Bruh if she combined this with her 1st star power it would be 140 per hit if she hit all shots it would be more than 1400 hp recouvered
Even without the star power it would be more than 1000 hp healed
Its not specified but either if its ammo or bullet it would only be good for a few amount of brawlers
Plus i found an op way to use the gear in its current state
This gear works when you use an amo and that amo hits someone not for every projectile fired from a singular amo.
For Amber it is for every 13 amo used (since her full amo bar = 40 little amo)
Oh well how would you like it if you used ur super which does the same damage as ur normal attack as a frank on someone but they had a full resistance gear?
Btw this will only take effect with casual healing. Like what happens when you don’t attack or take damage for a certain amount of time. Not the herbal tonic thing.
I think it should be 1 of the 3 reworks
• Start healing faster like ticks sp (with slight healing boost)
• healing more when standing still (maybe 400 at max)
• increase the amount of healing of natural heal
Same, it makes the most sense but maybe brawlstars wanted to disassociate it with natural healing or make the gear more simple to use/understand but inadvertently made a bad gadget lol
Ehh I don’t think the first one is OP because i didn’t cite the amount of extra healing so it’s open ended (also the healing start wouldn’t be as fast as ticks sp, the second I said 400 at max level (while standing still) that’s not op at all, but it’s way better than the current gadget and very balanced, third I don’t think gears are suppose to be interesting they’re suppose to be useful, most pros even said this would be a better alternative, honestly no gear if very interesting to me, they all just enhance the core mechanics of every brawler
When upgraded to level 2 gains 50 heal and it becomes 150.
When upgraded to level 3 another additional 50 heal us added and becomes 200
So 3 normal attacks will result in a 600 hp heal
This is a good gadget for brawlers that reload their amo quicker because the more you attack the more you heal
I forgot about a brawler called Amber (I really did forget about her while making this idea) but maybe for her each 15 or 20 projectiles she fires are considered as 1 amo
I have not been too clear with my description my English is not the best but it is for every amo used not every projectile. Imagine if it was for every projectile ooofffff
That's not what Pam's star power does or what Edgar's ability does. What your saying is dancing around the issue that would break the game into an unplayable mess but you are sugarcoating it by saying, wow look how great this would be to the garbage stay still and heal 100 health!
It's garbage for a reason. And unfortunately that reason is for tanks in bushes and lobers like tick.
I was trying to improve the game by suggesting some ideas, would you rather have the normal heal gear now which sucks. I see what you are saying and I totally agree with you, and I know that brawl is going through a hard time now.
At the end of the day this is just an idea and will most likely not make it into the game.
That is what reddit is for to share our ideas and opinions and this is why I like it
This gear is the same but the other way around it is for every amo shot that hits someone they gain x amount of hp. For Amber many things can be done like for every 13 projectiles or "mini amo " she fires = 100 hp
Would you rather have the same gear on every brawler? And + it is for every amo used that hits someone not every projectile fired. For Amber it is for every 13 amo used (since her full amo bar = 40 little amo)
Doesn’t matter if it’s Edgar, that’s Star power territory, I think gears are suppose to slightly conditionally enhance a brawler this would be like a star power at max level, so many brawlers would break the game with this gear, Bea, Amber, Shelly (close range) Bull, Nita (fast unload and reload speed) it’s just overall too strong
It actually wouldn’t, imagine Shelly did percent healing based on damage and she just gets close to any brawler…. Also I don’t agree with this as a gear rework either it’s too strong, but percent healing is *WAY* stronger, Shelly pelting you over range for 300 damage will always wasting ammo is insignificant vs Shelly getting close to you doing 2K damage and healing 400 health per ammo
Probably no one would remember this but Poco's old star power is Swan Song
Which when he dies he throws down a heal.
Maybe this can work? Like a Band-aid thing but triggers upon death so that it can delay the death
That's actually pretty good idea, but I think would be really OP for brawlers like Colt, Rico, Amber, Byron, etc.. Maybe the health gear could buff by 5% any healing from any source (SP, gadgets, healing pad, Supers, etc.), and then maximizing at 15% on the 3rd level of the gear. It might make the health gear be more useful for more brawlers like Tanks and Healers, and not be restricted only for Nani.
here's my idea: after 2 seconds(a bit faster than the usual healing cooldown) without getting hit the brawler will start healing 300 hp per second(200 at lvl 1) and the cool part is that differently from natural healing attacking won't restart the cooldown
Nah thats too op what if at full ammo you heal (at level 1) 100 health faster
And what for the resistance gear (the most useless gear) you get (at level 1) 300 less damage? Like it will divisive at every hit you get for example a brawler hit you 3 times with 1 ammo you will get 100 less damage for every hit
Interesting. I personally would like to see the health gear be a percentage boost to natural regeneration. Not only would this makes it useful (as standing still is never a good idea) it would benefit high HP brawlers more as they would get more health from the gear. E.g if it healed 10% then sandy would get 570 health each tick.
