I Reworked Hypercharge...
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- Опубліковано 23 вер 2024
- I Reworked Hypercharge...
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What sucks is I feel like they won’t think about reworking hyper-charge until they are all out for all the brawlers, which looks like it will take a while if they are planning on only doing 6 an update.
It takes so much to charge it
6 every two updates
Feel like they should have maybe done 10 every update instead but it might be chaotic if they actually did it.
even slower now, considering that the last wave was in early December and we still don't have any news for the next wave
@@CyberMage-214 What about 12 every update since brawl pass season in 1 month long we could have hypercharge unleashed at the beginning of every season... Cuz last hypercharges literally came 3 months ago
Nubbz’s first idea, helps me not have to kill myself just trying to click both hypercharge and super at the same time… ☠️
maybe enlarge those buttons then
Either way you still have to try and stay alive from the attacks coming in
@@StiffColt considering you have a speedboost, it’s not really difficult unless you’re getting 1v3’d
@@paradox6845 I do play on a phone tho.. so it’s hard
@@StiffColt same, but since I’ve been playing since global launch, I’m long used to it now, been here since most of all the ui changes
Hypercharge needs to be reworked, people are just finding broken metas with it. At least make a quest to get it, like "Defeat 100 enemies with (insert brawler here) and then win 20 battles"
True
But those requirements seem
Like a mastery quest, I love this idea
Maybe like defeat 60 enemies and win 15 batlles cause the requirements seem a bit big especially with ppl who have very high trophies cuz of teaming/throwing but that's just a theory...A IDEA THEORY
What kind of broken meta?
I agree with the stuff that has been said 100%. Though a separate button is not an issue, In fact - it kind of gives an opportunity to detach HC from super and modify something else like amo or spawnable shape, etc. The reason I liked the idea of HC to start with is that it could allow good players to carry better (like a buff you get for playing well), but as of now HCs like that of Edgar do the exact opposite.
It can also allow them to be more creative. Instead of a flat buff hypercharges could be a second super that fills a different niche than the original, so it takes some skill to know when to use it. As of now they can’t do that because people would complain that their super is too different
Chester has been real quiet about this different super thing
I actually had a really similar idea to your first idea. With supers that could get overcharged it be really cool to see far more variety with them, which is what hypercharges should've done. So once the super is charged you can start 'overcharging' it but if you use your super before hand it'll still save the overcharge progress for when you have another super. Overcharging would also effectively need you to charge 2 supers while having a super active, this is to give incentive to still use a super when needed. I had a bunch of cool concepts for these overcharges like if bull were to super he could change directions mid super, spikes super would bounce a short distance being able to hit enemies along the way and so on and so forth. Not saying my ideas are good or balanced but they are certainly original and creative instead of just 'bigger'. Hypercharges are currently just skill-less wasted potential
Sound good but I just want to say that with the second idea; they will probably need to change the name hypercharge because there is pretty much no “charging” involved
Hypercycle
Actually , your second idea is pretty good beside one thing.
If the super needed is different for every single brawler, then when all brawler has hypercharge and you need to memorize exactly how much cycle it needed ( so you get advantage knowing your enemy cycle). And i feel like nerfing the stat buff when all/most brawler has hypercharge will be a good idea, since you will buy hypercharge for the super instead of the stats.
Now, imagine that mixed with trying to guess what super has Chester hypercharge
Also, another flaw to that idea is that there are moments in which you have hypercharge but you don’t want to use it. With evolutions in clash Royale you can play another card instead of the evolution if you want to make your opponent use a counter or wait for the time to use it. Here you can’t. Also, how would supercell do to give Stu a hypercharge
what about sam
@@Anonimo-pt1mc oh and how would melodie work
The second one can’t work because you don’t always want to use a hyper charge super what if you were a Collette and a Edgar jumps on you and have to use your super to save you but your saving it for a heist safe and you have to waste it then no more %25 damage to the safe
In clash royale,you dont get to choose when you get the evolution and it is still broken
Thats what I’m thinking, it would get rid of thinking of the right moment to use your super cause it would be more beneficial to use them as fast possible to get your hyper charge.
Doesn't it make it more skillful? Jumping on an opponent that is going to hypercharge forcing them to waste it or die looks more interesting than just saving it
This fixes nothing, unfortunately, because it doesn't address the main issue. Hypercharges REQUIRE the Super to be useful at all. Unless the brawler benefits the most from stat buffs, they are merely a substitute to buff the main attack.
