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Since the moderators of this sub have taken a distaste to my humor, I thought I'd post something of a discussion forum so that I could talk about my thoughts on a certain subject.

And that subject, dear reader, is the lack of scaling for gadgets and star powers that aren't percentage based.

This decision is probably the most baffling one in the entire update, and that's saying a lot. It drastically throws off the meta, killing certain builds and punishing players who have invested in particular synergies. And when I think about this decision more and more, there really was zero reason to delay this change to the October update.

So, let's think about the potential reasoning Supercell may have for this decision.

1: It Requires Too Much Effort To Be Completed In Time For Season 20.

This is the line of reasoning I initially assumed Supercell took when they told us about the delay to the gadget/star power rebalancing. There's 70 brawlers in the game, after all. So naturally, it would be very time consuming to have to rebalance every single one of them that isn't percentage based.

Right?

Well, upon further inspection, I don't think so. Because in this case, the devs shouldn't have to painstakingly comb through every gadget and star power, assigning specific values of change to each one. All the brawlers' HP and Damage is increasing by 33%, so all of the non-percentage based gadgets should logically increase this much as well.

It would be tedious to change 70 brawlers' worth of gadgets and star powers, sure, but in the end, there's really not much work involved other than shifting around a few numbers.

Now, I could be completely wrong about this since I'm not a programming maestro, but I have dabbled in the craft a bit, and it theoretically shouldn't be too difficult to change a value from "1000" to "1350." So, let's move on to reason two.

2: The Developers Are Lazy

I don't really believe this one has any merit at all, since the Brawl developers have been consistently pumping out updates since 2018. If they really were lazy, they'd simply milk Brawl similarly to how Clash Royale's developers are milking their own game.

Lastly, I'll get to the reason why I think they haven't made the change.

3: The Developers Have Considered Reverting The 10% Power Level Change, And Don't Want To Have To Re-Balance All Of The Abilities If They Go Through With The Reversion

I know, I know, this sounds like a huge leap. But just think about it. If this change requires little to no effort, (which my experience in coding does suggest) why else would the devs decide to put off this change? I genuinely can't think of another reason. Gadgets and Star Powers are a crucial part of the game which shape the meta depending on how strong they are. So, the developers refusing to update these abilities despite it not requiring the most work is odd and uncharacteristic.

And even if they genuinely had no time, delaying the update for 1 or 2 days in order to properly implement these changes would be well worth the effort in my opinion, and community sentiment would reflect that.

But instead, they decide to pointlessly wait, which is a perplexing decision unless my speculation is correct.

I'm fully aware that I may be completely overanalyzing, but I really do think that the devs knew how controversial their leveling change would be, and decided to hold off on balancing gadgets and star powers just in case they needed to revert the way leveling works.

My only question is: what do all of you think? Do I have a point, or have I simply eaten too many mushrooms?

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The answer is: when most of the Gadgets and Star Powers have been developed, those were introduced with fixed values rather than percentage of x based ones since back then Power 9 was the highest you could go.

It's just a huge undertaking adapting more than 70 abilities into the new world. We're working on it though and hope to have (most of them or all) ready for the next update. We wanted to hit the timing for Hypercharge with the return of people from holidays (in Europe and in other areas of the planet where people have vacation around June-August) in order to make the best out of it for the game instead of waiting for this change. The rationale there that introducing Hypercharge earlier has a bigger impact than "fixing" existing abilities which aren't % based.

Of course people can make the argument if that was the right rationale, but if you consider that "QoL" updates don't stop the natural decline of games, just "waiting it out" wasn't an option for us.

That's it.

Originally posted by Quilavapro31

So all the Gadgets and Star Powers that arent % based will be % based next season?

That's the plan. Note that doesn't mean that it SHOWS visually as "percentage of" but the underlying math.

Originally posted by bot_exe

has the player-base recently been declining or this just about increasing revenue? it seems a lot of the logic behind the more "controversial" changes is to increase player retention and/or increase revenue. Like now we can only play 4 modes instead of 6, which makes the pool of queued players larger. This can improve matchmaking quality and speed and it's also a buffer against declining playerbase. We also have increased leveling benefits and the hyper-charges (with the special bundles) and higher quality 299 skins (stu and edgar), which incentivize spending resources and hence buying gems and BPs.

What is a bit concerning is the implied need for speed with these changes, like you said, a lot of these things were pushed early because it was better than waiting to try to have a big impact on the game as soon as possible. Hopefully the game is doing fine numbers wise?

I've made a bigger post on x.com if you're interested in some of our rationale.