These 3 Major Problems CAN KILL SQUAD BUSTERS

  Рет қаралды 284

Envy - BS

Envy - BS

Ай бұрын

In this video I ranted about these 3 major problems that can kill squad busters. one of them being the p2w consumables.
sun and like please I worked on this video lol
#squadbusters #squadsneekpeaks #gaming

Пікірлер: 6
@EnvyBS
@EnvyBS Ай бұрын
Dont mind the bad captions
@SA-zq7fz
@SA-zq7fz Ай бұрын
Your editing so fun .
@EnvyBS
@EnvyBS Ай бұрын
Thank you. It's inspired by some of my favorite small brawl stars youtubers
@elinogales
@elinogales Ай бұрын
First off, I'd like to give you a counter argument of your 3 claims and points and provide reasoning how why they cannot be done and or work alongside the games construct. (I could just say you're a kid and thus invalid, but you know, better to tell you why your argument is pretty baseless and lacking in substance.) *1.) Keys or the claim of Squad Busters being "Pay to Win".* Keys provide an immediate benefit by granting you a key to unlock a unit instantaneously, and with these consumables being purchasable and held preserved in stockpile for the masses, it leads to the all-too *hypothetical* and *thought* of them being *Pay To Win* or even *Pay To Play* for that matter, however, I'd argue against this pre-conceived notion by detailing how the game is *aware* of these mechanics, and thus *designs itself around them* so they *won't* be a problem. Every match lasts for approximately 4 minutes, and using a consumable has a minute long cool-down before each use, and begins on full cool-down at the beginning of every match. The value of these keys falls off a cliff after the first minute, as in 1 minute, you can possibly find an Epic Unit, potentially get 2-3 Fusions, and open at least 5 or more chests as soon as you press start, of course, these numbers vary for every match, along with the modifiers attached altering these rough estimates, but wit modifiers like *Fusion Start* and *Epic Overload*, these modes render the keys as a whole practically *WORTHLESS.* The most impactful a Fusion could ever be is at the beginning, same with an Epic, and even if you use a key to unlock them after 1 minute, the value of them drops significantly, because other than Fusions, *Higher Rarity Units Do NOT offer better stats than commons*, and it's due to this nuance that allows these to be balanced, Epic Units are really just a bit of a lucky find as they have a unique ability that offers you a new opportunity, but every ability, no matter the unit or rarity, provides the same. Fusions could at best be regarded as concerning, but they aren't much to worry, because getting 1 fusion when everyone already has at least 2 after the first minute isn't going to change the out comes of any match *at all*, rather it's just a miniscule added benefit for you to use as a potential leverage, but in 1 minute of cool down, people would have already gotten more fusions, rendering your 1 entirely unimpactful in the grand scheme of things, heck, even in the smaller picture, it doesn't change much at all. Finally, because the consumable cool-down of 1 minute is implemented, and begins on cool-down, at best case-scenario, you could get 3 free units, but they will not be the difference between wining or losing, they are sheer *Quality of Life* additions, not a huge benefactor to ones success. The game isn't *Pay To Win*, it's *Pay for Quality of Life*. *2.) RNG.* Randomly Generated Numbers have always appeared within games, as they add a variable and nuance that could alter the course of a match, making every moment feel refreshing and different without altering the outcome too much, and Squad Busters does that perfectly. *Too much RNG IS BAD, but NO RNG isn't better.* Squad Busters strikes a healthy balance with randomness and luck, as you'll need to adapt to the playing field, your options, and you hand, as *you must be planning ahead* knowing that you game plan can change on a whim, choosing to use different strategies such as *Farming, Hunting, or Busting* just to name the 3 core styles, these are three styles you must always be aware of, and deciding what you want to pick to formulate that team, and whether or not you'll need to alter your plans and choose a different style based from the every-changing landscape of a Squad Busters match. Additionally, Squad Busters is a *Battle Royale* game, it has to have luck, Fortnite, Battle Crush, and even Solo-Showdown in brawl stars has RNG, and they distribute them very well, Fortnite has chances of finding consumables and higher rarity items and weapons with it's system, same for Battle Crush, while Solo Showdown has a varying amount of Boxes, Spawn Locations, and Box Locations that alter each map, adding a new variable that players must be mindful of, yet nobody complains about RNG in those games, so why is Squad Busters, a *Deliberate Battle Royale* style game being complained about? Asides, Fortnite is competitive and it has lots of RNG in more than just random loot-drops. Hence why Epics in Squad Busters are not inherently better units, but ones with unique effects that supplement you in various ways, the system is designed with the game in mind. *3.) Lack of Control / Skill.* Squad Busters is made to be Auto-Attack based, much like an RTS say Warcraft 3, or any other MOBA GAME. Using auto-attacks and auto-targeted abilities to be expressive of control and skill, despite that not seemingly like so from Brawl Stars players, but it indeed is. It is skillful in terms of positioning, planning, foresight, macro, micro, kiting, map-awareness, out maneuvering, out-whiting, and out-playing your foes, for even someone who's at a disadvantage can make the better plays to succeed within the game with knowledge over raw power. Yes, the game lacks mechanical skill / control, but mechanical move sets are not everything, additionally, they are not indicative if a game is skilled or not, they are merely a small piece of a massive puzzle, a piece that any game can live without, additionally, how could realistically, and reasonably manually aim an ever-growing squadron at your hand?... It could be possible that they may experiment with more RTS (or Real-Time-Strategy) like elements from video games such as Warcraft 3, where you must be diligent and very active in dividing your squad and deploying them to many locations, managing an army could be a unique approach they take and I would like to see that be tested as an alternative mode sometime. That concludes all my counter-arguments, I could very much say more, but I feel as though this should suffice for now.
@EnvyBS
@EnvyBS Ай бұрын
Nice you win.i don't wanna read all of that
@FeathR_
@FeathR_ Ай бұрын
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