Dear Fofotom! I've got a rework idea for Hank: - Movement speed is increased fast -> very fast - New trait: Hank charges his super by taking damage. 8000 damage is needed to fully charge his super - Super healing is increased 50% -> 60% of missing health - Second gadget shield is increased 40% -> 55% - New mythic gear: Every time Hank starts charging his bubble he heals 1600 health, 8 seconds cooldown
Dear Fofotom! I've got a rework idea for Frank: - Improving survivability: • Health is increased 14000 -> 17600 - Improving main attack: • Main attack range is increased by 40% • Main attack delay is decreased by 35% - Making star power choice harder: • First star power is removed • New first star power: Frank now has a bar under his health that charges whenever Frank takes damage. This bar increases his next main attack’s damage is increased by 200-2800 depending on how it is charged • Second star power max health increase is increased 1100 hp -> 1600 hp - Improving super: • New mythic gear: Upon activating super press the super button again to dash forward 3.5 tiles - New hypercharge: Frank’s super range and width is increased by 35% and delay is decreased by 80% • Stat boosts: 10% speed 30% damage 20% shield • Charge rate: 2 supers - If he is too OP after the rework: • Hypercharge charge rate is decreased 2 supers -> 2.6 supers - If he still sucks: • New trait: After using super charged Frank gets 1000 shield and 20% speed boost for 3 seconds
I also thought about that but usually his super to get value needs to be used in a agressive way so I thougth that the buzz trait suited best. But I did considered that option.
Guys, i recently discovered a Pattern in the Assassin meta:if Cordelius gets strong, Leon falls a bit, and if Cordelius Fall off, Leon gets strong again.(also with Edgar and Mico)which Cordelius and Leon Hate each other.
Coz before that Balance, Cordelius were stronger than Leon. When Cord got prosperation, even after his first nerf, Leon were bad, and when Leon got his Hypercharge, Cord got a bit worse, and when Cord got a Hypercharge (he instantly rose to top 1) and Leon got a nerf, he fell off below top 10 Leon got difficult to rise again coz his worst rival (Cordelius) got top 5 again, and now Cord got nerfed and he's preety much a bit weaker than before, Leon rose to top 5 again.
Melodies biggest strength isn't her HP. Its her mobility tbh. I'd personally Just reduce her dash range by a quarter ( 25% ) aaand her SCR ( super charge rate ) to 5 attks. If u wanna have more info... Try visiting spens top 10 characters
I feel like nerfing the super that much would be overkill but I steel feel like she having just so much Hp allows her to do really agressive plays by reducing the Hp that would KINDA solve that
@@FOFOTOM IK... But she is like unstoppable in terms of pro players.. like she is literally stu but alott better bcuz of the super.... Like seriously.... But as if i am thinking RN.... Ig the only change they should do is only reducing the dash range.... Like i am telling, this is what makes her meta RN
Chester is my favourite brawler but is indeed underwhelming How would I balance Chester. First: I would remove bell’o’mania (how he is now is he’s unplayable without it and horrible with it. Making him good with bell’o’mania means he’s bad without it and making him good without it makes him overpowered with bell’o’mania. It’s an absolute headache to balance and making it in his default kit would permanently lock him in an all or nothing close rang brawler.) Second: I’d buff his damage from 1280 too 1600 (with bell’o’mania’s removal Chester will always throw 6 bells in a three ammo burst regardless of stage is bells are in making his burst constantly. 9600 instead of varying from 7680-11520) Third: some changes to his supers. Strong mint : I would reduce the duration from 3 seconds to 2 seconds but make it burst heal for 1600 (this change wouldn’t impact the amount of healing just the rate at which you are healed since it is a super it should not have a delay like gadgets do) Hard candy: i would make the stun last longer the farther it goes 1 second at close range and 2 seconds at maximum range. (I’m making this change because just increasing the stun makes it oppressing at close range. This change aims to make Chester have more time to do damage at further range since the projectile is relatively slow you should be rewarded for hitting it at that range) Pop rocks : I would give it a throw range similar to headfirst (ticks super) ( this change aims to make you have a bit more wiggle room in where you can place it without overextending) His other 2 supers are fine as they are so no changes needed Since bell’o’mania removal. Some star power ideas First idea: when Chester defeats a brawler he instantly gains 100% of His ammo(do to Chester’s slow reload speed this would make his sustain stronger and less prone to attack after a full burst) Second idea: Chester unloads his attacks 100% faster when in a bush.( this for players who like to surprise there enemy’s wile in side Bushes and give there enemies less time to retaliate) As for sneak peak I would make it apply to his gadgets ( this buff is the player don’t like the randomness of his kit and give them more control over their game ) Quick summary All these changes aim to make Chester a more consistent medium range brawler instead of an all or nothing close range brawler. Bell’o’mania is just unhealthy for him and removing it makes balance changes easier to make in the future
The new star power look pretty good and the rework overall but I feel that making hes dmg allways the same it kinda takes a little bit his "style" BUT REALLY good rework overall.
