I think that the 90% damage reduction starpower shouldn't have been removed because it was really important for his survival when rolling in. They should've just made it part of his base kit.
@@Shark_036 That's not quite right, before it was only during the roll, that's what I mean, which btw only lasts like 0.75 seconds or something and your immobile while rolling.
Yeah completely like I understand he has the 50% but you still take so much damage during the roll unless you angle it :/ You could up it to 80% easily and maybe make Steel Hoops 40% for 3 seconds. For rolling reload I noticed you only get 1 ammo by the time your roll is done and you don't reload while unloading so if you drop a full salvo immediately after rolling you'll get 2.5 back if you don't shoot for a bit. I would say make him reload 2 during the roll and maybe have him reload while he's shooting like an autoloading gun. Personally I really like rotator just for the super charge and those amazing finishers :3 Make it 33% and up the damage to 800-1000 and it'd be good to go. Honestly the tar gadget is just trash it's way to small of an area. I never play against anyone stupid enough to allow me to approach while it's going meanwhile if you hit them with the roll they gonna die anyways unless they have a dash which Tar does nothing against.
@@agr0nianTV Fr, and the starpowers are useless, 25% shield? Nah, You're already down to 25% when u get to use it and more reload speed? How're u supposed to reload when ur dead.
Darryl really needs a rework. As a darryl main i wanna know what my dude will come up with. For his hypercharge he would get 100% longer roll with a 30% speed to it and it would become a buzz super It's been only 7 hours and I already have almost 100 likes jeeez
My Darryl Rework Idea Health: Buffed from 10600 to 11000 Traits: Darryl is immune to stuns, slows and pushes 2 seconds after his super due to his sturdy barrel increased passive super charging by 20 percent These are actually huge for darryl and can help him get out of f tier Base Attack: Has a larger attack spread by 8 percent Attack damage increased from 480 to 580 only for the edge of his attack Projectile Size increased by 5 Percent These Changes should make base darryl feel better when playing him and should make other brawler interactions less annoying Super: Changes the 50 percent shield with his super to 50 percent shield for one second plus one whenever darryl bounces off a wall. Darryls super is extended by 50 percent each time he bounces off a wall Star Power: Replacing Steel Hoops With Steel Siphon: Upon Hitting Enemies with his Super Darryl Heals 10 Percent of His Overall Health. This will help him stay healthier throughout the game and incentivize using his super more, in addition to his super change His second star power is fine imo its other parts of his kit that need to be changed Hypercharge: Booty in Me Barrel Darryl has unlimited use of his Super during his hypercharge You know you want this Gadgets: First Gadget: Yo Ho Ho!: Darryls super is extended by 150 percent and rolls 25 percent faster, his 50 percent shield is increased by 2 seconds Second Gadget: Leaky Barrel: Darryls super slows enemies on impact by 50 percent for 3 seconds Gear: New Mythical Gear Tough Barrel: Darryl is immune to stuns, slows and pushes for 2 seconds after the duration of his super These can give darryl some new tools to keep up in the game while improving on parts of him that could work Cosmetic Changes: 2 new darryl skins Mastery Name Change: They See Me Rolling OG skin release with original voicelines (none) Thank you for reading my ted talk
Best rework idea ive ever seen but the only problem would be if an enemy is between 2 walls you could just roll forever and kill them but you would also be stuck forever
7:21 I actually had this idea for a Mythic Gear. I actually posted my idea on Reddit. I want to post a V1.1 version with less buffs, a slight HP nerf and a rework to the Mythic Gear, because I realised that in very tight spaces being able to drag enemies multiple times is very OP The drag ability also means that the super, as it is right now, would deal at least 1600 damage, and in tight spaces it could do 3200 damage. That +1 successful ammo of Darryl is 8000 damage. Also, yes I am specifically talking about 1V1 situations, because Darryl is a single-target brawler
Ngl a gadget that did an aoe stun on the first object hit (whether it be a brawler or a wall) during super would be pretty cool on Darryl. Not bad nubbz my boi, not bad at all..
