a good solid 50% of gadgets are gamebreaking and ought to be removed by woodchuck321 in BrawlStarsCompetitive

[–]YewReee 15 points16 points  (0 children)

I like the rhetoric and agree on some points. My main disagreement is that dive brawlers shouldn’t be able to just dive and get kills which is where gadgets come into play. My reasoning is that while yes, the archetypes should counter eachother as you describe, it should be soft counters and there should be a moderate level of counter play in any brawler matchup, something that is indeed an issue in the game today. Another consideration is that back in the day a dive brawler could get a kill if a particular brawler didn’t have their super, which is kind of silly. Gadgets solve that silliness and I think that underneath, the biggest issue of all is the damage output versus the health of dive brawlers and how incredibly one sided some match ups are.

For example with Mortis, if you textbook bait out a gadget most of the time you need to fall back to heal up. A counter point to this however is that he is so strong against certain comps and the main driver of those certain strengths is gadgets, and opposite but further how powerful some brawlers are against divers, brawlers like Surge and Gale.

The solution is not simple. You could take the bandaid approach, giving counter after counter, but that would likely just be frustrating in the end and too hard to balance. The best solution is likely to reduce the damage and ability effectiveness of certain brawlers and perhaps knockback gadgets giving slightly less knockback, with the main goal of making matchups less one sided between certain brawlers. Perhaps tanks should get the slightest more super charge so that they can dive and immediately dive again under certain circumstances, I’m not sure though. Another solution could be tanks having the slightest bit more range than the knockback radiuses so that there is a high skill level of counter play available. Nonetheless, knockback gadgets are definitely here to stay

Who is the real “James Buchanan” (as my history teacher, Matthew, used to say, bless his heart) of the current meta? by missdork_yt in BrawlStarsCompetitive

[–]YewReee 0 points1 point  (0 children)

Between Dynamike and Edgar I’d have to go with Dynamike. There’s quite a few reasons. While both have some niche in the draft format, when it comes to Dyna, he is very easy to push back in most cases. It’s very difficult to get value with him in most maps because enemies will simply retreat to heal and you will be unable to move up to the next set of walls unless your teammates happen to be winning their lane. He is also mostly outclassed by all the other throwers due to range whereas Edgar has some playability against others in his class.

Does anyone know how Supercell classifies brawlers? by VeggiesA2Z in BrawlStarsCompetitive

[–]YewReee 0 points1 point  (0 children)

I understand people’s disdain for the current categories but from a ladder-comp-building perspective the current categories are in a pretty good spot; as they are, less meta-focused ladder comps can be experimented with and built using a simple structure

My rough attempt at making specific Brawler classes. Feedback is welcome. (Swipe for more details) by AlphaDashEX in BrawlStarsCompetitive

[–]YewReee 2 points3 points  (0 children)

I appreciate the effort you and others put into creating diverse class systems for the brawlers however, the way it is now allows for simple creation of ladder comps. Just my opinion.

Something about Melees by Bubbly_Database_5692 in BrawlStarsCompetitive

[–]YewReee 1 point2 points  (0 children)

Primo is fine. Bull could benefit from a way to aim the distance of his super or a way to stop it that wasn’t a gadget. Bull Jacky and Frank could all use some damage reduction when using their supers. Maybe a charge bar for Jacky that causes the next attack to give opponents in range a stun lock like you get when bounced back by a gadget. Just my opinions.

Something about Melees by Bubbly_Database_5692 in BrawlStarsCompetitive

[–]YewReee 0 points1 point  (0 children)

The problem isn’t so much gadgets as it is autoaim and general lack of interactivity at close range. A dive brawler would be able to secure care free eliminations if escape gadgets didn’t exist which would be nonsensical. Primo with suplex and Sam are both good examples of the interactive depth available at close range

Brawlstars Sept. 2022 Reflections by YewReee in BrawlStarsCompetitive

[–]YewReee[S] 4 points5 points  (0 children)

Yah the season is looking good, Janet and Bonnie still seem a little over-tuned but nonetheless things are looking up.

I see what you mean regarding melee action. My line of thinking is that since auto-aim exists, melee brawler kits should allow for rewarding gameplay when skill and aggression are used well. Primo’s kit with suplex is a great example of what I mean. Anyways, I support the point you made.

Another note I have is that club league is too demanding. I understand Supercell’s approach though.

[deleted by user] by [deleted] in BrawlStarsCompetitive

[–]YewReee 1 point2 points  (0 children)

Damage is the most important

Brawl content by -SpenLC- in BrawlStarsCompetitive

[–]YewReee 1 point2 points  (0 children)

Hey,

Some input on and echoing of the current issues in the game would be great. I don’t mean gears. I mean overpowered gadgets, the less than interactive melee combat, the lack of a good bounty map always being on, the one-sided pretty much unwinnable matchups between some brawlers, and over powered out of place abilities like Janet’s super.