I liked this video a lot, I 100% agree on a lot of your takes. I just don't quite agree on the drastic buffs to Squeak. Of course he is almost unplayable on ladder just because of how the general playerbase hinges on using more aggressive comps, but he has almost always been a decent to completely BROKEN pick in ranked/Power League. Buffing his area control capabilities with the super like this might be too drastic. Maybe just a slight health buff would be the way to go for him. I also think something needs to be done about Penny since I don't see her being viable in any scenario, but other than a hypercharge I don't see a way to buff her without making her broken in some way.
Dear Fofotom! I've got a rework idea for Darryl: - Improving survivability: • Health is increased 10600 -> 11400 - Making gadget and star power choice harder: • New second gadget: Darryl throws an anchor in a middle-long dealing 1000 damage if it hits an enemy brawler. Then Darryl pulls himself to the anchor’s location wherever is it dealing 1000 damage and knocking back enemies • Second star power is removed • New second star power: After using super Darryl’s next 3 main attacks are supercharged. Supercharged attack has only 0.1 second delay between the 2 shots - New hypercharge: Super range is extended by 100% • Stat boosts: 25% speed 25% damage 5% shield • Charge rate: 2 supers
I feel like the Hp buff is nice. But the new 2nd star power it would be kinda bad the new HyperCharge maybe make the super faster as well because it would be kinda like a mico situation.
@@FOFOTOM You are right. Thx for the respond. The hypercharge is really better with faster roll. And what abaout the second gadget? Is it good? And what I should improve on the second star power?
Dear Fofotom! I've got a complete rework idea for Chester, please read it till the end! - Health is increased 7400 ->7800 - Improving main attack: • Main attack projectile speed is increased by 25% • Main attack spread is increased by 15% • Reload speed is increased 1.9 sec -> 1.7 sec - Removing RNG base: • Second star power is now a baseline: Chester can see what will be his super • First gadget is now a baseline: Chester can change his super by holding down the super button for 0.5 second. It can be used once per super • First star power is now a baseline: Chester now has a 4 bell attack • New mythic gear: 1 bell attack stage is removed - Improving super: • Super charge rate from main attacks is increased 7 hits -> 6 hits • Pop rocks: Now this super is throwable in a 3.5 tiles range, area is increased by 15% and Chester gets 20% speed boost while standing in it • Jawbreaker: Super damage is increased 400 -> 2000 and projectile speed is increased by 10% • Strong mint: Super delay is decreased 1 sec -> 0.6 sec and also gives 20% reload speed boost and 20% speed boost for 3 seconds, but the healing is decreased 1600 -> 1400 per second • Candy popper: Super charge rate from super is increased by 25% • Salmiakki: Super charge rate from super is increased by 25% • Added an extra (sixth) super (Jumping spring): Chester jumps in a middle range using his spring just like an Edgar super, but no speed boost • Added an extra (seventh) super (Bouncy gummy candy): Chester throws a gummy candy that bounces 3 times like sprout’s main attack. Every time the candy bounces it deals 