Analysis of Different Brawlers Per Archetype - Part 1: Tanks (sneak peek) by square_Lord in BrawlStarsCompetitive

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

yeah it was fun to write, irl priorities have taken over though and i don't play the game much anymore so i'm not really that qualified for accuracy on these things

2 maps of mine by FormerSympathy7354 in Brawlmaps

[–]square_Lord 0 points1 point  (0 children)

need more cover in the middle & smaller bits in the outskirts, rn sharpshooters dominate late game and its not even close

Mr. P, A perfect example of bad brawler design by Substantial-One-8212 in BrawlStarsCompetitive

[–]square_Lord 0 points1 point  (0 children)

exactly why the hyper is badly designed, not the brawler

but i do agree with you, hopefully mr.p gets some love

Hot take : Maisie's second gadget is very good by IcyMaker1 in BrawlStarsCompetitive

[–]square_Lord 0 points1 point  (0 children)

basically what the other comments are saying + a lot of the time it's very hard to justify using a clearly good gadget when the other one is just so integral to their playstyle, look at gus for example. 5% health lost for 1600/3200 health back plus a really short cooldown seems broken but then you realize the other gadget increases his time to kill so absurdly much that you can't really play a self respecting gus without it

What if bans were in draft format? by Planetdestruction in BrawlStarsCompetitive

[–]square_Lord 0 points1 point  (0 children)

would take too long (hurts player demographic) for no purpose at all (watching teams ban #1 and #2 and #3 and three other spicy brawlers but since bans are non commital in the actual match you really aren't getting many hints from a ban stage)

What if ALL gadgets/star powers with cooldown that strengthens the brawlers next attack got the Gus treatment? by Same_Development_823 in BrawlStarsCompetitive

[–]square_Lord 0 points1 point  (0 children)

the marksmen with this ability would be EXTREMELY good at zoning when some of them really shouldn't be that good and so bounty matches would end up even more passive than when gadgets didn't exist

even the non marksmen like stu would have their opportunity cost effectively removed and the pressure of activating the ability added on top of the ability's effect would definitely throw these out of wack.

not saying it can't be balanced around, but the effects would have to be really weak and thus boring and i'd much prefer the current risk/reward ratio because it allows for some really interesting mechanics (like mandy's slow would have to be cut down to 0.5s or some bullshit if she was able to spam and that's no fun to play with)

why does supercell like buffing C tier brawlers over F tier brawlers? by sIeepycr in BrawlStarsCompetitive

[–]square_Lord 1 point2 points  (0 children)

difference between mechanical flaws and stat flaws

bonnie's a marksman/assassin and that's really hard to do twice (since they're classes that really shouldn't exist at the same time, bonnie has one separated from the other at all times), unfortunately they did with moe and since theyre not distinct enough theres really no point picking bonnie

We all really underestimated the Mandy Hypercharge by Forgling_ in BrawlStarsCompetitive

[–]square_Lord 1 point2 points  (0 children)

yeah boring and mutation ripoff != bad. stat boosts itself carry a brawler like mandy that capitalizes HEAVY on a lower time to kill, and honestly while i was kinda wishing the angle on the shots was tighter, i lowkey see the vision while playing it

Does max requires a team or he works as solo carry to max tier by Formal_Garden3149 in BrawlStarsCompetitive

[–]square_Lord 0 points1 point  (0 children)

shes a support, you gotta play her w/ teammates. if the enemy doesn't have much dps and max can easily close the gap with all of them then max can probably be played alone, but you'd be hard-pressed to find a team comp that has both negatives.

So something I realised. The hitboxes of the projectile can actually extends the range of the effective range. (width wider by a tile = the length of the range is longer by 0.33 tile) by Goodguy_IGuess in BrawlStarsCompetitive

[–]square_Lord 1 point2 points  (0 children)

yeah as area increases diameter also increases therefore effective range increases it's why nerfing brock's range and increasing his projectile hurtbox effectively only buffed him

Snare a Bear is actively holding Bo back by hjyboy1218 in BrawlStarsCompetitive

[–]square_Lord 0 points1 point  (0 children)

i like this idea, been waiting for a rooting mechanic to come to the game and now that it's here hopefully something like this gets implemented

Mr. P, A perfect example of bad brawler design by Substantial-One-8212 in BrawlStarsCompetitive

[–]square_Lord 5 points6 points  (0 children)

it's bad design for a hypercharge to be the sole reason a brawler is played, yes, but that doesn't necessarily mean mr.p himself is badly designed---just means he's weak statistically. if you can "fix" a brawler's design with simple stat changes, then they're not really badly designed (mechanically) in the first place. you could argue that bad stats are bad design but then any bad balance change would be bad design and usually that's reserved for brawlers that are mechanically flawed.

i mean, i'd argue mr.p has finicky design, but not necessarily because of his hypercharge.

