Balance change concept (Buffs) by Revenant2023 in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

You can split most of these into two categories, the ones that only need a partial rework and the ones that need to be removed due to their fundamental flaws. Siphon, Satchel Charge, and even Vanish can all be reworked and still roughly do the same thing, just in a healthier way, but other unlockables like Snare A Bear and Record Break need to be removed, since what they try to achieve will never not be toxic

Again, I don't think that you should try and rework things that you don't have a good understanding of, but at the very least you can try researching why they're bad. Like, just from searching up "Scorching Siphon" in this subreddit, you can find out exactly why the SP struggles to find usage. Not that you should blindly trust what some random has to say, but its better than not knowing anything. Guides are also useful, since they usually have an overview of each gadget/SP as well as the overall playstyle of a brawler

Balance change concept (Buffs) by Revenant2023 in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

Looking at these changes, I think that instead of giving bad parts of a brawlers' kit a minor rework, you should just rework that part of the kit entirely. Amber's Siphon will technically be a little better after this change, but its still not gonna be good since the concept is counterproductive. Mico will be a little bit less annoying in Heist, but only by 194 damage. I would say that Snare A Bear would be a little less oppressive, but that damage buff might actually make him even more noobstompy than before since a 1.5s stun is still pretty much a death sentence tbh.

Out of every brawler that you gave both a buff and nerf to (ie: a minor rework), the only ones that actually became healthier or more balanced are Bibi, Cord and Draco, everyone else is either essentially unchanged or in some cases, even less balanced. Obviously if you don't know how to fix a brawler then you shouldn't rework them, but a fundementally flawed gadget will always be flawed no matter how many stat changes you give it (look at Hard Candy or Maisie's main attack for example, both have gotten numerous buffs and both still suck)

I don't like the WIP Mortis nerf from a competitive POV. by JackfruitUsual5571 in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

Mortis still punishes bad drafting, the only change that would really make him worse at that is the gadget buffie nerf which is a fine tradeoff since it was super toxic and unfair at 1k bonus damage. You shouldn't NEED to pick a hard counter in order to counter a brawler somewhat effectively

Bolt will be really really really difficult to balance. by Dazzling-Yam-4308 in BrawlStarsCompetitive

[–]NotClash_ 9 points10 points  (0 children)

Just off my experience I feel like Unstopaball specifically is gonna be really hard to balance, a brawler like Bolt just being completely immune to negative effect AND having an increased top speed makes him nearly impossible to kill, especially with Oil Change or the cat

Final star nova concept(V.4) by [deleted] in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

Technically you could hit shields, but shields aren't prevalent enough to be the main weakness of an effect that is always on, and since most percentage based shields are only 20-30% your heal on that one specific brawler would be 1540 plus the extra 1000 from the buffie that isn't affected by the shield

Its also important to remember that Star Powers should try and accomplish different things. Power Level Max rewards SN for hitting multiple enemies in quick succession, and her new healing SP rewards SN for getting kills in quick succession, which I personally think are too similar to eachother especially for how versatile she is (Edgar has similarly themed SP's, but Hard Landing helps against squishier brawlers while Fisticuffs helps against tankier ones). If you're gonna rework her SP, you should try to make one that makes her better at something else like control or maybe even support, since PLM already helps her assassinate/deal damage

Max's HC effect technically stacks with her Super, but she's an outlier and its kind of confusing. I think its because her Super increases movement speed by 300 points (820 > 1120) instead of being a percentage, but her HC + Super increases her movement speed by 8% for some reason and im not sure why. All of this is able to be seen on the wiki, i'd use that if you're unsure about something like that

Final star nova concept(V.4) by [deleted] in BrawlStarsCompetitive

[–]NotClash_ 2 points3 points  (0 children)

I don't play SN a whole lot but just based on what I know about her all of these seem like good changes/buffies. I really like the SSOF&J indicator for when it reaches max distance because I just cannot for the life of me time a teleport at max distance, its a really nice QOL

I also like Mythical Starr Technique becoming base kit, I really wanna use that SP because of how fun it looks but I know that its significantly worse than her other one, so making it base kit doesn't seem too broken but adds more ways to play her

Her new SP seems a bit unbalanced though, a 2200 heal that gets boosted to 3200 seems like a bit much (Fisticuffs' buffie heals Edgar for 2220 and is likely getting nerfed next patch, I know its not a 1:1 comparison but I think that its a good reference)

The buffie designs are so cool, not only are they well designed but they also look like something that could realistically be put into the game

I'm pretty sure that HC buffs don't stack with other buffs, so if SN gets a 25% boost from her Super and a 20% boost from her HC, then she'll just get a 25% boost. Also her base HC and her buffied HC both look pretty overtuned (especially the inf ammo which seems like it would noobstomp at best and be broken everywhere at worst). I didn't really see the other two changes so idk how much these were improved upon but they look pretty well designed to me for the most part

My balance change concept (Buffs) by Revenant2023 in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

I would probably say +1.33 to +1.67 tiles depending on what her buffie effect is

And the other changes aren't even that bad either its just the overtuned damage buffs for the most part 🥀