1800 damage (level 11), knocks back enemies and leaves a medium area for 4 seconds that slows enemies. Even if the candy hits an enemy it continues to bounce - Making gadget and star power choice harder: • First gadget and both of his star powers are removed, but he gets new ones • New first gadget: Chester throws a random bomb in a middle range that deals 1100 damage and has a random effect: Big bomb: Deals 700 more damage and has an increased explosion radius Burning bomb: Deals 240 burning damage per second over 4 seconds Freezing bomb: Slows down enemies for 1.5 seconds Electric bomb: Leaves an electric spark on the ground for 1 second that can zap up to 3 nearby enemies dealing 500 damage and stunning them for 0.5 second • New first star power: The 2 bell stage attack gives a random negative effect to the enemies (effect doesn’t scale upon hitting an enemy with both of the bells): 300 poison damage per second for 3 seconds 1 second slow 0.7 second silence 0.4 second stun 900 lifesteal • New second star power: Chester now has a trait around him just like Buzz. Cheater gets 8% speed buff for each enemy in his trait - New hypercharge: Buffs all supers by a bit and increases super charge rate by 50% • Candy popper: Super deals 1600 extra damage and area is increased by 10% • Jawbreaker: Super breaks through walls and stun duration is increased by 0.5 sec • Salmiakki: Super range is increased by 30% and duration is increased by 4 seconds • Pop rocks: Super area and slowing effect is increased by 30% • Strong mint: Heals instantly, rather than over time and healing is increased by 25%. Instantly reloads all 3 ammo instead of giving reload speed boost and doesn’t give speed boost anymore • Jumping spring: Chester gets a 25% speed boost for 3 seconds after landing • Bouncy gummy candy: Super gains an extra bounce and deals 20% more damage • Stat boosts: 25% speed 25% damage 5% shield • Charge rate: 2 supers - If he is too OP after the rework: • Main attack range is decreased 8.33 tiles -> 7 tiles • Main attack damage is decreased 1280 -> 1160 - If he still sucks: • Movement speed is increased fast -> very fast I know it's a lot, but I am a huge Chester fan and I am curious abaout your opinion!
Main projectile speed increase is way to much 25% is to much. Increasing the spread doesn't really make sense because his spread is already quite large. Reload speed buff Nice!. I agree with the Idea of removing the Rng a bit but I got a bit confused: So if I use the Mythic gear I only cycle between 3 and 4 bells? (Thats crazy OP). I like All of the changes to the supers but I feel like the jawbreaker dmg increase is too much maybe to 1k dmg is more balanced other than everything seems great the 2 new supers THEY ARE AWESOME (the last looks a bit OP but it seems fine to me) The part where you make the first gadget baseline seems good but it just needs to take longer like 3.5s because otherwise you can't aim the Supers😐... The new abilities (gadget and star power) All of them seem balanced fitting the character and fun so GREAR! HyoerCharge maybe make it 2.5 Supers because it is a Very strong HyperCharge. If he's still Op part reducing the range that much would be too much... (Range nerfs are allways so drastic even when they're tiny). If he still sucks part increasing the mov spd seems the perfect idea.
