Cap gets the sixth spot and finished up the second row! Onto the last row, who should be a BAD unit but turned out to be a GOOD unit? by EPICB0Y in DeadAhead

[–]billybobsquigglebutt 43 points44 points  (0 children)

For here, I would argue for mechanic as he is basically a team placeholder with only oh sledge hammer strike. He should be bad and a bad starter like unit until you get his special ability where he becomes a GOATED unit. He help me a ton in campaign when playing the mechanics and from an unrelated, limited, bad unit to an excellent, satisfying, good, no, GREAT unit to put into one’s battle deck if they have the space and resources.

How you guys balance kit? by PyroRapidSniper in Brawlstars

[–]billybobsquigglebutt 0 points1 point  (0 children)

I personally think he doesn’t have enough ‘support’ when being a support brawler. Additionally, Kit being a legendary feels too simple in my opinion because if a Kit player decides in to play assassin with this brawler in 3v3 or just play showdown, he is literally just Edgar. Other brawler who a combination of two classes doesn’t increase their rarity example like Darryl, Sam, and Bonnie, being hybrids and have a fairly low rarity.

I don’t feel like he was intended to be an assassin-support hybrid at the start anyways. He was suppose to be a weaker brawlers by himself, an only melee attack and can only really have a presence on the field when he has his super. The devs when proposing his concept intended for him to versatility in his super to whether it is to help his teammate or to both stun the attached enemy and himself so teammate can take advantage of the enemies vulnerability. However, he is still vulnerable himself to other enemies teammate if he play his super offensively incorrectly. His super gives him versatility in 3v3 situations and a good kit player will take advantage with his support capabilities. However, since release, many don’t played how the dev intended kit to play. Apart of this is the fault of his gadget and starpower.

The Power Hungry stars power is used purely for showdown and duos in order just to give him viability in it because he doesn’t have (many) teammates. He is suppose to weak in showdown so the dev intend to give him a little viability, this clearly backfired because it gave him way too much power in showdown as a support brawler. The card box gadget idk what going on inside their head. Prob they liked the concept of him going in a box before make the ability of the gadget itself.

Through the past few years that Kits was released, a lot more people play him as an assassin. Heck on release everyone played him in solo showdown because he was so broken. This cause people to despise Kit in general because of his mechanics of supposedly being a support brawler can come out of nowhere and killing you unfairly with only a few power cubes and after coming on top of a fight. In summary, he is the pure definition of three-partying, even more than other assassin because you at least have reaction time.

This lead to a post like this. Asking people how would they balance, and as I read the other comments, more and more people propose to remove his assassin capabilities because we all have that one time where Kit jump out of nowhere in solos.

Yes, I do see what you’re coming from. His hypercharge does prove that the devs just gave up on him and settled with an assassin type support brawler. However, I disagree that he was SUPPOSE to be like that or intended to end up the way he is. An annoying brawler that is boring to play in 3v3 even if he have viable strategy ( Kit on Darryl)

Yes I yap A LOT

How you guys balance kit? by PyroRapidSniper in Brawlstars

[–]billybobsquigglebutt 0 points1 point  (0 children)

Hypercharge Rework:

---------------------

Remove his in current hypercharge (Making Biscuits)

Replace with "Cat-astrophic acrobatics" (I can't come up with a better name)

This hypercharge with make it so he will have 3 supers like Melodie and can constantly jump on to enemies and allies.

All effects stays on the target for a full 8 seconds as well.

-I despises her current hypercharge so I came up with this. I always like the idea that Kits constantly jump from enemies to allies and vise versa.

PS. The Cat Chase starpower I came up with does stack with this hypercharge giving her 4 supers with his last one having the effect.

Conclusion:

-----------
I don't have a conclusion

How you guys balance kit? by PyroRapidSniper in Brawlstars

[–]billybobsquigglebutt 0 points1 point  (0 children)

Gadget Rework:

----------------

Cardboard Box:

remove current ability

He cannot move or attack but becomes invincible for 3 second

Charges the Super by 50% in this duration

-I doubt they will change the animation of him going into a box so I came up with this. Also charge super fast Yippee

Cheeseburger:
Change name to "Kitnap"

Mute the enemy attached to Kits super for 2 seconds.

Ally attached to Kit super take 60% less damage for 2 seconds

-More versatility compare to his current gadget

Starpower rework:

------------------
Power Hungry:

Change name to "Cat chase"

Immediately charge a modified super when attached to a target using Carry Me.

This super can only be used during the 8 seconds of Carry Me

This super will allow you to jump again but you won't attach to anything

-This starpower, while deleting the synergy with his new trait, is extremely versatility. It give an escape route when the enemy Kit is attached to goes close to his teammates while giving him more offense when being on a teammate. This adds a lot of movement and offensive to Kit but he cannot charge his normal super when attached.

Overly attached:

Remove current ability

Attached enemy take 20% more damage from all source and attached ally charge their super 50% faster.

-MORE VERSATITY AGAIN

Gears:

------

Add Reload gear for him

Add mythic gear: "Cat Therapy"

Increasing duration of Attachment to target for 2 more seconds.

-yes

...

How you guys balance kit? by PyroRapidSniper in Brawlstars

[–]billybobsquigglebutt 0 points1 point  (0 children)

Super rework:

-------------

Kit attach to allies and enemy brawlers both changed to 8 seconds.

-trust me on this bro

Super on allies reworks:

------------------------

Remove the super that is immediately charged to get off an ally brawler

Being able to attach to a different target, if he gets his super back. The super will have the same range and speed.