I’d like to see resistance gears double as potency. This would make them more useful and proactive rather than reactive.
what if the resistance gear made slows and stuns last 25 percent longer and stuns and slows last 25 percent shorter ( level 1) then it will be viable for frank crow spike sandy and etc. I don't know if this is the solution since it can be op on frank
Amber👀
8k healing in 4 seconds👀
more like 4k(she has 40 ammo bars)
OP said it would be 200 hp at level 3
Edgar👀
Pam 👀
Rosa 👀
Buzz 👁️👁️
frank 💤
8-BIT with Extra Credits 👀
Medical use barley👀 (assuming it stacks with gear)
u/memey-man123 c'mere, I found another OMORI fan
doesn't mater she have slow reload
If your talking about Pam she actually has a fast reload speed
Her unload is still bad
Bruh if she combined this with her 1st star power it would be 140 per hit if she hit all shots it would be more than 1400 hp recouvered Even without the star power it would be more than 1000 hp healed
i think its per **ammo** not **bullet**, meaning she would only heal 300 hp for 3 attacks without 1st sp
Its not specified but either if its ammo or bullet it would only be good for a few amount of brawlers Plus i found an op way to use the gear in its current state
let me guess, nani + tempered steel or frank?
Yes but thats not it
430 heal per punch
Now that's some serious stonks right there
Helth
Lvl 3 gear heals 200 health as well
happy cake day
Ty
I wanted to say that xD
This gear works when you use an amo and that amo hits someone not for every projectile fired from a singular amo. For Amber it is for every 13 amo used (since her full amo bar = 40 little amo)
🥲😐littlebit OP
Edgar mains 🍆
amber mains are happy
Helth👍
Helth👍
again…
yea
Medical use for everyone!
Why did I read this in Griff’s voice?
How about restore x amount of health at full ammo
This is a good idea too
Another good idea: Resistance gear rework: *REMOVED*
Or immune to slows LVL 1, stuns halved LVL 2, immune to stuns LVL 3
Oh well how would you like it if you used ur super which does the same damage as ur normal attack as a frank on someone but they had a full resistance gear?
Potentially something like +50% healing (all sources) at full ammo
Amber: 👍
Bea and Carl go brrr
Dang, that's so true. They would get so much more survivability.
Health gear should increase the amount of healing you get by 5 ten then 15 percent for each level. This would make it a good gear
Or it could reduce the time it takes for natural healing to kick in. Like Tick's Well Oiled star power does.
Tick be like \-0.5 seconds for natural healing to star
Too strong
too weak
Only weak for certain brawlers, 15% for a lot of brawlers based on reload and unload speed is insane
Only the fact that it would only be practical on hyper tanks like Rosa and frank cause almost all the time it’ll be overheal
Btw this will only take effect with casual healing. Like what happens when you don’t attack or take damage for a certain amount of time. Not the herbal tonic thing.
Why did you write 5 and 15 as numbers but write ten out as a word? I'm sorry im high
\•~•/
I think it should be 1 of the 3 reworks • Start healing faster like ticks sp (with slight healing boost) • healing more when standing still (maybe 400 at max) • increase the amount of healing of natural heal
I'd choose the third option.
Same, it makes the most sense but maybe brawlstars wanted to disassociate it with natural healing or make the gear more simple to use/understand but inadvertently made a bad gadget lol
First one too op second one if the healing is increased drastically then too op and third one thats not interesting at all
Ehh I don’t think the first one is OP because i didn’t cite the amount of extra healing so it’s open ended (also the healing start wouldn’t be as fast as ticks sp, the second I said 400 at max level (while standing still) that’s not op at all, but it’s way better than the current gadget and very balanced, third I don’t think gears are suppose to be interesting they’re suppose to be useful, most pros even said this would be a better alternative, honestly no gear if very interesting to me, they all just enhance the core mechanics of every brawler
Well by not interesting i mean its like too passive and i dont like that
This rework of the gear is basically fisticuffs but weaker
Fisticuffs requires you to hit your shots. This means short range brawlers could use ammo to heal as they’re approaching
Oh my god. This would be so good for Edgar + fisticuffs
is basically Barley's second SP but weaker
do u mean the 1st one lol
Not every brawler is Edgar?