All you've done is show us two ways to condense Hypercharge into one button, which is nice to have, but doesn't balance out the power fantasy brawlers have when they have this ability.
Best course of action: Hyper Traits
This should fill in the gaps where the stat boosts don't, for brawlers who aren't Super focused. And they don't need to be mondane either; they can be completely unique, like letting Colt fire two streams, letting Pearl's heat meter recover 30% faster or allowing Buzz to swim/hover over water. It's a compromise to those people who want more gameplay options for their favorite brawlers.
Mundane* 😂
@@thecreator2860 Auto-correct messed up 😅
Yeah but your idea isn't fun or exciting which defeats the purpose of hypercharge. Remember they implemented hypercharge because it was flashy and cool and they wanted to attract players (which worked)
@Walrus5 It literally just adds on top of what is already flashy in the first place, all under the same Hypercharges we're used to. It's not complicated.
Concept: in brawl ball, you can use hyper charge to shoot the ball, with the same range using your super to kick , but it can break walls like fire ball
3:30 Good idea, but that would also be kinda broken with Edgar because of his gadget and the +1 gadget gear. They would have to nerf the gadget or replace the gadget. You could also make the Edgar super-hyper charge not as good as other brawler’s hyper charge.
I mean, Edgar is just poorly designed in the first place so...
The gadget simply could not affect the recharging of the hypercharge.
they just need to do an edgar rework and maybe a melee brawler rework
You can just make it charge slower than others
I mean you just got 3-4 of them anyways
Both of these ideas are pretty good, tho I think I'd prefer "overcharging" the super since it seems a bit easier to understand
Another Idea:
-Remove stat boost
-remove the hypercharge button
-ring around the super button (like the first idea in the video)
-charging it stays the same as what we have right now
-when the hyperchrarge finishes charging the super button becomes purple and the next super will be hypercharged
To be honest, I don't agree with much of this video, I do agree hypercharges should get a rework (specially on the status part), the main thing I disagree with is hipercharge sharing a Button with super, most supers are an essential part of their brawler's kit, but hipercharges are NOT,
Imagine you are playing Crow, his super is often used to escape sticky situations, but if hipercharges shared the super button, if you have it and you need your super to flee, you HAVE to waste your hipercharge super.
Essentially, you want your Super to do 'A', but your hipercharge wants to do 'B'.
I honestly think the second rework idea is just a worse implementation of what is already in the game...
The first one I think is a lot better though, it still has the "same button problem" but having to maintain your super introduces a very interesting layer of strategy.
HOWEVER, brawlers with gimmicky supers could be really weird... I don't see it working on Stu like, at all, unless progress isn't lost upon using your super.
Oh boy, I just wrote a book didn't i?
Imagine stu charging his hypercharge
He would need like 7 or more super usages to get his hypercharged super 😂
What about Sam and Chuck?
I think stu's hypercharge gonna get back his knockback feature from when we was released.
@@MagicPotato08ig sam and chuck will be the last to get one😂
@@ciltromthegoat5651 Would be funny
5:46 *"I SUMMON-"*
"Are you Nubbz because you fail Tribe challenges or do you fail Tribe challenges because you are Nubbz?"
"Nah, I'd win"
I doubt they're ever going to fully rework hypercharges, maybe a few tweaks. But not a full rework.
And I have heard from friends that the game actually feels too simple, so the argument of the hypercharge button being too complex can be seen the other way around. I personally think hypercharges are okay as they are, but the stats across all hypercharges should be nerfed and we need more unique hypercharges and reworks to the bad ones. I am pretty sure once every brawler has a hypercharge, they'll be fine.
They need to remove stats and just rework the super with a better damage
Agreed.
I think the stats are the real meat of the problem, They make hipercharges too strong without adding too much. Complexity nor being very interesting.
Also, hipercharges should NOT share the super button.
Honestly, the only hypercharge stat that I have a problem with is the damage boost. Most hypercharge abilities already make it super easy to kill your opponents without the damage boost. Also the damage boost is lowkey killing heist due to the fact that it can allow brawlers to do an absurd amount of damage to the safe.