my Darryl rework idea: -increase Barrel Roll's range by 200% -during Barrel Roll, if you press the ultimate again, it cancels the roll -1st gadget: The next normal attack shoots two big cannon balls dealing 1000 damage each and destroying walls -2nd gadget: Darryl sets itself on fire, causing it's normal attacks to set foes to fire, deal 100 damage every 2s over 5s, and also causing Darryl to take 100 damage every 2s until the duration ends (this effect can't kill Darryl) (lasts for 8s) 1st Star Power: Increasing Darryl's Barrel Roll's length by 10% each time Darryl hits a wall (stacks up to 5 times) 2nd Star Power: After Darryl uses it's ultimate, he get's +20% speed boost for 5s Mythic Gear: If Darryl hits an opponent with his ultimate, he heals 10% of his current HP Hypercharge: Increases Barrel Roll's range by 15%. After Darryl hits a wall, creates a vortex for 2s, that pulls enemies in (this doesn't cause enemies to be stunned in any way) (vortex radius is 5 tiles, and it slowly shrinks to 3 tiles overtime)
Good idea, but the extra range would be Bad for darryl, the hipercharge is intersting but it would bounce away when create the Vortex, the extra speed is good Buy isnt too good for him, the fire gadjet would do more damage to the enemys to be worth use it ane tick every 1second, overall intersting idea
I saw a video but I can’t remember who by but it was an amazing idea. It into an ammo controller. His super steals 0.5 ammo per hit. 1st gadget was his next roll doubled in length. 2nd gadget stayed as tar barrel but it had a 1 tile larger radius and was placed. 1st star power meaner he stole double the ammo per hit. 2nd star power was same but 60% reduction
To me Darryls roll should easily just work like Rico’s projectiles, the more they bounce of the wall the further he goes, I think that’s just a simple but good buff for him
Star power idea: Darryl hits his opponent with his roll, but if there is another opponent near the opponent Darryl hit that’s not on another side of a wall, Darryl automatically rolls toward the other opponent. But if there is an opponent that has already been hit by his roll, then the star power won’t have any effect, so he won’t roll towards them after bumping into a different opponent.
I don't think so, he already stun enemys if You hit the final part of the súper, it would be more easy to hit super but don't give him anything more, i think is a good Star power but not broken
Love the rework but I would also buff the rolling super range as well. This is because if you want to reduce the total range you can just bounce off a wall using angles, making him a high skill brawler. This also encourages more bouncing both generally and for combining with star powers and gadgets as currently I do not think you have enough range or bouncing potential.
Ur second gadget is so hated. Removing bounce is the opposite of utility. Replacement: Second gadget: gives super and makes darryl roll his barrel without him in it. Barrel bounces and lasts extra long. Destroys and deals aoe damage upon collision with enemy OR traps enemy upon collision. Enemy must attack the barryl they are trapped in to escape. After use, restores the super charge rate that was had at the moment of gadget activation.
As a Main darryl from the begining of My acount, the gadjets would be soooooooo situacional and the first Star power also sooo situacional, the second one would be good and the hipercharge would be intersting to try how much unload speed would give, beacuse the unload speed is one of the biggest problema of darryl, good rework, i would change the gadjets but good
As a Daryl main this rework seems good but I do not think that rotating recoiler needs a rework. The gadget is fine already the amount of Edgar’s you can kill with it is a lot and it your skilled enough you can deal 9k dmg with it but I think this rework pretty valid . Darryl is not very good at the moment😅
The rework for darryl's super (very long roll) paired with the gadget that gives a shield for every bounce would be really broken. If someone just rolls between 2 very close walls, they would get so much shield and basically never die, since the roll is so long, it bounces many times.
