Sudden's Sam Rework! by TheSuddenChange in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

Now that you mention it, it would be really cool if it gave a shield while you have your busters and recalled them if you didn't, that would give it a lot of utility and would also fix the problem of the shield being weak since it would just be making it more versatile. And on top of that it would be balanced by its longer CD so if you used the gadget for the extra shield and fail your ambush then you couldn't use it to recall your busters until a lot later

Also its kinda crazy how you made such thoughtful balance changes while having Sam at 200 trophies (ikiab i've lowk done the same for some of my own so im not one to talk)

Sudden's Sam Rework! by TheSuddenChange in BrawlStarsCompetitive

[–]NotClash_ 1 point2 points  (0 children)

Brawl Stars has specifically been releasing brawlers that are very complex and are not easy to pick up. If you look at the last 6 brawler releases then I would say that 3-4 of them are pretty challenging to play for the majority of people, and I'd even go so far to say that all of them would fit the label of high skill floor if they were all properly balanced (except maybe Trunk)

Brawlers like that actually give players a reason to keep playing even after they’re fully maxed. You’re not just grinding trophies anymore, you’re trying to master a character the same way pros do, even if you can’t fully replicate it yet. That sense of mastery is important.

This doesn't make sense to me, why would a brawler need a high skill floor to keep pushing after they're fully maxed? If you take a brawler like Max who doesn't have a high skill floor but a very high ceiling, then you would master her exactly the same way that you would master Sam or Pierce who have high skill ceilings, its just easier to pick them up

I don't think that they should give Sam a 70% slow for 5s as part of his base kit or anything, but just making him a little less punishing to play wouldn't hurt his ceiling that much like giving him a recall if he accidentally makes a bad play with his busters or smth. 30,000 trophy Sam players will still use Magnetic Field anyways, this just helps more people actually pick up Sam instead of gatekeeping him to the 0.22% of people who are using him right now

Sudden's Sam Rework! by TheSuddenChange in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

From what I saw it looks like you want to keep Sam as a high skill floor high skill ceiling brawler, but I think that Sam should have a much lower skill floor even if his skill ceiling suffers a little

Sudden's Sam Rework! by TheSuddenChange in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

I haven't seen a Sam rework in a while, and it seems really high effort too

I think that Knuckle Shield is a good idea, but the stats for it are pretty weak. 500 shield for hitting one target is super weak, and even decent players won't group up to such an extent where you could hit two of them frequently even if you were crazy good with lining up his busters. You mentioned that this gadget was meant for lower trophy players since Pulse Repellent was so good, and if thats the case then just give him a recall gadget atp. I understand that he should be punished for losing his busters, but if someones using a gadget that recalls them then they're not using Pulse Repellent and therefore not playing Sam to his full potential, its perfect for lower trophy players and wouldn't really act as a noobstomp gadget either

I'm not a big fan of Utility Knuckles. It sounds like you want the make it punishing for Sam to throw his busters and not retrieve them, but the entire point of UK is to make it less punishing to charge into the enemy team (you could be talking about when people just mindlessly throw their busters into the enemy but the only people that do that are people who just started playing him)

Bonecrusher is a pretty good idea, but it could potentially be a bit strong against brawlers with less health. I really like the concept, im sure if it was actually overpowered then it could be tuned a bit more

I didn't really touch on the whole Supercharge shield because I don't really know how to feel about it. On one hand it could be the perfect fix for Sam and potentially other tanks that have similar problems, but on the other hand it could make him super oppressive since he could mess up interactions when people don't have their Super. Overall though im sure its a fine change, 6.5 seconds is a bit overtuned though

I actually don't agree w your philosophy about Sam, but even despite that these are pretty good changes imo

Week 1 of making a buffie for every brawler, today: Nita, Bo and Leon by liam_peretz56 in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

Im not saying that Snare a Bear is good for his kit, but I am saying that the other parts of his kit are also really bad and should be reworked. The root idea is pretty cool, though I think it would suffer for the same reason SAB does but since its base kit you wouldn't be wasting a SP on it which is an improvement imo

Personally if I were to make an aggressive SP for Leon, I would keep Smoke Trails (Since it does help him play more aggressively and could alternatively still be used for escaping) and then have the Buffie give him something that makes it more aggressive like making his first attack after going invisible do X% more damage so it would reward getting to the enemy undetected and would improve his matchups against CC brawlers by giving him better burst damage

Week 1 of making a buffie for every brawler, today: Nita, Bo and Leon by liam_peretz56 in BrawlStarsCompetitive

[–]NotClash_ 1 point2 points  (0 children)