The reduction to damage taken and the speed boost are fine imo because they allow for more aggressive plays, and they end up being disproportionately better on tanks which is good imo due to how badly tanks get countered at higher levels.
The first idea sounds great, until brawler like Stu, Sam, and Chuck get hypercharges
They could make it so the number of hits needed is way bigger (like Stu having to hit 6-8 hits to hypercharge) and also remove the auto-charge on the hypercharges entirely
Vote for nubbz to be game developer 👇
I feel that the main problem with hypercharge is that supercell doesn’t want to decrease the price of it for some reason so they can’t nerf all of the hypercharges too much because they won’t be worth 5000 coins
i think the first idea works well, but some fixes would make it better IMO: There will be a orange + a purple ring around the super button and both will charge the same way they are now. When the purple and orange ring finish, the hypercharged super begins. tap it, and then the hypercharged super is used. No stat boosts, none of that. just a powered up super that (if used effectively) completely demolishes the other team
In my opinion, hypercharge is a really cool mechanic. Ya i agree to the fact that those brawlers who doesn't have hyperchage gets suppressed easily, but once all hypercharges will get out, it will be fine.
probably not. The hc that are already in the game are already disproportionate to each other; like Maisy is op with hers, but Belle's and Sprout's are basically useless.
Hypercharge is balanced, but it’s because only some brawlers have it. I propose a placeholder hypercharge. And make a quest to obtain them, 5 THOUSAND COINS ?!?!
2nd idea is definitely better. I hate having to save up an ultimate. It'll just make the game less fun. That's one of the good parts of the hypercharge button. You don't have to use your hypercharge to use your super.
I think the stats buff should be removed or heavily nerfed. Alternatively, each brawler could have 2 out of the 3 star buffs such as speed and shield for Edgar but no damage buff. Useless hypercharges like Pearl's are still good because of the insane stat buffs.
0:54 what the Lou doin 🤣
Personally I prefer Hypercharges being a separate button, sometimes the stat boosts are all you need to win a fight. I only have Crow & Shelly's but the stat boosts alone have saved me several times.
You just proved his point even further on my hypercharges need reworks
That's his point on reworking Hypercharge
Some HP are only about stat boost but HP were supposed to be unique with their super abilities
You just proved him right that HP need rework
If the funny purple button is based of the brawlers super charge rate then Stu’s or Chucks funny purple button will be broken.Everyone will be pushing Stu or chuck.
I would love if there could only be 1 hypercharge per team on 3v3. Idk how they would do it but it would make it alot more balanced
That's gonna be impossible to balance alongside showdown and 5v5
hey nubbz rework supers next
Also the 2 button problem is also if you get stunned and you click the hypercharge button you dont super its gonna be useless
Hypercharges for brawlers like shelly, colt and spike need a rework because they do feel very boring. Keep up the good work nubbz
Maybe instead of a single hypercharge, every brawler has 2 - one that acts like a second super, and one that boosts their super and makes it more powerful, and making both of them cost 2,500 coins
Colts is actually fun to use and watch yourself annihilate whole team with a few shots and one ultimate
Colt’s hypercharge is a win condition
I really like your first concept and a few ideas came to mind straight away Shelly's super could have the range of her 2nd gadget Nita's bear could have a small, faster bany bear You could still shoot during Nani's super, you could basically shoot 1 of Nani's sparks while controlling this super, which is incredibly difficult but only makes Nani more skilled
Ok so ideas are great i would actrually agree that not using your super and saving for hyper would be the best BUT when supercell created a hypercharge i think they fought of every brawler getting one and there's my problem no matter what idea you pick for a new one it will be worse for every spawner type brawler in the game because even if they find a way to even get 2 per match it will make them wait a long time to wait for the right moment to use them. and there are brawlers like stu or sam or even train guy who relly on their super and i dont even know how they will work but the another button would be needed for them.
