Greatest example before was Chester His old kit had the Fourth set of dumbells in his main attack (1 - 2 - 3 *4* and reset ) but without the old Star power he would only shoot (1 - 2 -3) And they fixed it perfectly with including the fourth "unlockable" required Star power to be viable to his main kit And i can imagine them Reworking Sam by adding his charge radius to the main kit Or his pulling gadget to his Super I can highly see the rework on his super to include the pull or radius by default and then maybe other SP would be a Slow zone or gadget Amd his super would contain a Re-super activation that doesnt pull his knucles back but rather would do the gadget effect Maybe after using super and the knuckles stay on the ground for a brief period (like 5 seconds ) before slowly coming back automatically?
gears should cost 500 coins, epic gears should cost 800 coins and mythic gears should cost 1350 coins, star powers should cost 1500 coins, hypercharges should cost 3500 coins and the amount of coins needed to get brawlers to level 10 and 11 should be halved, plus the cost of coins to get a brawler to power 9 should be decreased from 1250 to 1000
@floppaofbusiness The star powers cost is fine What I think would be a cool Rework is to buy the hypercharge with power points It's like you charging it with power or something since they share a similar theme Also epic/mythic gears should be 750/1000 respectively Gears are good but they shouldn't have a higher price then gadgets
Should have mention surge before the rework to his super For people that may not now; Surge at release had a gadget that let him teleport a few tiles forward, allowing him to go trough walls. Surge was EXTREAMLY reliant on this ability that when the devs were creating his 2nd gadget (because at the time not every brawler had 2 gadgets) they realised that and had to integrate the tp with the super (allowing him to choose where to jump in a small radius) just to have both gadgets as a valid option
for those who may not know; this guy didn't get enough love as a child. He is searching for companionship but will never find it in his ever perilous journey to be un-alone.
Lily: Mediocre brawler without her gadget. 🤡 Darryl: Trash gadgets, terrible starpower (other then steel hoops) and mid hypercharge and is still a top 10 brawler: 🗿
Maybe Darryl never had useless gadgets, maybe Darryl never had mediocre star powers, maybe Darryl doesn’t have a terrible hypercharge Maybe, Darryl never needed them.
The biggest issue for me are gadgets that are specifically designed to hard counter certain brawlers (or even certain brawler types), for instance Rico, spike and piper all have gadgets that hard counter tanks and assassins while not bringing anything of substance to the brawler outside of making them a pain in the ass to deal with, or maybe with kenji’s hp gadget, Draco’s invulnerability or lilys shadow realm that effectively nullify the weaknesses that these brawlers have to work around or even outright remove weaknesses for them.
I agree. This is why i believe that both gears should be available at level 8 and that they add a new ability that you have since level 1 that you can upgrade with power points, these would be completely unique abilities. Some will be like weak supers, some might be like normal gadgets, some might be like weak supers and can be aimable some might need to be charged, etc. These wouldn't have a certain number of charges but would have a cooldown thats also unique to wach brawler. I call this concept "modules"
Nah its way too similar to gadgets and etc I think there should be combo and counter Where if you are lets say surge and do super then 3 attacks you instantly recharge super and if you hit that too it activates a combo move that deals damage i dont know. and then the counter would, well counter also when there is an attack and you barely dodge it and that was their last ammo you automatically gain this button that can do a special move to punish them but i think it should have a max range These 2 would make brawl stars way too flashy but hey it’s a concept
The unlockables are an essential part of the game, and we really got to feel that during the retro event in modes where most unlockables were disabled (it was painful -_-) The biggest issue is the imbalance between the unlockable abilities. Why use a gadget that worsens the super you struggled to get half the game when there's a gadget that acctually solves the approach tool in a pretty fun way? Devs imagined ppl would use her star powers too, but Vigilance is not that good either. You need to get close to somebody, stay within the trait radius, only to get a mere speed buff that doesn't help you close the gap with a ranged brawler cause they'll kill you before that happens. Forget about even dodging the attacks since it's in radius where most brawlers can spam auto aim. It's a poor design that doesn't improve her kit much and doesn't compensate for not using these unlockables over the others. Same is with Kenji, Sam, and more. I kinda don't like their gimmick gadgets. The brawlers who usually get them struggle because their base kit and stats are not able to sustain them. (this is propably a matter of most brawlers acctually having fairly decent abilities, so those who have weak ones or none at all struggle immensly) They should leave gimmicks to brawlers who would acctually make good use of them rather than put them on anything. On the other hand, some gimmicky gadgets do make sense for the character design. ...I think..? Can't name any example rn and I don't feel like checking... It surely doesn't make sense for Jacky to rebuild a wall when she's meant to destroy stuff but at least she benefits from it on some maps.