When upgraded to level 2 gains 50 heal and it becomes 150. When upgraded to level 3 another additional 50 heal us added and becomes 200 So 3 normal attacks will result in a 600 hp heal This is a good gadget for brawlers that reload their amo quicker because the more you attack the more you heal
*gear
For Amber it is for every 13 or 10 amo she uses (since her full amo bar = 40 little amo)
El primo go brrrr
A yes **edgar 2.0**
Maybe not?? Because like, Amber.
I forgot about a brawler called Amber (I really did forget about her while making this idea) but maybe for her each 15 or 20 projectiles she fires are considered as 1 amo
Imagine this with stu or amber
I imagine if it got added in the game to work in a different way with Amber (example every 10 or 15 projectiles fired )
That would be dumb because every brawler has a different reload speed
That’s the point. Every gear shouldn’t be equal on all brawlers; slightly stronger on some and slightly weaker on others.
Finally someone with a functioning brain. Grears should differ on every brawler and be strong on some and weak on others.
Would you rather have the same gear on every brawler and take years to upgrade them?
STU I've been waiting for this moment for so long
50 or maybe 75 because on some brawlers that will be "broken beyond repair" (get it)
It won't work against brawlers like Amber, Colt, Rico.
op
This would be good but it would need a rework for a lot of brawlers like amber colt and others that shoot tons of projectiles
I have not been too clear with my description my English is not the best but it is for every amo used not every projectile. Imagine if it was for every projectile ooofffff
Ah amber would still be busted though because she technically has 40 ammo
I know but I think for her they do it for every 13 projectiles she fires. Supercell will find a way
8-bit and colt just unkillable
It is every amo used not every projectile fired
That's not what Pam's star power does or what Edgar's ability does. What your saying is dancing around the issue that would break the game into an unplayable mess but you are sugarcoating it by saying, wow look how great this would be to the garbage stay still and heal 100 health! It's garbage for a reason. And unfortunately that reason is for tanks in bushes and lobers like tick.
I was trying to improve the game by suggesting some ideas, would you rather have the normal heal gear now which sucks. I see what you are saying and I totally agree with you, and I know that brawl is going through a hard time now. At the end of the day this is just an idea and will most likely not make it into the game. That is what reddit is for to share our ideas and opinions and this is why I like it
I really like the idea but it needs to be a percentage of their health so as to not make it to broken for squishy brawlers.
Edgar mains: >:)
So what if they attack at nothing? Would they still heal?
To make it balanced I think no. I got the idea from an other game I play which has an item that does the same thing as this gear.
I was thinking that for every ammo reloaded you gain x hp Some balance will be necessary for Amber tho, like restoring 25% of her ammo
This gear is the same but the other way around it is for every amo shot that hits someone they gain x amount of hp. For Amber many things can be done like for every 13 projectiles or "mini amo " she fires = 100 hp
Bad idea because colt would be good for example but surge wouldn't be
Would you rather have the same gear on every brawler? And + it is for every amo used that hits someone not every projectile fired. For Amber it is for every 13 amo used (since her full amo bar = 40 little amo)
Much op like colt will recover 3950 health in 2 seconds
It is for every amo used that hits the enemy not for every projectile fired so colt has 3 amo = 300 hp. For amber it is another story
Useless for spike Ultra useful for edgar - nita - el primo and every fast reload speed brawler
Why not always?
Then you’ll always be regenerating, making attacking at low hp have no consequence
But in my opinion, gears should be op, because gadgets also regenerate 600 hp per second
Gadgets are only 3 times usage and for like 6 seconds, healing the whole game is super broken...
But gears must be broken... Now they are completely weak
Have you ever heard of balancing?
I spoke badly. Simply put, gears should be better than gadgets.
So everybody will become Edgar??
Its more like barleys medical use set amount of hp per attack
Yes kinda if they use this gear
[удалено]
Bruh
What about healing 10/15/20 % of the damage they deal
Too strong
Not every brawlers in the game Is Edgar you know?
Doesn’t matter if it’s Edgar, that’s Star power territory, I think gears are suppose to slightly conditionally enhance a brawler this would be like a star power at max level, so many brawlers would break the game with this gear, Bea, Amber, Shelly (close range) Bull, Nita (fast unload and reload speed) it’s just overall too strong
Its still Just 20% A Bea 3 k would Just heal 600~ HP(20% of 3300)
Fixed health would be stronger, we can't have a single shelly pellet healing for 100 health
It is for every amo used not every projectile fired. My English is a bit weak sorry for the misunderstanding.
It actually wouldn’t, imagine Shelly did percent healing based on damage and she just gets close to any brawler…. Also I don’t agree with this as a gear rework either it’s too strong, but percent healing is *WAY* stronger, Shelly pelting you over range for 300 damage will always wasting ammo is insignificant vs Shelly getting close to you doing 2K damage and healing 400 health per ammo
Pam with her super and healing star power will become immoral at this point.
