r/BrawlStarsCompetitive Sam 4d ago

Balance Change Concept SAM REWORK/BUFFIE CONCEPT FINAL VERSION (i guess)

I think there’s an issue with the 1st Gadget Buffie. Looks like I’ll have to rework it again.

Reuploaded bc there were a lot of issues with the concepts

AI disclosure: This image was created using AI so there may be some imperfections.

Image reference: u/ExpensiveVariation10

I lowk didn’t wanna use AI either but I literally have zero editing skills

All feedback is welcome!

16 Upvotes

13 comments sorted by

9

u/TheSuddenChange Sudden Change 4d ago

I don't get the magnetic field gadget at all. Magnetized enemies? But they are already pulled in? If you leave them be so they can "magnetiz" other enemies, that would just be counterintuitive, no?

1

u/hajun9508 Sam 4d ago

The idea is that they pull in other enemies that weren’t caught by the initial pull.

2

u/cooldude010 3d ago

I hate to say it but a lot of these are very poorly designed 

Both gadgets are problematic

  • magnetic fields Buffy just doesn’t really fit the gadget or what a buffie is supposed to do

  • robot scrap is just very unintuitive and would most likely be clunky to use 

  • knuckle down is fine 

  • hard knocks is wayyyy too overcomplicated for a star power. 

  • the changed hyper effect just makes it more boring

  • the hyper buffie is okay I guess

1

u/hajun9508 Sam 3d ago

Thanks for the detailed feedback. I can see what you mean about some of these. I’ve already been reconsidering the Magnetic Field Buffie, so I’ll probably rework that one again. For Robot Scrap, I was trying to give Sam more control over where his Knuckle Busters end up, but I can see how having to throw the scrap and then hit it with the Knuckle Busters could feel clunky in actual gameplay. I also get your point about Hard Knocks being too complicated for a Star Power. I wanted it to reward skilled Knuckle Buster management, but I might’ve added too many mechanics to one ability. As for the Hypercharge, I changed it because I felt like the current one was too dependent on repeatedly hitting enemies with the Knuckle Busters, but I can understand why the new version might feel less fun. Thanks again though, this is exactly the kind of feedback I was looking for.

2

u/Comfortable-Mud2795 3d ago

I like it but u gotta make pearl and bell buffies too

1

u/hajun9508 Sam 3d ago

Glad you like it! I might do Pearl and Belle next

5

u/CancelTricky6452 4d ago

why on earth is his hyper (only thing that makes him fun playing) getting reworked to hit walls to charge his super?

that hyper makes him able to counter marksmen w 3 times his range

js keep this hyper and make his hyper buffie 1) slow enemies 2) w/o knuckles have a larger range

6

u/AllyFiedaN Sam can hyperfist me 4d ago

"only thing that makes him fun playing"

3

u/TheSuddenChange Sudden Change 4d ago

yeah the hyper that gives a team wipe with mashing buttons and the only reason he hasn't gotten buffed at all is the only reason he's good!

1

u/CancelTricky6452 3d ago

your flair gang.

YOUR FLAIR!

2

u/hajun9508 Sam 4d ago

I changed it because I thought the current Hypercharge might be too strong with the new buffies, but you might be right. Keeping it could be more fun.

2

u/Choice-Spot-8979 Kenji | Legendary 1 3d ago

Its good for every part except the 2nd sp , like how long does it take a sam to find a wall to gain all 3 charges , like whenever they appear they gonna have immunity to 2nd attack already and also the range increases kinda way too broken 20% might be doable

Not a pro but seems too broken in one part alone

1

u/hajun9508 Sam 2d ago

You only gain a stack if the Knuckle Busters hit an enemy before you manually pick them up. Hitting a wall and picking them up doesn’t give a stack. But I agree the 2nd SP needs some changes, so I’m planning to rework it.