@@SolarMoon777 SAME HE'S UNDERRATED!!! It's actually only one person doing all the work on the songs, Will Ryan, and he also has the channel DAGames :)
@@eldarzh6290 oh don't worry I'm caught up on the Will Ryan lore, I like heart of an artist resurrection quite a bit too. What are you top 3 iris songs? I think mine are BioBond, Dimetrix, and Override & Conquer (I'll find my way in 4th place) For HOAAR, Too Dangerous, SOS, and Heart of an Artist
@@SolarMoon777 I haven't listened to Iris in a while, but one of my favourites for sure was Dawn, Plague is amazing, I'm Sorry too. I'll Find My Way is very loved too. Castle That Burns was an amazing alternative to Castle That Never Dies. But Peace Be Thy Name is amazing from the concept standpoint, being the lead up to the previous album
forgot to do gene and belle so i did it for you: Gene: Instead of three hands going into three directions, it will be one large hand that can grab up to two enemies, but also releases a pulse which silences them for 4 seconds, he also doubles his reload speed for the duration of the hypercharge. This is so that he wont be 1v3d instantly by a team, and can actually give him and his teammates time to kill the enemies (very useful in gem grab) Belle: Her spotting shot will now home onto enemies with 100% accuracy and deal 500 damage per second (lasts for 6 seconds). If another enemy is within 10 tiles, the spotted shot will bounce to that enemy. The accuracy decreases with each bounce, and bounces are infinite until one misses
El Primos' hypercharge makes the brawlers get pulled in instead of pushing them outwards with his super. This is incredibly useful against faster brawlers since Primo is a close range brawler. It could also function as a mini Tara super so your teammates can hit the enemy easier
For Pearl's you could just make the burning area bigger so when you knock enemies back they still stay in the area and for Nani's you could make the HC duration not decay while in the super
pearl hyper but cool, her super still leaves an area on the ground, but it doesnt deal any damage, instead when pearl is standing in it, her heat bar increases wayyyyyyyy faster, to the point that she can almost have full heat on every ammo, so people gotta treat it like an angelo super (aka friggin run away or get decimated) its duration is also extended from 4.5 sec to 7.5 sec so pearl has a chance to use more than just her 3 ammo, this is roughly balanced because you can stay safe by staying out of pearls range, which is shorter than angelos, so having the area last for less time is fine
We gotta have a better Colt HC than just more damage and speed. My idea would be to literally just have 2 supers next to each other, so we give away the x2,75 width for x2 width, but if you hit it with the center it can potentionally deal x2 damage
2:17 hear me out, what if instead of shooting cookies everywhere during super, it would work like surge's hypercharge. For full duration of her hyper she would have the bar filled up to maximum and all of her attacks would burn like with her gadget
Yeah thats what I said in the video, all her cookies would have full heat and set enemies on fire But keeping full heat after the super isnt a bad idea at all
A simple idea they could do to mico's hypercharge is by letting him activate his hypercharge while being mid super and still getting the hypercharge stun effect Its like leon when go invisible ealry then pop hypercharge after while keeping the hypercharge ability
@@tpfoxCastro anh imagine placing that inside of Hot Zone and literally be incible (unless its a thrower) or in Knockout at the end just outliving smoke, i mean super lasts for 10 seconds so its insane. And i think its gonna be quite hard to code so nah, attacks is fine
My buffs ideas 🟣 SPROUT - The walls are unbreakable - Thorns radius: 1.5 ---> 3.5 tiles - If an enemy brawler touchs the thorns, he will receive the same damage for 4 seconds 🟣 PEARL - The super is bigger depending of the heat percentaje (max: 75%) 🟣 POCO - The shield is always the maximum (is not depending of teammates health anymore) 🟣 NANI - The super starts with the maximum speed and size (this affect extra damage star power too) 🟣 MICO - hypercharge duration decreases 50% slower in the air. 🟣 EL PRIMO - Also makes his super 20% bigger 🟣 BELLE - The mark bounces like her main attack marking multiples enemies but the homing is nerfed to the same as Piper's gadget. 🟣 BROCK - Damage: 1000 ---> 1400 🟣 GENE - Hits to charge: 12 ---> 8 - The hands speed buff when the hands are coming back is removed. 🟣 CHARLIE - The spiders are faster and can cocoon enemies if touch them
My idea for Ticks hypercharge: Your super spawns a bigger Tick head with 1000 more health that deals more damage and is slightly slower. When destroyed, the head will explode and reveal a smaller, weaker, but ultra fast head. This means that destroying tick's head becomes slightly harder but it also punishes the destroyer more, as they'll be chased down by another head when they don't have any ammo left.