Personally think the current style is better than these ideas,
Nubbz said Its too op in Problem#1 and too weak in Problem#3. This literally is a statement for all rpg games including brawl. Problem#5 having a button makes it more complex yet said its just mashing a button to win in Problem#2
Hypercharge makes it so that it wont be useless even when you dont have super for the time being in the game, like poco's Da Capo in showdown. If the hypercharge replaces the og super, you would literally have a disadvantage by being forced to use hc when you just want to use the normal one. It also removes Mico's current strat, using his super at the end of the hc making the most usage out of it
imo hypercharges are alright and I still find them fun, Probably because I only have like 3 or 4 cant remember so I'm excited to get more and try them out/play w them. Also not a biggest fan of the first idea since the hypercharge would basically replace supers no one would use their super and would just hostage it for a hyper since its just better, basically making supers obsolete. The second idea is def better but I'm still unsure if I'd like that more than what we currently got
All in all I feel like everything will be fine once every brawler gets their hypercharge
I think that for idea 1 it wouldn’t work very well for brawlers that center heavily on their supers such as Edgar and fang and the game would be pretty unbalanced
00:58 Crow: 🥲😑
I also hate the fact that you can just click the button without having a super and get all the buffs still
hypercharge cycling exists
sam: hold my beer
Imo it is good that brawl stars keeps adding more buttons.
Like imagine that every brawler gets some kind of skill with its own cooldown like in most hero shooters like overwatch, valorant, paladins etc.
@@votesniffer2636problem is, that unlike league of legends or other mobas, Brawl stars thrives on simplicity and short matches of 2 to 3 minutes, in this case it overcomplicates things
No thanks 4 buttons is enough
Plus isn’t the game all about simplicity
@@eliotrumbleny7280 i can see your point. But imagine like first to five knockout matches or something
For the like, rotation style idea (Every 2 or 3, then hypercharge), for characters like Sam and Chuck (Especially Sam), they basically have instant supers , so I don't know how they would balance that. Outside of those 2 though, great idea!
He said that bracelets that get there trawlers frequently would have more cycles
I think that hypercharges are fine now. The bad thing is that not all brawlers have hypecharges
yeah
the cycling hypercharge idea when it is introduced to Sam & Chuck (there is almost no way to balance that lmao)
That's what problem the clash royale had with evolutions, i think they should follow the same steps as clash royale and just give brawler some special abilities with no stats buff. If so, out of all stats buffs speed(and maybe shield) is just to unnecessarily chaotic and broken, i feel like if you see someone get hypercharge you should be able to at least avoid them
The problem with the overcharge mechanic is that the won't know which ability you want to use (you could maybe waste the HC on only 1 kill so that's probably the only problem)
Honestly I think you’re nitpicking. Hypercharge is a great concept. Your biggest issue is a button. Holding my super indefinitely until I get my overcharge super is pointless. It will favor the brawlers who have range and can sit back and pick at others. The second idea is just as bad in my opinion. Having hypercharge on a cycle is essentially what we have now. You get two supers then your hypercharge is ready, that’s the current concept. Switching between regular super and hypercharge is way more unbalanced. Plus you have the idea that certain brawlers who take long/shorter times either get it faster or slower. There is nothing wrong with the extra button. Your biggest problems are a button and stat boosts. It’s not that serious
For your first idea: that purple sircle keeps the same when super used but is slowly decrising down until you get another super
I still think the concept of a button that you press and that makes you very strong is pretty cool. I just think it shouldn’t only change the super but also the main attack
Honestly I agree, I really ike to see these ideas in game as opposed to the hat we have now.
Personally, I prefer Super overcharged, and what would be cool would be that you keep the "momentum" mechanic that hypercharges already have and just make it that as long as you are hypercharged, your hypercharge rate would be equivalent to your normal super charge rate
Firstly, for 5K coins I’m expecting a stat boost. Sure for content creators that just gem the entire game and got everything maxed out as soon as it’s released it can get boring fast, for the rest of the player base that has to grind their progression, hyper charges are still entertaining because the investment of 5K coins is reflected in literally having an advantage. 2ndly it’s meant to make the game a faster pace. Most matches at higher trophies prior to hyper would end up in a tie and THAT is boring. 3rd both ideas make it so the brawler that can cycle the fastest is the most op meanwhile everyone else just has to tank it without a proper response. The way I see it hyper charges are meant to be a way to turn a match around and give relevance to older brawlers like Bull that gains damage reduction on super, Rosa that prior to the hyper was basically unused, colt, and Edgar which prior to hyper was one of the worst brawlers in the game. Making it an even more specific situation like cycling 3 supers makes it so you have to strategize WAY MORE when tbh, it’s a mobile game, it’s meant so that when your cousin shows up “you got games on your phone” they can just go to showdown with frank and rage because they keep losing.