I'm not sure this is completely true, the best example I can think of between two really good abilities is rico's two gadgets, now I know that everyone uses multiball launcher but the bouncy castle is still really good. And multiball launcher should definitely be nerfed, but if it is, Rico is still in the same spot. It's not really about balance between abilities, it's overall more about the actual strength of the ability Also completely doesn't have to do with anything but Jacky is a construction worker so it makes complete sense lol, and she doesn't have any wall breaking abilities anyways
@MythicalForce27 Oh darn... ngl i kinda just said things before thinking them through. Everything has been a newly introduced gimmick at some point and its usefulness varied from what these acctually did. And they're _all_ introducing a new gimmick, like 8-bit's Cheat Cartridge introducing teleportation... (0_0 ;;) Oh well. The argument was about the bad ones anyway! So, I concluded that it has to be a gadget that was primarly made with the idea of introducing a new mechanic, while not prioritizing its usefulness (Fun > Good). The gadget doesn't help a brawler cover their weakness. And here are the bad gimmick gadgets: - Fidget Spinner: I guess it's supposed to cover area but it's bad and was definitely made to look cool. The first 40 gadget we ever got were so random. - Rotten Banana: Fans requested this concept. - Rebuild: Fans requested this one too. - Clone Projector: It's just a naruto reference. They did it again with mutation and it looked cool but was bad. - Sleep Stimulator: They really wanted a full heal (at a price). The reason was to show of Sandy's sleepyness but the stun made it not very practical. - In-Line: Apparently devs wanted to highlight the synergy/connection of the split halfs. - Sneaky Sneakers: I really don't get why they made this. It's way too situational, and Max already had a defensive gadget. - Order: Swap: Larry's ticket lobbing attack overshines the weak tazer gun attack of Lawrie. It's neat that devs at least made it so we can play as Lawrie in a way. Now this one is a star power, but it's an acctual example of a "bad gimmick". Dyna-Jump. Doesn't this speak for itself? The dev team back then wasn't really sure what they were doing and Dyna-Jump is the result of this. Tbf, it is one of the most fun star powers.
I would say collettes hyper is useful for more than safe dmg. it lets her completely charge her super back up with just one hit, so she can chain really easily. ive gotten knockout teamwipes just by chaining hyper supers
I have 1000 trophies on sam and it really is sad how bad it feels to play without the pull gadget and heal star power on. Maybe if they made it part of his kit like brocks old Incendiary star power sam would be better. Good video!
I think buffing/reworking the weak abilities is still a must do, since these are so bad devs would have to make something even worse in order to make people consider them an ok choice.
I would actually argue that having certain brawlers in the game depend on these abilities makes the game more diverse overall, having powerful abilities, on weaker brawlers, adds new tactics and strategies that may have not been available if they tried super hard to balance around the base kit of a brawler.
The biggest thing about unlockables to me is that they should be powerful, otherwise there's no point to unlock them. Being able to unlock these "broken" abilities just makes all the more exciting to finally be able to use the brawler competitively. I feel this for gadgets and hypercharges especially because there's a limit to how many times they can be used a match, therefore innately making them different from a brawler's base kit. I do agree with star powers though, we've seen many instances where the objectively stronger star power just becomes a part of the brawler's base kit. Overall for star powers, I think a balance between both star powers is the best way to go. Overall, I don't think making an unlockable necessary to a brawler's viability is that bad, you get excited for unlocking them, just as you would get excited for getting a new brawler, so it makes progressing the game just feel that more rewarding.
agreed somewhat in that there needs to be a purpose and excitement to unlock these abilities, but there is no reason to make the brawler completely reliant on a single unlockable, as that's just too far
@MythicalForce27 I agree but I don't think we're at this point in brawl stars, the examples you shown I think are a little exaggerated, I think Lily and Sam are 100% way better with their unlockables, but I don't think they are truly unplayable at levels you would be playing those lower level brawlers anyways (300-600 trophies roughly). At that level you don't have as skilled and as maxed out players, so it's still okay
The problem is also brawl stars poor matchmaking that only cares about trophies and not power level, the moment I unlock a new brawler and try it I have to fight fully maxed out brawlers with only under level bots, and for a brawler to be useable I have to throw all my hard earned coins down the drain just to get the star powers and gadgets, a brawler without them just feels like half a brawler and so what’s the point of having levels 1-6, it only feels like I truly unlock a brawler when it’s got a gadget and star power on
@@flyingpigeon123 Again I just think this is a natural part of progression, I agree that the matchmaking should be changed back, but that's not really a problem with the unlockables themselves. You should theoretically be playing against people with similar strength anyways
Great video mate keep it up! And I also agree some brawlers have unexpected horrible gadgets while some have incredibly interesting gadgets i feel like dynamike has a very very broken gadget i really agreed to the part of the gear where you talked about +1 gadget charge while that could be a little good it isn’t really helpful but as a conclusion this video really was very specificly useful keep it up!