i think the idea for sprout is a bit weak considering the main point of sprouts wall is specifically to block off enemies. punishing enemies for breaking it does disincentivize breaking it, but it renders the hypercharged super useless against any enemy that cant break it or simply chooses to wait out the duration. i think a better direction to take it is instead of making sprouts super into an offensive item (which it isnt really designed for) they should play into the defensive nature of it, either providing a shield or regeneration to teammates close enough (possibly even in addition to the current hypercharge sprout has) while the nani rework seems interesting it feels very weak and seems to leave you extremely vulnerable. if you are still capable of dying while using it, you wont really be able to get close to the enemy especially with nani's limited health pool. the idea of being able to shoot 1 of nanis 3 shots is a great idea on its own and simply giving nanis super the ability to shoot while flying would be more than enough of a rework. the pearl rework doesnt seem to change much and just adds a minor amount of potential damage. increasing the range of the super is a good idea, but instead of the cookies shooting out pearls hypercharge could either passively recharge her steam at a very fast rate while standing inside of it, or stun the enemies instead of pushing them back (similar to how micos hypercharge stuns the enemy) tick leaving mines where he runs doesnt do much since the enemies would be running away from the head not towards it. making the extra mines from ticks current hypercharge activate faster would remove the issues with the current hypercharge, although some delay is still needed to not essentially nuke anyone it hits. el primo honestly just needs the super to be bigger there isnt really much you can do for charlie but having the enemy be silenced for 2 seconds after escaping the cocoon or making the brawler take partial damage through the cocoon would be better than just putting a web around it that no other enemy is going to go near this is not to say your ideas are bad, just that i think there are better options in terms of overall design or balance
You are assuming that after the hypercharge is over they can just destroy the wall again. But just like Jessie's or Nita's super I assume Sprout's hyperwall would be there even after the hypercharge is over. Plus, it's not entirely useless against a non wall breaker, since it would still damage anyone you got too close (plus Sprout is already good against brawlers that can't break walls). The spikes idea are not an offensive concept, but more of a control option. I don't think that shooting a single shot would be enough for that hyper. If Nani didn't take damage in Moon's concept than it would be perfect. Not only would you be able to shoot (and the controls would likely be easier), but it would also remove Nani from the map, meaning she can't have her super interrupted. Stunning enemies wouldn't be very useful, because if you were close enough to a pearl to get hit by a hypercharge super, you are dead anyways. The ehat idea seems interesting, but with the super's limited range it's questionable if staying inside it would be the best for pearl.I think increasing the range and doing the heating buff is the best option. Tick is a thrower and a control brawler, if the mines the head leaves have extra cooldown, then it's actually good for control. Now because one person was running away from the head the whole team needs to be careful with the mines. Plus, Moon also mentioned the mines detonating faster + an extra mine in the middle. Completely agree. Both ideas of making the cacoon invicible and silencing the enemy have the same impact of not letting the enemy do as much, but at least silencing works on solo modes. I would say it's a good concept, just think it should be a little ore than 2 seconds.
@@tpfoxCastro even if sprouts hyperwall would be there after the hypercharge is over its still only temporary, and his idea of a sprout rework isnt just an addition to the current hypercharge but rather a replacement for the current one. he himself says "but instead of hurting opponents damn near hugging it each block will explode when destroyed producing 4 thorns" and my issue with this is that 1. it still requires enemies to be close 2. it requires them to destroy it when not only can most brawlers not do that, but those that can will simply choose not to break it or just back up before breaking it and 3. the damage from the spikes would be very low for how specific the situation has to be, especially since most of those spikes would be going into the surrounding walls rather than towards the enemy. the spikes realistically only affects enemies who are close to the wall AND are breaking it, its too situational and even in the situations it might be used in its very low damage a single nani shot isnt an absurd amount of damage, but considering it is an invincible turret that you can transport across the map its still fairly useful, combine that with the damage bonus from the hypercharge and its already powerful enough. hitting 1 shot before blowing someone up would bring the damage from 4,140 (super damage with 15% hypercharge damage buff) to 5,842, and thats assuming you only hit 1 shot. i do agree that moons concept would be much better if nani couldnt take damage during the super but that would render the star power effectively useless the main issue with pearls hypercharge at the moment is