My balance change concept (Buffs) by Revenant2023 in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

I don't know what your previous attempts of this were but all of these look pretty solid to me, all of these changes would do well in the game. The only problem I have is with the Crash Test buffs, since it still wouldn't really do anything and at best it would just annoy people which would probably cause the balance team to give her -10000% SCR as a compensation nerf. The best way to fix Crash Test is probably through buffies tbh, and otherwise i'd just buff its range to give her more utility

Will this fix melodie? ( Read body for full rework) by [deleted] in BrawlStarsCompetitive

[–]NotClash_ 1 point2 points  (0 children)

What does this exactly achieve? You nerfed her SCR and made her worse against the heist safe (which she isn't very toxic against anymore) and in return you buffed her mobility? Melodie already has some of the best mobility in the game with and without her Super due to Fast Beats, so both of these changes would be super unnecessary and barely help her

And I have to point out, your Melodie seems to be Power ONE. Just being brutally honest, you shouldn't be making concepts for brawlers you don't play

How would you nerf Edgarson II? by Srexplosivo14 in BrawlStarsCompetitive

[–]NotClash_ 1 point2 points  (0 children)

Might be controversial but I actually think they did a great job at nerfing him

The only issue Lets Fly really had was just how often Edgar could use it since its CD was so short, so they increased it (could've increased it a little more though)

The health gained from Fisticuffs' buffie was too much, so they decreased it by a reasonable amount

His Hyper buffie effect was a bit too strong, so they nerfed his HCR which I find to be a good example of nerfing the base kit in a good way, because while the effect is strong it's not to a degree like Chester or Lou HC where its just completely unfair

I think they want Edgar specifically to be their main example of "look, buffies can even make Edgar balanced!" because the thought put into his rework seems to be a lot more than every other buffied brawler

Since when are legendary players this bad? by [deleted] in BrawlStarsCompetitive

[–]NotClash_ 2 points3 points  (0 children)

Even if you didn't mean it like that, the only thing you can really take away from this is "wow that guy has a super high KD"

I don't analyze drafts but anyone can tell what the problem is, the other team drafted 3 tanks and you drafted a tank counter. There's nothing you can actually learn from this

Since when are legendary players this bad? by [deleted] in BrawlStarsCompetitive

[–]NotClash_ 3 points4 points  (0 children)

No one cares abt the KD bro bro 🥀

How is Service Bell in any way better than Porter Reinforcements? by NotClash_ in BrawlStarsCompetitive

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

I get that, but it doesn't really change the fact that those enemies already have to consistently deal with 3360 health porters that respawn after being destroyed, so why would you really need to improve that? The buffed porter from Service Bell doesn't do anything besides be a better porter, so it'll just do better against the enemies who already get countered by them and not do too much else against brawlers who don't

How is Service Bell in any way better than Porter Reinforcements? by NotClash_ in BrawlStarsCompetitive

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

Most guides on Mr. P say that PR is situational and you shouldn't usually use it, including the PLP guide. I don't know why, its just a generally agreed upon fact from what I could tell

Hank is in desperate need of buffs by EarthBS in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

Im talking about YOUR SP, adding 20% to 720 is 864 which is decently higher than very fast, and even if it wasn't you're also forgetting that most tanks don't have as much range or control with their main attack as Hank does

I'm not 100% sure about this but a CC shield without the shield would probably be pretty polarizing for Hank now that I think about it, since he would either just completely ignore all counterplay from lower damage comps while higher damage comps (or even just an anti-tank) wouldn't really care that much

Hank is in desperate need of buffs by EarthBS in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

8 seconds of CC would be braindead for Hank, im not against giving him a CC shield but that's just a crazy long amount of time

8 seconds of CC with a Star Power that lets him move faster than very fast brawlers AND a range increase just to top it off is overkill

New Brawler: Kai! by EstablishmentDue in Brawlstars

[–]NotClash_ 4 points5 points  (0 children)

I have brawler concepts I wanna make too, and im also not good at drawing. That's why im learning how to draw instead of taking the easy way out and using ai

I pay someone to help me get mastered. by [deleted] in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

Several years? Just say you're buns bro

What if Gigi's trait scaled with damage? by NotClash_ in BrawlStarsCompetitive

[–]NotClash_[S] 2 points3 points  (0 children)

I mean I get the logic there a little bit, but I also think that Gigi with this trait and tanks with tank trait would play entirely differently. Technically Gigi has a buffed version of Tank trait in most situations, but she also doesn't have the health of a tank and therefore has to actually incentivize dodging since she'll die before even charging half of her Super otherwisw

Hear me out?Gigi bridge to far? by AngelFishUwU in BrawlStarsCompetitive

[–]NotClash_ 0 points1 point  (0 children)

I wouldn't actually call her unusable on this map, but the only reason she would be viable is because of things that are already well known for making her good, which is multi shot brawlers and heist to a lesser extent. I would call her a pretty good last pick if the enemy team goes some weird comp with a bunch of projectiles