I think the ideas are good but I am pretty happy with how it is rn, yes they need a rework but the way the work is something I don’t really have a problem with
Idk if your aproach is the right one tho. Take for example if you dont wanna use the hypercharged super but you are forced to… or for example… The cycling method, imagine if stu got a hypercharge where he can knockback enemies with his super. It will be good because you have 5 seconds so u can use many super. If it’s just one super it also removes many posibilities… they should just remove stat boosts, rework useless and broken hypercharges and get rid of the 2.5 ult requirement. Every brawlers should get a different amount of shots to get his hypercharge. May it be less or more, just stupid there is a limitation because that gets rid of many possibilities.
Nubbz for your second idea supercharge gears would be broken!
My idea (might seem kinda stupid and kill the hype of hypercharges): remove the super buff completely but keep the stat changes and everything else. Some super buffs will always be better than others (eg. Lou’s and Fang’s being significantly better than Mico’s or Charlie’s) so I think they should be removed. Also, every brawler can a get a hypercharge in like an update or two this way.
I really like those ideas!
And one thing i also think they should do is to instead of bringing new brawlers every update, have an update every once in a while where they balance the whole damn game (yes, i am aware of how difficult balancing is, but so is making brawler concepts)
You better hope Stu doesn’t get a hypercharge if they implement the evolution idea
The first idea it's really good actually
Yeah, the speed is kinda broken but i think that assassin brawlers like edgar or fang should keep it bcoz they are reliant on their mobility. And for fang hypercharge you either should take popcorn or going through walls ability since it is very unfair for throwers or low hp sharpshooters
That's....the point
i feel like the first idea is better cause makes u hold on to the normal super for a wille before useing it and makes it more interesting.
ofc the second idea is also cool cause i count the supers people use to know when the hypercharged one comes but also kinda makes people spam the super so they can charge the next one sooner? idk
first idea needs more strategy i feel like.
the problem with the second idea is with brawlers like sprout and buzz, who can get their supers in a flash, no effort
For me, from the beginning, hypercharges were and still are boring, empty and broken. What bothers me most about their addition is the fact that it feels like an overvalued third SP, which is dumb considering that there are a lot of brawlers today, which only have one viable SP, because the second one is useless.
While i do like these ideas, I feel like the hypercharge now with the extra button would still be better because while it is broken, we can use them anytime we want (obviously once we charge them) and with the ideas in this video, we might waste the overcharge super or evolved super on something that wouldn't be worth it with the better supers but worth it with the normal supers.
Really excited for super overpowered STU HYPERCHARGE
They should do 1 hypercharge update where every single btawler gets an hypercharge and maybe some balance changes and nothing else this would kill the hypercharge meta because every brawler would have an hypercharge
Literally Nubbz went to “if you die because of 1 bad random or because of hypercharge it’s a skill issue” to “I woke up to reality and realized brawl starrs is ass, wonder when the devs are gonna fix their game if ever and how?” I guess Nubbz realized getting 1 afk teammate or win trader and losing isn’t a skill issue 😅 it’s a game issue and also loosing to hypercharge isn’t a skill issue it’s a game issue and also tryna do mastery’s for non meta brawlers and loosing isn’t a skill issue (especially when u need Larry and lawrie to even have a chance after 700 trophies) 😅 but finally I think Nubbz isn’t giving Danny head and kissing his ass but still, he needs to be more honest and also he needs to speak up more about the many issues the game has to hopefully instead of getting new brawlers and glitches we can get a balanced and completely functional game withought bugs exploits and glitches and wintraders and afk players 😊❤ literally onle of the few competitive games in existence that allow players to team and basically do whatever they want 😅 still don’t even know if they have a “anti cheat system” which can detect if someone is cheating/hacking and I bet they don’t 😅 cuz they to lazy
Cordelius: HEY 10 SUPERS JUST TO GET MY HYPERCHARGE💀
The worst part is that Stu messes every single one up except the current method of obtaining hypercharges
Do you need to max the brawler for the Super Overcharge? Will all the brawlers have it?