I wanna share my rework ideas rq as someone that frequently plays Darryl Main attack: reduce the falloff damage (often times brawlers have easy ways to escape or run away and you don't do enough chip to finish them off) Super: increase range by 1-2 tiles (this would make him way more versatile so he doesn't have to wait as much for brawlers to get close to him as well as being able to now bounce off of more walls) His damage reduction is also increased to 60% Gadget 1: I do like the idea of recoiling rotator charging super so this gadget will now fire all the spinning projectiles at once instead of rotating one at a time AND fires more. Each projectile now fills his super 40% too Gadget 2: I really like nubz 2nd gadget idea so ill edit it just a bit. Instead of stunning the brawlers when he hits a wall, he now pulls them in like Sam or Frank. SP 1: every wall bounce increases his super range and adds a temporary shield for each wall hit SP 2: every brawlers hit by his super will be slowed down Hypercharge: nubbz idea
To start off, allow me to give my take on what a rework is; essentially, a rework is a change to a character or an aspect of them that isn't just a change of numbers with the idea of changing how the character plays, or approaches a matchup. for like your example, Frank did get reworked, because, while the rework larggely didn't change his gameplan, it did change how a player my approach or react in that situation. Of course, nobody said that a rework doesn't just make them fundamentally diffferent or better. For example, Lily, who got another ammo, got overtuned because while the intention i could only assume was to make it so that Lily didn't feel so one-note, they tried to make her better at going aggressive, but the incessant damage, along with her having no cooldown between attacks, made her way too strong. But I digress. On that note, most everything about Darryl's rework is great, but I think a better star power or gadget instead of your barrel drag idea would be a barrel bounce instead, where his roll kinda works like Mr. P's Attack, or like Bull's Stomper, where at the end of the roll, upon contact of the wall, or by the press of a gadget, Darryl would bounce up and land, causing the ground to quake and deal damage, making his ability to dodge a bad situation more evident, and having an even better way to assasinate enemies (artillery more specifically) and get the drop on 'em. Also, I think his hypercharge should be like a mix of Buzz's Hypercharge and Clancy's Pumping Up, where a takedown gives him his super back. ALSO Also, I think rolling reload is fine, if anything, since having a shield after going in is so useful, I think Steel hoops should just be baseline
I've always had this thought/idea as a replacement gadget for one of his 2 gadgets Darryl's New Gadget: Heavy Duty Barrel: Darryls next super will stun anyone he hits for 1 second (Yes this can stack if you hit the enemy twice from one super) I got this idea from playing Lego dimensions, if you don't know, when you are in a vehicle in the game, you can runover enemies, and they will be stunned on the ground for a little while
hypercharge idea: roll faster, leave a burning trail behind him (like carls gadget) and go further depending on how many walls you bounce off of (like rico)
Idk about the 1st gadget but here we go DARRYL: Maximum damage will not be changed but maximum damage and damage fall off increased so its easier to kill brawlers at range. 2nd gadget darryl gets faster barryl speed and increased super charge. About 40% (ik it op a bit) 1st gadget darryl gets slow attacks but instead gets HUGE tanky upgrades for 10 seconds. Increased damage passive healing 600 per second and slower movement speed. 1st star power darryl gets a smash ultimate stun. He gets a bar where every 5 seconds a bar charges and his next super will stun brawlers but darryl gets a small damage boost while they're stunned. 2 seconds 2nd star power darryl will sacrifice some health and damage for way faster super and speed assasin type. Hypercharge darryl gets 500% speed in super and almost 5 times the length with super damage to 2.5k This took me so long thank you if you read this. Make some suggestions or your own type if you want
I have an idea of Darrly's hypercharge would be, his hyper charge should be whereever he rolls it sets the floor on fire and at end he will EXPLODE and at the area it exploded it will make a little area of fire like Pearl's hypercharge, this could make Darrly be good and funner
7:42 I think that enemies should take damage after getting bounced into a wall, and as for his base kit, I think that every time daryll bounces his super range should increase
Darryl should have a gadget that can break through walls, a star power that increases his damage if he bounces his super, and a hypercharge that is basically the rico mutation (but on Darryl's super). I don't think this would be broken, but it would make him fun to play.
1. Gadget could just be that you can use it while you use the Ult and they slow enemies. I would also like if Darryls gadget makes his Ult longer and he rolls faster my main idea is that you try to doge enemy attacks by bouncing of walls because you get most damage while you role ( could even be that you gain a longer ult if you bounce of from walls )