@MythicalForce27yes for sure first the part at 1:20 you talked about that one +1 gadget gear really agreed with that one and at the 4:18 I really agreed also about that one that’s what I was talking about the dynamike one👍🏻
Hear me out I think they should switch Clancy and Surge’s leveling system cause Clancy by respawning with tier 3 inherently makes him busted in almost every game mode for brawlers without range but Surge could much better benefit and not be so no skill with the ability in his base kit
That wouldn't change a thing, you still get stunned for 1.5 seconds, more than enough time for the enemies or the Dynamike itself to finish you, it's a band-aid fix over a bullet wound.
My Main problem with the unlockables (Star Powers especially) is that it never really feels like you’re investing in your Brawler. Instead, you’re just giving them a headstart, better options, or worse, a ticket that allows a problem to be solved A LOT easier than without it. I have three Good examples: 1. Basic Numbers enhancements (e.g. Demolition, Skipping Stones, ink refills): this irks me the most as The star power doesn’t do anything cool, it just ups some stats that with, can make someone feel a lot cheaper or skill-less(Dyna and Moe) and without, makes someone a lot more worthless than they deserve to be (Otis, Pre-rework Chester). 2. “Skill” Button (e.g. Carboard Box, Vanish, Elementalist, Auto-aimer, Speedloader, Hosomaki Healing, Homemade Recipe, Transplant, Phase Shifter, Multiball Launcher, etc.) with this case, it doesn’t feel as bad as it’s limited, but when the time between you understanding when to use and actually using the gadget is so short, it’s kind irritating. And unfun 3. UNDIVERSITY: the worst part goes all the way back to the beginning, as since they usually make the Brawler Better, instead of slightly different, you see some of the same comps every. Single. Time. Some of my favorite SPs and Gadgets have a clear Caveat, catch, or drawback, which make me try to approach or aim to play a different way(e.g. Bouncy Castle, Service Bell. Pit Stop, Chain Reaction, Sealed with a Kiss, Grand Piano, Fake injury, Candy Beans, Reserve Buoy, Chill Pill, etc.) instead of just making them better.
When Star Powers and Gadgets were first added they were, well, added. Every brawler that got them worked before these features were created. But nowadays, so many new brawlers rely on these star powers and gadgets to make their kits complete and that annoys me so much. Unlockables are supposed to be an upgrade, a slight boost or change in way you play a brawler, they shouldn't completely define a character and a brawler shouldn't be useless without them!
Rico has always had a history with overpowered Gadgets and Star Powers. Nerfing them SHOULD balance them, but it's only a matter of time until Rico would fall into the depths of "Low Tier Brawlers." Rico has always been overpowered, but everyone notices this once hypercharge skins were released for him. Then there's the hypercharge itself, which ultimately removes the skill for using Rico's super. I would suggest a video on new features revealing overpowered features and brawlers if you haven't made one already.
i think that on top of the damage inflation that was already present, hypers were a huge nerf to tanks the whole thing that tanks do is tank when they get hit, they feed enemy supers, but they could get away with it because some brawlers supers arent all that consequential to the game with the addition of hypercharges, essentially a longer charging stronger super that gives huge stat boosts, tanks cant effectively tank anymore, because every time they tank a shot, theyre lowering the countdown until the enemy has the ability to burn down the tanks entire hp bar in one go sure, tanks have hypercharges too, but a tanks hyper doesnt make them unkillable, while a dps hyper does basically guarantee they will kill 1 or more people the introduction of hypers is a fundamental nerf to tanks, which is why nowadays, every tank is more like a high hp short range dps/assassin instead of a tank for the sake of tanking
Great video but I think unlockables are a necessary evil and just like how the game cant release perfectly balanced brawlers everytime they also cant do the same with these unlockables, i mean i stg some brawlers have such shitty hypers its acc insane while others are practically meta with them, which is why i think they should focus on the more extreme cases of this balance, but overall I feel unlockables add a nice touch to kit buildings for a brawler
im not saying unlockables are bad, and I agree that they are a necessary, and not even evil tbh. It's just that making them way too good that the brawler relies on them should be stopped immediately
Finally, somebody mentioned this problem. In my opinion your variant of fixing this problem is good (exept i dont know why do you think collet is only good with HC. She always was a counter pick to tanks and still ome of the best counters, but HC just made her good in hiest. And even in hiest with HC if enemy team has low HP brawlers she is realy bad pick) but i wanted to supercell make gadgets weaker. Like gadgets are broken, this green button can change to much in the game. So i think they should nerf all good gadgets and buff weak gadgets(so they will playable but not broken and equal in power) But that is impossible to do because half of the existing brawlers really depends on gadgets. Hypercharges are broken so i think they should nerf all of the stats boosts (especially shield). Starpowers are really good. I think if just make them equal to each other they will be good. Gears are OK, just delete epic and mythic gears and that's all. I want brawlers with already good stats, features, mechanics at level 1, without unlockables. The best in my opinion example is Cordelius. Starpowers balanced. Gadgets equally good. Only superrare gears. Good HC. And the most important thing is that his super is so unique that it dont need anything to be good. It is by itself good. Want everything to be good but really sad to say that it's impossible. Too much unreasonable work. Anyway good video!
