47 Votes in Poll
47 Votes in Poll
What's the best mode for dyna cuz I have a win 10 with dyna quest?
23 Votes in Poll
Hey! I had some ideas for some much-needed balance changes. Now, these are on top of the balance changes from the update that's gonna come soon. If you have any ideas of your own, or you think something here is especially good or bad, please tell me!
Increase health from 3600 to 3800 (5040 to 5320)
Increase damage from 1500 to 1650 (2100 to 2310)
Increase Band-Aid healing from 1800 to 2100
Shelly is currently one of the (if not the) worst brawlers in the game, due to both outclasses status as a tank-counter and her lack of viability elsewhere. Hopefully this buff would make her more well-rounded Brawler.
Increase health from 3200 to 3400 (4480 to 4760)
Decrease reload speed from 1.9 seconds to 1.6 seconds
Decrease super visibility range from four tiles to three
Leon is currently horrible at dealing with multiple enemies, and as such, he is hardly ever played outside of Showdown. This will make him much better at dealing with group targets, while not removing his Assassin status.
Increase speed from Fast to Very Fast (770 to 820)
Yes, I know he's getting a new gadget. But neither of his gadgets solve his inability to get close to opponents without his Super. Meteor Rush does solve this issue a little, but the fact that it requires you to have a Super at hand makes it less practical. This would hopefully make El Primo more viable outside of Brawl Ball (and, to an extent, Hot Zone).
Decrease hits needed to charge Super from 11 to 10
Increase movement speed during Super from 1800 to 2000 (still slower than Darryl)
Bull can now choose where to stop his Super (similar to Piper, but he still runs on the ground like Darryl)
Outside of Heist and some situations in Brawl Ball, Bull's Super is among the worst, as he has no way to decide when to stop, making it extremely predictable. This will hopefully make Bull's Super more viable. (I've also heard of an idea where his next gadget would allow him to stop his Super; this also sounds like a good idea).
Increase damage from 840 to 900 (1176 to 1260)
Decrease reload time from 1.8 seconds to 1.5 seconds
Jessie's projectiles no longer slow after hitting an enemy
(Unsure) Scrappy's projectiles no longer spread, projectile size increased by 25% to compensate
Jessie has always been kind of... average in every aspect. Combined, this makes her pretty bad. This buff wouldn't make her especially polarized, but it would make her a more proper group-counter (though still not great at Showdown).
Increase damage from 800 to 900 (1120 to 1260)
Increase projectile speed by 15%
(Too much?) Increase Bruce's health from 4000 to 4500 (5600 to 6300)
Increase Bear With Me healing from 500 to 800
Without Star Powers, Nita's a pretty below-average Brawler. This allows her more damage potential (and will probably make her more annoying...).
Increase throw range from 7.33 tiles to 8 tiles (still less than Tick, more than Barley)
Increase max explosion radius from 1.67 to 2 tiles
(Unsure) Explosion radius no longer shrinks if attack is thrown closer to Dynamike
Dynamike is currently one of the worst Throwers, due to both inconsistency and small range. Hopefully, this would fix those problems.
Increase hits needed for Super from 6 to 8
Decrease damage from 660 to 630 (924 to 884)
Due to multiple damage buffs, Carl has become a top-tier Brawler, especially with the incoming nerfs to the three Brawlers ahead of him. This should tone him down somewhat.
Increase porter spawn delay from 4 seconds to 5 seconds (Revolving Door Star Power stays the same)
Porters now charge Mr. P's super 50% less (6.5% per hit to 3.25% per hit)
I know the update hasn't come out yet, but I don't think it'll really affect Mr. P that much. You see, although his porter's home base now has as much health as Tick, the home base was never the problem. The porters are what made Mr. P such a menace. The home base was always in the back of the map, where no one can hit it. I was also considering making Mr. P's attacks charge his super less, or increase his porter spawn delay from 5 to 6 seconds, but would that make him too bad?
Alright, that was a lot! Anyway, thanks for reading all of that! Do you think these are good balance changes? Do you have any suggestions? If so, feel free to tell me; I'm open to suggestions.
EDIT: I've tried my best to listen to the advice given. Here are some removed ideas:
Leon - Attack now goes through enemies (similar to Tara's)
Jessie - Scrappy's projectiles no longer slow after hitting an enemy with Shocky Star Power
Dynamkie - Dynamike can now attack while using Fidget Spinner
Turns out when you are at 21k trophies you can win even with the worst brawlers in showdown
I spent around 4 hours with editing, just tried some new effects in this video that I didn't do in my previous videos so please like it!
