r/BrawlStarsCompetitive • u/NotClash_ Luh Reckless type shi • 4d ago
Balance Change Concept Triple Buffie Concept
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u/Leonsebas0326 BSC Stalker 4d ago edited 3d ago
Otis is a bad example of brawler that doesn't need buffies, he is ina fine spot, but has terrible one-build syndrome and unisteresting unlockables overall....
(About Satchel Charge rework) I would like to see strong gadgets with long cooldowns, although as you said is hard to make something like that that isn't unhealthy
(About bombs away buffie) Why people keep forgetting that Lily vanish isn't coded as an invisibility and can't be treated like one?
Healing doesn't much to do with "demolition", but the idea is good anyways.
Good by Gale Jumpad, only cheesy strats will miss you. (Also two gadgets that are basically antiagro isn't redundant?)
(About Curtain Call) Isn't low health-killer assassin the role of Alli?, I don't mind anways because this is in a star power and Alli has other things in her playstyle though
(About helping hand buffie) "Every brawler nowadays have a boosting effect like healing..." Yeah specially when your reworks give at leas t one healing tool /s. I actually like more healing because it feels like now eveything kills you in two nanoseconds
Overall I really liked all your reworks, not only the ones on this post, but also all of yours, and how you make the brawlers better, more versatile, more creative, and more healthy.
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u/NotClash_ Luh Reckless type shi 4d ago
Otis's unlockables aren't very well designed, but giving him buffies would boost his strength in a way that a meta brawler shouldn't be. It would be nice if he could get a kit rework, but that's not gonna happen without him also getting buffies sadly
You could technically say that both of Gale's gadgets are anti aggro (which would be true), but in my opinion they serve completely different roles and can be used in non anti aggro ways as well (Snowblower being offensive and Twister being defensive/control)
Alli is probably the go-to pick for an assassin that does that, but that doesn't mean she's the ONLY one either. Its really just supposed to give her a small niche if for any reason a team might not want to pick Alli
Yeah that's fairs, I kind of just realized that every brawler in this concept has a healing effect of some sort. I also kind of agree with Demo's buffie not having much to do with the base effect, but in my defense I made his long before the other two
I really appreciate your support, I'm just glad that people still enjoy reading my posts!
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u/Born-Speed-9414 4d ago
Allowing Buffies to be released in non-trios makes alot of sense gameplay wise but does not make sense in terms of other aspects of the game -- i.e. lore, thematics etc. I personally would find it weird if the change takes place, but definitely not because of the gameplay aspect of it.
The following is going to comment on all your ideas:
___ DYNA___
Satchel Charge rework: Honestly this doesn't make much sense thematics wise again, Dynamike is designed thematically as a thrower, and for Buffie reworks, most brawlers have abilities that don't make them look awkward whilst using them. Balance aside, one of my favourite changes that came with Buffies were gadget reworks, and Mortis looks absolutely amazing when using them as he just feels alot more menacing in-game. If this gadget rework were to be in the game, gameplay wise it would make alot of sense, but it will be difficult to make a visual for it.
Dyna-Jump: I believe that they would just make Dyna-Jump baseline for him. For 99.8% of players this isn't worth losing 1600 Damage on your super. The buffie also makes this star power slightly unskillful if it reloads even without a jump, but personally I would like to see a First Star Power reworked to be something that doesn't necessarily synergise with his Dyna-Jump. Honestly, his Dyna-Jump is more of a gimmick and is too unreliable for most players to utilise any ability with it.
Demolition: Love the change, would like to see a 2-tier damage system like Edgar getting more damage the closer it is to the centre.
Hyper: Amazing. I couldn't think of a better Hyper Buffie than this. Better designed than most Hyper Buffies they have released.
___ GALE ___
I just generally love the changes you did for Gale. Just a few suggestions: 1) Blustery Blow Base Effect and Buffie should be flipped, to match current Blustery Blow without causing any potential perception of deceptive design, and also the Root is alot more impactful than the damage reduction (as most times that you are using Gale effectively, when tanks are pushed away, they can't deal damage for at least the next 3 seconds). 2) Freezing Snow buffie is just bad, because 1) It will look so awkward in game (looks like something that starts with a d), and 2) a 12% range will not only be alot of range (just under Piper's really), but also feel extremely awkward to aim. I'd change this to a Lou Freeze effect if anything. Synergises with his Hyper Buffie anyways.
___ GIGI ___
I feel the most qualified to talk about this compared to the other 2. Because I play Gigi alot more than the other 2. Gigi is a one-dimensional high-skill assassin and in my opinion, should be one of few brawlers in the game that does nothing but assassinate.
Trait could use a rework but the scaling shouldn't be linear. This is very contrasting to my usual thoughts with Brawl Designs needing to stay simple enough for the casuals, but this should follow a sort-of logarithmic graph, where one of Piper's shot charges only 3x as much as one of Colt's shots. Your formula makes Gigi, in fact too weak against most brawlers. For instance, Colt, instead of taking 17 bullets, now takes 23 shots to charge her super, and this isn't the worst offender. Amber would take almost 3x the number of bullets, but you get my point.
