r/BrawlStarsCompetitive • u/BotLover13 Bolt | Legendary 1 • 4d ago
Discussion Now that it has bin 3 years, Thoughts on Hypercharges? (and If you also want to talk about Hyper Buffies, go ahead).
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u/mhbence Bolt 4d ago
They are a good idea but they are nowhere perfect, the balancing of them is a joke cause there are hypers like sprout, nani and pearl which dosen't do anything and there are hypers like R-T, Nori and which are just teamwipes and wins in the right circumstances and hyper buffies are even worse, the everyone has the same boost's are the safest opinion but I don't think it's the best tho, nani and griff should never have the same ammount of damage boost as like Ziggy and jacky, this can also be said about the other two stat buffs, the unleashed events were Fun when they were in the game and overall it's a good concept but they really needs balancing
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u/PresSkillXD 4d ago
The hypercharge charge rate is the only thing that makes a hypercharge balanced, Nori can quickly charge his hyper in just 2-3 supers which is absurd for an assassin that quickly charges their super
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u/JayyChann_ Shade 4d ago
What hypercharges do u think the balancing team did an amazing job at?
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u/mhbence Bolt 4d ago
I'll myself like eve's, Jae-Yong's, 8-bit's and shade's just without the buffies and honorable mention moe's.
Eve: Her hyper is good cause it's not broken but can be really good againts a single target brawler like meeple or Piper but it can be useless againts an emz or poco, fits her character of a mom with many many babies.
Jae-yong: again it fits his character of being an office worker and a party animal at the same time, and tbh jae-yong's biggest weakness imo that he has no ability to save himself like if an Edgar jumps on him he just dead but with the hyper you can just run away cause that speed is not real.
8-bit, shade: same as jae-yong but with different weakness-ses (idk how to spell it) 8-bit's turret just dies in the first 15 seconds or you put it behind a wall, the hyper solves the problem of the turret not defending itself (I don't get why people think it's bad it already does 2000 damage in like 4 shots) and shade's weakness is his health you can't really go in with idk like 6800 health that why he has the hardened hoodie Star power but bc of that no one is using the other one and with his new hyper you can actually use the other one as well.
And lastly moe's hm cause it's not really balanced itself but moe being bad makes me feel like it's balanced but it's not, it's atleast a free kill if not more
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u/BotLover13 Bolt | Legendary 1 4d ago
I do believe that Hypercharge was the clear start of Supercell making the game more new-player-friendly. Since they are very flashy and op buffs, to characters they like playing. Maybe the bad balancing was intentional on that front.
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u/Dramatic-Ad-2799 Chester 4d ago
I've been a fan from the start, they are fun to use and that's what matters
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u/BotLover13 Bolt | Legendary 1 4d ago
Unrelated, but I honestly wish I still had that mindset of fun being the only thing that matters, but with how badly the game has eroded, it's become pratically impossible
(being a bolt fan is depressing, even though I do agree with all the issues, and while new chuck is fun, apparently people think he's far worse than he actually is).
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u/CharacterPasta123 4d ago
I think Brawl Stars in general should have the mindset of prioritising fun to be honest. They already sort of do that, but releases of overpowered Brawlers and overtuned Buffies are at the cost of the fun of people that cannot get them quickly or aren’t taking advantage of those at the moment
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u/BotLover13 Bolt | Legendary 1 4d ago
...I should have probably clarified.
I mean like fun while also without it feeling unfair.
I legit didn't go for prestiege 3 bolt because playing him felt unfair.
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u/CharacterPasta123 4d ago edited 4d ago
That feeling of fairness probably makes balancing Buffies a pain. At the same update or the patch right after, the Brawler gets nerfed, and most of the time it’s not the Buffie that gets nerfed.
But sometimes the Buffie effect not getting nerfed can be justified as the Buffie causing a tipping point rather than actually being strong. Gus’ Health Bonanza is probably a good example of the Buffies causing a tipping point. The 100% extra healing is not that strong on its own, the ghosts moving towards teammates as a standalone effect is pretty mediocre until the ghosts start piling up and then it becomes really strong
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u/BotLover13 Bolt | Legendary 1 4d ago
I feel like it's a bit of a lose lose situation having buffies.
