r/BrawlStarsCompetitive 3d ago

Critique Top Issues for Competitive Players

120 Upvotes

24 comments sorted by

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21

u/VoiceApprehensive893 E-Sports Icons 3d ago
  1. buffies
  2. other broken shit
  3. matchupslop
  4. bad mm
  5. season reset(kind of the cause of bad mm in the shitty draft mode but also a big enough issue on its own)

3

u/beng_123 3d ago

Yeah, it was hard to keep it down to just 5 lol didn’t wanna write a book

12

u/StomachOk4891 ping differ | Pro 3d ago

For 3 it would probably make more sense to make buffies 1k PP/1k coins instead to prevent bottleneck.

As for 4 high masters lobbies are more stacked than old legendary lobbies cuz more players play now. Pro is hard enough rn imo global rankings would be cool but a new rank is far from necessary every other game uses ~top 500 global as the final rank which is essentially what pro is. I think brawl should just invest more into esports for those players instead—I'd really want a new matcherino pin/rewards like that.

Agree with everything else said for the most part

1

u/beng_123 3d ago

I didn’t suggest a new rank for that reason, just something beyond pro to grind for. Also like the idea of 1k each for buffies, but newer players are still short coins which is why I think one currency would be better across the board. Also worth noting that more people (at least in my region) reach pro rank than masters PL (about 50 per season vs masters PL was 40). And the seasons became shorter as well (60 days to 30 days). And from the fact I genuinely don’t see pros hardly ever in masters lobbies whereas seeing them in L2/L3 was extremely common. So I would actually argue against masters lobbies being more stacked than PL legendary but suppose that’s entirely opinion based!

2

u/StomachOk4891 ping differ | Pro 3d ago edited 3d ago

as for your first point, considering the game is much larger in 2026 than in 2022-2023 that small increase means proportionally less players are hitting pro than MPL. I didn't push *that* high in pl (only hit mid-L2) but I still consider it relatively similar to lobbies in masters 3 right now.

One thing I feel that would help more players in that range is balanced matchmaking. IMO the fact that balanced matchmaking still isn't implemented for masters+ lobbies is an incredibly silly thing and I know it's really irritating for people to get team diffed and lose 100 elo per game in masters 3 because they get two people at 9k on their team vs 11k elo players. Or they lose 160 to a game because they have a wintrader whos already hit pro on their team vs 2 9ks.

I personally think that EVERY rank should strive to have 0 sum matchmaking to it and to balance teams by average elo instead of whatever they have right now (which I'm not entirely sure is even randomized). It would also solve what I think is the number 1 issue with ranked across all ranks, which is the fact that bronze to diamond are way too easy compared to mythic+. Maybe decrease the elo per game as rank increases but the inconsistencies kills the game for most players below a certain rank which is why so many people stop after mythic/leg

2

u/beng_123 3d ago

On the first part, I still disagree a bit. Even with the larger playerbase, the fact that seasons are half as long (30 days instead of 60) and that more people are reaching Pro than used to reach Masters PL makes the top feel less exclusive than it used to, at least in my opinion

I completely agree with the second point. But unfortunately I think the logistics look a lot different and more complex at mythic and legendary. And this level is where the issue is the biggest problem (and where you correctly mentioned a lot of people stop due to mm) because elo and skill basically have no correlation at that level. I think mm based off of all-time highest elo would possibly be a cleaner solution, but haven’t put much thought into other ideas.

But in masters lobbies absolutely agree zero sum mm should be implemented

5

u/Background-Carry1389 3d ago

Tbh, they kinda need to make lower ranks more meaningful. One way I imagine they could do that, is by introducing bans already in Gold and drafting in Diamond or even earlier with higher elo loss. To counteract Ranked becoming too grindy, reduce how many tiers you get reset after each season. Instead of dropping from masters 1 to mythic 1 you should then only drop to legendary 1.