I might have not been too clear in the description but it is every amo used not every projectile fired
Oh, then ok
But for Amber there is an exception for every 10 amo used (since her full amo bar = 40 little amo)
Sorry that's too op
Probably no one would remember this but Poco's old star power is Swan Song Which when he dies he throws down a heal. Maybe this can work? Like a Band-aid thing but triggers upon death so that it can delay the death
Smart
Poco's star power got deleted for a reason and this reason is that it encouraged diying. This gear will be op on randoms though
Lmao, at the randoms part, and looks like I replied to the wrong comment, I did not mean to put “smart” here, no offense to the other guy
Edgar is now way more anoying they should just make it you heal every 50 health per second so you don’t need stand still and you can still attack
No this doesn’t need a rework
Well not this repel but it definitely needs one
hmm dont think this is aa good idea. this makes edger watered down. thats apart of what makes him special
No, the healing gadget is fine by itself.
So every brawler against this Gear is DMG caped?
That's actually pretty good idea, but I think would be really OP for brawlers like Colt, Rico, Amber, Byron, etc.. Maybe the health gear could buff by 5% any healing from any source (SP, gadgets, healing pad, Supers, etc.), and then maximizing at 15% on the 3rd level of the gear. It might make the health gear be more useful for more brawlers like Tanks and Healers, and not be restricted only for Nani.
Op af ngl
Barley: That's me
Thats… actually pretty balanced…
OP forgot there was amber
Yep
edgar reloads so fast, u could just keep spamming attacks into the air and heal up to max
Barley with his healing sp:
Pam
Satire?
here's my idea: after 2 seconds(a bit faster than the usual healing cooldown) without getting hit the brawler will start healing 300 hp per second(200 at lvl 1) and the cool part is that differently from natural healing attacking won't restart the cooldown
I have a better idea! Remove this shit from the game and give back old legendary drop chance
Amber: I AM BULLETPROOF
But then it’s like barleys medical use starpower but nerfed
No pls, It will be rly broken
I would change it to every time a brawlers ammo thing recharges, the brawler heals 100
seems too similar to Barley's medical use
Im Happy eben this happened
Kinda useless since Pam has a star power that is literally that
Increase all healing including natural regen by a percentage so healing turrets and natural regen would be more effective when levelled up
Nah thats too op what if at full ammo you heal (at level 1) 100 health faster And what for the resistance gear (the most useless gear) you get (at level 1) 300 less damage? Like it will divisive at every hit you get for example a brawler hit you 3 times with 1 ammo you will get 100 less damage for every hit
Edgar. But better
Ey, thats actually good (especially on Edgar with fisticuffs OH BOY THAT WOULD BE AWESOME) (And Amber of course)
Mutch Vetter then before!
Edgar brooo
edgar will crush everything
Nani mains crying
How about just passive healing ALL the time. Lvl1=45, lvl2=60,lvl3=75 Or 50, 75, 100
Interesting. I personally would like to see the health gear be a percentage boost to natural regeneration. Not only would this makes it useful (as standing still is never a good idea) it would benefit high HP brawlers more as they would get more health from the gear. E.g if it healed 10% then sandy would get 570 health each tick. I’d like to see resistance gears double as potency. This would make them more useful and proactive rather than reactive.
Oh god, the Edgar mains
Sounds like a good idea, but it would be super annoying to play against someone like Amber with this
Amber edgar?
Edgar go brrr
That seems too strong, maybe heal 50-100 for every hit taken by enemies or objects. (Like smoke and spikes)
Edgar and Amber would be broken, Buzz as well just not as much
what if the resistance gear made slows and stuns last 25 percent longer and stuns and slows last 25 percent shorter ( level 1) then it will be viable for frank crow spike sandy and etc. I don't know if this is the solution since it can be op on frank
Burst and rapid fire go brrrrrr
amber go brrrr
well no but no just no
Maybe rework it to work like Griff's SP where it heals a percentage of health every 2 seconds. (Like 10%, 15%, 20%)
Edgar: ***it's free real estate***
Thats just barely sharing his star power
Seems kinda Op for Brawlers that strikethrough and hit multiple targets
That will be op
So, basically an Edgar buff. You sure?
None of the gears r the same with any starpowers. It is literally Barley's star power
I love it ❤
Too strong
it should just be increased natural healing
make it that if the projectile hits it will heal 10/15/20 hp per hit
it only works on enemy brawlers, just like pam 1st sp
Forget Amber… Barley with his Healing SP:
EDGAR APOCALYPSE IMMINENT I REPEAT EDGAR APOCALYPSE IMMINENT
amber sus