Even tho brawl star's Dev's are doing so much for the game it feels like there could be more balanced change and brawler changes rather than new brawler every now and then or skins
Yeah but they did say they were looking to expand their team so I hope in the future they can hone in and do more regular or a greater amount of balance changes.
The game compared to every other game is actually incredibly balanced. A lot of Brawlers are viable. Of course there's a meta, but there's always gonna be a meta.
I would love to see more Hypercharge concepts but probably as Shorts because we already know that 6 are coming each update, so it would not be worth talking about in long form videos compared to the mythic gears and epic gears with only 1 mythic gear being released per update at the moment
I love the trio gear ideas. What if brawlers had a bonus if they played as their thematic trios: like if ranked had comps that played off team gear buffs instead of just meta brawlers, that would make it alot more nuanced on what to draft and ban
but then image casual, especially high rank casual. imagine you're pushing solo to rank 30 with randoms, but then encounter a coordinated team with a themed trio. your team won't have the theme bonus, but they will. would that feel fair?
WHO LET BRO COOK?!!! The trio gears idea was absolutely creative, and yeah, I love the trio aspect of the game! Though I find it sad that supercell hasn’t really acknowledged them
heres some bonus trio commonalities and corresponding gear ideas that i can think of off the top of my head gift shop - ability to heal while still attacking (heal 15% of damage dealt when below 50% hp) superhero - supers buffing themselves (each super gives a stacking 5% damage and speed boost, up to 25%, and resets after death) space - general map control from spots most brawlers cant reach (increased range at max hp?) junker - tankiness (10% shield for 10 seconds after using super?) pirate - can get value safely far away from enemies (gain increased super charge when there are no enemies within 8 tiles) security - splitting up + remote communication (increased movement speed the further you are from your other half) candyland - being unpredictable/unexpected (hides their super being charged)
extras (that might be more of a stretch) wild west - multiple projectiles per attack (adds one extra projectile to their main attack) graveyard - life/power steal from opponents (every kill heals 10% hp and gives a 15% damage boost for 12 seconds) retropolis - shields (20% shield when theyre the last brawler alive) stuntshow - mobility (heals 1% hp for every 3 tiles traveled) ghost train - super knocking people away (knockback is more effective?)
@@nelleriver5359 1 On high trophies enemies won't go together or behind eachother 2 Turret doesn't hit every time yeah it hits often but I'd say 40% of every shot is hit 3 I said most of the time not like it is useless on penny
I like the ideas. I always had the idea of having a 3rd gear slot, since gears barely have an impact, and being able to equip more would leave for more dynamic and diverse gameplay.
This channel is amazing! Which every video you make, you prove your expertise at balancing brawlers even more! Hopefully you will eventually be able to work with Adrian on at least a few changes! Keep going, I love your content!
Trio gears are so good and creative, I hope one day the brawl dev team thinks about your concepts if they find your vids (also glad to be in the video)
some trio gears i thought of (idk im not good at balancing you can change the numbers as you like but here are the basic premises) -- Pirates trio (Darryl, Penny, Tick) - Plunder Gear: When this brawler's super hits the opponent, it slows down their speed by 30% for 3 seconds. Undeads trio (Mortis, Frank, Emz) - Fiend Gear: Everytime this brawler kills an opponent, their movement speed is increased by 5% and their healing is increased by 10% (stacks but caps at 3 kills). Gem Miners trio (Mike, Jackie, Carl) - Sturdy Helmet Gear: When at 60% or above health, this brawler gains a passive 10% damage reduction shield. Mystic Wanderers trio (Tara, Sandy, Gene) - Magic Wish Gear: After using your super, a small field is created under you that lasts for 5 seconds and slowly charges you and any allies super while standing on it. Superheroes trio (Surge, Max, Meg) - Heroic Gear: When at 40% or less health, gain an extra bullet slot (the bullet slot will go if you heal past 40%). The first time this is activated in a single life, instantly reload one bullet. Deep Sea trio (Otis, Hank) - Aquatic Gear: Hitting an opponent with your super will leave a bubble on the opponent that surrounds them. The next attack that hits the opponent will pop the bubble dealing 1.2k extra damage to them. Starr Park Hub trio (R-T, Larry & Lawrie) - Urgent Pursuit Gear: Your super (either R-T's lower body or Lawrie) will have 15% increased movement speed and deal 10% extra damage Enchanted Woods trio (Cordelius, Lily) - Mushroom Way Gear: When a teammate of the Enchanted Woods trio is inside your circle, increase supercharge rate by 15%. Swamp of Love (Willow, Angelo) - Heartbreak Gear: Opponents affected by your super splash a toxic puddle around them that poisons enemies inside of it.
I genuinely believe that you should have up to 3 gears for a brawler at a time in a build. Especially with the amount you can own for one single brawler. This will also allow more situational gears to be used like vision as currently many gears just automatically take up the brawlers 2 gear slots (Like Damage and Reload). This will also give gears even more importance in the metagame and upgrading.
I NEED THAT LIFESTEAL GEAR NOW! As a Janet main I feel like that's exactly what she needs to finally be relevant again,and I'd love to see it in the game. The rest of the gears are also really well made. Fantastic job!
Love the video! And I have an idea for a trio gear for the old town trio: Reaping the Benefits: Their supers leave a healzone once their damage is finished. Not much, more like the healing of a single heal pad for a few seconds, but the radius would be bigger and stack with Byron's and Barley's heals. Plus even add some clutch utility to Piper, tough I don't know if hers should activate where the bombs explode or where she lands.
Buffs: hank gets fast movement speed, faster attack speed (opp can't heal) and tank trait. Frank gets new starpower instead of sponge. Frank can now move forward 1 or 2 tiles every 3 or 2 seconds. Stu gets dmg buff. Chester gets star power reworks
The trio idea is amazing. For those who know it, I think it should be implemented like clash mini type buffs where if you have 2 brawlers of the same trio, your team gets a small buff that matches the trio theme. And if you have all 3 brawlers, you get a big buff across your team.
4 Mythic Gear Ideas, 2 gadget ideas, and different a Star Power that I made for Cordelius Please rate them, it took me like 2 and a half hours. If they seem unbalanced, tell me what part seems that way and I'll try to fix it. Also, Cordelius's Star Powers and Gadgets don't NEED to be changed but these are just concepts. The only gadget that I think need's to be changed is "Poison Mushroom". Anyways, here's the list: *Mythic Gears:* *Enchanted Realm* - Cordelius's super lasts 2 seconds longer and the super projectile has +0.5 tiles of range. *Drowsy Mixture* - Enemies are slowed by 10% for 2.5 seconds after leaving the shadow realm. *Disabling Domain* - Enemies hit by Cordelius's super are muted for 0.5 seconds upon entering the shadow realm and have a 15% reduced reload speed for 2 seconds . *Domain Punch* - Cordelius's super projectile deals 500-750 damage if it hits an enemy. The damage scales depending on the range it has travelled (like a Piper shot). *Gadgets:* *Toxin Release* - Replaces "Poison Mushroom" - Cordelius releases poisonous gas in his super charge radius, poisoning all enemies inside. The poison does 900 damage in total to each enemy affected. It does 3 ticks of 300 damage including the initial hit. The poison also goes through walls. (One tick of poison per second, extremely similar to Crow's poison). *Domain Shield* - Replaces "Replanting" - Cordelius creates a shield (like Gus's super). The shield's health is equal to the amount of damage he received while in the shadow realm. It doesn't matter if it's your shadow realm or an enemy Cordelius's shadow realm, the damage received still goes towards the shield. Obviously, after using the gadget you have to re-enter the shadow realm and receive damage to use it again. If you re-enter the shadow realm before using the gadget, it doesn't stack. Instead, it resets the shield's health to 0 and whatever damage you receive now makes the new health of the shield. *Star Powers:* *Deathly Aura* - Replaces "Mushroom Kingdom" - Enemies inside of Cordelius's super charge radius deal 5% less damage to him, have a 5% slower reload speed, take 5% more damage from only him, and all healing they receive is 5% less. *Comboshrooms* - I'm keeping Comboshrooms because I love it, but I'm reducing the extra damage dealt by the second attack to 25%. For comparison, it was 30% before. I hope you liked this list because it took me like forever lmao
As for the mythic gear I think in order of how powerful they are we have: Drowsy mixture Disabling domain Domain punch Enchanted realm A 4 second slow after the super is crazy, as that’s the same as squeaks star power. And it also means that the opponent has a total of 12 seconds where they are at a disadvantage compared to cord. So he doesn’t even have a reason to fight them in the realm unless they need the takedown. Disabling domain is just a buffed version of his gadget but attached to his super. Definitely a bit too strong for a gear and should probably only have 1 of the effects. Domain punch is just a solid bit of damage. Like a worse version of genes star power but a lot of gears and gadgets are like that. And finally enchanted realm seems mostly useless. As cords super already covers the range in which he is best effective and the extra time is only useful if he plans on running away during the realm. Which is done way better by the drowsy mixture concept. For balancing I would decrease Drowsy Mixture to 1.5/2s and remove the mute from Disabling domain while buffing the reduced reload to 20%. If I personally had to pick one to be his mythic gear I would go with the nerfed disabling domain or domain punch as they seem the least toxic and always get value.