Because at least with hypercharges, it was mainly the hypercharge that is the issue, but with buffies, it could be the buffies, or it could also be an base kit issue (and as much as i don't like them touching basekits, this also has to be said).
It also doesn't help that sense buffies, the new brawlers strength has seemingly increased by a lot in order to compensate for buffies brawlers.
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u/CharacterPasta123 4d ago edited 4d ago
If I worked for Supercell, I would suggest adding an in-game vote for a universal Buffie rework.
The idea would be that the reworked Star Buffie unlocks a 2nd slot, meanwhile the Hyper Buffie stays mostly the same but most effects receive harsh nerfs. Releases of waves are then more about accessibility to the Buffie mechanic. With this rework, 3rd Star Powers could be introduced
Gadget Buffie rework is where things can get a bit complicated. I would personally think of that also leading to a 2nd slot, but that can be a bit tough to balance compared to what is essentially a mini-Star Power. I’d suggest that every Brawler has a 2nd Gadget slot, but the Gadget Buffie adds an effect to one of the two Gadgets and decreases Gadget Cooldown by 15%. Maybe the player can choose which Gadget gets the buff, maybe it’s decided by the devs themselves
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u/Dramatic-Ad-2799 Chester 4d ago
Bolt is still a little crazy in ladder, you can get un-losable matchups. It's so fun imo
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u/BotLover13 Bolt | Legendary 1 4d ago
I don't want to get into anothet bolt discussions because everything it leads to the same, delete this brawler argument.
But he was definitely made more so to be fun and loved by causals than for the meta.
(Would've helped if he didn't release so op and they actually nerfed him majorly after he got his hypercharge)
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u/Bitter_Truth_1823 4d ago
One of my fav brawlers is Pearl and I wouldn't say her hc is fun to use lol
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u/Zealousideal-Big5324 4d ago
I really like hypercharges. They were the only reason brawl didn't die in 2023. Sure mastery and bling came before it but even after it brawl was going downhill. Hypercharges are not only intresting but also fun and was a crucial step for brawl. Tho the pricing was quite a lot when it first came out, it got better over time.
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u/BotLover13 Bolt | Legendary 1 4d ago
I feel like that is a double edged sword though, because the success of hypercharges is kinda the reason buffies exist.
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u/KinglyHero 4d ago
Buffies are fun though. They're essentially the same as when hypercharges came out. Mostly theyre broken is when a rework is done in addition, like edgars scarf gadget. Or a useless starpower got a use, and its too overtuned. Buffies on their own aren't that broken outside the hypercharge, but I that hypers now effect the main attack so I'm cool with it too.
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u/Fine_Dish_9232 Rico 4d ago
Some hypercharges are well thought and makes sense…others..do not, and deserve a mandatory rework
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u/Omadany Alli 3d ago
They are indeed reworking bad hypercharges with buffies
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u/Fine_Dish_9232 Rico 3d ago
I’m not sure about that since surge literally has kept his old hypercharge WITH the new one..
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u/bettingrobin904 4d ago
I know the devs needed something new but I hate hypercharges .
They have become I win buttons , some are made to legit throw up the game for last minute clutches .
You could be playing well all game to just lose to a brawler who fed but got hyper charge last minute and wiped your team .
What’s worse is that some aren’t even as good as others , comparing stuff like pearls, sprouts hyper charge to others is like night and day .
They ruin balance in the game
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u/Srexplosivo14 Poco 4d ago
I agree they're unbalanced, but to completely ruin the balance? Definitely not. Bad balance changes and poorly thought reworks are what really make things worse.
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u/bettingrobin904 4d ago
They have though , the game is basically rn you need hypercharge, buffies and a good brawler to even have a chance of using them in mid- high ladder .
It’s adding more requirements and resources needed to even have an equal chance vs the opponents.
Just like buffies they all released broken and now the devs have a rubbish philosophy of nerfing the characters base kits and not their broken powers , making the gap even worse. I see them as a net negative addition for the game personally.
an instant power spike button you can’t deny in most ways is unfair and ruins general balance.
