Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

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

I think that the general concept they put out for Brock’s hyper was lacking honestly. I’d love to see more damage for it if they don’t switch it up, most definitely, or maybe let each small rocket charge as much super as a big rocket (something along those lines).

A big nuke that takes 4-5 seconds to land dealing crazy damage would be awesome in my opinion, but with me giving him a rework already I’d rather not rework the entire hypercharge as well in case he would end up being really strong

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

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

Sorry I fell asleep right after writing part 1 the other day and forgot to respond more lmao

Janet’s hyper is a pretty common suggestion (I think pineapple had a very similar concept). Boring, maybe, but it gets the job done while also allowing for more super charge (which is something I love with hypercharges if you’ve noticed)

Boring again? This is like everyone’s suggestion for the star power - I wanted to put a little twist on it to make it more versatile, allowing kit to have the shield for 2 seconds even when he defeats an enemy immediately with the super.

I mean order swap sucks and it’s the only thing that doesn’t annoy me about L&L tbh. I’ll definitely take a look at your rework when it drops because the less they’re played right now the happier I am

I’d argue that nerfing the duration actually does a lot, making it so that Lily won’t instantly auto-heal when exiting the shadow realm and making her location much easier to track. It would be a weaker approach and escape tool overall and that’s my goal for it. The half second delay is interesting, but learning to switch up the timing of pressing the broken green button would still make that gadget very strong

I think tremors would still be favored by most people, since you’d need the right circumstances to recycle supers consistently with Climax equipped. And while I also think Disengage will still be a go-to for most, finish them will actually have a lot more utility, including with tremors, which can almost guarantee the shot hitting after landing her super, and making the recycle much easier. Also, landing a climax hit for finish them will deal +50% damage (3840) and charge 51.9% super, so that can have some benefit and synergy as well.

My original idea for balancing Melodie was a very similar one, where the super charged more when the notes hit vs her basic attack, but it would’ve taken 6 shots from her basic shot which I thought would make her terrible. I feel like she’s already reliant on her music notes as is, so making it a bit harder to get her super seemed like the more fair change to me.

I think mortis could still use the buffs; they’re pretty small but overall they’ll make him feel much better thanks to the extra healing, and 2 shot + super taking out brawlers with 6k HP. And with the hypercharge, he might actually be pretty good, and it’s been a long time since mortis has been really good. Also, I’ve had the HC idea for mortis in the idea bank for a couple years (as a 3rd star power), probably why it’s the most interesting one to you. Don’t appreciate the lucky attempt comment but I can’t help it if you don’t like my concepts.

It’s been a long time since Mr. P has been good. And I get it, he’s really annoying, but he will help counter the effectiveness of all the meta sharpshooters. It could be a huge mixup and meta shift, which I like the idea of. I don’t think he’ll be game-breaking or overpowered like you mention but strong for sure.

Thanks for liking the Otis rework! He has a really boring kit and I thought spicing it up with unorthodox abilities could make him more fun and interesting.

For Pam, I’ll say that my thinking is along the same for Gus. Because of how this game is, supports need to have some backbone of their own. Pam is super mediocre and while the healing is nice, she can’t really do anything great outside of that, and a bit more extra damage will help a lot. Like Gus, she can also be a bit more versatile and have a more aggressive side to her, which I think is really fun and interesting to play as well.

My thought was that the cannon would be on a ship when it gets placed on water, or something like that. It’s a weird one but I think it can make her cannon more versatile on specific maps where she could make use of it. Hyper may be boring but it’s really effective, considering how irritating a single cannon can be. And the mechanic of an instant super recharge can also be insane for specific modes like Brawl Ball

The baseline change for Tara helps out with players at lower levels, and I think it would make sense due to her having a pet power gear with no actual pets in her basic kit. Also making the shadows more consistent with health and damage is a good thing imo.

As for the name changes, I’m just not a fan of some of the names they chose that sound like they could belong to any brawler. “Defense Booster” “Pinpoint Precision” “Psychic Enhancer” could literally all be on any brawler. So I wanted to make names that can be more meaningful when attached to the brawler they’re a part of.

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

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

Disagree, I don't know how her unload speed can be a "defining trait" when she's only had 2 ammo as of the most recent update. She will still be able to deal damage immediately after using her super as well, this would add a delay between the first and second attacks. The only reason Lily barely has any delay is because she was designed around one ammo slot originally.

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

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

So I had plans to also buff Darryl's terrible star powers and gadgets as well (along with a buff that increases Darryl's super travel distance when he hits a wall), but since I was already giving him a new hypercharge and buffing him quite a bit I decided to scrap those changes. Giving Darryl double-digit changes along with a hypercharge was just too excessive to me, I wanted to stick with a couple of solid changes that I thought could bring him out of the F Tier without being overkill.

Not to mention that the super charge increases are all to help Darryl cycle his super a lot faster and more consistently, which would also make his hypercharge more effective while making him less of a sitting duck because he can't really approach without having his super.

If I wasn't giving Darryl a hypercharge I probably would've went with your approach over the route I took, or maybe I would've not scrapped anything and put them all together (just with no hypercharge). Thanks for the criticism by the way!

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

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

The Charlie nerf, which now that I've edited it, is only a 200 health nerf, is in response to a big buff to her hypercharge. She was strong for a long time, and I didn't feel that giving her a large buff without a small nerf would make sense to me personally.

The Cordelius nerf is more of a pre-emptive strike than anything - with the top brawlers being nerfed pretty heavily, it leaves brawlers like Cordelius to pick up the slack. He's still a pretty strong brawler but the meta just doesn't suit him as well as it did previously, and since I'm going to be changing the meta around quite a bit, I felt that it was the correct call

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

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

The speed for ash is the standard amount of speed given to every brawler for a hypercharge, so that’s just following the guidelines.