For the gadgets toxin release seems way too powerful, as it would give an assassin an immense amount of area control. Even though the damage is low a 4 second poison negates the enemies from healing for at least 8 seconds and they can’t tell the range, unless they have his super radius memorized. I do love this idea more than his current gadget though, so for my changes I would need it to 2 seconds of poison but 2 instances of 500. The other gadget seems a bit too complicated for a gadget, but cord is a legendary brawler so I could see it happening. I personally would still prefer replanting though.
Deathly aura sounds a bit too varied in effects but again he is a legendary brawler so I could see it working. And I personally would not mind it replacing mushroom kingdom. As for comboshrooms I love the nerf. Even though he is an assassin cord is one of the best tank counters in the game due to his shadow realm not allowing them to charge super, him being faster than all of them, and his immense damage. Cutting down on his damage potential a bit would definitely be a deserved nerf. Overall I loved these concepts thanks for taking the time to show me 👍🏿
Firstly, thanks so much for reading this! Now about the Drowsy Mixture, the overpowered mythic gear with the slow affect, I actually made an error. I was typing on bad wifi and had to keep pressing “Control + C” to make sure if it deleted I still had progress. I accidentally pasted 4 seconds but I meant 2.5 seconds of slow. I think it might be a bit overpowered, but it’s only 10% slow which isn’t a complete game changer. For comparison, Amber’s mythic gear slows enemies for 10% while walking on her super.
@@Natics_BS Ik it sounds complicated (Deathly Aura) and that’s actually kinda what I was aiming for. I’m so tired of bush-camping Cordelius’s that just mash auto-aim and once they get low in the shadow realm, just eat the mushrooms from the star power, and spam. Low skill/new players might not fully understand the potential of the star power and might start playing Cordelius less in general since he relies on his star power for heavy healing. And thanks for acknowledging the comboshrooms nerf! I don’t play Cordelius much, but when I do, I always run comboshrooms even though I have Mushroom Kingdom. I soon realized that comboshrooms was broken and it needs even just a small nerf
Mythical gear concept on buzz - "Saving boomerang". Buzz's float returns back to buzz (it doesn't give super again if it straight back to buzz). When he starts to come back, he may hit an enemy who is behind the wall, or end up in the wall itself behind him.
The concept of Trio gears was something that I entertained a bit of a while ago and hoped that someone had the same idea, and you basically did it, but the way I approached it was a bit different. Instead of making Trio gears Epic gears but even MORE exclusive, I tried to make other so that the brawlers within the trio had a similar effect, but the stats or requirements were switched around or shifted a bit. For example, my first Trio gear was The stunt trio’s “stunning performance” gear, where if equipped, stu stuns people that he initially sets on fire for 1 second, Janet’s bombs stun assailants for 0.5 seconds for more of a supportive role, and to play further into that assassin side, enemies that bonnie land on would get stunned for 1.5 seconds, to make that form more useful. As you can see, the common theme with the gear is that each brawler can stun with their super, but sometimes it can be a simple stat tweak instead, for example, another concept I made is the wild west trio’s Gaurd Duty Gear, where Shelly gains 30% Damage for 10% Speed, Colt gains 15% Speed for 5% Defense, and Spike gains 27% Defense for 9% Damage. In this case, the correlation is that they gain and lose stats at a 3/1 ratio and the stats that change are in relation to the other brawler in their trio. In the case of the Arcade trio, I’d like to make the Boss Mode gear, where 8-bit’s Projectiles are larger when he has super, Brock’s Range is increased under the same conditions, and Rico’s bullet’s gain speed each time they bounce off of a wall (up to five times) under the same conditions. If you made it here to the end of me rambling, thank you for taking the time to read it😊
I love the ideas and I dabbled with making their effects similar but varied with every brawler. But I ultimately decided against it as I felt it would be too complicated for the younger players in the game to understand. Like it’s a lot easier for them to know I get a certain buff with this gear rather than it this much for this brawler, a bit more for this brawler, and a bit less for the last one. Also I always love reading over peoples concepts, which is part of the reason why I started this channel 😎.
W videos as always man ❤❤ also looking at the video the splash gear you mentioned, doesn’t it seem broken? i mean for buzz(not doug) he is already a pain when you get stunned upon his super but adding a slow to it definitely decreases the survival rate of opponents to almost zero(that is if he lands the super)
I don’t feel so, as most of the time buzz’s stun is around 1 second long unless he is directly in front of you. This means the slow will only be active for .5 seconds after the stun and he would have it in place of more damage with the damage gear, an extra gadget with the gadget gear, or a 900hp shield with the shield gear. It’s definitely on the stronger side but since his stun is already most of the duration of the slow I don’t think it would change interactions too much.
@@Natics_BS oh so by slow you meant during the super as in stun and slow at the same time….that makes much more sense as it will only give real value when the stun is less than 1 s
This would apply to both her main attack and spinning notes, but again there is a cooldown of .3s. So the max she would be able to heal per second would be 6% of her hp or 492 hp.
Wow, I really like this new style of videos. Your reworks are obviously amazing and as a person who loves the balancing aspect of the game, I always look forward to those. However, this content is also great. SC introduced Mythic Gears, but then stopped making them bc they weren't as exciting as the new HC mechanic. However, I think it would be really cool if they would reintroduce this to us with some unique ideas. I wanted to share some proposed balance changes (made some edits) with you. I hope you'll be able to share your thoughts with me and give me feedback. Keep up the amazing work❤ Angelo Movement speed decreased from Very Fast to Fast Empower Star Power healing decreased from 600 to 500 per second Melodie Health decreased from 4100 to 3900 OR Super range decreased from 5.33 to 4.33 tiles Sandy Hypercharge multiplier decreased from 60% to 50% Hypercharge Super no longer silences enemies for 0.5 seconds Piper Auto Aimer Gadget no longer activates Snappy Sniping Star Power Charlie Spiders Gadget health decreased from 1400 to 1000 Cocoon health decreased from 4200 to 3800 Frank Decreased attack delay time from 1.3 to 1.1 seconds OR Increased main attack range from 6 to 6.67 tiles and Super range from 7 to 7.67 tiles OR Frank can now move while attacking (similar to Ash) The additional health from Frank’s Sponge Star Power increased from 1400 to 1700 health Power Grab Star Power will now also give Frank a 10% movement speed boost on top of the damage boost upon defeating an enemy Power Grab Star Power duration decreased from 12 to 10 seconds Active Noise Canceling Gadget’s immunity to crowd control effects increased from 1.5 to 2.5 seconds Health decreased from 7000 to 6300 Main attack damage decreased from 1240 to 1200 Super damage decreased from 1240 to 1200 Hank Super charge rate from fully charged attack: 4 to 3.5 hits Hank will now only be visible in bushes after his main attack is charged more than 50% It’s Gonna Blow Star Power speed boost increased from 10% to 15% when Hank’s main attack is charged over 80% Take Cover! Star Power damage reduction shield now lasts for an additional 2 seconds after Hank stops standing next to a wall OR Take Cover! Star Power now activates when Hank is within 2 tiles of a wall instead of having to be right next to it Chester Hit needed to charge Super: 7 to 6 hits Main attack damage increased from 640 to 670 per projectile OR Reload speed decreased from 1.9 to 1.8 seconds Jawbreaker Super damage increased from 200 to 500 OR Super projectile speed increased from 3000 to 3300 and stun duration increased from 1 to 1.5 seconds Candy Beans Gadget healing increased from 420 to 448-560 and now scales with Power Levels Penny Health increased from 3200 to 3300 Main attack damage increased from 980 to 1020 Gus Healing from spirits increased from 800 to 900 Gus’s spirits will now drop as soon as they reach max distance or hit a wall Gus now takes 4 hits to fill his spirit bar instead of 3 Barley Super projectile speed increased from 1504 to 1700 Ash The amount of damage taken needed to charge Ash’s full rage bar reduced from 125% to 100% of his total health Janet Main attack damage increased from 980 to 1020 Vocal Warm Up Star Power is now baseline New Star Power: Tuned Vocal - Janet main attack now deals up to 10% more damage when fully focused OR Stunning Show - Janet’s Super will now stun all enemies with a small radius for 0.5-1 seconds upon takeoff (I don’t know how long the stun should be) Surge Super charge rate is now based on Stage level: Base Stage: 2 hits Stage 1: 3 hits Stage 2: 4 hits Stage 3: 5 hits Increased base movement speed from 650 to 700 (Slightly below Normal) Surge’s To the Max! Star Power reworked from making his main attack split when hitting walls to making his main attack split no matter what every 5 seconds Doug Gained the Tank trait - charges Super from damage taken OR Gained the Buzz trait - charges Super from staying near enemies Main attack healing increased from 600 to 720 Grom Health increased from 2800 to 3000 Hits needed to charge Super: 6 to 5 hits Bull Speed while Super is active increased from 1800 to 2400 Increased Hypercharge multiplier from 35% to 40% Maisie Slightly increased Super recharge rate (It will now take Maisie only 1 ammo to fully recharge her Super is she hits two enemies with it) Pinpoint Precision Star Power now makes her main attack deal up to 25% extra damage at max distance, based on distance traveled OR Pinpoint Precision Star Power reworked to Faster Fuel: Pressure rocket now travels at a 10% faster projectile speed Crow Health increased from 2400 to 2600 Lou Hits needed to charge Super: 8 to 7 hits Main attack damage increased from 440 to 460 per projectile Hypercharge multiplier decreased from 40% to 35% Tara Reload speed increased from 2 to 1.9 seconds Black Portal Star Power health increased from 3000 to 4000 and damage increased from 800 to 1000 Healing Shade health increased from 2400 to 3000 and healing increased from 400 to 500 BTW, I know it's a lot to take in, so if you read through this, you're the goat🔥
Also, if you have any alternative changes that you think would work better, I'd love to hear them. If you agree, then I'd also love to hear your thoughts as well.