that it pushes the enemies away, so stunning them would leave them in the hypercharge puddle for longer and allow pearl to get off some free damage. tanks can live pearl hypercharges especially if theyre at the end of the super, not to mention that it allows you to hit close range brawlers with your super and then it gives you a bit of time to distance yourself, essentially letting you choose your battles and pick the range at which you fight. regardless though i do agree that the heating buff is a better option, i just know that most people who play pearl would prefer a more combat oriented playstyle rather than a passive one an extraa cooldown on the mines tick places would be interesting but i can only really see that being useful for certain maps on certain gamemodes, though i think my tick idea is one of the weaker ones i just generally cant think of much to do with him. fair i could see it needing more than 2 seconds, though i think having the spiders spawn in ADDITION to the silence would be a good idea as just the silence on its own seems anticlimactic. again though, with her super taking up most of the duration of the hypercharge theres only so much you can do. love the feedback, thanks for responding
So admittedly, I'm not a game dev. When I make these videos I put priority of concept over balance since there's no way for me to really know how broken or not busted something is without actually playing it Sprouts I did consider would be not very useful against snipers and longer range wall breakers, and if it were to need a buff the thorns could have unlimited range and/or go 8 directions . I would like to also specify it's poison damage of 50 damage for 5 seconds each Pearls I would like to also specify. It may have been easy to glaze over, but she has max heat the duration of hypercharge and all cookies set opponents on fire just like her gadget. I like this idea because she can feel powerful and dish loads of damage as - well - a damage dealer For pearl and charlie, I disagree but solely because I'm not a fan of how much certain effects are being reused (most notably the "shield" but that's a future video) Nani is such a large hitbox that the concept is that it's pretty much impossible to miss, so I wanted to offer a tradeoff. Maybe a 50% base shield is in order, but otherwise I'd argue if you want to prioritize survivability, use the shield star power and return to sender gadget I don't think people realize just how annoying ticks head spawning mines as it runs would be, especially when the existing aspect of the hypercharge is now pretty much instant Also one more thing for sprout: you mentioned the super is useless against any opponent that simply chooses to wait out its duration. That's exactly what I was going for, hence the concept of thorns I hope this explains my decisions and why I articulated everything as I did, though I do agree with a few of your ideas
Brocks should just fire one wave that deals the damage of all the tiny rockets from his current hc. Right now it's actually worse to use the hypercharged super, and people use his regular super, and THEN press hypercharge to get the stats. You know it's bad when people go out of their way to avoid it.
about Sprouts, well this one needs very deep understanding of game to get, but hypercharge actually decent. Like Sprout already mostly played on maps with tight pathes, so you put one wall, break it with gadget and place another one, now you basically made somewhat double wall cuz one is a wall, and other is 5x5 area that damages you (and if didn't knew it damages 1500-2500 in middle and also charges super) So including that thorns stay for entire 10 second, this just awesome. (if you put it in passage where you can't just walk around it)
I just clicked on the video and I am currently at 0:24, I have no idea what you say so this is all just my own concept Nani’s hypercharge should stun the enemy player and teleport you to where it explodes
Maybe you could make that pearl gets inf heat during hypercharge andnot take any damage for 2 seconds after using it. While walking on the area of super you get slowed down and get 2k damage. And 5 tiles bigger range
Sprout: super grow with one tile 3 seconds or vines 2.5 bigger than super Nani: super start at max. speed, or damage anyone around like R-T every second Pearl: super make heatwawe, burning enemies in radius twice bigger than super Tick: super knockback enemies when lands Mico: what? El primo: bigger radius and its will be okay Charlie: I have a rework
My idea for Nani hypercharge rework is to have three energy balls follow pip in the same pattern as her attack they could damage enemies and would reach pip when the super is close to exploding
I thought sprout's hypercharge could make the roots into bushes for your teammates. So it would only let teammates in, and block bullets out (except for throwers). And no, the teammates can't shoot inside the bush that's BORING not HYPE-rcharge. Btw, sprouts a support, not a safe destroyer.
The ideas are good but I think for Charlie they should make it so the spiders have more health and if they attack someone they will slow them down at first and if they get 3 hits the brawler who got attacked will also get cocooned Also for pearl it should be so that if your in the fire zone all your cookies will burn the enemy regardless of if u have the gadget or not and depending on your heat meter the burning could do more or less damage