42 Votes in Poll
But I was free 4 a while, so I'll make a Brawler based off two trilogies: Nyxia and Monster (which is technically part of the Gone series). Go read Nyxia but Monster is kinda PG13 (kinda, IDK so there's my warning, the Gone series has violence including but not limited to vivid depictions of cannibalism).
Gem Mine. 1:37 night, Standard Brawltopia Time. Day 1134, Standard Brawltopia Calendar.
They were mining happily until Canary died.
Something most people know: Canaries are used in mines as they die from excess carbon monoxide before humans do. Therefore, they're a useful warning system.
Something most people don't know: Dynamike doesn't actually bring his favorite canary to mining. But the canary's death hurt him all the same.
Dynamike remembered that the last time they had to evacuate. It marked the start of their Standard Brawltopia Calender. Well, not really, but the mine collapsed on exactly Day 0. Might have been a coincidence.
"Carl!" Dynamike suddenly realized that his friend was not with him in evacuating. He gazed over. Jacky didn't seem to be worrying, just running like a game, alongside the other kids making a living. Kids to- nothing.
Then he heard Carl's shout. Not in pain; rather in horror. But gas doesn't pain you, so that makes sense. He climbed down the mine shaft and found Carl... not running, just standing there, watching... watching the monster that was looking at him. The monster was... monstrous... but his face was that of Aiden.
"Aiden?" Dynamike asked quietly. A roar issues from the monster's mouth. Dynamike turns to Carl and runs. There was no saving their friend now... whatever had happened.
An hour later, Aiden stumbled into the City where Dynamike and the other miners were contemplating over what had happened. The miners were welcome there. Apparently... there was some strange substance then devoured Aiden... but Aiden had control over it. "I'm going to fight!" Aiden announced proudly. Dynamike sighed.
Special: Aiden has a Energy bar underneath his ammo bar. It loads for 3 seconds. When Transformed, Aiden has a bar underneath his ammo bar that expires after 3 seconds, reverting him back to normal.
Aiden deals 900 damage. Afterwards, if Aiden's Energy bar is fully charged, he musters the energy to transform.
Reload Speed: 1.3 seconds
If transformed, Aiden manipulates his hand into a thorny whip that deals 1400 damage.
Reload Speed: 1.3 seconds
Aiden brings out a first-aid and spends 0.5 seconds healing himself by 2500. If the Super is aimed and an ally is in range, Aiden heals that ally instead.
Hits to Charge: 4
If transformed, Aiden concentrates and musters his transformation, healing himself by 2500 and resetting the amount of time left for his transformation.
Hits to Charge: 4
Only usable while transformed. Aiden concentrates and keeps control of his transformation, lengthening it by 1.5 seconds.
Star Power: Retain Strength:
After transformation, Aiden's ammo bar turns yellow. The next Punch attack deals +250 damage.
THANKS FOR READING.
A: His attack (%7 per bullet)
B: T-Bone, -%15, cool down: 5 secs
B+up: Uppercut I guess? (%10)
B+left or right: Super (%20)
B+down: Shield for 2.5 secs, cool down: 4 secs reduces %10 from all attacks
Brock @Lucariomen already did Jessie
A: His Attack (%10)
B: Super, cool down 5 secs (%13 per missile)
B+up: His Gadget (%5)
B+left or right: Shoots a giant rocket and can’t move (%30)
A: His attack (%7 per stick)
B: His super (%20) Cool down: 2 secs
B+left or right: His gadget (%7 per stick)
Where are you guys at? Im still urging to get Dynamike.
I kid you not, siege is fun... IF you win every time. I have an AMAZING tactic 4 u guys. I hope y’all like it. I know that most people hate siege. And in @PeaceLoveAndPotatos gamemode elimination game, siege was out FIRST. But I have a really amazing strategy that works very well. When me and some members of MajorLazer were playing together, we discovered an amazing tactic, and here it is.
Yep, dyna, tick, and Jacky. We won EVERY time. We won like 5 games in a row. Do keep in mind, this tactic ONLY works for the map that is currently in right now. Which might change soon.
So, first, the tick goes on the left side, and the dyna goes on the right. And the Jacky goes in the middle. Of course everybody on the other team will head straight 2 the middle. The throwers jobs are 2 help the Jacky in the middle by throwing their explosives, and the sides area CLOSED area, which means nobody can go on the sides if they’re not the middle. So the throwers are safe. If an enemy comes on the throwers side, pop down your super. Trust me, this tactic works WELL