For the first four I still agree with the piper and Angelo changes. And in addition to one of the Melodie nerfs I think she should no longer be able to get her notes from things like turrets and the heist safe. And then for Sandy rather than removing the mute I would nerf its charge a bit more to 40% so it’s only every 2.5 supers. That way even though it’s a strong hypercharge you will only get it at most once a game.
@@Natics_BS That Melodie nerf seems a bit much, as not being able to get her notes from targets such as turrets or the heist safe would hinder her viability in so many ways. Maybe they can do both nerfs instead, but I’d say taking that ability away might make be too much and we wouldn’t want that. The Sandy change makes sense. It honestly charges way too fast rn so nerfing it to 40% would be a great idea. As long as you can only get 1-2 a game, even if it’s a really strong HC, that nerf would balance it out (my idea was to remove the silence bc it allows him to interrupt enemies on top of the big speed boost, but this would be better). Thanks for the great feedback.
@@Natics_BS Hey, I know you said you’re off from college and working, but would you mind giving me some feedback on more of the changes. No problem if you can’t bc of your schedule, but I would appreciate if you could let me know. Thanks🙏
I do really hope that we will get basic gears variants to make them more viable on any brawler. Every brawler would still have the 5 basic gear types, but 1 or 2 might be replaced by their v2 counterpart depending on the brawler. For example: Shield gear v2 would replace the shield gear for tanks, and give them a 1000 damage shield whenever they use their super. Vision gear v2 would replace the vision gear for short range/assassin brawlers, by giving them 1 more tile of vision radius in bushes. Speed gear v2 would replace the speed gear for certain ranged brawlers by giving them bonus speed when they have their supers charged. Damage gear v2 would replace the damage gear for certain sharpshooters and misc brawlers, and boost your damage 15% against brawlers over 85% hp. health gear v2 would replace the health gear for low hp brawlers or brawlers with single ammo-bars, by healing them 180 hp whenever they attack Ideally, there shouldn't be useless or incompatible gears for any brawler, and limiting these gears to just 2 versions would not greatly complicate the game for players in my opinion. Also, adding the CC resistance gear back into the game for assassins would be cool.
I got a trio gear idea: for the junker trio "Recycler gear" Projectiles that miss will charge the super for 20% of their normal super charge. Here's their super charges •Pam = 2 amo to charge: 15/18 projectiles •Jessie = 6 amo •Nani = 2 amo / 6 projectiles If gear is equiped: •Pam = 9 amo (75 projectile •jessie = 30 amo •Nani = 10 amo (30 projectile) I think this gear makes sense since their shots misses sometimes, especially Jessie with her slow projectile speed, this gear would make missing shots be less punishing. Do you think this might be OP, Or is it a blop👎?
I'm starting to REALLY love your idea of brawl stars. Kind of like Genshin Impact in a sense since brawlers could begin weak in the early game, be ass, suck totally, but once these skills start to engine up in the end game then the brawler would get swell!! Not really overpowered or anything, since melodie is overpowered, but she alone can shut down whole comps. So I'm a fan of brawlers being in their best potential when paired up in the 3v3 modes instead of being strong on their own!! REALLY love you Natics, keep cooking holy crap!!
one gear i think would be really good is giving an attack speed gear to brawlers with delayed attacks, like bibi, frank, darryl, and maybe hank and angelo
I think these are good ideas, but the gears shouldn’t be tagged to brawler backstory characters like music themed and more play style so that they match more
I have an idea for a chuck rework Sometimes it feels like he is too predicable of a brawler so I'd make it that when chuck is riding the train he can press the super button again to stop at his nearest post This way he'll feel way less predictable and won't go "too far" like in the showdown or knockout smoke or to the other side of the map in brawl ball when your team is trying to defend a goal
Bro this was some of the best content you’ve ever put out 👏 so entertaining, goes super deep into gear concepts. Although I do feel some of the numbers are a bit too high, the ideas you come up with are masterpieces
Yeah I tend to lean more towards the stronger side if I’m unsure about some numbers as I feel it’s always better to release something good and then tune it down later. Rather than release something bad and try to buff it later on.
ive been thinking trios need more recognition in the game, if im right you dont even see anything about trios themselves in game and its more of a fan grouping. the most recognition for trios is having similar stories/origins/designs and/or abilities, ie the shadow realm, but trio gears def seem like something to make the trios tie more into the actual game
Trio gears is awesome, the combo one seems so fun! Most epic gears were cool too, just questioning the last one. It seems too useful, just a flat 10% of the top. Would prefer a larger boost under a certain threshold or smth. Love ya
I think this video was pretty cool. If you ever do a video on Mythic gear concepts, I think there is one main thing that is pretty much required for all concepts and that would be that the gear affects the brawler’s super. This seems to be the case already when looking at brawlers that already have a Mythic gear (I’m not sure if I checked all of them but characters like Sandy, Mortis, Pam, Eve, Gene, Tick and Amber) all have Mythic gears that impact their supers. This may be kind of hard to balance though as a character like Sam whose entire playstyle revolves around his super and would probably always run whatever Mythic gear he gets.
I had an idea similar to a trio gear but it's different Team synergy is an new ability unlockable at level 6 and every brawler will have up to three of them two for trio member and the third one for specific interaction. Lets take Piper for example: she will have team synergy with barley and byron because they're trio and she will have one with Rico because they're canonacly dating. Team synergy will add some effects for example Mortis and Frank team synergy will reduce Frank's delay for 5 seconds after Mortis's uses super and when Frank uses super Mortis gets speed boost for 5 seconds.
Let me cook here. What is we had an epic gear that took all basic attack moves with secondary effects, like Bibi's knockback or Doug's healing, but removed them in exchange for extra damage. This would offer a good high risk, high reward scenario, especially with Bibi, who would honestly be better off without the knockback.
The epic gears also need requirements, reload speed needs you to have missing amos, pet gear is active only if you have a pet and super charge gear works only if your super isn’t fully charged. Good video tho 👍👍
I’ve mentioned this in other comments but unlike the super rare gears they don’t need requirements in the match to be active as there is no way to turn them off. With the damage gear you only get boosted damage at low health and with the speed gear you only get speed in bushes. No matter what you do you will always have a boosted reload speed, spawned unit, and supercharge with the epic gears. So when coming up with ideas it can’t be something that could go back to regular in the match like a reload buff only when you are at half health.
Amazing video, super interesting concepts, could you do another video to finish all the mythic trio gears? These are super interesting! Keep up the good work!
The Garden trio have all supers that help them doing what they are best at doing:tanking, landing shots and controling area, all supers are time based, so a gear that increase the duration by 15% could be interesting(overgrowth) Also the Undead trio have the same punishing range:the Max range of the carged mortis attack, the super area that you cant escape and emz super/spray. I think that giving them a 15% speed boost whenever a brawler is inside that zone(it would be a ring zone, so getting to close would turn it off) could literally help all of this brawlers with their problems(mostly baiting Frank attacks and people escaping Emz super)(Undead Frenesi). Also,the super hero trio is al based on getting stronger(Max getting faster, Meg mantaining her robot and surge upgrades) then, something like buffing damage by 15% for 3s after using their super could fit(SUPER FINISHER). The miner trio is all about using walls to your advantage(Jacky and Dyna literally ignore them and Carl get his attack faster when he hit it), so, something like getting nearby walls gives them a small damage boost.
The experience gear could easily break the game Byron, already a meta brawler could spam heals even more with this and he could probably also take down assasins on close range combat because his super charges with only 4 hits and being able to hit those 4 hits very quickly gives him and impressive supercharge rate
Yeah that’s why I’m always open to others peoples suggestions on the numbers, but I feel with the current state it would be a tradeoffs for Byron. Yeah he would have a greater burst heal but the total healing would be the same. And even though faster healing sounds great his reload speed would still be the same so it actually could be worse for him. if the opponent decides to wait out the initial healing all the stacked healing would be wasted on a brawler who is already full hp and the gear would be useless. It’s a very similar counterplay as Rosa, bull, and Angelo supers. On the other hand when it comes to assassins that was my goal with the gear to allow the brawlers getting it to be able to compete better up close. For Byron since his damage is still over time he would more often than not still trade takedowns, but he would actually have some situations where he would come out on top. But again to have this gear equipped it would have to be in place of one of his other popular gears in the damage shield or gadget gear. Meaning he would have to give up healing/damage, better longer ranged matchups, or an extra gadget.
8:33 I would say you can make an argument for both Kit, Ruffs and maybe Crow, since I feel like someone such as El Primo probably wouldnt feel too good punching animals compared to a regular person But then there is an actual ton of animal brawlers in brawl stars, so that makes it kindoff complicated (like mico, angelo etc.)
Since brawl stars reworked hypercharges to make them more focused on increasing their strengths and niches rather than make up for their weaknesses, i think that Janet's Hypercharge should be something like improved flight control, speed control (distance from the joysticks centre) and larger carpet bombing that leaves bushes and players in "dust" that leaves them visible and unable to hide unless its a leon hypercharge. The main idea is added flight control and zoning potential from visibility because I feel that she is like a support marksman if she's helping teammates gain control of the map.