To me, unlockables should only enhance the brawler in a small way that adds some versatility to them. They should spice up your gameplay in a small way and not be necessary for a brawler to be playable. Unlockables that are too broken objectively ruin the game. Stun gadget, shadow realm gadget, rico gadget, these are all examples of gadgets that simply shouldn't exist because they are only meant to remove a weakness from the brawler rather than enhance their existing abilities so that a skillful player wouldn't need those gadgets to survive. Meanwhile some brawlers have poor choices for unlockables that make them quite lackluster because their unlockables are almost entirely useless or they are overly reliant on them to be decent. Also, epic gears and mythic gears should not exist imo. not all brawlers have them so it's extremely unequal and usually they are a necessary part of the brawlers kit or a bonus star power when it comes to mythic gears which is just... Unnecessarily extra.
first time I don't agree with a video of yours. unlockables are at the core of the game experience and as powerful a motivator to engage with the game as they are in in-game combat. and when it's too obvious an unlockable is inseparable from playing a brawler they do and have included them to the base character (think Mortis dash), so I don't think there's a problem with unlockables at all
@MythicalForce27 I watched it whole dude! the problem you describe is no overreliance, but a design choice. unlockables are supposed to be an essential part of a brawler's kit. you're supposed to mix and match gadgets, star powers and gears. nerfing these while buffing the base kit isn't a viable solution for many brawlers without major redesigns. the fact some gadgets are so good for a brawler they become absolutely essential, is a result of either a design choice or the meta, and both will keep happening. there's cases like Sam where he used to be good "as is", but then the meta shifted in an unfavourable way for him. there's also many cases like Lily, where her gadget for turning invisible was most likely conceived as an integral part of her kit from the get-go. and also weird cases like Kit's invisibility, which doesn't make sense for the base kit and completely redefines how he is played. forgive me if I misunderstand your video, I think I see your point, I just don't see it as problem that isn't inherent to traditional balance challenges
Guys, I highly recommend skipping 10:55 and the end, the game play footage is not real and it’s clearly AI.
I scored the ball. What you saw it’s fake.
brainwashing wont work
sure bud sure
lmao 🤡
Pin of Shame
what is the point? attention?
Adrian when he realizes nerfing Rico's HP by 300 won't fix him having a top 5 broken gadget
but... the HP!
Wait... hp doesn't have any significance to the damage of a gadget?? Nonsense!
Crazy that they JUST nerfed that Gadget
@lazybones8962 It now doesn't one shot Frank, one shots everyone else tho so how much did that rlly do
@Beautiful_Twisted_Fantasy if you are directly on top of him you'll take like...5k
Which isn't NEARLY as bad as it was before the nerf
the solution is to add more 8-Bit skins
fr
Waiter! More Colt skins please!
@Virtual_GarbageA SURGE SKIN FOR THE ROAD!
That kinda unrelated but as 8-bit main is agree
I approve this message.
Greatest example before was Chester
His old kit had the Fourth set of dumbells in his main attack (1 - 2 - 3 *4* and reset ) but without the old Star power he would only shoot (1 - 2 -3) And they fixed it perfectly with including the fourth "unlockable" required Star power to be viable to his main kit
And i can imagine them Reworking Sam by adding his charge radius to the main kit Or his pulling gadget to his Super
I can highly see the rework on his super to include the pull or radius by default and then maybe other SP would be a Slow zone or gadget
Amd his super would contain a Re-super activation that doesnt pull his knucles back but rather would do the gadget effect
Maybe after using super and the knuckles stay on the ground for a brief period (like 5 seconds ) before slowly coming back automatically?
i feel like gears should cost 500 and not 1000
agreed
gears should cost 500 coins, epic gears should cost 800 coins and mythic gears should cost 1350 coins, star powers should cost 1500 coins, hypercharges should cost 3500 coins and the amount of coins needed to get brawlers to level 10 and 11 should be halved, plus the cost of coins to get a brawler to power 9 should be decreased from 1250 to 1000
fr they are so overpriced
@@floppaofbusiness 💀
@floppaofbusiness
The star powers cost is fine
What I think would be a cool Rework is to buy the hypercharge with power points
It's like you charging it with power or something since they share a similar theme
Also epic/mythic gears should be 750/1000 respectively
Gears are good but they shouldn't have a higher price then gadgets
Should have mention surge before the rework to his super
For people that may not now;
Surge at release had a gadget that let him teleport a few tiles forward, allowing him to go trough walls. Surge was EXTREAMLY reliant on this ability that when the devs were creating his 2nd gadget (because at the time not every brawler had 2 gadgets) they realised that and had to integrate the tp with the super (allowing him to choose where to jump in a small radius) just to have both gadgets as a valid option
Many new players won’t know what that is so I didn’t include it there
for those who may not know; this guy didn't get enough love as a child. He is searching for companionship but will never find it in his ever perilous journey to be un-alone.