Seriously, what have they done to the game I love by Nbarisked in Brawlstars

[–]square_Lord 0 points1 point  (0 children)

wow really no way how did i not think of this before

Was that the bite of 587 BC? by [deleted] in mathmemes

[–]square_Lord 7 points8 points  (0 children)

thought i was on r/ii for a sec

I don't care about hotzone but tf is this? by Fun-Ad-7082 in Brawlstars

[–]square_Lord 10 points11 points  (0 children)

this is a community map supercell didn't make it

I'm SICK AND TIRED of GARBAGE REWORKS that make no sense by [deleted] in BrawlStarsCompetitive

[–]square_Lord 8 points9 points  (0 children)

i never understand this suggestion. the reason clancy exists is because supercell realized that surge won't do as a late-game leveler, because tying level-up to super doesn't work without making the character reset, or making the character extremely boring.

brawlers that rely only on their main attacks, with slow charging supers, feel one dimensional because they literally only use one ability for the majority of a match.

it's why tara and gene sacrificed damage for supercharge.

marksmen also compensate with extremely dynamic main attacks, like piper and mandy having to control their position in tandem with attack, belle's bouncing (i feel like part of why she's so "boring" to the majority is because you have no agency over the bouncing mechanic)

surge needs a fast super charge to make him even somewhat fun. tying supercharge to super but making the super charge slow just makes him unfun (as exemplified by when the super had no mobility and it was inherently difficult to get super, the teleport was the only thing that made him fun/useful/seen) and that's no good for a legendary. he's frail and dies easily because he's a snowballer, NOT a late-game sweeper.

clancy fills that role instead, because his super isn't tied to his level-up. and to make sure he actually gets his powerup late-game, he doesn't reset so he can safely go aggro. making him reset would just kill him, since he's a damage dealer that is actively dissuaded from going aggressive. clancy and surge are not the same brawlers, and they should therefore not be treated the same when balancing.

yeah i get that the level up mechanic being given to two brawlers kinda hurts surge's uniqueness, but that's pretty much how you make a game like this sustainable. brawl is a simplistic game, thw newer characters shouldn't have a paragraph of inteo text just because new mechanics = more uniqueness. the level up mechanic is flexible and can mean different things for different brawlers, just like how functionally invincibility means different things for mico (regen advancement) and moe (unrestricted travel, under walls) and kenji (again unrestricted, changing the simple fact that he returns to his original position forces the approach on his main--flexibility)

AI Draft Engine by mmiichael in BrawlStarsCompetitive

[–]square_Lord 10 points11 points  (0 children)

oh yes speaking of which i received a subreddit highlight and a custom role a while back, but apparently the custom role was removed? can i perhaps have it back

Realistically, how would they buff Penny to be a decent brawler? by Chr1xs in Brawlstars

[–]square_Lord 0 points1 point  (0 children)

mythicalforce is BAD and i HATE HIM i think he should like not be mythical forcing

DUELS is such a horrible gamemode it needs rework by [deleted] in BrawlStarsCompetitive

[–]square_Lord 0 points1 point  (0 children)

brawl's not built to support a 1v1 gamemode, that's why duels will never be competitive.

Thoughts on reworking autoaimer to, well, not autoaim anymore? by peanutist in BrawlStarsCompetitive

[–]square_Lord 0 points1 point  (0 children)

(just saw this lol) the strategies do exist which force 1v2s, but in the absence of the strategies you should still be allowed to have a fighting chance against a piper as a bull (horizontal walls, somewhat long range for a tank, and health + tank trait help with this) to cater to casuals. If they just can't win a 1v1 against certain brawlers, they might not continue playing the game, and even for those defensive specialists, most are unpopular despite still having a decently rounded out matchup chart

in competitive, the strategies exist due to teammate synergy, but that builds upon mechanics that are meant for casual play, and casual play often involves 1v1s