@@FOFOTOMFirls gadget only works when you hold down the super button in one place and moving the button instantly removes the timer and only resets when not aiming and simply holding
3:13 earlier in this video you talked about Chesters super cost reduction and i like that idea, all of his supers is kinda hard to use and some of them is very situational making them cheaper could help him but in Squeaks case its a bit different 3 hit for super is sounds kinda crazy, its like 1 ammo on 3 guys and its charged already, you could cycle it infinitely, yeah his super does not gives a big value but i feel like he's gonna cycle it so often so he will will able to use his super just like 2nd main attack Gene and Poco also had their super cost reduced but it made them so broken so they reverted that cost reduction change so i buffing damage for that super will be just better than making it so cheap Also in Chesters case it always can give you the heal super or popping Rocks so you should not cycle your super that easily
Maybe increasing hit boxes for his bullets from his super🤔 But even with that the only time he's super is useful when it slows down his enemies with his slowing star power or just deal big damage to a standing still enemy or enemy safe Predicting it kinda hard and even with buffed damage that i mentioned earlier is not helping so much because it would feel like damage buff for hanks torpedos super that happened earlier and didnt changed almost anything, he got buffed in things he was already good at
I totally agree that Chester should get a decreased super cost and a reloading gear since I find him realy fun to play and I‘d love for him to get some love ❤
No! It doesn’t matter his popularity. Mostly more important is how usable brawler is in current meta! Most showed brawlers are not meta or being balanced at the weaker side!
So the decision with Nani was accurate to meta because: 1. Most of maps in last rotation were open! (Her best side, no matter of gamemode). 2. She was (or still is) the best counter to other snipers, Piper too! It depends on outrange them.
I agree with everything except Brock's hc, it's just should be reworked, that it's his normal super but every rocket leaves out fire like his main attack. That way he'll actually have area control and it will also more damage at some scenarios, and Doug, because I think he needs to get a new trait, that gives him super through healing allies, that way that part of the kit has a use, right now it's kind of underwhelming even tho that's what makes him different than other tanks.
Finally someone not giving doug either support trait/tank trait its not rlly that fitting to him other then his duo counterpart buzz but its still cool ig
I was fine with all of them until I heard kit, I was happy you said they should fix the bug but when you said to nerf his attack damage I almost ran a fit. (As you should know I’m a kit main lol)
Balance Change Ideas PT2 Nerfs:(i think the people most expected part) Jessie:Hyper-Charge Rate drop from 60% to 40% (-33%) and Scrappy 2.0 Nerf of HP from +50%(9900) to +25%(8250)-17%. Piper:Auto-aimmer nerf, won't slow anymore. ("And then if still strong"), a dmg nerf from 3.400 to 3.280 (- 3.5%) so it will no longer 3, 2 shot So many brawlers.(this 2 nerfs will act the first in one season and the other in other season). Angelo:Nerf in dmg from 4.400 to 4.200 (-4.5%), movement speed from 820 to 750 (from very fast to almost fast). Melodie:HP nerf (to balance a bit) from 8.200 to 7.800 (-4.8%) and super range from 5 tiles to 3.3 tiles (-33%). Leon:Hypercharge rate from 35% to 29% (23 full shurikens to 28) -17%, Star Powers will be disabled if Leon attacks during Hypercharge. (Last, but not least) Sandy:Hypercharge rate from 60% to 37.5% (-37.5%) silence effect will be removed, and the speed boost from +20% to +15%.
I like the PiPer one and Angelo BUT the HyperCharge nerf on Jessie would be to much back when her HyperCharge costed 2.5 Supers she wasn't good so Probably only using one of those 2 nerfs. Melodie Nerf👌. Leon HyperCharge (why 29% rate?😆 But I like the nerf) Sandy HyperCharge I feel like is to much probably either the Rate nerf Or both of the other two nerfs.
Pop rocks isnt accualy that bad in some situations. It can be very useful when ur running away so that u can block of an area. I stil agree that it should be thrown tho
I swear, does supercell just hate darryl? He hasnt gotten a hypercharge yet, he didnt get a mutation, he hasnt had a skin since season 15 (why?), and they gave him a buff that did absolutely nothing. What sucks about that last one is that it's noticeable, so it hurts even more that it's insanely insignificant. Although, i dont see a good way to buff him besides super charge gear and range buff. still, he deserves better ( and his mastery title... what?)
