Brawl Stars

Brawl Stars Dev Tracker




04 Jul

Comment

Originally posted by whysomuchtalkingtho

Hey Dani, Are the starr drop rarity chances set and independent? Or is like the old boxes with changing %s?

They are set now, there isn’t a pity system added this time

Comment

Originally posted by BlessDP

So we can't buy pl skins no more? Because we can't make 5k bling any more. So is it a waste to grind 60 wins?

You can, but it’s because Star Points were a mess and pretty much the only thing you could do was buying the PL skin Now you can buy a lot more, but if you wanna the PL skin, you would have to save your bling for this instead of something else

With that said, I think the PL skin unlock and it’s benefits might need some adjustments still, but we don’t know when we’ll tackle that yet

Comment

Originally posted by DarthRyon

Hi Dani, thank you for detailed answer. I have a couple of thoughts on the 8 victories starr drop.

Firstly, I think it the chore feeling of getting all progression every day will become worse. If I supposed I have a 50% winrate, which seems a fair assumption if we exclude showdown, getting the third starr drop would require on average 16 matches, which would be equal to 240 tokens. In the last few season I noticed that I rarely keep playing once I've collected those tokens (to avoid getting bored in the long term), so this change to progression would most likely require more effort on our side. This may as well be what you're trying to achieve, but most of your claims on this topic are based on the premise of playing the same amount of time as before, which does not seem to be the case, at least for me.

On the other hand, I have a counter argument: right now the last drop does not feel as worthy as the ones before, due to the tume expense (and the shortage of dail...

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I agree that this could become really demanding in the long term, and we are open to change if needed, but the reason we done that is actually in your message: most of the people would stop after their tokens were done or the daily quests, now there’s something more

The argument of “play the same to get more” considers that you are not collecting all 3 everyday - collecting 2 daily or missing some days should still gives you a progression buff, but not as much of course

The idea of an improved rarity the further you go is really nice and might be something we use for events (imagine an event where you get guaranteed epic or something) or double Starr drops per milestone.. we didn’t have time to implement the event parts, but it’s something we wanna play around still!

Comment

Originally posted by Ilikethebatusca

Wait,if you spend money inside the game don’t you basically get that money back🤨

We have the philosophy at Supercell that we play the game like anyone else. Some of us are F2P, some are heavy spenders.

Comment

Originally posted by iamwatchingyou6

TL:DR

CL and PL are bad design wise. And since only a small portion of players even play it. We decided to nerf it for Starr drop.

U can't justify again and again that we will get more if we play the same when the effort we put in is still monumental yet the reward is getting smaller. It's like saying you divides our salary from 1k for 1 task(building a house). To 1k for 2 tasks( laying 10 bricks+ building a house, each constituting 50%). It makes no sense for an employee to be happy to get the SAME/SLIGHT amount of reward for MORE work.

CL and PL is the house, Starr drops is the wall

The effort shouldn’t be more though, since if you play the same (playing PL and CL) you should get more than before still

Is it the daily task that you feel is too much, or the 8 wins (or both)?

Even if you miss some of the days or drops, we’ve added more to the Starr Drop reward budget, so it’s not only rewards being reallocated, but we added more rewards overall

We wanted the drops to feel really good on higher drops, if we had not moved rewards from other places, either good drops would be a lot rarer or every drop would be around 1 digit rewards

If we take your analogy, I’d say that before you would get 1k to build a house, but your working time is somehow flexible, haha Now we pay you 1200 but you have to show up to work every day - and then I think it would work better, there is a benefit, but it might stresses out people who would prefer flexibility over a raise

Comment

Originally posted by InterviewThin6267

Got u

TLDR:

Progression is faster even if you get only rare drops

3 Starr Drops a day is more than what you got from the previous brawl pass end reward

"I don't like that I have to play everyday" starr drop is designed for retention

You probably won't get less reward even if you don't get all 3 Starr Drops a day

"How is it a buff if it's random?" You will mostly get coins, powerpoints and rare drops so it should be a buff overall

"We are now losing the freedom of how we use our rewards" Starr drop is designed for excitement

Why not just include Bling instead of random cosmetic in Starr Drop? It could ruin the economy

Where the 20% came from?" It's not exactly 20%, the more casual you are, the percent is higher

Why Starr Drop? Because the biggest complaint was to bring boxes back. With Starr Drop, supercell is seeing some nice results

Bro, that was pretty good!