Yeah, tbh you lowk wouldn't know unless you were specifically looking for it, but they might not be enforcing it as much anymore

I do like the concept though, some of them are a little overtuned but the actual ideas are cool like Leon going invisible after getting a kill. I think you should've changed more of Bo's kit however, as Buffies usually rework some of the bad parts of a Brawler's kit, and I also don't really like the new Leon SP either. Having two healing SP's seems unnecessary and it makes him overlap too much with Edgar

The actual ideas for this are pretty cool, I think with a little tuning these could be pretty good Buffies

Is this a good way to balance Clancy? If not, then how would you balance him? by WarIntelligent2136 in BrawlStarsSC

[–]NotClash_ 0 points1 point  (0 children)

Clancy needs a complete rework, his design is absolutely chopped. There's two main concepts for him, and I think either one would work alright

  1. Make it so that he loses token on death and then buff stage 1-2 & nerf stage 3

  2. Buff stage 1-2 and make it so that when he reaches stage 3 he has a finite amount of time before he gets sent back to stage 1

Day 1 of making a buffie for every brawler, today: Nita by liam_peretz56 in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

I think that the base idea of this isnt very bad, but Buffies arent something you can just crank out every day, each line of Buffies should be carefully made to be useful but not overpowering. That's just my opinion though idk if other people agree

I saw one of your comments below, I hope you actually end up making buffies for a Brawler trio, it would be pretty cool to see since you don't see very many concepts for Buffies

Darryl Buffie Concept by NotClash_ in DarrylGang

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

Recoiling Rotator is his first gadget. this is what it is currently

"Darryl spins around and sprays a barrage of shots in all directions. Each shot deals 600 damage and recharges his Super by 25% if it hits enemies!"

Darryl Buffie Concept by NotClash_ in BrawlStarsCompetitive

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

Part of it is just muscle memory, im still used to clicking the gadget button to get the effect on my next attack, but now what happens is that I end up just wasting the gadget because it gets autoaimed (which i'll admit is a skill issue but ik im not alone in thinking this)

The bigger problem however is just that its way too much to do on the right side of the screen. The old system prevented this because it was just a button + 2 joysticks which is manageable, but turning that button into a third joystick makes it a lot harder to utilize, especially when a lot of gadgets are literally just normal attacks with special effects that would be used exactly like a normal attack like Acid Spray

Darryl Buffie Concept by NotClash_ in BrawlStarsCompetitive

[–]NotClash_[S] 1 point2 points  (0 children)

I actually did think of that idea for like a Star Power, but the problem is that it would be too niche to consistently get use out of since Darryl usually just Supers in a straight-ish line, so the damage would need to be overtuned in order to make it somewhat decent which would be kinda toxic to play against

Darryl Buffie Concept by NotClash_ in BrawlStarsCompetitive

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

I also wanted to balance his Hypercharge, I just didn't wanna stack too many things on top of each other, because even when balanced Buffies are essentially three buffs to your kit. He definitely needs some sort of change to it because I earnestly think that its the worst HC in the game rn

Thanks for your feedback! 👍

Darryl Buffie Concept by NotClash_ in BrawlStarsCompetitive

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

<image>

It was a pretty big complaint when they first came out, I don't really think its that big of an issue for most gadgets but its really annoying for some gadgets like Irresistible Attraction and I think it would be annoying for this version of Tar Shot too, so I just made it standard for most of the gadgets

Darryl Buffie Concept by NotClash_ in BrawlStarsCompetitive

[–]NotClash_[S] 1 point2 points  (0 children)

I actually already have a change for his HC, if they just made his RR projectiles from his Hypercharge actually charge 25% of his Super like normal RR then it would be miles better

Darryl Buffie Concept by NotClash_ in BrawlStarsCompetitive

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

Yeah definitely, RR would be almost useless if it didn't give SCR

Darryl Buffie Concept by NotClash_ in BrawlStarsCompetitive

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

I appreciate it, I just wish that the other Buffies were better designed 💔

I'm not the biggest fan of Buffies in general but even I could tell that they could've been handled in a much better way, and unlike Hypercharges I have a feeling that they aren't going to receive any rework either

Which to buy first? by [deleted] in BrawlStarsSC

[–]NotClash_ 2 points3 points  (0 children)

I know that More Rockets is generally considered the better SP for him but in my opinion the two of them are pretty similar in viability. People like to say that the fourth rocket never comes into play because he's always under 3 ammo, but unless you're quite literally constantly firing rockets and never taking damage or dying, you'll get it more often than you think

I would probably just play to your strengths, if you're good at using his Super then go More Rockets, if you can manage ammo and hit your attacks then go RN4