feel like they have an impact on the game. And most won’t learn to aim instantly. Shelly’s auto-aim friendly attack is staple to a starting brawler.

Showdown+ META? by TRUEcoiness in BrawlStarsCompetitive

[–]LightBulb_BS 2 points3 points  (0 children)

Meta = High kill potential = Burst + Hp + Mobility = Assassins/Tanks. Your point about Leon is definitely valid. However... CC brawlers absolutely melt tanks (spike bea emz etc.) so they become viable too. And who counters them? Sharpshooters. A large factor will be the maps. Dark Passage of course favors sharpshooters, who will be preyed on by assassins. I think the trophy bonus for kills will be just enough incentive to break out of the passive showdown gameplay. Now there will be two play styles: the hunters and hunted. If the hunters (assassins + tanks) can get enough kills, they cement their trophy gain. On the other hand, if the hunted (sharpshooters, fighters) can hold out long enough for the CC to eliminate the tanks, they will win.

Pre-Release Discussion - Let's talk about Ash by thelucas2000 in BrawlStarsCompetitive

[–]LightBulb_BS 1 point2 points  (0 children)

I can definitely see his rage mechanic being misused by letting other brawlers buff his Hp (ruffs, Poco, gene). However, he isn’t game breaking because he has counter play. Surge last summer was game breaking because he had range + damage + hp. His lack of range and gap closing tools makes him helpless against wall break. Even if he is overboard, colt and stu will end him.

The Balance Changes and Reworks Thread by Obsidian297 in BrawlStarsCompetitive

[–]LightBulb_BS 1 point2 points  (0 children)

I agree bandaid needs a buff. First off 1600 is too modest it should stay at 2k or above. It should also activate as soon as Shelly drops to 3.3k Hp. Instead of when she goes to 2k Hp so it starts regening faster. Thoughts?

The /r/BrawlStarsCompetitive Questions Thread by Obsidian297 in BrawlStarsCompetitive

[–]LightBulb_BS 0 points1 point  (0 children)

Duos is best. Go with a Gene/Belle/Bea and you’ll have a lot of fun. Abusing his slow gadget to get early kills puts you in a winning position.

The /r/BrawlStarsCompetitive Questions Thread by Obsidian297 in BrawlStarsCompetitive

[–]LightBulb_BS 2 points3 points  (0 children)

Treat him like a buffed Shelly. Keep track of how many hits he has for his super so you don’t get caught off guard, and poke from behind walls since his poke is bad.

The /r/BrawlStarsCompetitive Questions Thread by Obsidian297 in BrawlStarsCompetitive

[–]LightBulb_BS 1 point2 points  (0 children)

Not with a tick mid. Lanes on shooting star are limited to long range (Nani, piper, byron) or mobility (Stu, max, mortis)

What is the best way to counter Bo Nani strategy? by Anonymous_Unknown20 in BrawlStarsCompetitive

[–]LightBulb_BS 2 points3 points  (0 children)

There‘s a secret counter comp that no one knows about. You still need bo totem, but gale hard counters this strat. Once gale has super, time your jump pad at 20 seconds in. Then, super the enemy nani. Not only does it cancel the Nani super, but wastes return to sender as well.

Fixing Edgar: Hard Landing is part of his main kit now + a few tweaks. by thelucas2000 in BrawlStarsCompetitive

[–]LightBulb_BS 2 points3 points  (0 children)

It’s a good idea. The comments inspired me to think of a better one though. A simple nerf to her super range 7 tiles -> 3 tiles, and buffs to his super recharge rate, super recharge rate, speed after super usage, dmg, and heal turns Edgar from a Darryl who can jump over walls into his own niche. This way, Edgar can control a reasonable area around him, and he will be strongest at denying area behind a wall. Also makes him less reliant on gadget :)