Ownnn he wants attention guys
Lily: Mediocre brawler without her gadget. 🤡
Darryl: Trash gadgets, terrible starpower (other then steel hoops) and mid hypercharge and is still a top 10 brawler: 🗿
Fr
Maybe Darryl never had useless gadgets, maybe Darryl never had mediocre star powers, maybe Darryl doesn’t have a terrible hypercharge
Maybe, Darryl never needed them.
dont diss my boy steel hoops like that
steel hoops is pretty useful
The chad brawler who doesn't need any unlockables to be good
Tar barrel is actually pretty good
@@moomooguyNAH SPINNING GADGET AND RELOAD SP IS ON TOP 🗿🗿🗿 🗿🗿🗿 🔥
The biggest issue for me are gadgets that are specifically designed to hard counter certain brawlers (or even certain brawler types), for instance Rico, spike and piper all have gadgets that hard counter tanks and assassins while not bringing anything of substance to the brawler outside of making them a pain in the ass to deal with, or maybe with kenji’s hp gadget, Draco’s invulnerability or lilys shadow realm that effectively nullify the weaknesses that these brawlers have to work around or even outright remove weaknesses for them.
Agreed!
Yeah but the second case is tricky cause if you take away lily gadget she’s the worst character ever
what i learned
frank is a bad random
fr i agree
What I learned: Frank is love, Frank is life.
Colette + Kit + Heist = Win
Not If it’s bridge too far…
My Randoms pick kit on every Masters rank heist game, and it never works.
🥵
0. 11.
How is Kit good in Heist???
I agree. This is why i believe that both gears should be available at level 8 and that they add a new ability that you have since level 1 that you can upgrade with power points, these would be completely unique abilities. Some will be like weak supers, some might be like normal gadgets, some might be like weak supers and can be aimable some might need to be charged, etc.
These wouldn't have a certain number of charges but would have a cooldown thats also unique to wach brawler.
I call this concept "modules"
Nah its way too similar to gadgets and etc
I think there should be combo and counter
Where if you are lets say surge and do super then 3 attacks you instantly recharge super and if you hit that too it activates a combo move that deals damage i dont know.
and then the counter would, well counter
also when there is an attack and you barely dodge it and that was their last ammo you automatically gain this button that can do a special move to punish them but i think it should have a max range
These 2 would make brawl stars way too flashy but hey it’s a concept
The unlockables are an essential part of the game, and we really got to feel that during the retro event in modes where most unlockables were disabled (it was painful -_-)
The biggest issue is the imbalance between the unlockable abilities.
Why use a gadget that worsens the super you struggled to get half the game when there's a gadget that acctually solves the approach tool in a pretty fun way?
Devs imagined ppl would use her star powers too, but Vigilance is not that good either. You need to get close to somebody, stay within the trait radius, only to get a mere speed buff that doesn't help you close the gap with a ranged brawler cause they'll kill you before that happens. Forget about even dodging the attacks since it's in radius where most brawlers can spam auto aim. It's a poor design that doesn't improve her kit much and doesn't compensate for not using these unlockables over the others.
Same is with Kenji, Sam, and more.
I kinda don't like their gimmick gadgets. The brawlers who usually get them struggle because their base kit and stats are not able to sustain them.
(this is propably a matter of most brawlers acctually having fairly decent abilities, so those who have weak ones or none at all struggle immensly)
They should leave gimmicks to brawlers who would acctually make good use of them rather than put them on anything.
On the other hand, some gimmicky gadgets do make sense for the character design.
...I think..? Can't name any example rn and I don't feel like checking...
It surely doesn't make sense for Jacky to rebuild a wall when she's meant to destroy stuff but at least she benefits from it on some maps.
great analysis!
how would u define a gimmick gadget
I'm not sure this is completely true, the best example I can think of between two really good abilities is rico's two gadgets, now I know that everyone uses multiball launcher but the bouncy castle is still really good. And multiball launcher should definitely be nerfed, but if it is, Rico is still in the same spot. It's not really about balance between abilities, it's overall more about the actual strength of the ability
Also completely doesn't have to do with anything but Jacky is a construction worker so it makes complete sense lol, and she doesn't have any wall breaking abilities anyways
@TheGOAT72100 She's not, she's a miner hence why she works in the mines with Carl and Dynamike
@@Kyumifun You're right I'm thinking about her 29 gem skin
My main point still stands though lol
@MythicalForce27
Oh darn... ngl i kinda just said things before thinking them through.
Everything has been a newly introduced gimmick at some point and its usefulness varied from what these acctually did.
And they're _all_ introducing a new gimmick, like 8-bit's Cheat Cartridge introducing teleportation...
(0_0 ;;)
Oh well. The argument was about the bad ones anyway!