03 Jul

Comment

Originally posted by Mehemmed_65

Next update PL/CL changes? :O, btw thanks Dani for taking Ur time and replying community feedbacks

Hahaha :D Thanks! I’m always reading them though - but this time since the problem seems to be more on the communication side rather than on the actual content, I felt it would be useful to add more context for the changes

Comment

Originally posted by Cash1167

I’d be fine with starr drops if I didn’t get token doublers every time. I’ve got 3500 tokens to double barely any power points, coins or credits.

That’s a fair concern and we are open to still tweak the system. As someone else pointed out, people are getting more doublers than what they can use, so SEEMS a bit off

I’ll bring up to the team! But don’t expect any changes in the next months, since the whole team is on a break now and in august we’ll be focusing on the content for the next update

Comment

Originally posted by Meettherubbish

Thank you for replying! I'm actually starting to understand the perspective a lot more now so I'm very thankful you took your time to type all of this down for us

One last question if you ever get the time to see this, would there still be any bling challenges in the foreseeable future like last season? Would it remain with nerfed rewards maybe? Or is that off the table completely now and won't come back?

Thanks for the feedback! looking back now, I think the biggest problem IS the communication here, so it is still a problem on our side. Because it’s literally a buff for the same playtime as before, but it’s really hard to communicate that because the features themselves are not sending this message. “50% nerf” is such a powerful title it’s really hard to see beyond that :(

Regarding the Bling Challenges, they were released to promote the feature more, but it’s such a lot of Bling that I’d say it’s hard to have it again, maybe for a special event or something, but it would have to be a big thing to justify it coming back - with that said, Bling in challenge is something we always wanna have, even though it’s not much

Comment

Originally posted by Meettherubbish

Genuine question

If the point was to increase play time so on and so forth, doesn't the CL, PL nerfs defeat that purpose? Wasn't one of the reasons bling was added was to increase engagement in PL? Doesn't this nerf directly take away excitement from playing in those modes and will eventually lead to their fallout? Especially club league. We've already lost half of our club members who said they don't think CL is worth all the effort anymore.

I don't mind starr drops but I do think maybe the PL and CL nerfs were a bit overkill. I'd say the nerf in those should be less than 50%, and adjust the starr drop's rewards accordingly. Because I don't think CL and PL will survive as they are now especially CL. Too much effort for much much less rewards than we used to get even before bling release

It makes sense, but not if we include our casual fan base: - PL is only played by a portion of our player base. The majority of our players don’t play it - and they are also really important for us - playing PL as you played before still rewards you MORE because you are completing Starr drops on the side. I know it’s not as clear because the 50% nerf vs something you can’t clearly see is hard to believe, but note that if you get a random cosmetic, that’s at least 1000-bling worth (4 ranks in the previous PL) - CL is on the same boat but even more niche. The rewards of CL were MASSIVE for the effort you had to put in, and even then the adoption to this mode is pretty low - this leads us to believe that the problem isn’t on the reward side, but on the design of the feature - reallocating the rewards of these 2 modes where casuals (who are the majority of our players) hardly engage felt the right call to make to achieve our goal - the summary is that, if you play these modes you a...

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Comment

Jumping in to clarify some things, hope you find it useful!

I think the problem with a “quick calculation” is that the context of what is actually happening is not taken into consideration, so I’ll add some extra info and respond to some of the main concerns here:

If you compare 1 to 1, new pass vs old pass, of course there’s a nerf, which was mentioned and shown in Brawl Talk - however, these rewards that you would only be getting at the end of the pass, you are getting during your normal progression from day 1. No matter how you look at it, this makes progression FASTER, even if you get only rare drops and considering the progression during tier 1 to 70.

“But how about when we get to the end of the pass?” Then you are still collecting 3 Starr Drops a day that should actually be MORE than what you would get from the previous brawl pass tail rewards

“I don’t like that I have to play every day” This argument is something I can get behind though. We d...

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Comment

It's indeed a bug. We disabled it for now and will address the issue before re-enabling it.

We'll likely remove the 170 "extra" gems in the coming days in an automated fashion. I suggest not to spend them, since you'll just end up with a minus balance. 😉

Ironically I was also one of the affected people myself, but since I pretty much always have gems on my account, I didn't realize until someone pointed it out... 😅


02 Jul


01 Jul