The trio gears i think they would be legendary gear and Supercell should increase the gears to 3 and you can get them in competitive mode, for diamond rank they give you a super special gear, a mythical one, an epic one...
Man, imagine Draco when he in Dinosaur form with Music gear. Like he has that amber attack where spits like 10 projectiles per second, also have 11000 health, so it would be a 20% heal aka 2200 health and 15% (if i remember correctly) shield by default when in Dino form. This thing gonna be unkillable. Edit: Ok i realised there is 0.3 seconds cool down, but its still gonna be very unkillable, cuz 2% is 220 health which is still good
Yeah his and melodies mechanics were the reason why a cooldown was added. But again even with 660 healing per second you have to keep in mind that the gear is only useful to him for the 10 seconds he is in super if he is missing health and landing his closer ranged shot. Otherwise he could get almost no value with it as his base can only give 220 per attack.
New gear concept:claws of love Kit after launching into a teamet he will give them a 6%speed boost a shield that reduces damage incoming by 12%and 100 more health (if it's to op I'm sorry)
The damage comes out completely different Ex. Brawler with 6400 hp with shield gear has 7500 hp. gets hit by piper for 3400 and now has 4100. On the other hand a brawler with 6400 hp gets hit by a piper for 3400 but the damage is reduced by 10%. So instead they are hit for 3060. This brawler now has 3240 hp. The 10% reduction is not as good as the shield against singular shots, but since it is always active it is better in situations where you can’t build back up the shield gear.
I'd say that Sam should get the 20% less super charge because his main objective is to tank for the teammates and be aggressive, so he's going to get hit a lot
He and gale were actually originally on that list, but got replaced with Chuck and bibi after I kept going back and forth between their kits. Thats why I also decided to give them a gear anyway as they were really close to being on that list.
Yeah excellent concept Trio gear really Honestly the 1st time they introduced hyper charge I was speechless like why ? You already started a serie with gears myhtic and epic at the time so why overtake it with HP. I guess the answer lie on the economics side but still a lot of deceptions came that day. I genuinely thought mythic and epic gear were cool concepts and will regive some rebalance and strategy oriented builds. Without mentioning fostering uniqueness and original hability from each brawler Instead, HP made the game even more brainless and for me means hypercharge stands as just a better version of the type of the brawler (ex tank, assassin etc...) instead of developing the unique identity of each brawler. For instance Rosa and Sprout HP seem pretty unique however if you look closely its just a Tank with its super with a slow area, same sprout super will do now damage but who would not be injured when a surging ambush of woods is unleasehed ? Nothing genuine or really creative... Similarly, I expected more from tick and pam mythic gear as they just improve their super so that could've been an epic one for both actually and fit with Jessie & co with other "pet improvements" you know Instead I would have put for Tick that you can release an additional mine every te10 seconds your shot would become a 4 mine throw simlarly to mico or ash with a charging bar. And for Pam I would have granted her a radius buff Pam. I love playing Pam and always found her turet with a small radius ahahs like 8-bit SP
My idea for a trip gear: for lily and Cordelius how bout a gear that when they are in shadow realm they see the enemy location and vice versa where when they are in normal realm they see enemies location who are in the shadow realm
for me the problem with the trio builds is that the in most cases most of the trios don't synergize well, example the arcade trio are gonna be doomed by an edgar or any comp that's consistent.
Trio Gear concept: for gift shop trio All members of the trio are high damaging brawlers that uses some kind of burst attack (collettes super hits twice) Gear payback if a brawler has 3 ammo the second attack (ex: edgars second punch) will do 20% more damage to brawlers, (collettes needs all 3 ammo loaded and use super) things like heist safe wont work since all these brawlers shread the safe anyways
I love that idea, but i wanted to ask how would that work with griff? Would only his second row be boosted and then the third is back to normal or would both the second and third row get the boost?
@@Natics_BS i think just the second attack would be best, you have a slight edge when you get jumped by a assassin (especially when using heal sp) and realisticlly the second burst is the most accurate one from my experience the third one would be overkill.
He was one of the ones I considered for it but I didn’t want to mix the resilience gear and tank trait. Plus I already gave him the mending music gear.
What about a gear for lily and cord, Shadow Veil: Lily and Cordelius gain a permanent 15% shield when their health drops below 40% due to their insanity.
Tbh Shelly, Carl, Fang and Mortis shouldn't fet less super charge gear. Cuz Shelly and Carl have already a pot of range and dont play tanky, so it would be broken i guess. Fang, i dunno he needs a nerf giving him something like that would bring him back into one of the best brawlers. And Mortis plays sneaky and quickly, not going in and tank. Mortis dont plays like that so again it would stupid to give such a gear. Also Chuck maybe would need it only when he dashing cuz other wise its kinda weird, but maybe it would ok
Yeah I definitely feel that there were valid reasons to pick a lot of other brawlers to get this gear too, but it’s main goal isn’t just for tanks. Although having a lot of health does make this gear more useful its main purpose was to make aggressive play less punishing. Almost every brawler who got it tends to perform better at close range ranges, but obviously being that close can feed opponents super. This gadget just helps to delay that by 1 or 2 attacks depending on the brawler.
I really think they should rework gears again , i really dont like how they are implemented right now. They cost way too much and they dont feel neither fun or inpactful
The resilience gear would ruin the game since many brawler interaction rely on super charge rate.Imagine a Shelly needing to hit more than 2 attacks up close to charge super, it could make tanks win more interactions.
It’s not as drastic of a change for brawlers with multiple projectiles though. Shelly right now takes 10 bullets to get super and with this it would increase to 12. Because that requires one more ammo that might sound like it would ruin her, but thats only at the beginning of the game. As even against a brawler with this gear if she lands her super it will still only take 2 shots to recycle it. For some brawlers this is a gear that punishes them at the beginning and if they mess up their super but for others it’s one to keep them out of the fight longer. I do agree that it’s on the stronger side but it doesn’t change as many interactions as people think.
Even tho brawl star's Dev's are doing so much for the game it feels like there could be more balanced change and brawler changes rather than new brawler every now and then or skins
Yeah but they did say they were looking to expand their team so I hope in the future they can hone in and do more regular or a greater amount of balance changes.
The game compared to every other game is actually incredibly balanced. A lot of Brawlers are viable. Of course there's a meta, but there's always gonna be a meta.
Unfortunately new brawlers means more money and more hype. Rainbow six tried that idea with a season of just balance changes and it went terribly.
I love 3005
@@Natics_BSexpand their pockets*
2:30 giving melodie an epic gear is crazy when she is already top 3
She’ll definitely get nerfed soon, and I didn’t want to let meta relevancy stop me from making brawler builds more unique.
@@Natics_BS you're correct
@@Natics_BS I was never replied so quickly, you got a sub. 🗿
Shes number 1 right now😭
@@ImUmiRas true
I would love to see more Hypercharge concepts but probably as Shorts because we already know that 6 are coming each update, so it would not be worth talking about in long form videos compared to the mythic gears and epic gears with only 1 mythic gear being released per update at the moment
I love the trio gear ideas. What if brawlers had a bonus if they played as their thematic trios: like if ranked had comps that played off team gear buffs instead of just meta brawlers, that would make it alot more nuanced on what to draft and ban
but then image casual, especially high rank casual. imagine you're pushing solo to rank 30 with randoms, but then encounter a coordinated team with a themed trio. your team won't have the theme bonus, but they will. would that feel fair?
It's a stupid idea. It limits stuff and makes stuff hard to balance
Whichever trio had the best buff would just be broken and control the meta
WHO LET BRO COOK?!!! The trio gears idea was absolutely creative, and yeah, I love the trio aspect of the game! Though I find it sad that supercell hasn’t really acknowledged them
Good concept. I like how you grouped brawlers based on similar traits
heres some bonus trio commonalities and corresponding gear ideas that i can think of off the top of my head
gift shop - ability to heal while still attacking
(heal 15% of damage dealt when below 50% hp)
superhero - supers buffing themselves
(each super gives a stacking 5% damage and speed boost, up to 25%, and resets after death)
space - general map control from spots most brawlers cant reach
(increased range at max hp?)
junker - tankiness
(10% shield for 10 seconds after using super?)
pirate - can get value safely far away from enemies
(gain increased super charge when there are no enemies within 8 tiles)
security - splitting up + remote communication
(increased movement speed the further you are from your other half)
candyland - being unpredictable/unexpected
(hides their super being charged)
extras (that might be more of a stretch)
wild west - multiple projectiles per attack
(adds one extra projectile to their main attack)
graveyard - life/power steal from opponents
(every kill heals 10% hp and gives a 15% damage boost for 12 seconds)
retropolis - shields
(20% shield when theyre the last brawler alive)
stuntshow - mobility
(heals 1% hp for every 3 tiles traveled)
ghost train - super knocking people away
(knockback is more effective?)
everyone would quit the game if this made it in 💀💀
Bruh the pirate gear only benefits Darryl and tick most of the time
@@thanathosgodofdeath penny's splash reaches pretty far, and her turret has plenty of range too
@@nelleriver5359
1 On high trophies enemies won't go together or behind eachother
2 Turret doesn't hit every time yeah it hits often but I'd say 40% of every shot is hit
3 I said most of the time not like it is useless on penny
I like the ideas. I always had the idea of having a 3rd gear slot, since gears barely have an impact, and being able to equip more would leave for more dynamic and diverse gameplay.