So, I concluded that it has to be a gadget that was primarly made with the idea of introducing a new mechanic, while not prioritizing its usefulness (Fun > Good). The gadget doesn't help a brawler cover their weakness.
And here are the bad gimmick gadgets:
- Fidget Spinner: I guess it's supposed to cover area but it's bad and was definitely made to look cool. The first 40 gadget we ever got were so random.
- Rotten Banana: Fans requested this concept.
- Rebuild: Fans requested this one too.
- Clone Projector: It's just a naruto reference. They did it again with mutation and it looked cool but was bad.
- Sleep Stimulator: They really wanted a full heal (at a price). The reason was to show of Sandy's sleepyness but the stun made it not very practical.
- In-Line: Apparently devs wanted to highlight the synergy/connection of the split halfs.
- Sneaky Sneakers: I really don't get why they made this. It's way too situational, and Max already had a defensive gadget.
- Order: Swap:
Larry's ticket lobbing attack overshines the weak tazer gun attack of Lawrie. It's neat that devs at least made it so we can play as Lawrie in a way.
Now this one is a star power, but it's an acctual example of a "bad gimmick".
Dyna-Jump. Doesn't this speak for itself? The dev team back then wasn't really sure what they were doing and Dyna-Jump is the result of this. Tbf, it is one of the most fun star powers.
I have a better idea for gears, now you have to buy only the gear slot for 1000 gold and you can use all the gears that the brawler has for this slot
that could be interesting
but there is a slight problem though. Mythic gears seem too valuable, so maybe make the player have to unlock them after they get the others?
I would say collettes hyper is useful for more than safe dmg. it lets her completely charge her super back up with just one hit, so she can chain really easily. ive gotten knockout teamwipes just by chaining hyper supers
that's a good point, forgor to mention that
I have 1000 trophies on sam and it really is sad how bad it feels to play without the pull gadget and heal star power on. Maybe if they made it part of his kit like brocks old Incendiary star power sam would be better. Good video!
thank you so much!
I think buffing/reworking the weak abilities is still a must do, since these are so bad devs would have to make something even worse in order to make people consider them an ok choice.
Every gadget and star power and all that extra stuff outside of brawl upstages should cost 500 coins less
you should've cost 500 coins less.
@ that makes no sense
Gadgets are too good
As a Sam main, it genuinely feels like I don’t have a star power because his healing should be passive on him already.
Agreed!
I would actually argue that having certain brawlers in the game depend on these abilities makes the game more diverse overall, having powerful abilities, on weaker brawlers, adds new tactics and strategies that may have not been available if they tried super hard to balance around the base kit of a brawler.
The biggest thing about unlockables to me is that they should be powerful, otherwise there's no point to unlock them. Being able to unlock these "broken" abilities just makes all the more exciting to finally be able to use the brawler competitively. I feel this for gadgets and hypercharges especially because there's a limit to how many times they can be used a match, therefore innately making them different from a brawler's base kit.
I do agree with star powers though, we've seen many instances where the objectively stronger star power just becomes a part of the brawler's base kit. Overall for star powers, I think a balance between both star powers is the best way to go.
Overall, I don't think making an unlockable necessary to a brawler's viability is that bad, you get excited for unlocking them, just as you would get excited for getting a new brawler, so it makes progressing the game just feel that more rewarding.
agreed somewhat in that there needs to be a purpose and excitement to unlock these abilities, but there is no reason to make the brawler completely reliant on a single unlockable, as that's just too far
@MythicalForce27 I agree but I don't think we're at this point in brawl stars, the examples you shown I think are a little exaggerated, I think Lily and Sam are 100% way better with their unlockables, but I don't think they are truly unplayable at levels you would be playing those lower level brawlers anyways (300-600 trophies roughly). At that level you don't have as skilled and as maxed out players, so it's still okay
The problem is also brawl stars poor matchmaking that only cares about trophies and not power level, the moment I unlock a new brawler and try it I have to fight fully maxed out brawlers with only under level bots, and for a brawler to be useable I have to throw all my hard earned coins down the drain just to get the star powers and gadgets, a brawler without them just feels like half a brawler and so what’s the point of having levels 1-6, it only feels like I truly unlock a brawler when it’s got a gadget and star power on
@@flyingpigeon123 Again I just think this is a natural part of progression, I agree that the matchmaking should be changed back, but that's not really a problem with the unlockables themselves. You should theoretically be playing against people with similar strength anyways
Well it looks like the new brawler meeple is another example of this. The gadget that traps enemies is gonna carry him
Yep unfortunately
Great video mate keep it up! And I also agree some brawlers have unexpected horrible gadgets while some have incredibly interesting gadgets i feel like dynamike has a very very broken gadget i really agreed to the part of the gear where you talked about +1 gadget charge while that could be a little good it isn’t really helpful but as a conclusion this video really was very specificly useful keep it up!
thank you so much!
can u specify what part i was talking about?