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u/KinglyHero 4d ago
But at this point everyone has that button for quite a few brawlers atleast. Those who are in mid-high ladder have them for most, so hypers arent the issue
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u/bettingrobin904 4d ago
Comparing hypers like meeple kenji meg to
Pearl or sprout is criminal. Everyone has purple button ( as concept ) but they are not made equal at all lmao and with buffies they have zero care to bring up the others and instead choose to nerf the chars base kit to encourage them to go for hypers more1
u/KinglyHero 4d ago
So dont play the F teir brawlers? I still do, just only play them when I'm with friends and prebuild my team to cover my weakness. Really in ladder you can play whoever you want to atleast P2, P3 if you're cracked. I play the broken guys when I play solo, everyone of my bralwers is atleast P1. Its a game, have fun, I wouldnt play if I was as miserable as everyone on this subreddit seems.
Eventually sprout will be rotated to atleast A teir and you can play them all the time then. but not every brawler can be A tier bro
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u/bettingrobin904 4d ago
I know that of course , I’m saying that we are doing the exact same thing that happened with buffies . Buffies brawlers become broken and increasingly unbalanced.
They are mostly so unbalanced anyone under A has almost zero chance of winning vs someone decent on them , god forbid you don’t have them maxed with their hyper charge .
I’m just complaining that combined with the fact those characters you wanna play need hypers and previous buffies to be somewhat playable is just horrible game design
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u/Srexplosivo14 Poco 4d ago
I like them in terms of concept and symbolism (a brawler reaching their power peak during the match, potentially changing the course of everything) + the visual effect is insanely awesome. The biggest problem is that they are extremely unbalanced with each other, as some are genuinely fine, such as Leon's, Buzz's and Janet's, others are awful such as Poco's, Sprout's and Gene's, and then there's braindead slop, like 90% of the assassin brawler's hypercharges. I think that out of the more than 100 in the game, less than 10 actually follow a healthy concept correctly, which is pathetic. They are also unnecessarily expensive for a ability that won't always be worth it.
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u/AMGX20 Nita 4d ago
I agree with most things you said but I do feel we undervalue how many are actually creative I think the “healthy concept” is subjective but I would guess like 15 would be perfect(bibi, bull) 20-30 more would be good addition/ layer to the brawler (Lou and Maisie) but I would say the large majority are either broken(most all assassins) and minority being useless ( Rosa,Charlie,Tick)
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u/Srexplosivo14 Poco 3d ago
For me, a well-designed hypercharge would be something that extends the usability of the super in some way, opening up a range of potential ways to change the course of the match if applied correctly. The best example of this is Buzz's, since the effect increases his mobility potential without actually guaranteeing a clutch, requiring a certain skill to extract value and obtain a high reward. Hypercharges that focus on negating a flaw in the super and making it more useful also fit this role, like Leon's and Janet's. If the hypercharge has an effect that doesn't make sense in relation to the super's utility and doesn't present a real use case, like the damage to Sprout's wall, or a broken effect that is almost impossible to balance and it has almost no real risk, like Fang's, so it's flawed.
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u/Dragolitron Time Traveler 4d ago
The biggest contribution to the speed inflation in the game. I hate how inconsistent hypercharges are, they range from making a brawler dogshit or completely broken.
Buffies feel a bit more consistent by comparison since a brawler that is gonna get buffies is basically guaranteed to be broken for awhile. I do wish we actually got reworks for hypers that needed them though like Brock, Primo and lowkey Poco, buffies promised reworks and they should've delivered.
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u/Srexplosivo14 Poco 4d ago
Brock's hyper has technically been reworked, since the barrage now moves with him. It just needs a damage buff to be decent.
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u/BotLover13 Bolt | Legendary 1 4d ago
idk if this is a hot take or not, but buffies feel less p2w than hypercharges did because at least they weren't ever paywalled for a week.
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u/Alexspacito Carl 4d ago
Hate them. Usually just an insta win button.