As a Darryl main, i cant wait to see in the future what the dev team will come up with for darryl. i genuinely wanna see him thrive in the meta, and not just get some measely small buff labled as a "rework", but an actual rework that makes him feel fresh and uniqe amongst the other brawlers
8:43 I think that making his super a little longer and insted of gaining shield from baunces they can give him more damage and movement speed from each baunce he makes, or that can be the main idea for a hypercharge
In my opinion his Hypercharge will make his super a bit longer, faster, deals twice the damage and when his super ends he shoots bolts from his barrel that travel in a curcle around him and deal 1000 damage each
My rework: -Double First Gadget's damage per hit; -Decrease Damage dropoff when at max range -Slightly increase Super Distance -Buff the duration of the Shield SP to 5 seconds, and increase the defense buff from 25% to 30% -Increase the radius of the 2nd gadget by 0.5 tiles
Ngl a gadget that did an aoe stun on the first object hit (whether it be a brawler or a wall) during super would be pretty cool on Darryl. Not bad nubbz my boi, not bad at all.❤
For the intro: a rework is when a brawler is changed in multiple ways, mostly buffs and nerfs at the sane time. This means that in fact frank, lily and chester all didn't get reworked. They just got a single buff, although chester did get 2 buffs, which is still bot enough to consider it a rework. The only brawler that got a rework is meg. Her range was nerfed, but her projectile count got buffed, also her damage was changed
Id love if he gained roll range from bounces like 2 tiles per bounce and 250 extra dmg and roll shield up to 70% then make steel hoops last 1 second more and roling reload insta recharge 1 amo when roling to the gadgets could use some work recoil rotator could rotate 2 times second rotation would give you 10% charge only and tar barrel could do reload decrease like lou starpower
my idea for a hypercharge would be that his roll is a little longer and it can stun enemies, but the stun can stack, so if you double roll on someone it would stun for twice as long
For the shield star power I would make it even easier to understand and balance: every time Daryl hit a wall during his super, he get a Gus/Edgar shield that give him 1000 overtime health (and if its too strong, we just need to lower this number, 800 or 750 for exemple)
I have come up with a hyper charge for daryl. It has 100% longer dash, BUT while he is rolling he is shooting his rotating recoil gadget the WHOLE TIME. The projectiles will deal 850 damage and charge his super by 15%
I came up with this idea on Feb 20th in my clubs discord server. New Brawler Idea! Name: Isabelle. Origin/Occupation: Isabelle is a French Fencing student traveling the world searching for worthy opponents to test her Fencing techniques on. Weapon: Epee. More details below.
Attack Style: Close Range. Attack Name/Action: Lunge/Isabelle lunges forward thrusting her blade out in front damaging the first target hit. Super Name/Action: Riposte/Isabelle takes several steps forward while parrying incoming attacks and performing counter attacks with deadly accuracy. Star Power 1: Experienced Fencer, Lunge becomes Advance-Lunge resulting in longer range and movement with her attacks. Star Power 2: Practice Makes Parfaite, Riposte lasts longer and also parrys incoming attacks from behind. Gadget 1: Lasting Wounds, Isabelle's next Riposte leaves her opponent bleeding for a few secs causing DoT. Gadget 2: Flèche, Isabelle sprints behind her opponent leaving them dazed(slowed) for a few seconds. I'm thinking the Hypercharge could totally flip the script and affect the basic attack rather than the super. Best Of Both Worlds, For the duration of her hypercharge Isabelle performs Parrys during her Lunges deflecting incoming projectiles from the front.
I like it but i think you got order a bit of, gadget 1 should be the long range dash, gadget 2 is wall crash that way those can be paired with either star power 1 steel hoops: stacking shield per brawler and wall hit or star power 2 momentum: increases speed and resets travel distance on wall bounces. with final hyper charge being the carry opponents till end of dash with increased reload speed and unload speed
gadget idea, crashing maniac: during darryls super anything you bump into will explode for 2000 damage and be stunned for 1/1.5 seconds, while darryl creates that same explosion at the end of his super
Darryl need a small rework. It's simple- give him 2 super instead of one. This will help him roll all over the map. If Melody can get 3 dash why not Darryl.
What if there was a gadget (like Janet) that makes Darryl's next super bounce upwards and over walls instead of rolling flat on the ground? And then where Darryl lands can do some splash damage like Edgar's Hard Landing star power.
Im thinking that this rolling star power is also a double-edged sword because bouncing takes more time and thus brawlers will get out of the way faster, so the shield doesn't really matter.