@MythicalForce27yes for sure first the part at 1:20 you talked about that one +1 gadget gear really agreed with that one and at the 4:18 I really agreed also about that one that’s what I was talking about the dynamike one👍🏻
The games I respect the most are the games that instantly puts new players on an equal playing field
same
Hear me out I think they should switch Clancy and Surge’s leveling system cause Clancy by respawning with tier 3 inherently makes him busted in almost every game mode for brawlers without range but Surge could much better benefit and not be so no skill with the ability in his base kit
nerf dynamike stun gadget to make it deal 10% less damage so its not too OP
That wouldn't change a thing, you still get stunned for 1.5 seconds, more than enough time for the enemies or the Dynamike itself to finish you, it's a band-aid fix over a bullet wound.
i think they could deadass make lily's gadget her super instead and she would end up being less brainless than before
You missed a brawler that without his gadget makes him absolutely unplayable.
BULL
yeah true lol
as a bull main, i totally agree. that is keeping him from f tier
Mythic+RUclips=best Sunday
yessir potenti!
Glad someone else gets this. Thanks man
Thank you!!
10:50 randoms carry
fr
Great breakdown per usual 🤝🏾
thank you so much!!
My Main problem with the unlockables (Star Powers especially) is that it never really feels like you’re investing in your Brawler. Instead, you’re just giving them a headstart, better options, or worse, a ticket that allows a problem to be solved A LOT easier than without it. I have three Good examples:
1. Basic Numbers enhancements (e.g. Demolition, Skipping Stones, ink refills): this irks me the most as The star power doesn’t do anything cool, it just ups some stats that with, can make someone feel a lot cheaper or skill-less(Dyna and Moe) and without, makes someone a lot more worthless than they deserve to be (Otis, Pre-rework Chester).
2. “Skill” Button (e.g. Carboard Box, Vanish, Elementalist, Auto-aimer, Speedloader, Hosomaki Healing, Homemade Recipe, Transplant, Phase Shifter, Multiball Launcher, etc.) with this case, it doesn’t feel as bad as it’s limited, but when the time between you understanding when to use and actually using the gadget is so short, it’s kind irritating. And unfun
3. UNDIVERSITY: the worst part goes all the way back to the beginning, as since they usually make the Brawler Better, instead of slightly different, you see some of the same comps every. Single. Time. Some of my favorite SPs and Gadgets have a clear Caveat, catch, or drawback, which make me try to approach or aim to play a different way(e.g. Bouncy Castle, Service Bell. Pit Stop, Chain Reaction, Sealed with a Kiss, Grand Piano, Fake injury, Candy Beans, Reserve Buoy, Chill Pill, etc.) instead of just making them better.
Great analysis!!
It’s slowly becoming clash Royale
i would hate that
yoooo my favorite BS youtuber
yayyy
When Star Powers and Gadgets were first added they were, well, added. Every brawler that got them worked before these features were created. But nowadays, so many new brawlers rely on these star powers and gadgets to make their kits complete and that annoys me so much. Unlockables are supposed to be an upgrade, a slight boost or change in way you play a brawler, they shouldn't completely define a character and a brawler shouldn't be useless without them!
completely agree!
Great video, but I would turn the music down a little bit :)
thanks for the feedback!
Rico has always had a history with overpowered Gadgets and Star Powers. Nerfing them SHOULD balance them, but it's only a matter of time until Rico would fall into the depths of "Low Tier Brawlers." Rico has always been overpowered, but everyone notices this once hypercharge skins were released for him. Then there's the hypercharge itself, which ultimately removes the skill for using Rico's super.
I would suggest a video on new features revealing overpowered features and brawlers if you haven't made one already.
I’ll add it to my video ideas!
Looking at the new update patch notes, seems like they don't give a damn about fixing this problem. Just look at the kit of both new brawlers.
Yeah…
I didn’t even know it was MythicalForce until I read the comments LMAO.
W video as always.
Thank you so much!
I'm sorry, but this video just feels like a long high school essay, that is only so long to fulfil word requirement
6:25 this star power should just be base kit
I think that's only fair since he is getting an HP nerf in the next update
Yep I agree!
lets go you brought your voice back!
it never left
@MythicalForce27 it did 6 days ago
@ nvm I got recommended a super old video
i think that on top of the damage inflation that was already present, hypers were a huge nerf to tanks
the whole thing that tanks do is tank
when they get hit, they feed enemy supers, but they could get away with it because some brawlers supers arent all that consequential to the game
with the addition of hypercharges, essentially a longer charging stronger super that gives huge stat boosts, tanks cant effectively tank anymore, because every time they tank a shot, theyre lowering the countdown until the enemy has the ability to burn down the tanks entire hp bar in one go
sure, tanks have hypercharges too, but a tanks hyper doesnt make them unkillable, while a dps hyper does basically guarantee they will kill 1 or more people
the introduction of hypers is a fundamental nerf to tanks, which is why nowadays, every tank is more like a high hp short range dps/assassin instead of a tank for the sake of tanking
Great analysis!