They should add a new gear that lets you equip +1 gear 😎
Wait....
That's still 2 gears...
😂😂😂
This channel is amazing! Which every video you make, you prove your expertise at balancing brawlers even more! Hopefully you will eventually be able to work with Adrian on at least a few changes! Keep going, I love your content!
Excellent video natics!
Continue with this format, it’s just perfect!
Love to see your ideas, make more of that!
Absolutely GOAT 😎
Trio gears are so good and creative, I hope one day the brawl dev team thinks about your concepts if they find your vids (also glad to be in the video)
some trio gears i thought of (idk im not good at balancing you can change the numbers as you like but here are the basic premises)
--
Pirates trio (Darryl, Penny, Tick) - Plunder Gear: When this brawler's super hits the opponent, it slows down their speed by 30% for 3 seconds.
Undeads trio (Mortis, Frank, Emz) - Fiend Gear: Everytime this brawler kills an opponent, their movement speed is increased by 5% and their healing is increased by 10% (stacks but caps at 3 kills).
Gem Miners trio (Mike, Jackie, Carl) - Sturdy Helmet Gear: When at 60% or above health, this brawler gains a passive 10% damage reduction shield.
Mystic Wanderers trio (Tara, Sandy, Gene) - Magic Wish Gear: After using your super, a small field is created under you that lasts for 5 seconds and slowly charges you and any allies super while standing on it.
Superheroes trio (Surge, Max, Meg) - Heroic Gear: When at 40% or less health, gain an extra bullet slot (the bullet slot will go if you heal past 40%). The first time this is activated in a single life, instantly reload one bullet.
Deep Sea trio (Otis, Hank) - Aquatic Gear: Hitting an opponent with your super will leave a bubble on the opponent that surrounds them. The next attack that hits the opponent will pop the bubble dealing 1.2k extra damage to them.
Starr Park Hub trio (R-T, Larry & Lawrie) - Urgent Pursuit Gear: Your super (either R-T's lower body or Lawrie) will have 15% increased movement speed and deal 10% extra damage
Enchanted Woods trio (Cordelius, Lily) - Mushroom Way Gear: When a teammate of the Enchanted Woods trio is inside your circle, increase supercharge rate by 15%.
Swamp of Love (Willow, Angelo) - Heartbreak Gear: Opponents affected by your super splash a toxic puddle around them that poisons enemies inside of it.
I genuinely believe that you should have up to 3 gears for a brawler at a time in a build. Especially with the amount you can own for one single brawler. This will also allow more situational gears to be used like vision as currently many gears just automatically take up the brawlers 2 gear slots (Like Damage and Reload). This will also give gears even more importance in the metagame and upgrading.
I NEED THAT LIFESTEAL GEAR NOW! As a Janet main I feel like that's exactly what she needs to finally be relevant again,and I'd love to see it in the game. The rest of the gears are also really well made. Fantastic job!
The concepts are spot on and they show that you are a very creative person. Keep up the good work
I’ll keep trying my best 😎
Get this man in the supercell balance team
Gears are genuinely super underrated! I really hope Supercell starts adding them again...
Finally a new vid. W Creator ❤
Sorry for the wait videos will start to be more frequent during the summer 👍🏿
@@Natics_BS nah it's all good bro, Quality over Quantity 👌
I love how you try to include logic and even some lore into your concepts, it is so unique
Love the video! And I have an idea for a trio gear for the old town trio:
Reaping the Benefits: Their supers leave a healzone once their damage is finished. Not much, more like the healing of a single heal pad for a few seconds, but the radius would be bigger and stack with Byron's and Barley's heals. Plus even add some clutch utility to Piper, tough I don't know if hers should activate where the bombs explode or where she lands.
Buffs: hank gets fast movement speed, faster attack speed (opp can't heal) and tank trait. Frank gets new starpower instead of sponge. Frank can now move forward 1 or 2 tiles every 3 or 2 seconds. Stu gets dmg buff. Chester gets star power reworks
That first gear idea is so f#ing good
Its such a good buff that frank needs
And the 2nd one too
The trio idea is amazing. For those who know it, I think it should be implemented like clash mini type buffs where if you have 2 brawlers of the same trio, your team gets a small buff that matches the trio theme. And if you have all 3 brawlers, you get a big buff across your team.
Anyone remember Resistance Gear?
Would fit on healers and aggros as an epic gear
4 Mythic Gear Ideas, 2 gadget ideas, and different a Star Power that I made for Cordelius Please rate them, it took me like 2 and a half hours. If they seem unbalanced, tell me what part seems that way and I'll try to fix it. Also, Cordelius's Star Powers and Gadgets don't NEED to be changed but these are just concepts. The only gadget that I think need's to be changed is "Poison Mushroom". Anyways, here's the list:
*Mythic Gears:*
*Enchanted Realm* - Cordelius's super lasts 2 seconds longer and the super projectile has +0.5 tiles of range.
*Drowsy Mixture* - Enemies are slowed by 10% for 2.5 seconds after leaving the shadow realm.
*Disabling Domain* - Enemies hit by Cordelius's super are muted for 0.5 seconds upon entering the shadow realm and have a 15% reduced reload speed for 2 seconds .
*Domain Punch* - Cordelius's super projectile deals 500-750 damage if it hits an enemy. The damage scales depending on the range it has travelled (like a Piper shot).
*Gadgets:*
*Toxin Release* - Replaces "Poison Mushroom" - Cordelius releases poisonous gas in his super charge radius, poisoning all enemies inside. The poison does 900 damage in total to each enemy affected. It does 3 ticks of 300 damage including the initial hit. The poison also goes through walls. (One tick of poison per second, extremely similar to Crow's poison).
*Domain Shield* - Replaces "Replanting" - Cordelius creates a shield (like Gus's super). The shield's health is equal to the amount of damage he received while in the shadow realm. It doesn't matter if it's your shadow realm or an enemy Cordelius's shadow realm, the damage received still goes towards the shield. Obviously, after using the gadget you have to re-enter the shadow realm and receive damage to use it again. If you re-enter the shadow realm before using the gadget, it doesn't stack. Instead, it resets the shield's health to 0 and whatever damage you receive now makes the new health of the shield.
*Star Powers:*
*Deathly Aura* - Replaces "Mushroom Kingdom" - Enemies inside of Cordelius's super charge radius deal 5% less damage to him, have a 5% slower reload speed, take 5% more damage from only him, and all healing they receive is 5% less.
*Comboshrooms* - I'm keeping Comboshrooms because I love it, but I'm reducing the extra damage dealt by the second attack to 25%. For comparison, it was 30% before.
I hope you liked this list because it took me like forever lmao
As for the mythic gear I think in order of how powerful they are we have:
Drowsy mixture
Disabling domain
Domain punch
Enchanted realm
A 4 second slow after the super is crazy, as that’s the same as squeaks star power. And it also means that the opponent has a total of 12 seconds where they are at a disadvantage compared to cord. So he doesn’t even have a reason to fight them in the realm unless they need the takedown. Disabling domain is just a buffed version of his gadget but attached to his super. Definitely a bit too strong for a gear and should probably only have 1 of the effects. Domain punch is just a solid bit of damage. Like a worse version of genes star power but a lot of gears and gadgets are like that. And finally enchanted realm seems mostly useless. As cords super already covers the range in which he is best effective and the extra time is only useful if he plans on running away during the realm. Which is done way better by the drowsy mixture concept.
For balancing I would decrease Drowsy Mixture to 1.5/2s and remove the mute from Disabling domain while buffing the reduced reload to 20%.
If I personally had to pick one to be his mythic gear I would go with the nerfed disabling domain or domain punch as they seem the least toxic and always get value.
For the gadgets toxin release seems way too powerful, as it would give an assassin an immense amount of area control. Even though the damage is low a 4 second poison negates the enemies from healing for at least 8 seconds and they can’t tell the range, unless they have his super radius memorized. I do love this idea more than his current gadget though, so for my changes I would need it to 2 seconds of poison but 2 instances of 500. The other gadget seems a bit too complicated for a gadget, but cord is a legendary brawler so I could see it happening. I personally would still prefer replanting though.
Deathly aura sounds a bit too varied in effects but again he is a legendary brawler so I could see it working. And I personally would not mind it replacing mushroom kingdom. As for comboshrooms I love the nerf. Even though he is an assassin cord is one of the best tank counters in the game due to his shadow realm not allowing them to charge super, him being faster than all of them, and his immense damage. Cutting down on his damage potential a bit would definitely be a deserved nerf. Overall I loved these concepts thanks for taking the time to show me 👍🏿
Firstly, thanks so much for reading this! Now about the Drowsy Mixture, the overpowered mythic gear with the slow affect, I actually made an error. I was typing on bad wifi and had to keep pressing “Control + C” to make sure if it deleted I still had progress. I accidentally pasted 4 seconds but I meant 2.5 seconds of slow. I think it might be a bit overpowered, but it’s only 10% slow which isn’t a complete game changer. For comparison, Amber’s mythic gear slows enemies for 10% while walking on her super.