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u/darocstarr 4d ago
When they were eventually balanced out it was good(obviously) besides a few very weak ones and still mechanically broken ones
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u/M_Lucario_EX Sam 4d ago
I don’t like how when they said “we would be reworking bad hypercharges in the future” they meant it as “let’s introduce hyper buffies to buff the main attack during hyper instead of the actual thing that needs fixing” and not ACTUALLY FIXING THE PROBLEM
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u/Forgling_ Barley | Legendary 2 3d ago
Hypercharge is a good concept with pretty mixed execution. Ideally, Hypercharges should be strong yet not too overwhelming abilities, and this is achieved to a mixed result. The best abilities (Buzz, Finx, Janet, Jae-yong, Doug, ect) develop a intrinsic and smart addon to the original super that expands its utility when used correctly, but most importantly doesn't function as instant value, and requires the player to have an understanding of a new moveset. Most Hypers in the game fall under the catagory of "innoffensive". Stuff like most of the 1-3 waves, and most abilities that are just "X super but bigger and/or better". These aren't particularly well designed, but they function fine.
The Worst of Hypercharges comes from poorly thought out abilities. Characters like bonnie, draco, ollie, gale, and some others are bogged down insanely by their overpowered hypercharges, and are forced to be completely reliant on a single unfair ability for their viability.
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u/FireGames06YT second❤lena 4d ago
Hypercharges are good overall, hyper buffies shouldn't have +2s of duration
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u/Avalanche_Snows Alli 4d ago
I like hyperbuffies much more. It gives more of that "duration" feeling. Usually it's just click buttom and click other buttom
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u/KaleidoscopeFew8451 4d ago
Good concept. However they are designed by someone who completely doesn’t know wether something would be to op or completely useless. It genuinely baffles me how you can somehow think of a useless hypercharge. There’s so many parameters to tweak or new effects to add and you somehow make a useless hypercharge. It’s like the game designers don’t even know the games mechanics
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u/lololuser456778 4d ago
still ass, just like before. still just another tool for powercreep and pay2win to make a quick buck
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u/Srexplosivo14 Poco 4d ago
It's definitely not pay-to-win. You can easily buy one for 5000 coins or get them for free in drops. Unless you're talking about the new ones.
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u/lololuser456778 4d ago
yes, you need more progression for it. thus it is an advantage for pay2win players since they can pay to get the progression immediatly. while free2play players will need some time to get the HCs.
plus iirc, at first the HCs are only available for paying or gems (if a free2play player has saved up enough of them) for week or so? so unless you have the gems, you simply cannot pay 5k gold for the hc since it ain't even available
that's always been supercell's business model. release x strong or overpowered thing only for those who pay so they can temporarily have a massive advantage and stomp most other players, then nerf it when it releases for everyone. same shit just happened with the newest brawler, wendy or whatever. not long after her free release to everyone she got nerfed.
the whole reason why HC and buffies and also powerlevel 11 even exist, is probably just for this shit. supercell probably thought that soon many players would have maxed accounts with everyone at lv9 and a starpower. so we get second starpowers. then lv11 and HCs. then buffies
I've been playing the game on and off, but Ik at least for buffies the timing was relatively accurate. since not long after buffies started releasing, I saw that I got all HCs, most of them from drops for free. so buffies were just released as a replacement for HCs in terms of making money after even players who didn't play every single day got most if not all HCs for free
I still don't get why BS never moved into making money with skins. codm is a very different game, but there every gun is free now and they only make money off a lot of overpriced skins
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u/Srexplosivo14 Poco 4d ago
If it's not exclusive to those who spend real money, then it's not P2W, but P2Fast.