To me No.4 rocket Star power for Brock should been by default.
6:16 It's broken in SD.
Great video but I think unlockables are a necessary evil and just like how the game cant release perfectly balanced brawlers everytime they also cant do the same with these unlockables, i mean i stg some brawlers have such shitty hypers its acc insane while others are practically meta with them, which is why i think they should focus on the more extreme cases of this balance, but overall I feel unlockables add a nice touch to kit buildings for a brawler
im not saying unlockables are bad, and I agree that they are a necessary, and not even evil tbh. It's just that making them way too good that the brawler relies on them should be stopped immediately
How do u miss out on Otis he is USELESS without his star power
Haha true
I think you should be able to use powerpoints for something more than level upping.. i play long and i have over 20k powerpoints and low coins
Agree!
We all know how good Gene and vision gears are
fr
I miss the AI voice over😢
Lily's gadget should just be her star power.
how would that work?
@MythicalForce27 My mistake, I meant to say her gadget should just be her super.
Finally, somebody mentioned this problem. In my opinion your variant of fixing this problem is good (exept i dont know why do you think collet is only good with HC. She always was a counter pick to tanks and still ome of the best counters, but HC just made her good in hiest. And even in hiest with HC if enemy team has low HP brawlers she is realy bad pick) but i wanted to supercell make gadgets weaker. Like gadgets are broken, this green button can change to much in the game. So i think they should nerf all good gadgets and buff weak gadgets(so they will playable but not broken and equal in power) But that is impossible to do because half of the existing brawlers really depends on gadgets. Hypercharges are broken so i think they should nerf all of the stats boosts (especially shield). Starpowers are really good. I think if just make them equal to each other they will be good. Gears are OK, just delete epic and mythic gears and that's all. I want brawlers with already good stats, features, mechanics at level 1, without unlockables. The best in my opinion example is Cordelius. Starpowers balanced. Gadgets equally good. Only superrare gears. Good HC. And the most important thing is that his super is so unique that it dont need anything to be good. It is by itself good. Want everything to be good but really sad to say that it's impossible. Too much unreasonable work. Anyway good video!
Thank you!! And nice analysis as well
Bro i have a friend who is crazy enough to main surge using to the max star power
that's wild
Bro i found u in a match
8 minutes 6 likes bro fell off
Dead internet theory
Bro spitting
Thanks!
To me, unlockables should only enhance the brawler in a small way that adds some versatility to them. They should spice up your gameplay in a small way and not be necessary for a brawler to be playable. Unlockables that are too broken objectively ruin the game. Stun gadget, shadow realm gadget, rico gadget, these are all examples of gadgets that simply shouldn't exist because they are only meant to remove a weakness from the brawler rather than enhance their existing abilities so that a skillful player wouldn't need those gadgets to survive. Meanwhile some brawlers have poor choices for unlockables that make them quite lackluster because their unlockables are almost entirely useless or they are overly reliant on them to be decent.
Also, epic gears and mythic gears should not exist imo. not all brawlers have them so it's extremely unequal and usually they are a necessary part of the brawlers kit or a bonus star power when it comes to mythic gears which is just... Unnecessarily extra.
i completely agree!
@MythicalForce27 thank you! That makes me feel like I'm not just overreacting lol.
Let me guess LILY 7:58
(I was wrong)
too early
I only play solo showdown
How many braincells you have left?
i wanna watch this but i gotta sleep now :p
good night
Bro hating on solo showdown
Correct
first time I don't agree with a video of yours. unlockables are at the core of the game experience and as powerful a motivator to engage with the game as they are in in-game combat. and when it's too obvious an unlockable is inseparable from playing a brawler they do and have included them to the base character (think Mortis dash), so I don't think there's a problem with unlockables at all
If you watched the video, I don’t have a problem with unlockables, but unlockables that cause overreliance
@MythicalForce27 I watched it whole dude!
the problem you describe is no overreliance, but a design choice. unlockables are supposed to be an essential part of a brawler's kit. you're supposed to mix and match gadgets, star powers and gears. nerfing these while buffing the base kit isn't a viable solution for many brawlers without major redesigns. the fact some gadgets are so good for a brawler they become absolutely essential, is a result of either a design choice or the meta, and both will keep happening. there's cases like Sam where he used to be good "as is", but then the meta shifted in an unfavourable way for him. there's also many cases like Lily, where her gadget for turning invisible was most likely conceived as an integral part of her kit from the get-go. and also weird cases like Kit's invisibility, which doesn't make sense for the base kit and completely redefines how he is played.
forgive me if I misunderstand your video, I think I see your point, I just don't see it as problem that isn't inherent to traditional balance challenges
I have a guy named mythical force in my club, is it you 🥹
That’s crazy I would love to see a screenshot lmao
@ ok pookie bear 😉🤭❤️
I js have to join the discord I’ll do that later