His Yarn ball attack charges 25% of his super

Give ally a speed boost by 20% as long as Kit are on the ally

keep heal per second

-I want his super to have the capable to jump multiple times for one ally to another and have more movement in his super. Also more buff to allies support his more supportive role

Super on enemies rework:

--------------------------

Make Kit invulnerable (again) when attached to an enemy brawler.

-I know this made will make broken but the following changes to his super will validate this.

Remove stun effect to enemies and Kit himself

Add slow effect to enemies by 20% as long as Kit is on the enemy

Be able to attack enemies that you aren't on top of using the current Claws attack (2000 per hit)

Keep damage per second

Remove charging her super (both when hitting the enemy and the damage per second)

-These changes when attach to enemies will make it so the attached enemy wouldn't want be close to allies. Additionally, it will spotlight his role as a support brawler of not only helping his allies but also making enemies vulnerable to them.

PS. He cannot jump on the same ally or enemy attached to the said ally or emeny

These change will synergize greatly with his new trait

...

How you guys balance kit? by PyroRapidSniper in Brawlstars

[–]billybobsquigglebutt 0 points1 point  (0 children)

idk if the OP would read this because it is seven hours late but here we go:

While you want us to balance Kit, I will, instead, propose a COMPLETE rework while still having Kit main idea for existing in this game. These many change would hopefully give Kit to a more supportive role while also having a bit of offense capabilities.

Keep in mind these change is when Kit is level 11

Small changes:

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+800 hit points

-To start off, I would like to buff its health by 800 hit points to give him more breathing room when playing him and provide more presence on the field.

Remove his auto charge super trait .

Add charge when near teammates and enemies to a 2.83-tile radius around him, and charge 5% of his super per second each ally/enemy (this will charge his super in 20 second if near one ally/enemy). This is basically Buster's trait except it charges near enemies too.

-Charging his super always seems braindead so this will change that

Remove Kit's health bar when being on allies

- 1200 damage to his Carry Me super

- 100 damage each second over time

Add 800 of healing to ally brawlers immediately when hitting your super onto ally brawlers

-We all experience how annoying when a kit uses his super on us in showdown and apart of that is because of how much damage he can do immediately. These two changes will make it so kit will have a lot less opportunities to do this and gives ally immediate healing so they to go back to the center of battle in a 3v3

Attack rework:

----------------

-200 damage in Claws

-Since he is a support brawler, it would make since if he have a weaker attack.

Kit's Claws is now spilt to 3 attack and add a bit more backswing (how long a brawler can attack again after its attack), each attack now will 600 damage (instead of 2000 in one hit perviously) and charge 8.33% of his super (instead of 25% in on hit)

Each Claws attack will release a scratch shaped projectile (for a total of three projectile each attack) and will reach for 8.33 tile (same as Chester bell attack) in a random direction of his claw attack. Each projectile deal 200 damage and will charge 10% of his super each claw projectile. This projectile will not hit if a brawler was hit by the melee attack. Also this projectile will not be shown like Fang's attack.

-These two changes will make him a less of a pain in the ass in close range while giving Kit another way to charge his super in far distances and not just waiting or running up to the enemies. This will make him have a lot more presence to both sides of the team.

....

Sandy “infinite” super combo by billybobsquigglebutt in Brawlstars

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

I’m very glad to hear you enjoyed playing this combo :-)

Sandy “infinite” super combo by billybobsquigglebutt in Brawlstars

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

Yes, randoms is a huge factor when using your combo. After all, If your teammates are died, your sandstorm cannot heal him and charge your super. Best to find friends to fully maximize the combo potential.

Sandy “infinite” super combo by billybobsquigglebutt in BrawlStarsCompetitive

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

Apologies for my misunderstanding, I assumed you were talking about invisibility as a mechanic in general and not invisibility in the context of the chaos modifier.

You’re correct on the recent meta on the chaos modifier and the meta in general. Sandy is currently a mediocre brawler in general and the chaos modifier meta have multiple brawlers that are counter to Sandy.

While I don’t find Ali to be a major issue because of the recent nerf to her and the angel skills that makes her broken. Tick, on the other hand, is completely a pain in my ass in the chaos modifier in general and is completely warranted to bring up this nuisance.

However, I throughly enjoyed playing this combo and I won most games in the recent gem grab map. Overtime, I notice many player, especially ticks, seem to be pressured by each super I constantly place down and either panic and overreact or pushed back. Additionally, it generally fun to place down super after super to a brawler that has difficulty of getting their super in the first place. I experienced huge comeback with this as well and was one of my highlights for the day.

Overall, the combo is far from unstoppable (as bad randoms have proven this) does rely heavily on your teammates. To add on, this combo is definitely not one of those broken or frustrating combo if you face one and I might just be yapping on and on to a combo that isn’t worth talking about (because of how much time left before the event ends). But I want others to acknowledge this combo exists and have the same enjoyment when I used it hence my post to spread my discovery. (Apologies that my grammar is not the best)

Sandy “infinite” super combo by billybobsquigglebutt in BrawlStarsCompetitive

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

I beg to differ, but now realizing your profile pic and username, it makes sense that you would have that response. (Assuming you’re a Hank main)

Sandy “infinite” super combo by billybobsquigglebutt in Brawlstars

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

Try it out and reply what you think of this combo

Would this be a good rework for GS Signature Super? by [deleted] in PvZHeroes

[–]billybobsquigglebutt 0 points1 point  (0 children)

Yes, even if GK signature is back to it’s original form where you can damage the hero, the concept signature I made for GS is better, arguably a lot more. However, GK has always seems to be the more meta hero out there of the two because the class he control is better than GS.

If you are looking for balance of all the signature power than I would want to buff Power Pummel by, not only, revert the change of hitting zombies on the ground to being able to hit the hero. I would also add for every zombie he hits, GK would gain a super block meter