For nani it should be like electro giants field. Whatever is near the bomb they get that electric too also drawing circles start making sense. Pearls fire area should just recharge heat faster. Mico hyperchagre shouldnt be wasted on air. Or it should be able activated on air so when landing you land as hypercharged super and with that he could actually use 2 hypercharged supers with 1 hypercharge use
My ideas Sprout : Sprouts walls would TRAP rnemies inside but only 1 enemy at once Nani : Peep now has a 3x3 area around it every enemy inside the area would : 1) take 250 dmg a second 2) reloads 10% slower Pearl : (Yeah i kinda agree with u here pearl sucks) Pearl's ult now : 1) has a damaging area (the normal hypercharge) 2) gains heat 50% faster in the area Tick : Ok soooooooo 1) ticks head now stuns enemies for 1 second 2) leaves a damagin area Belle Yes belle Belle's ult now damages the enemie for 250 dmg a second for.............. A MİNUTE So yeah u just die And the other one's good
Buffed pearl hypercharge: After using ult it will pull enemy's to the middle of the ult and the fire in the ground will now do 1500 DPS this will help her aton and she will be a b tier brawler after a long time
Sprout should get some flowers on his super that attacks enemies and spawn bushes and thorns Nani gets it so when her super explodes two smaller drones spawn that cover more area but do less damage Pearl should have it so the super happens more times until the bar is depleted slower than usual Tick's head now doesn't explode on death but rather recharges to attack again Mico now steals the ammo of enemies on landing even when full El Primo now summons meteors around the landing area after the super and also some before Charlie should get it so if the cacoon is broken before so time it comes back again And Gene grabs and damages and stuns up to three enemies at once And Belle now exposes the enemy if they're in a bush
aaand another comment for micos hyper change nothing, except one thing, let him activate his hyper while hes in the air, so you activate if right before you land to get the stun and the stat boost might be op might not idk i never play mico
Que la hipercarga de Belle siga persiguiendo a los enemigos cuando un enemigo es marcado, a ese enemigo marcado se le genere una zona la cual cada vez que el enemigo marcado reciba daño sus compañeros que estén en esa zona reciban un 80% del daño provocado al enemigo dañando
i like the concept is very good concept you just need a better presentation because the presentation with photoshopped images is hard to make people understand but otherwise incredible video
THE MOTHOHIVE BEING THE OUTRO 😭😭😭😭🙏🙏🙏🙏
DO YOU ACTUALLY RECOGNIZE THE OUTRO?? Bro no one knows Iris but they're so underrated
@@SolarMoon777 SAME HE'S UNDERRATED!!! It's actually only one person doing all the work on the songs, Will Ryan, and he also has the channel DAGames :)
@@eldarzh6290 oh don't worry I'm caught up on the Will Ryan lore, I like heart of an artist resurrection quite a bit too. What are you top 3 iris songs?
I think mine are BioBond, Dimetrix, and Override & Conquer (I'll find my way in 4th place)
For HOAAR, Too Dangerous, SOS, and Heart of an Artist
@@SolarMoon777 I haven't listened to Iris in a while, but one of my favourites for sure was Dawn, Plague is amazing, I'm Sorry too. I'll Find My Way is very loved too. Castle That Burns was an amazing alternative to Castle That Never Dies. But Peace Be Thy Name is amazing from the concept standpoint, being the lead up to the previous album
@@SolarMoon777 HOAAR's Heart of an Artist is perfect. I think it was planned that way but the skill wasn't that high, so I'm glad he remade it!
forgot to do gene and belle so i did it for you:
Gene:
Instead of three hands going into three directions, it will be one large hand that can grab up to two enemies, but also releases a pulse which silences them for 4 seconds, he also doubles his reload speed for the duration of the hypercharge. This is so that he wont be 1v3d instantly by a team, and can actually give him and his teammates time to kill the enemies (very useful in gem grab)
Belle:
Her spotting shot will now home onto enemies with 100% accuracy and deal 500 damage per second (lasts for 6 seconds). If another enemy is within 10 tiles, the spotted shot will bounce to that enemy. The accuracy decreases with each bounce, and bounces are infinite until one misses
I have seen u before on turning rare skins to legendary
i feel like belle's hyper is a bit too op with ur idea
They should just switch
u took that from the pineapple idea I think
@@YaiplopI was thinking that too, but this is a cool concept as well
3:22
Solarmoon : Nah, you got mico? Well we got Michael
GUYS COME ON ITS NOT *THAT* BAD 😭
The pearl rework would basically be maisies hypercharge
I deadass forgot about hers since it literally adds 6 shots
Then maybe just the fire effect? So a slightly bigger explosion that sets people on fire
El Primos' hypercharge makes the brawlers get pulled in instead of pushing them outwards with his super. This is incredibly useful against faster brawlers since Primo is a close range brawler. It could also function as a mini Tara super so your teammates can hit the enemy easier
Dam this is such a great video! I'm taking notes! :D
I have a hypecharge idea for gene.
After gene hits an enemy with his super the enemie loses 2 ammo bars.
For Pearl's you could just make the burning area bigger so when you knock enemies back they still stay in the area and for Nani's you could make the HC duration not decay while in the super
Nice Ideas man, keep it up.!