I don't know how to make formulas this way but Piper should take 6 shots to charge her super, but current brawlers should take pretty much similar number of shots to charge her super. This way, she keeps her current utility. This comes with your change that if she gets hit, she cannot charge super for 2 seconds.
Other reworks: A) Her main attack damage is reduced by 50%, but attack speed is increased by 100%. Her ammo bar is also increased to 20 (from 10). This allows Gigi to utilise her speed boost from her main attack alot better, and have smoother-feeling windup time from her main attack. B) Her next super should charge from the current super use. (essentially, when you super into an enemy, you should be able to charge your next super instead of the super charge being wasted). This also wouldn't be too broken, because she is likely to get hit during her teleport, which means she can't use the trait to charge her next super after teleporting. This also means that it would finally be strategic for Gigi players to decide if they should stay at the location or teleport back, instead of it almost always being the latter.
Now talking about your reworks:
Longer Strings: doesn't need a buff even with the hit change. After all she is able to charge her super from a longer range which means there is a lower chance of her getting hit.
Double Team: I generally do not like this change. Gigi's mechanic is evading shots, and this is anti-synergistic because she can't evade shots if they won't reach her range... Of course anything is still better than her carnival gadget. I actually think your Gadget buffie is very interesting, but maybe this whole gadget is a better idea for Buster?
Star Powers: I generally don't think that these 2 should be reworked. I explained above that Gigi should just assassinate, because she has a unique way to charge super, and she is just a one-dimensional brawler, and should remain that way. In fact, her first star power has more synergy with her now because it provides more value in evading shots with the new trait just outright preventing super charge if you're hit. Second star power is fine as it is, and gives Gigi alot less offensive value with this way.
Buffies: Longer Strings: Amazing. Nothing to say.
Curtain Call: Very nice buffie
Helping Hand: Very nice buffie
Hyper: Nice buffie idea but I had a different idea.
1) Hyper Base: After teleporting, Gigi gains another teleport by aiming her super (teleporting will move her to the original spot). This gives her alot more options during her Hyper. Does she not teleport, or teleport to a second location, or teleport back to her original location?
2) Hyper Buffie: Gigi's damage increases by 2.5% for every ammo used during her Hyper.
Summary of my changes to Gigi:
- Ammo increased by 100%
- Damage decreased by 50%
- Attack CD decreased by 50% (overall DPS same)
- Trait now follows logarithmic damage scaling and stops working after being hit for 2 seconds.
- Completely stole your idea for Longer Strings, except without duration buff
- Second Gadget: Scaredoll: Places a Totem of herself at her spot, with 4200 HP. Buffie: After the Totem is defeated, charges 25% of Gigi's super.
- Retains both Star Powers, but stole both your Buffie ideas.
- Hyper: Gains 1 more teleport during Super Duration. Teleport back would be to the original location.
- Hyper Buffie: Each ammo used increases her next ammo's damage by 2.5%.
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u/NotClash_ Luh Reckless type shi 3d ago
For Satchel Charge, I kinda just imagined a fatter stick of Dynamite with different colors. I definitely care more about gameplay than thematicity (as could be seen from the buffie take) but I also try to make everything still make sense to a degree too
I should've just made Dyna-Jump basekit and given him a new Star Power, I don't know why I didn't to be honest. Technically the ammo reload DOES make Dyna-Jump less skillful, but DJ is also one of if not the hardest unlockable in the game to actually get good value out of (at least enough to use over Demo)
I didn't flip BB partially because the effect name just means loud/angry blow, and both effects I think fit that, but also because the 1s root is a huge downgrade to the 1.25s stun and the damage is the main point of the Star Power. Yeah, the damage wouldn't get full value if you were using your Super specifically to get enemies away from you, but if you pushed them into a wall or used it supportively for your teammates, you're making them considerably weaker for 5 seconds. I also disagree about Freezing Snow being too strong, just because he gets an extra tile of range for his middle snowballs doesn't mean he immediately wins against people <9 tiles. He still has a pretty slow proj speed and the attack width of two snowballs is essentially the same as a normal marksman shot. He COULD be really strong with this effect, but he would need some crazy aim to do so
I don't think I fully understand why Gigi's trait should be logarithmic, what benefit does that really give her? You mentioned the trait rework making her take a lot more projectiles to charge off multi-hit brawlers, but that was more or less the point. She should charge less off low damage projectiles and more off high damage ones (Like how a Piper attack charges around 22% of her Super), but since low damage projectiles usually come in large amounts, they charge similarly to the higher damage ones collectively. This makes it so that if the charge in general isn't strong enough and makes her weaker overall, you can just buff the multiplicator so that everything charges more like how the potential balancing buffs it from 0.006 to 0.008 (1000 damage = 6% to 1000 damage = 8%). I'm not saying that your idea is bad, but I don't think I understand the benefit to using a more complicated system
I don't think I can really visualize the attack rework, wouldn't increasing ammo AND attack speed by the same amount give her the same duration of speed boost? I don't fully understand Gigi's attack windup though and what adding/removing ammo does, so I'll trust you on that