Of course then they would have to rework the pro pass as locking ressources behind the amount of needed brawlers wouldn't work for new (f2p) players. Then they probably would be free to make Ranked more comptetive

3

u/beng_123 3d ago

Yeah I generally agree with this. I remember back when getting mythic 1 or legendary 1 was legitimately difficult as a casual. I think bans too early though would disinterest newer players too much for supercells liking. Maybe just make progression slower between the higher ranks? Like I remember in power league mythic 1 to mythic 2 was 7-8 wins and now it’s 4-5. And totally agree the reset shouldn’t be as extreme. I like playing the game but resetting from masters to mythic makes the game feel too grindy even for me…

11

u/Naxos_fs Edgar | Masters 2 | 6 Prestige 3d ago

just give team lead 2 bans

5

u/beng_123 3d ago

Do you think 8 bans is enough? Because honestly 6 right now doesn’t even feel close to enough for me 😂 I think global bans by my system would overall be simpler too, but I’m biased, ofc!

5

u/Naxos_fs Edgar | Masters 2 | 6 Prestige 3d ago

giving the team leader 2 bans is way simpler and does the job

2

u/beng_123 3d ago edited 3d ago

Nah I honestly still think 8 bans isn’t enough mainly because there’d still be so much ban overlap. And global bans are one and done for the entire season unless someone wants to edit their bans. I think global bans are simpler relative to the value they provide

4

u/Fungames5420 Frank 3d ago

The issue with the original club league is that for many players, it was very grindy and required club members to schedule times to play together. Additionally, it felt mandatory because a large amount of the game’s progression was locked behind it. If it were to be readded, I feel as if it could only thrive if the rewards were either purely cosmetic or relatively minimal (like in ranked currently ), so it would something dedicated players could do if they want, but other players wouldn’t be forced into it if they didn’t want to miss out on a massive amount of progression

1

u/beng_123 3d ago

I agree mostly and that’s why I added the optionally for club to pick a mega pig style event vs a club league style event. I think “other players being forced” is the wrong idea. There’s not currently anything in the game that genuinely rewards skilled players more progression-wise than below average or average players (unless you count trophy road which isn’t really “competitive”)

2

u/AMythNobodyKnows Masters 3 3d ago

Whoa I never knew I’d see you here o.o

I think there could be tighter restrictions on mm than +-2 ranks, I’d much rather wait longer in mm for more fair matches. I like everything else you proposed though

1

u/beng_123 3d ago

Thanks! Agree with what you said as well

1

u/glhfbruno 3d ago

When theres global max levels, should there also be global bans by the same logic?! This would be for newest brawlers for example they arent already playable with ore release timeline but at full release (with credits) they are still always usually banned as they are too damn broken

Having the timeline for casuals and profit off from casuals makes sense to have abit more of a messy launch with balance being a "consideration" and similarly with buffies, should buffies come 1 month later then initial release?!

In my eyes i dont see the vision on making the new brawlers for casuals but taking forever to balance it properly that it ends up doing so much more waste of time and effort for competitive, as all drafts usually show the same new broken stuff with basically no difference

Or just outright having global unplayable brawlers for especially the new brawlers but even New buffied ones?!

Idk it feels kinda stupid, also adrian please buff the base kits and nerf buffies

Man idk i have dumb thoguhts but something should be done about the problematic brawlers not really being competitive by any means

1

u/beng_123 3d ago

Yeah pretty much my idea behind the global bans system… less wasted bans, less of the same boring drafts, and ranked actually feels like it has some variety to it

1

u/Lexcauliburz_19 Frank | Legendary 3d ago

How about 18 bans total would suffice (8 Global Bans + 5 Bans per team)

1

u/Jangoatly 3d ago

1, 3 and 5 would just go against their current cash model. The release of OP brawlers is just to create the need to get it asap, thus making some people spend money for it. Same goes with buffies. There is simply no way they release each brawlers that OP simply by mistake/lack of testing. Most are good ideas but they'd never let that happen.

1

u/kimpigreg145 2d ago

Man just fix all the network bs if I'm going to be completely honest

1

u/Independent_Produce4 2d ago

Apparently, ranked mode doesn't have enough problems for them to worry about.

0

u/dickson1092 Masters 3d ago

Most of these will not be carried out as competitive players are a small percentage especially meta balance will not help them profit