pearl hyper but cool, her super still leaves an area on the ground, but it doesnt deal any damage, instead when pearl is standing in it, her heat bar increases wayyyyyyyy faster, to the point that she can almost have full heat on every ammo, so people gotta treat it like an angelo super (aka friggin run away or get decimated)
its duration is also extended from 4.5 sec to 7.5 sec so pearl has a chance to use more than just her 3 ammo, this is roughly balanced because you can stay safe by staying out of pearls range, which is shorter than angelos, so having the area last for less time is fine
great idea, this needs more praise
Noo another broken hyperchage for heist💀😊
infernum terraria does stuff to a man's mind. especially when reworking things like this, awesome video
I wanna play infernum one day, I tell people it looks easy but I gotta put my money where my mouth is
I think it would be cool if sprouts super grew larger over time and spread during hyper
We gotta have a better Colt HC than just more damage and speed. My idea would be to literally just have 2 supers next to each other, so we give away the x2,75 width for x2 width, but if you hit it with the center it can potentionally deal x2 damage
2:17 hear me out, what if instead of shooting cookies everywhere during super, it would work like surge's hypercharge. For full duration of her hyper she would have the bar filled up to maximum and all of her attacks would burn like with her gadget
Yeah thats what I said in the video, all her cookies would have full heat and set enemies on fire
But keeping full heat after the super isnt a bad idea at all
A simple idea they could do to mico's hypercharge is by letting him activate his hypercharge while being mid super and still getting the hypercharge stun effect
Its like leon when go invisible ealry then pop hypercharge after while keeping the hypercharge ability
I think Pearl's Hypercharge should make her stay at full heat for it's entire duration after using her super
my sprout hypercharge rework idea: your team's attacks can go through super
That's actually a great idea. Maybe you could even make it so they can even walk through the super too?
@@tpfoxCastro anh imagine placing that inside of Hot Zone and literally be incible (unless its a thrower) or in Knockout at the end just outliving smoke, i mean super lasts for 10 seconds so its insane. And i think its gonna be quite hard to code so nah, attacks is fine
My buffs ideas
🟣 SPROUT
- The walls are unbreakable
- Thorns radius: 1.5 ---> 3.5 tiles
- If an enemy brawler touchs the thorns, he will receive the same damage for 4 seconds
🟣 PEARL
- The super is bigger depending of the heat percentaje (max: 75%)
🟣 POCO
- The shield is always the maximum (is not depending of teammates health anymore)
🟣 NANI
- The super starts with the maximum speed and size (this affect extra damage star power too)
🟣 MICO
- hypercharge duration decreases 50% slower in the air.
🟣 EL PRIMO
- Also makes his super 20% bigger
🟣 BELLE
- The mark bounces like her main attack marking multiples enemies but the homing is nerfed to the same as Piper's gadget.
🟣 BROCK
- Damage: 1000 ---> 1400
🟣 GENE
- Hits to charge: 12 ---> 8
- The hands speed buff when the hands are coming back is removed.
🟣 CHARLIE
- The spiders are faster and can cocoon enemies if touch them
My idea for Ticks hypercharge:
Your super spawns a bigger Tick head with 1000 more health that deals more damage and is slightly slower. When destroyed, the head will explode and reveal a smaller, weaker, but ultra fast head. This means that destroying tick's head becomes slightly harder but it also punishes the destroyer more, as they'll be chased down by another head when they don't have any ammo left.
LOL it's like those dolls, you pick one up you just get another smaller one
i think the idea for sprout is a bit weak considering the main point of sprouts wall is specifically to block off enemies. punishing enemies for breaking it does disincentivize breaking it, but it renders the hypercharged super useless against any enemy that cant break it or simply chooses to wait out the duration. i think a better direction to take it is instead of making sprouts super into an offensive item (which it isnt really designed for) they should play into the defensive nature of it, either providing a shield or regeneration to teammates close enough (possibly even in addition to the current hypercharge sprout has)
while the nani rework seems interesting it feels very weak and seems to leave you extremely vulnerable. if you are still capable of dying while using it, you wont really be able to get close to the enemy especially with nani's limited health pool. the idea of being able to shoot 1 of nanis 3 shots is a great idea on its own and simply giving nanis super the ability to shoot while flying would be more than enough of a rework.
the pearl rework doesnt seem to change much and just adds a minor amount of potential damage. increasing the range of the super is a good idea, but instead of the cookies shooting out pearls hypercharge could either passively recharge her steam at a very fast rate while standing inside of it, or stun the enemies instead of pushing them back (similar to how micos hypercharge stuns the enemy)
tick leaving mines where he runs doesnt do much since the enemies would be running away from the head not towards it. making the extra mines from ticks current hypercharge activate faster would remove the issues with the current hypercharge, although some delay is still needed to not essentially nuke anyone it hits.
el primo honestly just needs the super to be bigger
there isnt really much you can do for charlie but having the enemy be silenced for 2 seconds after escaping the cocoon or making the brawler take partial damage through the cocoon would be better than just putting a web around it that no other enemy is going to go near
this is not to say your ideas are bad, just that i think there are better options in terms of overall design or balance
You are assuming that after the hypercharge is over they can just destroy the wall again. But just like Jessie's or Nita's super I assume Sprout's hyperwall would be there even after the hypercharge is over. Plus, it's not entirely useless against a non wall breaker, since it would still damage anyone you got too close (plus Sprout is already good against brawlers that can't break walls). The spikes idea are not an offensive concept, but more of a control option.