@@Natics_BS Ik it sounds complicated (Deathly Aura) and that’s actually kinda what I was aiming for. I’m so tired of bush-camping Cordelius’s that just mash auto-aim and once they get low in the shadow realm, just eat the mushrooms from the star power, and spam. Low skill/new players might not fully understand the potential of the star power and might start playing Cordelius less in general since he relies on his star power for heavy healing. And thanks for acknowledging the comboshrooms nerf! I don’t play Cordelius much, but when I do, I always run comboshrooms even though I have Mushroom Kingdom. I soon realized that comboshrooms was broken and it needs even just a small nerf
Where the trash can video?????😭😭😭
Got delayed due to problems with the video and sound syncing.
@@Natics_BS my boy keeps getting down
Ayooo one of most loved character!
TRASH CAN🗣️🔥🔥🔥🔥
Ash the TRASH TIER
@@levonessOg.-Trampoposhka but he is british 😱
Mythical gear concept on buzz - "Saving boomerang". Buzz's float returns back to buzz (it doesn't give super again if it
straight back to buzz).
When he starts to come back, he may hit an enemy who is behind the wall, or end up in the wall itself behind him.
The concept of Trio gears was something that I entertained a bit of a while ago and hoped that someone had the same idea, and you basically did it, but the way I approached it was a bit different. Instead of making Trio gears Epic gears but even MORE exclusive, I tried to make other so that the brawlers within the trio had a similar effect, but the stats or requirements were switched around or shifted a bit. For example, my first Trio gear was The stunt trio’s “stunning performance” gear, where if equipped, stu stuns people that he initially sets on fire for 1 second, Janet’s bombs stun assailants for 0.5 seconds for more of a supportive role, and to play further into that assassin side, enemies that bonnie land on would get stunned for 1.5 seconds, to make that form more useful. As you can see, the common theme with the gear is that each brawler can stun with their super, but sometimes it can be a simple stat tweak instead, for example, another concept I made is the wild west trio’s Gaurd Duty Gear, where Shelly gains 30% Damage for 10% Speed, Colt gains 15% Speed for 5% Defense, and Spike gains 27% Defense for 9% Damage. In this case, the correlation is that they gain and lose stats at a 3/1 ratio and the stats that change are in relation to the other brawler in their trio. In the case of the Arcade trio, I’d like to make the Boss Mode gear, where 8-bit’s Projectiles are larger when he has super, Brock’s Range is increased under the same conditions, and Rico’s bullet’s gain speed each time they bounce off of a wall (up to five times) under the same conditions. If you made it here to the end of me rambling, thank you for taking the time to read it😊
I love the ideas and I dabbled with making their effects similar but varied with every brawler. But I ultimately decided against it as I felt it would be too complicated for the younger players in the game to understand. Like it’s a lot easier for them to know I get a certain buff with this gear rather than it this much for this brawler, a bit more for this brawler, and a bit less for the last one. Also I always love reading over peoples concepts, which is part of the reason why I started this channel 😎.
W videos as always man ❤❤
also looking at the video the splash gear you mentioned, doesn’t it seem broken? i mean for buzz(not doug) he is already a pain when you get stunned upon his super but adding a slow to it definitely decreases the survival rate of opponents to almost zero(that is if he lands the super)
I don’t feel so, as most of the time buzz’s stun is around 1 second long unless he is directly in front of you. This means the slow will only be active for .5 seconds after the stun and he would have it in place of more damage with the damage gear, an extra gadget with the gadget gear, or a 900hp shield with the shield gear. It’s definitely on the stronger side but since his stun is already most of the duration of the slow I don’t think it would change interactions too much.
@@Natics_BS oh so by slow you meant during the super as in stun and slow at the same time….that makes much more sense as it will only give real value when the stun is less than 1 s
2:06 what if Melodie notes hits opponent? They will heal Melodie or not?
This would apply to both her main attack and spinning notes, but again there is a cooldown of .3s. So the max she would be able to heal per second would be 6% of her hp or 492 hp.
@@Natics_BS ok
PS. I think trio gear have a potential to be in the game. Will you maks more Trio gears?
Definitely 😎
@@Natics_BS i have idea for enchanted trio gear
"Enemies hittet by Cordelius/Lily/XYZ super will be poisoned for 4s (losing 5% of their HP)
I don't know why, but i enjoyed this very much. Good concepts, could fit in the game, and a very good video, keep up your work pal 👍
I’ll try to bro 😎
Wow, I really like this new style of videos. Your reworks are obviously amazing and as a person who loves the balancing aspect of the game, I always look forward to those. However, this content is also great. SC introduced Mythic Gears, but then stopped making them bc they weren't as exciting as the new HC mechanic. However, I think it would be really cool if they would reintroduce this to us with some unique ideas. I wanted to share some proposed balance changes (made some edits) with you. I hope you'll be able to share your thoughts with me and give me feedback. Keep up the amazing work❤
Angelo
Movement speed decreased from Very Fast to Fast
Empower Star Power healing decreased from 600 to 500 per second
Melodie
Health decreased from 4100 to 3900
OR Super range decreased from 5.33 to 4.33 tiles
Sandy
Hypercharge multiplier decreased from 60% to 50%
Hypercharge Super no longer silences enemies for 0.5 seconds
Piper
Auto Aimer Gadget no longer activates Snappy Sniping Star Power
Charlie
Spiders Gadget health decreased from 1400 to 1000
Cocoon health decreased from 4200 to 3800
Frank
Decreased attack delay time from 1.3 to 1.1 seconds
OR Increased main attack range from 6 to 6.67 tiles and Super range from 7 to 7.67 tiles
OR Frank can now move while attacking (similar to Ash)
The additional health from Frank’s Sponge Star Power increased from 1400 to 1700 health
Power Grab Star Power will now also give Frank a 10% movement speed boost on top of the damage boost upon defeating an enemy
Power Grab Star Power duration decreased from 12 to 10 seconds
Active Noise Canceling Gadget’s immunity to crowd control effects increased from 1.5 to 2.5 seconds
Health decreased from 7000 to 6300
Main attack damage decreased from 1240 to 1200
Super damage decreased from 1240 to 1200
Hank
Super charge rate from fully charged attack: 4 to 3.5 hits
Hank will now only be visible in bushes after his main attack is charged more than 50%
It’s Gonna Blow Star Power speed boost increased from 10% to 15% when Hank’s main attack is charged over 80%
Take Cover! Star Power damage reduction shield now lasts for an additional 2 seconds after Hank stops standing next to a wall
OR Take Cover! Star Power now activates when Hank is within 2 tiles of a wall instead of having to be right next to it
Chester
Hit needed to charge Super: 7 to 6 hits
Main attack damage increased from 640 to 670 per projectile
OR Reload speed decreased from 1.9 to 1.8 seconds
Jawbreaker Super damage increased from 200 to 500
OR Super projectile speed increased from 3000 to 3300
and stun duration increased from 1 to 1.5 seconds
Candy Beans Gadget healing increased from 420 to 448-560 and now scales with Power Levels
Penny
Health increased from 3200 to 3300
Main attack damage increased from 980 to 1020
Gus
Healing from spirits increased from 800 to 900
Gus’s spirits will now drop as soon as they reach max distance or hit a wall
Gus now takes 4 hits to fill his spirit bar instead of 3
Barley
Super projectile speed increased from 1504 to 1700
Ash
The amount of damage taken needed to charge Ash’s full rage bar reduced from 125% to 100% of his total health
Janet
Main attack damage increased from 980 to 1020
Vocal Warm Up Star Power is now baseline
New Star Power:
Tuned Vocal - Janet main attack now deals up to 10% more damage when fully focused
OR Stunning Show - Janet’s Super will now stun all enemies with a small radius for 0.5-1 seconds upon takeoff (I don’t know how long the stun should be)
Surge
Super charge rate is now based on Stage level:
Base Stage: 2 hits
Stage 1: 3 hits
Stage 2: 4 hits
Stage 3: 5 hits
Increased base movement speed from 650 to 700 (Slightly below Normal)
Surge’s To the Max! Star Power reworked from making his main attack split when hitting walls to making his main attack split no matter what every 5 seconds
Doug
Gained the Tank trait - charges Super from damage taken
OR Gained the Buzz trait - charges Super from staying near enemies
Main attack healing increased from 600 to 720
Grom
Health increased from 2800 to 3000
Hits needed to charge Super: 6 to 5 hits
Bull
Speed while Super is active increased from 1800 to 2400
Increased Hypercharge multiplier from 35% to 40%
Maisie
Slightly increased Super recharge rate
(It will now take Maisie only 1 ammo to fully recharge her Super is she hits two enemies with it)
Pinpoint Precision Star Power now makes her main attack deal up to 25% extra damage at max distance, based on distance traveled
OR Pinpoint Precision Star Power reworked to Faster Fuel: Pressure rocket now travels at a 10% faster projectile speed
Crow
Health increased from 2400 to 2600
Lou
Hits needed to charge Super: 8 to 7 hits
Main attack damage increased from 440 to 460 per projectile
Hypercharge multiplier decreased from 40% to 35%
Tara
Reload speed increased from 2 to 1.9 seconds
Black Portal Star Power health increased from 3000 to 4000
and damage increased from 800 to 1000
Healing Shade health increased from 2400 to 3000
and healing increased from 400 to 500
BTW, I know it's a lot to take in, so if you read through this, you're the goat🔥
Also, if you have any alternative changes that you think would work better, I'd love to hear them. If you agree, then I'd also love to hear your thoughts as well.