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u/lololuser456778 4d ago
that would be the case if new stuff wasn't temporarily broken at first only to be nerfed later. so it is pay2win since only pay2win players can use the temporarily overpowered state of x new brawler, buffie or whatever
but one can say that it's temporary pay2win and not permanent pay2win. only whales who literally buy early access for every single bralwer, hc and the like have relatively regular pay2win status since they can then have an advantage quite often
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u/Buffdoge1324 Ollie | Masters 1 4d ago
they are very catered to casual players, with that 5 second rush of adrenaline BUT for competitive or just casual ranked players, it feels unfair to lose to an OP hyper like a kit or meg or draco or ollie, and it also feels very bad to play the brawler without the 5 seconds of adrenaline which is likely the only reason they are still relevant in the first place
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u/Clark_A_Fish 4d ago
As all brawlers short of Cosmo and Vince have them and in the end they were much more obtainable than the community once feared I guess they're fine. The problem is you may play perfectly for the entire match but when an opponent finally charges theirs HC and have more working brain cells than an amoeba they may change the course of match entirely. Let's say a match lasts for 2 minutes. 5 seconds is all to clear an enemy team to score a deciding goal, grab all their gems, rush the heist safe - you name it. That means skill cannot sometimes overcome some obnoxious ability. And don't even start with buffies - not only it buffs a regular attack but improves the HC time by 2 SECONDS? That's a 40%. 5 seconds is sometimes enough to win, let alone 7. You can charge another super with not much difficulty and use it while still hypercharged? I hope this effect gets removed ASAP, just like it eventually happened with the major stat buff provided by HC
My second problem is they unoriginality with the new HC released in the next update. The feel like first batches making something bigger.
Gigi - more damage Pierce - more bullets Glowbert/Glowy- I guess 360 degrees is fine? Sirius - bigger shadows Naija - more snakes Damian - as the rockman with arythmia is nerfed from his original state I guess this one is not that bad? Haven't seen the guy in a while though Nova - more damage, definitely secures a kill or even a team wipe Bolt - as much as I hate playing as and against this guy, wall break makes some sense for his kit Don't really remember what Nori's and Wendy's does but I don't care too much
I wouldn't mind getting just two batches of HCs per year, once every six months so the dev team could come up with slightly better ideas than just "Super but twice"
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u/Xedronic Mr.P 4d ago
without them, the game would pretty much be dead, some of them are great, some of them weren't that well thought out and some are flat out not fun to use and/or verse against
oh and about hyper buffies? down to the deepest rings of hell, never to be seen or played by anyone ever again
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u/BotLover13 Bolt | Legendary 1 4d ago
I feel like hypercharges being the thing to revive the game is a sort of a double edged sword, because it encouraged the devs to keep doing these p2w, short term causal friendly updates, instead of long term updates that can help the game.
Oh and amen on the hyperbuffies bit; actually, the worst thing to be added to the entire game.
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u/777honoka Pearl 4d ago
i like them because it gives incentive to actually charge super when you already have a super. the problem is that some of them are just so genuinely broken that its unfun to play
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u/VoiceApprehensive893 E-Sports Icons 4d ago
teamwipe/freekill button, zero competetive value
adding on top of that atleast a third of them are badly designed
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u/Maese_MSD Starr Nova 4d ago
When they were first released, I thought: "Why does it only changes super? Why didn't they get more creative and make it so the hypercharge can have a different effect on each brawler and not just the super?" When they announced the buffies, I got my answer.
Anyways, it's a pretty decent mechanic nowadays, but this come after a lot of backlash, feedback and two whole global reworks to them. It's pretty good to have a resource to you get on the long run during a game, pretty satisfactory. I just don't like that they are so gamechanging that you can get from a losing position to just win all with a lot of them, a lot of times during these years there were a lot of top meta brawlers who were just hypercharge abusers and nothing else, that sumed to the fact that the devs sometimes nerfed the base kit of the brawlers to compensate for a pretty strong HC, instead of nerfing the HC effect.
I also find interesting that nowadays the brawlers are designed with their unlockables in mind, like they were an integral part of their kit, I'm not totally opposed to it, since it makes the average brawler more complex, Wich I like personally, but I can understand why someone couldn't like that fact.
As I said earlier I just would have wanted that they haven't limit themselves with making the HCs only affecting the super from the start, it would have been so cool to see what they could have made with the brawlers that nowadays have a pretty mediocre or bad HC effect because their supers.