I don't think that shooting a single shot would be enough for that hyper. If Nani didn't take damage in Moon's concept than it would be perfect. Not only would you be able to shoot (and the controls would likely be easier), but it would also remove Nani from the map, meaning she can't have her super interrupted.
Stunning enemies wouldn't be very useful, because if you were close enough to a pearl to get hit by a hypercharge super, you are dead anyways. The ehat idea seems interesting, but with the super's limited range it's questionable if staying inside it would be the best for pearl.I think increasing the range and doing the heating buff is the best option.
Tick is a thrower and a control brawler, if the mines the head leaves have extra cooldown, then it's actually good for control. Now because one person was running away from the head the whole team needs to be careful with the mines. Plus, Moon also mentioned the mines detonating faster + an extra mine in the middle.
Completely agree.
Both ideas of making the cacoon invicible and silencing the enemy have the same impact of not letting the enemy do as much, but at least silencing works on solo modes. I would say it's a good concept, just think it should be a little ore than 2 seconds.
@@tpfoxCastro
even if sprouts hyperwall would be there after the hypercharge is over its still only temporary, and his idea of a sprout rework isnt just an addition to the current hypercharge but rather a replacement for the current one. he himself says "but instead of hurting opponents damn near hugging it each block will explode when destroyed producing 4 thorns" and my issue with this is that 1. it still requires enemies to be close 2. it requires them to destroy it when not only can most brawlers not do that, but those that can will simply choose not to break it or just back up before breaking it and 3. the damage from the spikes would be very low for how specific the situation has to be, especially since most of those spikes would be going into the surrounding walls rather than towards the enemy. the spikes realistically only affects enemies who are close to the wall AND are breaking it, its too situational and even in the situations it might be used in its very low damage
a single nani shot isnt an absurd amount of damage, but considering it is an invincible turret that you can transport across the map its still fairly useful, combine that with the damage bonus from the hypercharge and its already powerful enough. hitting 1 shot before blowing someone up would bring the damage from 4,140 (super damage with 15% hypercharge damage buff) to 5,842, and thats assuming you only hit 1 shot. i do agree that moons concept would be much better if nani couldnt take damage during the super but that would render the star power effectively useless
the main issue with pearls hypercharge at the moment is that it pushes the enemies away, so stunning them would leave them in the hypercharge puddle for longer and allow pearl to get off some free damage. tanks can live pearl hypercharges especially if theyre at the end of the super, not to mention that it allows you to hit close range brawlers with your super and then it gives you a bit of time to distance yourself, essentially letting you choose your battles and pick the range at which you fight. regardless though i do agree that the heating buff is a better option, i just know that most people who play pearl would prefer a more combat oriented playstyle rather than a passive one
an extraa cooldown on the mines tick places would be interesting but i can only really see that being useful for certain maps on certain gamemodes, though i think my tick idea is one of the weaker ones i just generally cant think of much to do with him.
fair i could see it needing more than 2 seconds, though i think having the spiders spawn in ADDITION to the silence would be a good idea as just the silence on its own seems anticlimactic. again though, with her super taking up most of the duration of the hypercharge theres only so much you can do.
love the feedback, thanks for responding
So admittedly, I'm not a game dev. When I make these videos I put priority of concept over balance since there's no way for me to really know how broken or not busted something is without actually playing it
Sprouts I did consider would be not very useful against snipers and longer range wall breakers, and if it were to need a buff the thorns could have unlimited range and/or go 8 directions . I would like to also specify it's poison damage of 50 damage for 5 seconds each
Pearls I would like to also specify. It may have been easy to glaze over, but she has max heat the duration of hypercharge and all cookies set opponents on fire just like her gadget. I like this idea because she can feel powerful and dish loads of damage as - well - a damage dealer
For pearl and charlie, I disagree but solely because I'm not a fan of how much certain effects are being reused (most notably the "shield" but that's a future video)
Nani is such a large hitbox that the concept is that it's pretty much impossible to miss, so I wanted to offer a tradeoff. Maybe a 50% base shield is in order, but otherwise I'd argue if you want to prioritize survivability, use the shield star power and return to sender gadget
I don't think people realize just how annoying ticks head spawning mines as it runs would be, especially when the existing aspect of the hypercharge is now pretty much instant
Also one more thing for sprout: you mentioned the super is useless against any opponent that simply chooses to wait out its duration. That's exactly what I was going for, hence the concept of thorns
I hope this explains my decisions and why I articulated everything as I did, though I do agree with a few of your ideas
Ticks hypercharge doesn't need one bcz it's actually good now
Nice vid sure you will be someone famous one day !
I feel like they didn't give nani a good hypercharge because she would be too op
Nanis Hypercharge: super start at max.speed
Ah yes, another underrated TH-camr. Bro ur editing, and everything is top notch!