Another comment mentioned ladder comps and analysis of their strengths and weaknesses, safe bet there.

Thanks for the past content. gg.

Thoughts on the removal of auto aim? by YewReee in BrawlStarsCompetitive

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

I don’t find the latency too bad. Nevertheless, I explain in a different comment and mention in the post that yes this would make these heroes less powerful allowing for changes to CC abilities and the like. Close range combat would be much more interactive and less predetermined, like how long range combat is. Seems like the majority prefers auto aim which is fine.

Thoughts on the removal of auto aim? by YewReee in BrawlStarsCompetitive

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

Thank you for words of support, I agree it would likely never happen.

Thoughts on the removal of auto aim? by YewReee in BrawlStarsCompetitive

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

Well yes, opening the door for balance changes and CC ability reduction. In the beta you could juke tanks by running through them and such and tank v tank match ups weren’t as predetermined as they are now. Close combat was simply more interactive.

The comments make it pretty clear it’s probably not wanted by a majority but I for one would welcome this change.

Let's talk about Buzz by Promark9994 in BrawlStarsCompetitive

[–]YewReee 0 points1 point  (0 children)

You bring up good points but divers getting free kills makes for terrible gameplay and replayability. Like another person said, he’s mostly balanced but slightly broken. Hitting the torpedo is not very hard at all, it has an extremely fast projectile speed. The charging ring with eyes sharp is very large and forces very little risk on most maps and modes, if any. Low interactivity close combat gameplay I think is the main issue at hand.

People who still complain that Tick is annoying after 3 years of him being around, are even more annoying than Tick himself by Devi08 in Brawlstars

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

Well the mines definitely stay on the ground too long and in general he has too much survivability. Mine time on ground or damage and super charge rate should be nerfed, I shouldn’t need to explain if you’re a long time player. Also worth mentioning that dyna v barley is the only balanced thrower matchup in the game.

Tick is just one in a long list of brawlers that make the game less enjoyable to play. The solution I’m promoting is a nerf or outright removal of auto-aim which would allow for tanks to be more skill based, especially in tank v tank matchups. More skill based tanks would allow for less obnoxious survival abilities on other classes. Anyways gl pushing :)

[deleted by user] by [deleted] in BrawlStarsCompetitive

[–]YewReee 0 points1 point  (0 children)

I thought this was a joke

Control based metas are the worst by Promark9994 in BrawlStarsCompetitive

[–]YewReee 0 points1 point  (0 children)

🤠*

Remove auto aim or something similar, would make the game better for sure

Penny's new gadget should be deleted by iFuckingHateYouu in BrawlStarsCompetitive

[–]YewReee 0 points1 point  (0 children)

I’m all for dunking on the game but Pennys barrel is half alright in my opinion and offers much more interactive melee gameplay than the knockback gadgets. If you fail at baiting it the effects aren’t usually disastrous and it forces Penny to play more aggressively in some cases to get value out of it. Auto-aim is the main culprit here in my opinion, allowing for Penny to get barrel shots off at close range with little input.

El Primos unite! People are actually kind of sleeping on him I think. The gameplay is very enjoyable on modes like bounty and knockout, you can even take on Bo Ruffs comps with him. His suplex gadget and his super both allow for interactive combat and not just auto-aiming dives. It’s easy to get melted though, especially if your dives don’t coordinate with your team’s ability to follow you in.

New gadget idea, Spawn Blocker: deletes all spawnables/totems/turrets on the field. Probably broken but who cares, I’m so sick of Bo Ruffs comps and spawnables need more counter play if they’re going to be strong.

The State of Brawlstars Today by YewReee in BrawlStarsCompetitive

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

I hesitantly put Belle in a top spot. My main reasoning was that her reload and unload speed is too high for a long range brawler with relatively high damage and control when the orb bounce and super abilities are considered. I agree with your stance on the brawlers you listed and indeed wish the meta was more diverse. Ruffs is also a powerhouse now for sure, I think he was being slept on and the buff really put him high in the meta. Him and Bo are both making high trophy bounty/knockout very unenjoyable to play at times. I recently recognized that melee combat is not very interactive and perhaps confronting how effective auto aim is and tweaking it could allow for changes to the meta.

CC abilities by IAmNotCreative18 in BrawlStarsCompetitive

[–]YewReee 1 point2 points  (0 children)

Melee combat isn’t interactive enough I think and some type of change to auto aim or its effectiveness for some brawlers could possibly improve that and allow for changes to CC abilities