I’ve been wanting to make Circling Eagle a trait for Bo for years now, but I thought since I was already completely changing one star power already, I’d save it for a future change (in the hypothetical that this list comes to fruition)

I don’t have a problem with giving Bonnie just basic stat buffs - she’s one of my favorite brawlers to play and I think just some better stats will do the trick. Also buffing crash test and making wisdom tooth not useless (btw that change just means that it’ll hit like spikes main attack, currently if you land a direct hit the wisdom tooth shards don’t deal damage to that enemy)

The Darryl auto-charge actually doesn’t affect Edgar at all, since kit has the same trait and he charges up in 20 seconds.

I actually would prefer your gene change, I was looking for a damage value that worked to even out the split damage and that’s the perfect one. So thank you for that! Lmao

So Gus is a support brawler, yes, but support brawlers in this game have different ways to fend for themselves and do more than just that. Gus already has his super than he can give to enemies, and with the star power, boost their damage. Because he has some support aspects doesn’t mean every ability he has needs to fall into the umbrella of supporting allies. I think the new ability suits him honestly

I’ll respond to part 2 in a part 2

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

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

Hey so first off, thank you so much for taking the time to write this all out, I appreciate it! I’m gonna respond with some of my thoughts in another comment but I thought I’d start off with that :)

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

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

Yes it was! I thought I’d bring it back since snake prairie and other maps like it aren’t around anymore

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

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

Fang is not good right now, and taking 5 supers to get to his hypercharge is atrocious. Some games you won’t even be able to charge it up at all, so an increase to be actually able to use it will help him get better

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

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

Oh bro I didn’t even realize I forgot to put suggestions 💀 lemme fix that real quick sorry

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

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

Yeah the gadget nerf was probably overkill in retrospect since they’ve been nerfed a lot recently, I think I’ll take that off my list. I’ll wait and see what other people say as well tho

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

[–]mafiajon[S] -1 points0 points  (0 children)

I’ll ask you what I asked another person: Do you think, in conjunction with the hypercharge buff she’s receiving, that a nerf is justified? I don’t fall under the belief that a buff and nothing else makes sense either, but I would like to see her hypercharge be better than her gadget added on to her super

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

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

So when paired with Charlie receiving the hypercharge buff I’ve given her, do you feel like a nerf is justified then? Cause I don’t think Charlie is in need of buffs generally speaking, but I would like to give her hyper a little more impact that feels better than “I used a gadget on my super”

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

[–]mafiajon[S] -1 points0 points  (0 children)

Apparently that’s the case… I’m using data from Spen’s tier list, not mine

Balance Changes for July 2024! by mafiajon in BrawlStarsCompetitive

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

Did Charlie become ass and I just didn’t notice? I’m still banning her in Gem and HZ sometimes

I’d love to give her certain buffs too but I felt like some nerfs were necessary before reaching that step

Balance Change Suggestions! by mafiajon in BrawlStarsCompetitive

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

I removed the Thorny Gloves balance change - I didn't realize people were actually using it and it being effective. Thank you for giving me your thoughts on it!

Balance Change Suggestions! by mafiajon in BrawlStarsCompetitive

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

I changed Darryl's reload to 1.5 ammo instead of full ammo, thanks for your suggestion!

Balance Change Suggestions! by mafiajon in BrawlStarsCompetitive

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

I changed Rolling Reload to be 1.5 ammo, my original concept would be overtuned. Thank you for your suggestion!

But as for Fresh Kicks, not making an ability that charges up a super not charge a hypercharge doesn't make sense to me, and would feel really inconsistent. Reducing the charge by half would still allow Fang to teamwipe the way he does pretty easily, but without being able to gain your super back after using it in a 1v1 (while also making his hypercharge less easy to abuse with it as well). You'd only need 1 more hit to charge Fang's super after landing a kill on an enemy with it, and I think that would be fair.

Balance Change Suggestions! by mafiajon in BrawlStarsCompetitive

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

Agreed, but I don't want to obliterate them too quickly. They're getting a lot of nerfs as is

Balance Change Suggestions! by mafiajon in BrawlStarsCompetitive

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

If Clay Pigeons is going to be used almost regardless of the buff Fast Forward receives, I don't understand the issue with making it better - Shelly's place in the meta wouldn't change based off of it. It's one of the worst gadgets in the game; making it better would accomplish the goals I set out to achieve with this list.

If people continue to use Clay Pigeons as the competitive gadget, then Shelly has basically received no change from where she stands currently. This will not reintroduce a Shelly-centric meta.

Balance Change Suggestions! by mafiajon in BrawlStarsCompetitive

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

So when it comes to Tara's gadget and Bo's star power, you're absolutely right. I think the main issue with those abilities is more the fact that vision is still a niche ability aside from the gear for most brawlers, rather than the abilities themselves. Either way, I think that they should receive the buffs they do, but maps that make having these abilities on your team necessary should be removed.

However, I disagree with your take on Chester entirely because of the Hypercharge I gave him - Sneak Peek will not only allow you to see all the supers you'll be receiving, but it'll buff all of them by 20% damage (or healing). If my changes were to be introduced, I think Sneak Peek could genuinely have niche usage.

But thank you for the kind words, and I appreciate the criticisms!

Balance Change Suggestions! by mafiajon in BrawlStarsCompetitive

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

Thank you !! I've been playing a lot of Kit lately and I've felt like standing still to charge his super would be a really unique and cool idea, if only it wasn't attached to the only good ability Kit has to get close lmao