His attack feels really clunky so i would give him a gadget that would make him shoot both his guns at once for a period of time (kinda like bull's main attack but it would be different tho since darryl's projectile speed is better) That should make his shots feel much more consistent
Darryl has some flaws, and as a Darryl main i can say his principal problem is that he is mostly out of combat recharging super He has a lot of trouble when trying to reach a prey when doesnt have super, and his range is not long enough, so, maybe a life increase to leave it in 11000 points can make up for his unload speed and insane damage, also can guarantee a better survival in showdown Also, i took this form Bread_Brick comment that Darryl should have a longer range when he bounces a wall, making it more fun and actually giving more value to that unique gimmick like, 1.5 tile increase per bounce, as he bounces usually bounces like 2 times and can max bounce up to 3 times, in some circunstances 4 Also, his supercharge per hit is slightly increased, so when landing hits he can integrate into fight faster and can choose second gadget too I will do something like the Buzz gadget for his 1st gadget rework Rolling Haste: Darryl recharges 75% of his super, Next super will be 10% faster but looses his damage reduction in that way, Darryl can jump into combat faster, and doesn't need to wait that long to be useful for the team the second one instead of slowing down, makes more use of his damage Boomstick: Darryl can unloads the twin shots in one go but looses 10% of damage that means that will be no delay in his double shotguns shots, and this will be for one ammo so it doesnt goes that hard i will buff the duration and stats of Steel Hops to 4 seconds and 45%, similar to his stas previous his insane 90% Dmg red buff (good ol times) Rolling reload i think its fine, but Darryl unload speed plays against it, so maybe a buff can make it work better, instead of 50 to 60% For his HC, i think that an increased roll speed and range of the roll can be good so Captain's fury: Darryl rolls faster and longer, every enemy hit will be propulsed to the airs (like Draco's upper cut) any balance suggestions are welcome, i really want Darryl to shine again, they did dirty to my poor boy
Here is a star power that would be good when derral bounces off a wall for the first time that super the super range restarts basicly making it so you can max out his range to move great distences or can use it to bounce in small areas
Daryl is already a tank+assasin and i see you trying to give him crowd control abilities like stuns and pushes, so he would be a tank assasin controller which is a bad idea in a game dev perspective because it would either be too good everywhere or bad everywhere,. We should lean more into his innate classes, he is a bad tank and an even worse assasin, thats why its a bad brawler, not because he doesnt have crowd control abilities
This issue in brawl stars is going to be hard to solve Every time new brawler gets released it becomes broken they fix that brawler but many time to balance new brawler they buff other brawlers and change thier machanics because they were low in ranking if this keeps happening the originality of many brawlers gonna be destroyed
i was thinking for a gadget instead of the 10x roll it was like a kit super where darryl would trap them in his barrel and deal x amount of damage but other brawlers couldn't damage him. and then I would make his 2nd star power something like either (weaker one) you could shoot during the super or (the op one) you would do explosion damage that increases per bounce or just a flat amt. and for the steel hoops thing I would also increase the duration of the shield per bounce
Hypercharge: Darryl’s super puts him into his barrel for idk how many seconds but he spins around sporadically firing bullets like the one gadget and chasing after the nearest enemy brawler (if too busted nerf duration or make it so it doesn’t home or something)
Longer roll is cool but I think every one will use the other gadget like think about it’s probably only going to be good in brawl ball and heist if you in a 1v1 with someone and u use this gadget you will be unable to stop it its like bull super he need a gadget too stop his super because of how long it is
If Darrly does become good, I’ll be ready to get him lvl 11, cause he’s just lvl 10 with all his stuff from star drops cause I started playing way before you could get Darryl or Penny for free
ROLL OUT: Darrell’s gadget makes him roll and bounce 65% more WALK THE PLANK: when darrell hits a brawler or wall any one in a 4 tile radius gets stunned for 1.5 seconds
I think this is an unitresting or idk.l cuz it really don't help Darryl. The hc is good with a more utility and helps with the stats. I don't really like the gadget/sp rework. But i really appreciate the time and effort thought into this rework. But my idea is like: 1st Gadget: MORE ROLLING! I think it'll be smth like if you use it, the next super will get 15% percent of ur super back for each time it hits an enemy. It's not how much enemy u hit it's how much you hit ur enemys so it still gets value of you hitting twice or more with ur super just one enemy. 2nd gadget: (stays still but with larger area cuz Daryll should be like Tank/Assasin hybrid brawler) And the two SP should stay the same. The gadgets was the real problem with his kit. (The second one MAYBE should be reworked but idk. I want Darryl to be like somewhat same) To top it off increase Darryl's super roll longer but not like the entire map. Enough to make it like a hybrid brawler (Tank/Assasin).
See the problem with the bounce gadget or feeding into his bounce is because you don’t bounce every time. You’re not always going to bounce, in fact you probably will bounce less than you will go forward. Forcing a mechanic on somebody without idolizing it is very weak
the hypercharge also could be that if you use the super your attacks pierce thru enemies and then you could get some teamwipes as well. But otherwise I think this is a really nice rework, good job nubbz 👍
Besides, the whole meme like Daryl should have he is old super back, I think a good gadget instead of no one where he spins and stuff, I think it would be good if you could place down like a sail from a ship and use it as like a net or spring like in paint brawl mode where you bounce the ball and the ball goes flying because it hit one of the jelly fish things, I think I sale would be a good way to represent that so that you can get his distance from back in the old days and also probably some power from raming into enimies