My Balance Change ideas...PT1 ⬆️Buffs: Frank:Maybe the range from 6.0 basic attack and 7.0 super to 6.33 and 7.33 (like in that old buff which make him broken) maybe he gets decent. Willow:basic attack from 400×3 (1200) to 440×3 (1320) (+10%) and a increase on the super width in 50%(the basic attack might be more awarding and the super gets easier to hit. 🔄Reworks: Surge:Lv 1 & 2 range from 6 tiles to 7 tiles, and Lv 3 & 4 range from 8.33 tiles to 9 and a speed increase on Lv 1 from 640 to 680(slow speed to Pearl's original speed), but, his projectile speed will be lowered down in 12%, this will serve to Surge gets Lv 2 & 3 faster and be less braindead with auto-aim. Chester:1st SP will be Baseline and with that, a New Star Power would come, call it Super Prankster: it buffs every super,(like a effect boost or a new effect) so, Candy popper will slow down the enemies for 2 sec, Strong Mint will give a 25% shield for 3 sec, Jawbreaker will deal 900% more damage from 200 to 2K damage. Poison Spray will lower the damage in 25%, Pop Rocks, oh i forgot this super buff😳 simple, i will add to this super throwing, speking of SP, Pop Rocks will deal 100% more damage.(rework/buff). 20 Likes for PT2 😏 NAH...just joking😅
Brock doesnt need a buff He was used a lot of time in this monthly finals Also thr changes to the hipercharge: remove shield,reduce by 15% dmg and speed will be never changed only switched max(like rosa from 25% dmg and 5% shield to 5% dmg and 25% shield The same as jacky and other hipercharge changes Max changed but not removed or nerfed
6:23 instead of a delay, I feel like everyone should see her when ever she’s in the shadow realm. This was she’s can’t be doing sneak attacks. The main purpose of this gadget is to be “invincible” and help cordelius.
I am sorry, but what do you mean Brok is an "underwhelming" sniper? Dude is good as hell! In Safe for example, or knockout. He IS good, he needs no buffs no nerfs. (Imho) Although, i can't deny that i like how you decided to balance Angelo and Lily.
Ok O get when I sad that brock was the best sniper I was kinda comparing him with Puper and Angelo... Soooo a bit of a poor explanation on my part. But I steel think that he deserves the HP buff. And thanks!😄
Extra:Lily Rework. Lily now will have 3 ammo, like every brawlers, and the range will be increased from 2.5 to 3 (+20%) tiles, but a nerf on the super damage from 1.000 to 400 (-60%) and the ammo reload from 0.9 sec to 1.05 sec. New SP idea:Blade charger When Lily got full HP, she now throws a blade on main attack deals same dmg as the main attack, but, has less width, and loads super in 50% less than original, if Lily loses some HP, this effect Ends.
This rework will be a damage balancing, coz if she didn't got her super, she deals a low damage, and if she does has the super, it deals that huge sudden damage.
Tbh i think damega sgpuld be 750 per rocket Soooo if super hits all 3 waves it mostly deal 4 rockets damega and 4×500×3 its 6000 but with 250 extra damega make it 9000 damega and its almost imposable to dogde in my opain
1) BULL: ✅Health: 10000 ---> 10800 2) HANK: ✅Now can charge super taking damange like other tanks 3) DOUG: ✅Now can charge super being close to his allies like Buster 4) ASH: ✅Now he always needs just 4 hits to get super being or not raged (3 with supercharge gear) 5) FRANK: ✅Damange attack: 2480 -----> 2800 ✅Damange super: 2480 -----> 2800 6) CHESTER: ✅BELL´O´ MANIA is now a Chester passive abiity, new star power give him 10% chance to deal 100% more damange with one bell 7) MELODIE: ❌Health: 8200 -----> 7600 8) ANGELO: ❌Damange attack: 4400 ---> 4200 9) PIPER: ❌Damange attack: 3400 ---> 3300 ❌Star powers don´t work using gadgets anymore. 10) CHARLIE: ❌Health: 6600 -----> 6000 ❌Damange attack: 1600 -----> 1520 11) LEON: ❌Health: 6800 ---> 6400
I like all changes but Chester's one feels kinda odd but I do think the first star power could be a passive Charlie nerf again seems a bit of an overkill because the nerfs she received where decent.