Micheal 💀
Brocks should just fire one wave that deals the damage of all the tiny rockets from his current hc. Right now it's actually worse to use the hypercharged super, and people use his regular super, and THEN press hypercharge to get the stats.
You know it's bad when people go out of their way to avoid it.
about Sprouts, well this one needs very deep understanding of game to get, but hypercharge actually decent. Like Sprout already mostly played on maps with tight pathes, so you put one wall, break it with gadget and place another one, now you basically made somewhat double wall cuz one is a wall, and other is 5x5 area that damages you (and if didn't knew it damages 1500-2500 in middle and also charges super) So including that thorns stay for entire 10 second, this just awesome. (if you put it in passage where you can't just walk around it)
I just clicked on the video and I am currently at 0:24, I have no idea what you say so this is all just my own concept
Nani’s hypercharge should stun the enemy player and teleport you to where it explodes
i have an idea for charlie's hypercharge: instead of spawning spiders right away, they'd spawn after whole would disapear
Maybe you could make that pearl gets inf heat during hypercharge andnot take any damage for 2 seconds after using it. While walking on the area of super you get slowed down and get 2k damage. And 5 tiles bigger range
Sprout: super grow with one tile 3 seconds or vines 2.5 bigger than super
Nani: super start at max. speed, or damage anyone around like R-T every second
Pearl: super make heatwawe, burning enemies in radius twice bigger than super
Tick: super knockback enemies when lands
Mico: what?
El primo: bigger radius and its will be okay
Charlie: I have a rework
Pearls' rework should be that it brings them closer, slowing them down and will do damage over time due to the fire area
Whatif Pearls hypercharge makes the fire on the ground additionally keep her heat bar at max for its duration while standing on it
My idea for Nani hypercharge rework is to have three energy balls follow pip in the same pattern as her attack they could damage enemies and would reach pip when the super is close to exploding
I thought sprout's hypercharge could make the roots into bushes for your teammates. So it would only let teammates in, and block bullets out (except for throwers). And no, the teammates can't shoot inside the bush that's BORING not HYPE-rcharge. Btw, sprouts a support, not a safe destroyer.
Fr he literally just chunks the safe with one super and gadget, like why 😭😭
okay why the burning "orbs" around pearl in the thumbnail look like a specific symbol from germany💀
NAHHH that's crazy 😭😭😭
He did it on purpose
Charlie hc change is such a good Idea
haha awesome video, very well edited hope u get big sometime
Doug hyper charge should create a healing aura after he uses his super when the hyper charge is active
The ideas are good but I think for Charlie they should make it so the spiders have more health and if they attack someone they will slow them down at first and if they get 3 hits the brawler who got attacked will also get cocooned
Also for pearl it should be so that if your in the fire zone all your cookies will burn the enemy regardless of if u have the gadget or not and depending on your heat meter the burning could do more or less damage
honestly i just made it op, so this is probably better
That Sprout hypercharge would deal 16,250 damage on a Heist Safe💀
Only if the bushes are destroyed
25.000*
@@SolarMoon777 And it could be more if the wall was bigger
For nani it should be like electro giants field. Whatever is near the bomb they get that electric too also drawing circles start making sense. Pearls fire area should just recharge heat faster. Mico hyperchagre shouldnt be wasted on air. Or it should be able activated on air so when landing you land as hypercharged super and with that he could actually use 2 hypercharged supers with 1 hypercharge use
My ideas
Sprout :
Sprouts walls would TRAP rnemies inside but only 1 enemy at once
Nani :
Peep now has a 3x3 area around it every enemy inside the area would :
1) take 250 dmg a second
2) reloads 10% slower
Pearl :
(Yeah i kinda agree with u here pearl sucks)
Pearl's ult now :
1) has a damaging area (the normal hypercharge)
2) gains heat 50% faster in the area
Tick :
Ok soooooooo
1) ticks head now stuns enemies for 1 second
2) leaves a damagin area
Belle
Yes belle
Belle's ult now damages the enemie for 250 dmg a second for.............. A MİNUTE
So yeah u just die
And the other one's good
For Pearl to make her hyper stronger but not broken they need to just put no heat reduction when u shot or when u use the super
Buffed pearl hypercharge:
After using ult it will pull enemy's to the middle of the ult and the fire in the ground will now do 1500 DPS this will help her aton and she will be a b tier brawler after a long time
Idea for pearl hyper rework:
After pearl uses her super she creates a burning area that makes her restore her heat three times faster
2:45 I like how he used calamity as a reference
Awesome video as always man! God job!! 🎉❤
Yo deserve a million subs
Thank you, thank you. I'll remember you when I hit 1k fr 🔥
@@SolarMoon777don't forget me at 100k :freaky:
The sprout one should remain the same....