For the first four I still agree with the piper and Angelo changes. And in addition to one of the Melodie nerfs I think she should no longer be able to get her notes from things like turrets and the heist safe. And then for Sandy rather than removing the mute I would nerf its charge a bit more to 40% so it’s only every 2.5 supers. That way even though it’s a strong hypercharge you will only get it at most once a game.
@@Natics_BS That Melodie nerf seems a bit much, as not being able to get her notes from targets such as turrets or the heist safe would hinder her viability in so many ways. Maybe they can do both nerfs instead, but I’d say taking that ability away might make be too much and we wouldn’t want that. The Sandy change makes sense. It honestly charges way too fast rn so nerfing it to 40% would be a great idea. As long as you can only get 1-2 a game, even if it’s a really strong HC, that nerf would balance it out (my idea was to remove the silence bc it allows him to interrupt enemies on top of the big speed boost, but this would be better). Thanks for the great feedback.
@@Natics_BS If you have time later, could you please give me feedback on some of the other changes. Just 1-2 at a time would be greatly appreciated.
@@Natics_BS Hey, I know you said you’re off from college and working, but would you mind giving me some feedback on more of the changes. No problem if you can’t bc of your schedule, but I would appreciate if you could let me know. Thanks🙏
very cool concepts my guy, banger video as always
Love it!
I think this concepts have so much potentials to change the gameplay of this game.
Having trios a new concept is really great,
I love the trios it gives them more character
I do really hope that we will get basic gears variants to make them more viable on any brawler.
Every brawler would still have the 5 basic gear types, but 1 or 2 might be replaced by their v2 counterpart depending on the brawler. For example:
Shield gear v2 would replace the shield gear for tanks, and give them a 1000 damage shield whenever they use their super.
Vision gear v2 would replace the vision gear for short range/assassin brawlers, by giving them 1 more tile of vision radius in bushes.
Speed gear v2 would replace the speed gear for certain ranged brawlers by giving them bonus speed when they have their supers charged.
Damage gear v2 would replace the damage gear for certain sharpshooters and misc brawlers, and boost your damage 15% against brawlers over 85% hp.
health gear v2 would replace the health gear for low hp brawlers or brawlers with single ammo-bars, by healing them 180 hp whenever they attack
Ideally, there shouldn't be useless or incompatible gears for any brawler, and limiting these gears to just 2 versions would not greatly complicate the game for players in my opinion.
Also, adding the CC resistance gear back into the game for assassins would be cool.
I got a trio gear idea:
for the junker trio
"Recycler gear"
Projectiles that miss will charge the super for 20% of their normal super charge.
Here's their super charges
•Pam = 2 amo to charge: 15/18 projectiles
•Jessie = 6 amo
•Nani = 2 amo / 6 projectiles
If gear is equiped:
•Pam = 9 amo (75 projectile
•jessie = 30 amo
•Nani = 10 amo (30 projectile)
I think this gear makes sense since their shots misses sometimes, especially Jessie with her slow projectile speed, this gear would make missing shots be less punishing.
Do you think this might be OP, Or is it a blop👎?
I'm starting to REALLY love your idea of brawl stars. Kind of like Genshin Impact in a sense since brawlers could begin weak in the early game, be ass, suck totally, but once these skills start to engine up in the end game then the brawler would get swell!! Not really overpowered or anything, since melodie is overpowered, but she alone can shut down whole comps. So I'm a fan of brawlers being in their best potential when paired up in the 3v3 modes instead of being strong on their own!! REALLY love you Natics, keep cooking holy crap!!
one gear i think would be really good is giving an attack speed gear to brawlers with delayed attacks, like bibi, frank, darryl, and maybe hank and angelo
12:32 yooo, my favorite brawlers got the trio gadget, I’m so happy they’re getting attention
I think these are good ideas, but the gears shouldn’t be tagged to brawler backstory characters like music themed and more play style so that they match more
I have an idea for a chuck rework
Sometimes it feels like he is too predicable of a brawler so I'd make it that when chuck is riding the train he can press the super button again to stop at his nearest post
This way he'll feel way less predictable and won't go "too far" like in the showdown or knockout smoke or to the other side of the map in brawl ball when your team is trying to defend a goal
I LOVE the trio gear ideas. I totally agree gears have so much potential I hope they expand on them soon
Absolutely do more gear concepts
Bro this was some of the best content you’ve ever put out 👏 so entertaining, goes super deep into gear concepts. Although I do feel some of the numbers are a bit too high, the ideas you come up with are masterpieces
Yeah I tend to lean more towards the stronger side if I’m unsure about some numbers as I feel it’s always better to release something good and then tune it down later. Rather than release something bad and try to buff it later on.
ive been thinking trios need more recognition in the game, if im right you dont even see anything about trios themselves in game and its more of a fan grouping. the most recognition for trios is having similar stories/origins/designs and/or abilities, ie the shadow realm, but trio gears def seem like something to make the trios tie more into the actual game
Trio gears is awesome, the combo one seems so fun!
Most epic gears were cool too, just questioning the last one. It seems too useful, just a flat 10% of the top. Would prefer a larger boost under a certain threshold or smth.
Love ya
I think this video was pretty cool. If you ever do a video on Mythic gear concepts, I think there is one main thing that is pretty much required for all concepts and that would be that the gear affects the brawler’s super. This seems to be the case already when looking at brawlers that already have a Mythic gear (I’m not sure if I checked all of them but characters like Sandy, Mortis, Pam, Eve, Gene, Tick and Amber) all have Mythic gears that impact their supers. This may be kind of hard to balance though as a character like Sam whose entire playstyle revolves around his super and would probably always run whatever Mythic gear he gets.
Yeah the only exception so far is crows with his affecting both his main attack and super
#recommend
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#yellow
#blue
#green
#red
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#black
I had an idea similar to a trio gear but it's different
Team synergy is an new ability unlockable at level 6 and every brawler will have up to three of them two for trio member and the third one for specific interaction. Lets take Piper for example: she will have team synergy with barley and byron because they're trio and she will have one with Rico because they're canonacly dating. Team synergy will add some effects for example Mortis and Frank team synergy will reduce Frank's delay for 5 seconds after Mortis's uses super and when Frank uses super Mortis gets speed boost for 5 seconds.
Best BS TH-camr❤
Thanks GOAT 😎
Let me cook here. What is we had an epic gear that took all basic attack moves with secondary effects, like Bibi's knockback or Doug's healing, but removed them in exchange for extra damage. This would offer a good high risk, high reward scenario, especially with Bibi, who would honestly be better off without the knockback.
Nah yo ass bugging knockback+super with bibi is broken
Great video as always Natics!
I wish supercell could give us more unique gears, but hey, maybe one day...
The epic gears also need requirements, reload speed needs you to have missing amos, pet gear is active only if you have a pet and super charge gear works only if your super isn’t fully charged.
Good video tho 👍👍
I’ve mentioned this in other comments but unlike the super rare gears they don’t need requirements in the match to be active as there is no way to turn them off. With the damage gear you only get boosted damage at low health and with the speed gear you only get speed in bushes. No matter what you do you will always have a boosted reload speed, spawned unit, and supercharge with the epic gears. So when coming up with ideas it can’t be something that could go back to regular in the match like a reload buff only when you are at half health.
Amazing video, super interesting concepts, could you do another video to finish all the mythic trio gears? These are super interesting! Keep up the good work!
always love when this dude post a video, would love to see more geark ideas along with other stuff like gagets
The Garden trio have all supers that help them doing what they are best at doing:tanking, landing shots and controling area, all supers are time based, so a gear that increase the duration by 15% could be interesting(overgrowth)
Also the Undead trio have the same punishing range:the Max range of the carged mortis attack, the super area that you cant escape and emz super/spray. I think that giving them a 15% speed boost whenever a brawler is inside that zone(it would be a ring zone, so getting to close would turn it off) could literally help all of this brawlers with their problems(mostly baiting Frank attacks and people escaping Emz super)(Undead Frenesi).
Also,the super hero trio is al based on getting stronger(Max getting faster, Meg mantaining her robot and surge upgrades) then, something like buffing damage by 15% for 3s after using their super could fit(SUPER FINISHER).
The miner trio is all about using walls to your advantage(Jacky and Dyna literally ignore them and Carl get his attack faster when he hit it), so, something like getting nearby walls gives them a small damage boost.
The experience gear could easily break the game Byron, already a meta brawler could spam heals even more with this and he could probably also take down assasins on close range combat because his super charges with only 4 hits and being able to hit those 4 hits very quickly gives him and impressive supercharge rate
Yeah that’s why I’m always open to others peoples suggestions on the numbers, but I feel with the current state it would be a tradeoffs for Byron. Yeah he would have a greater burst heal but the total healing would be the same. And even though faster healing sounds great his reload speed would still be the same so it actually could be worse for him. if the opponent decides to wait out the initial healing all the stacked healing would be wasted on a brawler who is already full hp and the gear would be useless. It’s a very similar counterplay as Rosa, bull, and Angelo supers. On the other hand when it comes to assassins that was my goal with the gear to allow the brawlers getting it to be able to compete better up close. For Byron since his damage is still over time he would more often than not still trade takedowns, but he would actually have some situations where he would come out on top. But again to have this gear equipped it would have to be in place of one of his other popular gears in the damage shield or gadget gear. Meaning he would have to give up healing/damage, better longer ranged matchups, or an extra gadget.