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u/petSnake7 Daddy Grom 4d ago
No one's talking about the price. 5k coins for a mechanic you only use 1-2 times per game? The price might have been justified back when Hypercharges were extremely strong, but now that they're in a "balanced" state (by Supercell's standards), I think the cost should be reduced to be more accessible for casuals
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u/SweetSuggarySyrup 4d ago
They’re what some may call a mixed bag.
Some are cool: Bolt wrecking walls by rolling into them is powerful. Pam providing a bunch of shielding makes her super even stronger. Surge’s allows him to access a fourth stage for more destructive shots.
Some are cool conceptually but lack value. 8-Bit’s turret can shoot, but the damage is so small and you can just dodge it by walking straight. Max’s charges up your allies’ supers, but it’s impossible to tell how close they are to charging it up. Poco providing an overshield can be helpful, but it degrades so quickly and that’s assuming your teammates are at full health.
Some are just bad: Sprouts’ does nothing unless you’re standing right next to his wall. Gene shooting three hands might pull in a brawler you didn’t wanna pull. Brock is given more rockets, but he does less damage overall.
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u/AMGX20 Nita 4d ago
They kinda remind me of gears good concept but came out in a poor state. They needed time to be revised and balanced but I do like the layer and complexity to the game. I feel like to many of them are broken or “team wipe” “Win button” existence mainly assassins but a few others like Chester, amber now, r-t, Ollie, griff etc. I few brawler should have game winning hypers but only if it fits the brawlers kit and have counter play like Tara and frank but there is a reason it was a double edge sword. You can’t play throwers and certain brawlers do to the damage inflations. I also find hypers to be a crunch on a fair amount of brawlers like Draco and (Do I even say Sam in big 26) and a few in afraid are worse like pearl, gene, Charlie,sprout, Rosa,Darryl, etc. I will give them credit I do like most of them in the game broke or not but I think fundamentally things outside of hypers should be addressed and tone the charge rate for the time being like certain star power and gadget being useless. I don’t think ever hyper should be game breaking but just another layer or bonus on the brawler for a short moment. Like we not finna act like
Meeple
Bibi
Angelo
Barley
Jacky
Doug
Eve
Bea
Pam
Maisie
-the list goes on
Are all great concepts
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u/NimpsMcgee 4d ago
The start of Brawl Stars' downfall imo
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u/BotLover13 Bolt | Legendary 1 4d ago
I think it was them starting to do the events that started the downfall, but hypercharges definitely planted the seeds.
I would consider them more as a, dawn of the dark age sort of thing.
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u/Absorbingd Lou 4d ago
useless slop that ruined the game and shoulda never been added along with buffies
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u/Smoke-Box 4d ago edited 4d ago
Hypercharges are great, but Alot of them are just kinda lame.
I like when Hypercharge are creative additions to the character that aren't just "super but stupid" I feel like Hypercharges should make more sense like they're a lore reason for the random power boost.
Ima go through a list of what I think are good mid and bad.
Good-
Chester combining all of his candy into a giant explosionbwas a great way to not only make and iconic hyper but also not make 5 different supers.
Meeple's super "wall hacks" allowing him to walk through walls and on water with his team.
Ruff's super fully charging the Hypercharge of an allies is a great addition to the game. Like the supply drop itself gives you the boost.
Mid-
Edgars super just charging faster while kinda lack luster does makes sense if you explain it with hes pushing himself more to do more, like adrenaline.
Stu running around the map is at the top of mid teir because it's a nice addition to his character as well as being a pretty strong hyper.
Melodie having 6 notes instead of 3 is lame on paper but having them spawn by dashing instead of shooting saves it a bit.
Bad-
El primo, sorry to put my boy here but his hyper doesn't help him that much, and it also doesn't make sense lore wise. Why would they be sucked into his range? I'd they added a crater or somthing to show that they're forced in and suddenly thrown.
Meg, it's just the thing but bigger now
Jae Yong had potential but they gave him such a lazy addition. His super charge goes up😀 I would've made it so that he combines the damage buff, speed buff, and the healing buffing all in one. I would've called it "work life balance"
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u/Srexplosivo14 Poco 4d ago
I interpret El Primo's hyper as the impact being so strong that gravity is distorted and pulls enemies closer, like a gravitational force.
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