But you and your team can pass trough it an shoot trough it
Listen to me , why hypercharges have to be used as offence and to defence, sprout's hyper could make him run fast and go through walls to escape
Underrated af youtuber +1 sub❤
wow ur so underrated earned a sub
Tick hyper is good the way it is because tick is a controller and hyper charge exactly controls area where tick head explodes
Sprouts hyper should let teammates walk through the walls and when they do they heal 500 over 5 seca
7/10 ragebait, almost got me
rico does not adore me
What about: Sprouts walls imprison enemies, and can‘t be destroyed.
Sprout should get some flowers on his super that attacks enemies and spawn bushes and thorns
Nani gets it so when her super explodes two smaller drones spawn that cover more area but do less damage
Pearl should have it so the super happens more times until the bar is depleted slower than usual
Tick's head now doesn't explode on death but rather recharges to attack again
Mico now steals the ammo of enemies on landing even when full
El Primo now summons meteors around the landing area after the super and also some before
Charlie should get it so if the cacoon is broken before so time it comes back again
And Gene grabs and damages and stuns up to three enemies at once
And Belle now exposes the enemy if they're in a bush
Imagine a whole ass hypercharged Nightmare nani moving at u with peeps movement + shield sp 💀
also who is michael 😂 jkjk
How is he not famous?
a valid question
I love your vids so i got you to 500 subscribers
Ong hype is literally in the name😂😂😂🎉🎉🎉😂❤❤😂🎉🎉
Id like any of these
Maybe you could make nani hyperchage easier to control
W vid underrated af
el primo hyper is pretty good, just need to check closer also he's right about gene and belle's its worst
Bro rlly said michael for mico
I would make Sprouts super 1 tile bigger, and make it so that teammates in a 5 tile area of the wall get a 40% shield
Poco hypercharge needs a rework, is gus super literally
Agreed
imagine you have only 350-360 subs with very good content 😢😢😢😮
Would sprouts hyper charge be too broken if you and your opponents could just simply go through the walls..
Maybe, idk
Really good content! 300th sub!
LETS GO ABSOLUTE LEGEND 🎉🎉
aaand another comment for micos hyper
change nothing, except one thing, let him activate his hyper while hes in the air, so you activate if right before you land to get the stun and the stat boost
might be op might not idk i never play mico
I quite like that actually, maybe you should be the brawl stars TH-camr instead 👑
Que la hipercarga de Belle siga persiguiendo a los enemigos cuando un enemigo es marcado, a ese enemigo marcado se le genere una zona la cual cada vez que el enemigo marcado reciba daño sus compañeros que estén en esa zona reciban un 80% del daño provocado al enemigo dañando
Ooh, no es mala idea
What’s the point of ticks hyper charge? If the mines spawn behind it and it always moves to the closest target? The mines won’t hit anyone
Control; think about how annoying it could be (because I forgot to mention, they would stay out as long as his normal mines)
@@SolarMoon777 oh ok, ig that would be useful against tanks or close ranger brawlers
Just give pearl angelo super as a hyper, not that hard and would make it million times cooler
i like the concept is very good concept you just need a better presentation because the presentation with photoshopped images is hard to make people understand but otherwise incredible video
I think tick hypercharge should me him have three heads. Like he's mutation
MAMA I GOT CREDIT🥳🥳🥳🥳🥳🥳🥳🥳🥳🥳🥳🥳
Firee
A reflective silver dyed sun mask?
so true, but its only silver dye not reflective
SO TRUE
Michael ☠️
Editing 10 quality 9 sleep 0
So real
@@SolarMoon777editing $153 quality 9 sleep -8 homeless people escaped 0
how tf this fits into a short
RAHHHHHHHHHHHHHH
Ur goated 👍
W vid
Yo I just got a video of yours in my recommended, I thought I recognized you LOL
Gene and belle hypercharge should just switch tbh belle has 3 super and gene homes in
exactly what im sayin!!!
great vid but no genie man 😢
Gene aint on this rework list 😭
Whoopsies
W
bro i thought ur name was sailor moon
@@sharmacs284 everyone does, and everyone has for years 😭
MY CO?
You pronounsed Mico wrong its just mico And Not Maycho
I pronounce him the way I do because his names pun is "Microphone"
My friend post garbage and has six thousand meanwhile this guy with 500 posting like he should have 300k
Talk louder but nice video
Wait I’m sorry 😢 I was in a loud area the video is loud enough I’m sorry
@@WellBrawlblink twice if he got you
what about poco
Who is m-mike o :(
oops
What about Gene? Its the worst
@@PumpkinBS_YT I only reworked some hypercharges, but really almost all of them need a rework. If this does well enough I'll make a part 2
@@SolarMoon777 ok
Please get a new mic
Im too broke
@@SolarMoon777fire your editor then lol
@@duck314lol why ? this editing is really good compared to the other videos