If you look at it the super troops in clash of clash, the evolutions in clash royale and hypercharges in brawl stars all give stat boost. Although they are necessary in coc as the troops also take more space. And so I think removing the stat boosts will also improve evolutions in cr
I don't think they ever will rework bypercharge as it's not complex at all its just a better super and just stat boosts but I feel like people only say this because there is only a few select brawlers with hypercharge and when everyone has neither would be way more balanced
You could literally just click the purple super button for the stat boost and click it again to use the super (it would change from purple to yellow and then to empty). The stat boost was NOT the reason they made it a separate button imo, they just wanted another button for the sake of it. Maybe to make the game look more "modern" or "moba-ish"? I can't find a way to justify it, to be completely honest.
This concept isn't called "super overcharge" or "evolution super." It should stay the same, just nerf the stat buffs.
The first 1 would be so good for brawlers like Pearl where often your saving your super for most of the match
I feel like out of your two ideas, the first one is definitely the better one. Hypercharges are designed so you can choose when to use them, changing them to a super that happens every number of supers would take that function away. While simple, it takes away the skillful side of Hypercharges. Which is why I like your first idea better. It's simpler, but you can still choose whether to use your super or wait for it to get Hypercharged
Problem #1: You have to save your super, so brawlers who need to use their super or take a long time to get their supers are handicapped
Problem #2: If you use your super before you get your Hypercharge, you loose all progress and will never get your Hypercharge
Problem #3: One you have your Hypercharge, you can’t use your super until you proc your Hypercharge, and I like saving my Hypercharge until the right time, and I want to be able to use my super without wasting a Hypercharge.
I like the current system better than both of your suggestions.
I dont tink Sam hypercharge could work with any of this ideas
I think that instead of giving a new mechanic to super just make to the brawler it self , like mortis hyper charge makes him always long dash , and for the stat boosts I think they should make it less maybe cut in the half but not removed because it takes so long to charge , and please supercell, even if you will not rework hyper charge , just make it has its own charge not just 2.5 super ( it worked on fand and edgar),because some brawlers got a super charge rate nerf because of thier hyper charge, like maisie
For the second one what would you do for Sam? Because you can just get you super sobmany times.
I enjoy it being the same button as the super. I play on a phone which had a tiny screen so it's super awkward trying to use the hypercharge
2:34 spike with poland fiag in nick dies
I think removing hypercharge button will change use of super because right now people can use just super instead of hypercharge super if they want to save hypercharge for later game but after removing button it won't be possible.
This is hyperchage is a nutshell
Spend to years to charge it
Burn it out in a second
Repeat
I like the adea, The second one is realy good
the only problem with the second i could see is if sam gets a hypercharge because he spawns with it and it doesnt matter how long his cycle is he can just spam it into a wall
I think it sould be like the first idea but that super and HC charge seperatly. (If you use super HC charge is not gone)
Maybe they make it like Clash royale evolution, like how cards needs to be cycled to get the evo
And in brwal stars you use the super 2 times for example Shelly the next super is hyper so it's special but it doesn't have the stats
Idk why but I would like if the hypercharge changed the main attack and a small stat boost, and it charges indipendently from the super, like a brawler could charge is super in 4 shots but take 3 for the hypercharge
I think I like the first idea more, because this will be too easy for brawlers like fang, Edgar, and eventually if Stu gets one. It will just be a recurring problem…. (Talking about the second idea)
I feel like what could work is reducing the time the stat boosts last
if the hypercharge is rework like the evolution in clash royale, then fang hypercharge is basically 4 main attack because of his star power. If he got the popcorn gadget he doesn't even need to attack once. so this is unbalance
5:56 Stu would need 6 sycle hypechatge
maybe do a 2 cycle and make the dash have knockback and a little faster
you get your super, use it, get it again, use it and when you get the third one it will have a faster dash with a knockback
i'm a stu main and i will love that
The super overcharge can be used to basically store 2-3 super based on the charge rate, I think a problem with that would be this. Imagine a shelly with a near full super overcharge using two consecutive supers on you
2 idea is bad brawlers like sam get their super without doing anything
totally agree supercell should see this
Both ideas seem good but how would they work with Sam because his super is already charged when he spawns and he just needs to pick up his knuckle busters to get his super back?
your rework cannot happen because hypercharge takes 5000 gold to buy and if you change it to that than what would to them who used thousands of coin to buy hypercharge
I feel a hyped up super as a change would be bad, as it incentivizes the player to just save their super in the hopes of a hyper-charge one, like with grom where his super gives a speed buff from the star power.
The thumbnails for all videos are so good the video is so entertaining