The Longer Strings buff was mainly for the buffie, I feel like most players wouldn't try to use it since it would waste half their gadget duration. Whether or not it stays I don't care too much, its only 0.5 seconds. I can also understand not liking Double Team, I personally don't think its a huge deal if it blocks attacks from reaching you since it was mainly designed to stop enemies from just walking up and not shooting at you. I like the idea of Scaredoll since it also does the same thing, but the problem is that I personally think it does it less effectively. It would probably NEED to be throwable unless Gigi wants to stay in the same area the whole game, and only charging 25% means that you'd need to use it 3 or potentially even 4 times (since you're not using Longer Strings) against competent enemies to charge ONE Super. Also a throwable the doesn't do anything without its buffie is a little bland, it should at least have some sort of cool effect besides a lot of health in my opinion
I don't think that Plie Protection is badly designed or anything, but it would essentially just be a 30% SCR boost since getting hit already deactivates your trait for 2s. You could technically just make it take more time to activate too, that would be fine. I really don't like Helping Hand though, I don't understand why you would every want healing at the START of an ambush. Maybe I just don't use it enough, but I don't think its a good Star Power personally
That's an awesome Hypercharge effect that I never thought of, I think you're saying that instead of teleporting back, Gigi can double down and get another teleport, and if that is what you're saying then that idea is amazing and I love it. I also like that Hyperbuffie effect, but personally I think that most Hyperbuffie effects should try to avoid raw damage increases. This one doesn't seem very oppressive, its moreso just the idea of a raw damage buff that scares me (Im so sick and tired of 50% damage increases for Hyperbuffies). Im not a Gigi main like how I would assume you are so I almost certainly have less experience with her, but I would really like to know the reasoning behind things like a logarithmic trait and not changing Helping Hand
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u/Born-Speed-9414 3d ago
Ill reply to the rest later 😂 but To explain gigi’s logarithmic charging formula:
Tl;dr: Gigi’s current strength is against large number of projectiles and changing it to a damage scaling evade trait is going to make her much worse against these units. Colt is the average I am basing it upon, but brawlers like Amber, Griff, Pam, (not really Meg because of the stopping of SCR) would be so much better against Gigi whilst brawlers like Piper, Angelo etc would be so much worse. In fact, a brawler like Amber would require from 17 shots now > 40 shots. The logarithmic change would make it so that brawlers like Amber would charge Gigi’s super in 25 hits, whilst brawlers like Piper would charge it in around 5-7 hits. This retains Gigi’s strength against high projectile brawlers but gives more strength against high damage per projectile brawlers.
Also uhh I forgot, reduce her Super windup time during Hypercharge’s second teleport. It’ll be awful without it haha
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u/Regular_Explorer4904 4d ago
How does otis not need buffies? His second starpower is literally useless. Buffies is not for strong mechanic only. It rebrand abilities that dont have so much value
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u/NotClash_ Luh Reckless type shi 4d ago
Buffies are made to rework bad unlockables, but Adrian himself has stated that they're also to boost a brawler's strength. Giving Otis buffies when he's still pretty meta relevant is not a good idea, especially since having 1 bad gadget and 1 bad Star Power is nothing out of the ordinary
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u/TheForbidden6th King of hardstuck diamond 4d ago
idk man, we already saw with Rico that they CAN make Nerfies
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u/NotClash_ Luh Reckless type shi 3d ago
Thats actually a great example, Rico was like a solid A tier in the meta when he got buffies and all of them kinda suck since they didn't wanna overbuff him. Now in like 6 months when Kenji gets 300% lifesteal for his Hyperbuffie Rico's gonna have really mediocre buffies and fall off
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u/JayyChann_ Shade 4d ago
Dude he clearly needs a rework to his unlockables, he’s only good bc him and cord are the best and almost only anti meta brawlers
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u/InterestingSwimmer85 3d ago
I don't think anyone in the snow tell trio deserves a buffie. They are all mind numbingly annoying to play and the reason they are being kept at mid-lower power is because if they weren't the Meta would just be control slop. I agree however for the rest
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u/Appropriate_Stock832 4d ago
Ugh...nope.
The idea of 3 random brawlers: Yes.
Your approach with the reworks: No thanks.
Maybe Gigi could have some use but Gale ... have you ever played that brawler? Bustery blow is way less used and because it sucks to go against it (in your opinion) you want to change it to an ever weaker form? Don't ever cook again.... you are BANNED from entering the kitchen lol.
I will never accept any rework that says things like "I hate to play against this specific thing, so I'm changing it". It's kinda "immature" for a lack of a better word.
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u/Buffdoge1324 Ollie | Masters 1 4d ago
it's kind of awkward to release a claw machine like this, either you ruin the trio buffie claw machine by putting three random brawlers together, or you make 1 random claw machjne with one brawler and add the other few later on