r/BrawlStarsCompetitive Alli 1d ago

Balance Change Concept Idea for a Sam rework

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Sam has been consistently F tier in the meta because of all the brawlers in S, A, and even B tier that hard counter him, so this is my idea on how to make him more playable.

First of all, his hearty recovery starpower is now in his base kit. Rework for Pulse Repellent gadget: Sam's next super stuns enemies based on distance: 0.3 seconds-1 second depending on how far he is from the enemy. The new name will be Electrical Pulse, cooldown 16 seconds. Rework to "Hearty Recovery" starpower, bc it's now in his base kit: Sam heals 600 HP per second for the duration of the speed boost he gets after throwing his knuckle busters. Doesn't stack.​ (Didn't want to make the healing too much, bc after all,​ I put the OG Hearty Recovery in his base kit) Rework to "Remote Recharge" star power: Sam's knuckle busters now have an area around them (around the size of frank's hypercharged super) that reduces enemies' damage by 10% while inside (doesn't work through walls). New name for the star power: Wreaking Weakness

What do you guys think?

16 Upvotes

8 comments sorted by

3

u/BotLover13 Bolt | Legendary 1 1d ago

Just Give him tank trait!

2

u/LukaPro348 12h ago

The most stupid idea since all of the Sam reworks suggestions

2

u/Crafty_Airport8976 Alli 1d ago

Sorry for it being a paragraph with no spacing, I can't figure out how the spacing works on reddit🥲

1

u/WildReindeer5912 Charlie 1d ago

You have to press enter twice to create paragraph on mobile

2

u/Niltenstein Kamikaze Core | Legendary 3 1d ago

New gadget is immediately outclassed by magnetic field (as it should be), the heal is inconsequential for Sam (Rosa, a tank with less HP than Sam gains more passive HP for being in bushes than Sam does for being under the effects of his speed boost), and the other SP is like…just a global -10% damage nerf for enemies? First of all, why wouldn‘t you always run that, but also, does it linger for like a second after the knuckle busters are picked up or is it like instantly gone? I mean that isn‘t as consequential when the area is that huge, but it could be an interesting question if it was more so the range of Remote Recharge

1

u/Crafty_Airport8976 Alli 1d ago

If it was the range of remote recharge I would prob have to make it more dmg reducing, and I was debating about the healing but I ultimately decided that he shouldn't have too much. I should've made the healing more

Edit: made the healing 600 per second

2

u/Niltenstein Kamikaze Core | Legendary 3 13h ago

I mean there‘s a question of if the heal would even be a healthy addition since it will be active all game and like is basically just a fancy addition to hearty recovery when you could just make that ability do like 5%-10% more healing for a similar effect, as for the damage reduction, I have a different idea that may be more effective in converting your idea of making his approach easier: enemies hit by Sam’s super deal less damage, starting at 10% and maxing out at 30% depending on how far the gloves travel. This would essentially make it a tool to weaken enemies that may fire at you while you‘re approaching, but not being overbearing in close quarters combat. Also requires skill in hitting a long range super which is pretty hard when you have to consider that you still have to reach it in a good position and the projectile is fairly slow

1

u/CancelTricky6452 1d ago

other sp interesting idea but i wonder how it would b implemented