I like gears because they help adapt brawlers to be more useful in a variety of matchups.
8:33
I would say you can make an argument for both Kit, Ruffs and maybe Crow, since I feel like someone such as El Primo probably wouldnt feel too good punching animals compared to a regular person
But then there is an actual ton of animal brawlers in brawl stars, so that makes it kindoff complicated (like mico, angelo etc.)
Yeah the analogy is kinda weird with animals
Since brawl stars reworked hypercharges to make them more focused on increasing their strengths and niches rather than make up for their weaknesses, i think that Janet's Hypercharge should be something like improved flight control, speed control (distance from the joysticks centre) and larger carpet bombing that leaves bushes and players in "dust" that leaves them visible and unable to hide unless its a leon hypercharge. The main idea is added flight control and zoning potential from visibility because I feel that she is like a support marksman if she's helping teammates gain control of the map.
Awesome videos I enjoyed all the concepts and would love to see more😎
The trio gears i think they would be legendary gear and Supercell should increase the gears to 3 and you can get them in competitive mode, for diamond rank they give you a super special gear, a mythical one, an epic one...
These are all great ideas, good job! I can't believe how much effort you're putting into these videos, it's so great ❤️🔥
Man, imagine Draco when he in Dinosaur form with Music gear. Like he has that amber attack where spits like 10 projectiles per second, also have 11000 health, so it would be a 20% heal aka 2200 health and 15% (if i remember correctly) shield by default when in Dino form. This thing gonna be unkillable.
Edit: Ok i realised there is 0.3 seconds cool down, but its still gonna be very unkillable, cuz 2% is 220 health which is still good
Yeah his and melodies mechanics were the reason why a cooldown was added. But again even with 660 healing per second you have to keep in mind that the gear is only useful to him for the 10 seconds he is in super if he is missing health and landing his closer ranged shot. Otherwise he could get almost no value with it as his base can only give 220 per attack.
New gear concept:claws of love
Kit after launching into a teamet he will give them a 6%speed boost a shield that reduces damage incoming by 12%and 100 more health
(if it's to op I'm sorry)
I think that maybe in the future many brawlers could end up having multiple epic and mythic gears
And maybe more gear slots
the dmg reduction gear is basically just 10% more hp to a brawler which is basically what shield gear offers
The damage comes out completely different
Ex. Brawler with 6400 hp with shield gear has 7500 hp. gets hit by piper for 3400 and now has 4100. On the other hand a brawler with 6400 hp gets hit by a piper for 3400 but the damage is reduced by 10%. So instead they are hit for 3060. This brawler now has 3240 hp. The 10% reduction is not as good as the shield against singular shots, but since it is always active it is better in situations where you can’t build back up the shield gear.
Man this concepts are like better than the current ones, idk why is so difficult to the dev team to come up with something like this 🙄
a gear that buff attack speed would also be a good idea, works for maisie, jessie, spike, and anything
Thank you for yet another quality video mr underrated
Those epic gear ideas will completely break the game idk about that chief
Splatoons gear system is an example for how gears should work
I'd say that Sam should get the 20% less super charge because his main objective is to tank for the teammates and be aggressive, so he's going to get hit a lot
He and gale were actually originally on that list, but got replaced with Chuck and bibi after I kept going back and forth between their kits. Thats why I also decided to give them a gear anyway as they were really close to being on that list.
Yeah excellent concept Trio gear really
Honestly the 1st time they introduced hyper charge I was speechless like why ? You already started a serie with gears myhtic and epic at the time so why overtake it with HP. I guess the answer lie on the economics side but still a lot of deceptions came that day.
I genuinely thought mythic and epic gear were cool concepts and will regive some rebalance and strategy oriented builds. Without mentioning fostering uniqueness and original hability from each brawler
Instead, HP made the game even more brainless and for me means hypercharge stands as just a better version of the type of the brawler (ex tank, assassin etc...) instead of developing the unique identity of each brawler. For instance Rosa and Sprout HP seem pretty unique however if you look closely its just a Tank with its super with a slow area, same sprout super will do now damage but who would not be injured when a surging ambush of woods is unleasehed ? Nothing genuine or really creative...
Similarly, I expected more from tick and pam mythic gear as they just improve their super so that could've been an epic one for both actually and fit with Jessie & co with other "pet improvements" you know
Instead I would have put for Tick that you can release an additional mine every te10 seconds your shot would become a 4 mine throw simlarly to mico or ash with a charging bar. And for Pam I would have granted her a radius buff Pam. I love playing Pam and always found her turet with a small radius ahahs like 8-bit SP
I honestly believe that all gears should be free once you level the brawler, spending upwards of 6k just to have your options open is crazy...
Leveling brawlers is part of the way supercell makes revenue. If anything I would rather gears just be around 500,750, and 1000 coins instead.
The combo gear should’ve been everytime you hit you get a damage boost
When you misd the dmg boost disappears
ruffs should really have the experienced gear both figuratively and historically
He was one of the ones I considered but by that logic I would also have to of given it to Hank. I do have something in mind for ruffs though 👍🏿
(Even though I do really miss his fast unload speed)
i do believe that some of these gears are a bit overpowered but overall the concepts are rlly good
dynamike with the unload gear already sounds like living hell
The resilient gear that makes it charges 20% less super, should be available for tanks only
It would be broken when paired with the tank trait
My idea for a trip gear: for lily and Cordelius how bout a gear that when they are in shadow realm they see the enemy location and vice versa where when they are in normal realm they see enemies location who are in the shadow realm
for me the problem with the trio builds is that the in most cases most of the trios don't synergize well, example the arcade trio are gonna be doomed by an edgar or any comp that's consistent.
They don’t need to be together to get the gears they would just be gears that only those 3 get similar to mythic gears.
@@Natics_BS ohhhhhhh, sorry for the misunderstanding; not sure if the game is making me zone out when you start diolouging on the specifics.
cool
Trio Gear concept: for gift shop trio
All members of the trio are high damaging brawlers that uses some kind of burst attack (collettes super hits twice)
Gear payback if a brawler has 3 ammo the second attack (ex: edgars second punch) will do 20% more damage to brawlers, (collettes needs all 3 ammo loaded and use super) things like heist safe wont work since all these brawlers shread the safe anyways
I love that idea, but i wanted to ask how would that work with griff? Would only his second row be boosted and then the third is back to normal or would both the second and third row get the boost?
@@Natics_BS i think just the second attack would be best, you have a slight edge when you get jumped by a assassin (especially when using heal sp) and realisticlly the second burst is the most accurate one from my experience the third one would be overkill.
I guess it should doesn't mind that one Brawler should have more than 1 epic gear
Now we need Trio Gears for all Trios
frank definetly NEEDS that resilience gear.
He was one of the ones I considered for it but I didn’t want to mix the resilience gear and tank trait. Plus I already gave him the mending music gear.
undervalued part??? bro have you seen what crow is able to do with his 2nd star power and the mythic gear??
do more trio gears, but either way whatever you make will be amazing content if its like this
Gotcha man I definitely want to do more concepts, as I love working on brand new things to introduce like this.
Banger video as always!
What about a gear for lily and cord, Shadow Veil: Lily and Cordelius gain a permanent 15% shield when their health drops below 40% due to their insanity.
Its hard because mythic gears need to be stronger than damage gears but weaker than gadget gear
8:00 this gear should have been the shield gear ngl
Tbh Shelly, Carl, Fang and Mortis shouldn't fet less super charge gear. Cuz Shelly and Carl have already a pot of range and dont play tanky, so it would be broken i guess. Fang, i dunno he needs a nerf giving him something like that would bring him back into one of the best brawlers. And Mortis plays sneaky and quickly, not going in and tank. Mortis dont plays like that so again it would stupid to give such a gear. Also Chuck maybe would need it only when he dashing cuz other wise its kinda weird, but maybe it would ok
Yeah I definitely feel that there were valid reasons to pick a lot of other brawlers to get this gear too, but it’s main goal isn’t just for tanks. Although having a lot of health does make this gear more useful its main purpose was to make aggressive play less punishing. Almost every brawler who got it tends to perform better at close range ranges, but obviously being that close can feed opponents super. This gadget just helps to delay that by 1 or 2 attacks depending on the brawler.
I got a tara who ONLY had a gadget charge gear, and pet power gear. No gadgets, no starpowers.
I really think they should rework gears again , i really dont like how they are implemented right now. They cost way too much and they dont feel neither fun or inpactful
The resilience gear would ruin the game since many brawler interaction rely on super charge rate.Imagine a Shelly needing to hit more than 2 attacks up close to charge super, it could make tanks win more interactions.
It’s not as drastic of a change for brawlers with multiple projectiles though. Shelly right now takes 10 bullets to get super and with this it would increase to 12. Because that requires one more ammo that might sound like it would ruin her, but thats only at the beginning of the game. As even against a brawler with this gear if she lands her super it will still only take 2 shots to recycle it. For some brawlers this is a gear that punishes them at the beginning and if they mess up their super but for others it’s one to keep them out of the fight longer. I do agree that it’s on the stronger side but it doesn’t change as many interactions as people think.
BRO YOU SHOULDVE GIVEN THE UNLOAD ONE TO FRANK TOO CUZ HE S OVER 200 YEARS OLD AND HE REALLY NEEDS ONE