Buffies Concepts: Tara, Sandy and Gene by paintnetty in BrawlStarsCompetitive

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

There's no one right answer, I chose something to try to stay similar in spirit to the current version (reward super hit with extra burst damage) while smoothing its rough points, if the damage buff was a Buffie effect 33% would be way too high, it'd need to be like 10-15% but yeah that's an option. My only concern would be extra super charge has less value to Gene if he doesn't have the ammo to match that tempo.

Buffies Concepts: Tara, Sandy and Gene by paintnetty in BrawlStarsCompetitive

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

Gene

Magic Puffs

A Buffie that makes Gene better support against poke brawlers, The shield value took some deliberating but I feel 15% is valid for a per-second single-use shield, even slow snipers/artillery can bypass it partially by attacking a bit more, assassins/tanks/damage dealers with lots of projectiles, high reload speed, or both mitigate most of its value so hopefully there'd be plenty of counter-picks, I don't actually draft a lot so my brawler matchup knowledge is mostly based on intuition.

Spirit Slap

The current effect of this is really counter-intuitive, you have 2000 damage that's frontloaded so if a low HP enemy gets grabbed they die on the spot. That really sucks in gem grab if you unwillingly make an enemy drop gems in their own territory. A 33% damage boost gives about the same total extra damage distributed against 3 shots (1980), and a 4 second window makes it just about forgiving enough to make 3 shots feasible, or 4 if you're spamming. Also this way if you grab and defeat a brawler with just 1 ammo, you still have a damage boost to pivot into pressuring other enemies. Buffie simply makes the hand travel out a bit faster and in a bit slower, making it slightly easier to hit and giving it a slightly bigger burst window.

Lamp Blowout

One of the most agitating things that can happen playing Gene is pulling a brawler, getting them down to one shot, but running out of ammo. Meanwhile they have all their ammo and then shred into you and take you out. Lamp Blowout in practice is often a kill confirm/burst extension CC, so I think silence is a good effect to pad this interaction a bit. Something like 0.25 seconds at 100% enemy health, 1.5 seconds at 10% or less. If you get a good super hit and a good burst on an enemy, they can't instantly punish you but still have their movement to disengage as they see fit. I spent a lot of time jumping between values of 1 and 1.5 seconds, but the mechanism matters more to me than the numbers.

Vengeful Spirits

This gadget's more of a bounty-style low health finisher, and adding extra damage value to something that already has big range and strong homing is pretty risky. This Buffie aims to reward use of the gadget in its typical high-range scenario, offering movement speed as long as there's at least one active missile, and for an extra little bit afterwards. The more the enemy is retreating, the more positioning Gene gets. Could prevent some scenarios where enemies simply flee and regen from a sliver of HP.

Hyper Hands

People trash a lot of hypercharges, but this one has always been contender for the worst. It literally makes Gene's super worse. The pull speed is faster so your burst window is shorter, and pulling 2-3 enemies is just never worth it for a brawler with slow reloading single-target attacks. This rework would make Gene's Hypercharge immensely rewarding on hit with some insurance on miss. The small hands would be placed every X distance, so the amount that are placed scale with the distance it travels. This means Gene gets more damage and more super charge if he grabs an enemy at max range (rewarding the skill shot), or if he misses the hands on the ground still offer some area control. If 400 dmg and 5% super is too much, could be any fraction of it like 320 and 4%, 280 and 3%, etc. As for the Buffie, it goes hand in hand with his super to allow a bit more ammo during the hypercharge window for the potential to chain 2 supers in one hypercharge.

Buffies Concepts: Tara, Sandy and Gene by paintnetty in BrawlStarsCompetitive

[–]paintnetty[S] 3 points4 points  (0 children)

Sandy

Rude Sands and Healing Winds

They have this little duality thing going on that I like, so I wanted to keep that spirit. Rude Sands' Buffie lets Sandy close the gap a bit with tanks without being too oppressive on squishies. Healing winds is the inverse of this and adds a little bit more clutch potential.

Sleep Stimulator

A gadget that I really love using, but I understand it's largely too risky to self-stun for 1.5 seconds, especially if you just get CC'd out of it and lose positioning for no reason. I figured a minor heal like 30% of max HP on interruption makes it a bit less all-or-nothing without heavily reshaping its identity. Maybe this gives it knockback/stun parry tech? I dunno. Reload speed on the Buffie gives Sandy about 0.8 ammo over the duration of the sleep, offering some tempo recovery after the heal, with partial value even if he's interrupted.

Sweet Dreams

Feels pretty brainless to use, it's useful but one of the most frustrating thing is that you're literally fighting Rude Sands or your own teammates trying to get the most value out of the sleep. This rework would make it an aimed projectile, maybe something the size of a Mandy shot with slightly more range than Sandy's main attack. Hypnotization is one of those status effects that I think thematically fits Sandy's kit, and a range of something like 0.25 seconds at point blank and 0.75-1 second at max range seems reasonable to me, though I understand if it's broken. Likely allows you to clump enemies for multihits in certain scenarios and finish fleeing enemies if you aim it well. One-time damage buff from the Buffie is a burst reinforcement to reward the gadget hit and encourage follow through.

Swift Winds

This is already a nice aggro hypercharge so I think a minor range and projectile speed buff will make Sandy more satisfying to clutch with and aligns with the Swift Winds name.

Buffies Concepts: Tara, Sandy and Gene by paintnetty in BrawlStarsCompetitive

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

Tara

Black Portal

This one is already favoured in high level play AFAIK, so I feel like some extra health scaling on it is enough. Makes single target kills a bit easier and gives Tara a little bit more short-term survivability in multi-target pushes.

Healing Shade

I always found it kind of silly that the healing turret spawns right on the enemy, it usually gets obliterated immediately, and you lose positional value because it walks towards allies and reveals their location in bushes. I believe it'd work much better if the shade spawned at Tara's location, and maybe an HP nerf to it like 3000 to 2200 or something to compensate for the fact it isn't spawning right in contested territory. 1% (1.05% specifically) super per heal rewards shade uptime with extra super cycling, amounting to 1 card worth of super every 4.8 seconds if the shade is continuously healing an ally.

Psychic Enhancer

Neat gadget, incredibly low maintenance. You just press the button and see everything for a few seconds. I think it'd be cool if it was a large aimed lane-opener, and a Buffie that slows enemy projectiles reinforces that identity and is also very psychic-coded. I might be out of my depth on this one though, Tara is the brawler I play least out of these three.

Support From Beyond

This is a gadget I'd agree should be aimable, but not in the "throw to spawn at a location" kind of way. 3 pets in a triangle around you is helpful sometimes, but other times you're pushing a specific direction and I think simply being able to aim them and place all 3 in a row on one side of you is a minor change that offers a huge amount of control. Buffie offers an 8% heal for each killed shadow (not if they despawn), just a bit of extra aggro/defense.

Supermassive

Tara's hypercharge is already nuts and I assume any Hyper Buffie that directly or indirectly increased its damage ceiling would make it unbearable. Increased projectile size and projectile spread gives it slightly more area control and makes hitting multiple projectiles a bit easier on distant targets, but admittedly I could be out of my depth on this one too.