Friendly battle 5VS5 But for some reason they changed the map... Even if I wanted to go to that map I couldn't anymore. Thats maybe why I can't find anymore😅
@@FOFOTOM u can't rely on that one shot mechanics in power league...They cd just pick wall break brawlers and open the map, Pick Tanks...The super is not as fast either it can be dodged from mid range distance....Soon people will start predicting his gadget positionings too...she needs some love!!
I wouldn't call it a "Nerf" it is kinda of a rework reducing the bonus stats for a easier cycle of the HyperCharge for the abilitie (if tou can call it that) shine.🙂
@@FOFOTOMactually, the ability shines more when Belle used it against a marked opponent to kill them, which is i why the damage nerf a little too much
@@FOFOTOM I don't think anyone does but curious players, and funny enough this is how I know that the hypercharge have better accuracy than homemade recipe as it can make a 90° turn
For melodie i think the buff for the starpower is good but the nerf i think its must nerf the cycle of the super like with 5 or 4 hit with the note and attack she get instant super which is overpowered nerfing it should be enough i think what dou you guys think
Where is fang for me he is still broken with ability to team wipe your team and you cant do eanything about it and you just need to spam 4 shoes and you are gone i must say i didn't see that skilless brawler in long time
Even though he can do that You just have to peek some counter picks, but I do feel like there should be a Rework to his HyperCharge but being this an emergency patch notes... That was unlikely to happen
i really dont care about others edgar needs attack speed nerf ..once he jumps on dynamike 1 TNT can't even explode and kills me with auto aim . well atleast i can see edgar coming at me. well mico.. monkey shouldn't have been released it ruins whole game balance. overall annoying.. but .. kit ,the cat is so damn annoying .. like at this point i think whoever balances brawlers at supercell is acoustic. it was damn so annoying before nerf .. it dealed 1650 and was so damn annoying .. and can go invisible for 5 seconds at any time .. now he deals ( 2000 )damage and still can go invisible for 3 seconds 3 times at any given time at this point leon is a joke. and when his super just attach to you and doesn't let go even though gale gadget.dyna stun.etc. and can attach to high hp brawlers and make it near impossible to kill it while he spams bombs at the time . lately brawl stars releasing really annoying brawlers that ruin overall fun. making paid brawlers overpowered (on purpose) like u have been blancing 70+ brawlers for 5 + years and still dont know what is balanced brawler. and than they just straight up ignore you. but when shop deal time runs out they suddenly realise that ,the brawler was fu*ing overpowered as hell and suddenly magically realising what was the problem. so yeah that brawl stars for past year or so
Supercell wants some money, but in (most) those scenerios Tanks can deal decently with them (which there isn't a single tank that is "Broken") so that might be why...
@@FOFOTOM the point is you cant enjoy other low hp brawlers . like Colt,piper,crow . it appears on you 2 shots + jump and your dead like that second star power makes him overpowered as well
@@JJIsMyName Yeah I know he already killed me so many times by just snyping me with the super both star powers both gadgets are so anoying the super dmg nerf was the minimum!
Dear Fofotom! I've got a rework idea for Hank: - Movement speed is increased fast -> very fast - New trait: Hank charges his super by taking damage. 8000 damage is needed to fully charge his super - Super healing is increased 50% -> 60% of missing health - Second gadget shield is increased 40% -> 55% - New mythic gear: Every time Hank starts charging his bubble he heals 1600 health, 8 seconds cooldown
The mythic sounds a bit to conplicated but thats just in my opinion (fun fact hanks mov spd its actually normal so I guess he would become fast) Other than that I really like it!