Rufous

Would Gem Grab be better with Jellyfishing's mechanics - gems ...

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{
  "post": {
    "title": "Would Gem Grab be better with Jellyfishing's mechanics - gems slowly saving and being unlosable however requiring more to win?",
    "selftext": "",
    "url": "https://i.redd.it/og5v5oeo8uod1.jpeg"
  },
  "comments": [
    {
      "body": "**Do you want a cool flair with your rank on it?**\n\nComment a screenshot of your brawlstars profile under [this post](https://www.reddit.com/r/BrawlStarsCompetitive/comments/1fdy9tv/ranked_flair_varification_post/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button)\n\n\n*I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/BrawlStarsCompetitive) if you have any questions or concerns.*"
    },
    {
      "body": "Also Supercell cooked when naming this map 🗣️🔥🔥🔥",
      "replies": [
        {
          "body": "The sole reason of gem grab is that you need gem retribution.\nWith this change you'll see mortis going in, grabbing a gem and then retreating. That isn't a crazy or busted strategy, but I can see it be very annoying. I'll assume that the gema will again spawn in the middle (and not randomly on the map). Even if it will take more time and gems, you'll still be able to grab gems as a lane brawler and you'll just have to stay alive for 3 more seconds. It's an interesting concept, but takes away from the fundamentals of gem grab.",
          "replies": [
            {
              "body": "Mortis is already doing that. And if your team is squishy it's really hard to do something against it. \n\nAnyway I can't really imagine gem grab like that but we're not gonna see anymore Corbac HC or Leon super at the end of the game stealing all the gems before disappearing",
              "replies": [
                {
                  "body": "Yes Mortis is already doing that, but the problem lies im the fact that after a couple off seconds he can either get another gem or just rush the opponents to get HC. That's the problem I have that now the role of the gem carrier is completely removed",
                  "replies": [
                    {
                      "body": "imean traditionally theyre meant to be high hp or high mobility brawlers\n\n  \nnow pretty much anyone execept artillery classes work\n\n  \nand even a skilled dyna can work as a gem carrier :skull:"
                    }
                  ]
                },
                {
                  "body": "besides, mico is better as a gem carrier\n\n  \nbut mortis got his s tier hc so"
                }
              ]
            }
          ]
        },
        {
          "body": "The map itself was originally called \"TID_COIN_HUNT_1\" and I tried it out last update. Without modifiers, both Trio Showdown and Coin Hunt are additions to the game I would not mind. With modifiers however, they are hell.",
          "replies": [
            {
              "body": "Tick is busted in some of the trio maps\n\n\nWhy tf does pineapple LV 3 deal around 3000 damage consistently",
              "replies": [
                {
                  "body": "Probably not if there were no modifiers.",
                  "replies": [
                    {
                      "body": "Yeah he's only a low A without mods.\n\n\nBut he's always been a decent if inconsistent pick in non solo showdown ",
                      "replies": [
                        {
                          "body": "In Bounty and Knockout, yes. In Hot Zone, maybe in low HP metas. Everywhere else? No. He just has too little HP.",
                          "replies": [
                            {
                              "body": "Yeah inconsistent damage "
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        },
        {
          "body": "tid_jelly_catch_1"
        }
      ]
    },
    {
      "body": "I wonder what would jellyfishing look like if there was fixed jellyfish spawns and no mutations 2.0. This mode may actually have potential to be competitive.",
      "replies": [
        {
          "body": "It's just the first half of Siege. I bet they even used the same code.\n\nI never minded the individual parts of Siege, I just thought they should make the bot spawn based on the difference between bolts, because the number of times I lost because the other team had banked bolts from the first two waves was infuriating. If they wanted to escalate the game they could have made later waves spawn stronger bots.",
          "replies": [
            {
              "body": "It's ALMOST the first half of Siege. Except picking up a jellyfish resets the timer",
              "replies": [
                {
                  "body": "Oh yeah, they all collect at once."
                }
              ]
            }
          ]
        },
        {
          "body": "I agree. The concept is honestly solid but RNG, PTW mechanics and horrible maps all ruin it.",
          "replies": [
            {
              "body": "But we all know modern supercell, they’re not going to polish these features. They stopped doing that a long time ago.",
              "replies": [
                {
                  "body": "Yup. If it doesn't make loads of cash, it's no bueno. QOL be damned."
                },
                {
                  "body": "Exactly."
                }
              ]
            }
          ]
        },
        {
          "body": "Agree its so good but once again the modifier ruin it completely"
        }
      ]
    },
    {
      "body": "I feel like it makes easy in and outs too viable. Mortis can get gems quickly, leave, and repeat, and same with other brawls like Edgar or Buzz with their gadgets. Doesn’t sound very fun to play, but maybe that’s just me."
    },
    {
      "body": "would favour an in and out strategy and that's annoying as fuck"
    },
    {
      "body": "The Jellyfishing mode is far less strategic. I liked gem grab in the beginning because it felt less hardcore than elimination modes, then as I got better at the game I started to enjoy knockout more. Now that I understand the roles in gemgrab more I think it is one of the best modes. They could probably rework heist.",
      "replies": [
        {
          "body": "they *should* rework heist"
        }
      ]
    },
    {
      "body": "No that isn't gem grab then"
    },
    {
      "body": "No"
    },
    {
      "body": "No, gem grab is fine, learn how to defend the gem holder and use the other lanes while the other carries the gems.\n\nAlso do you want mico, mortis and Janet to abuse it even more?"
    },
    {
      "body": "Gem is fine the way it is because even if you’re obviously losing there’s always a chance to turn the tables to your favor a grab the Dub. With the jellyfish there’s no coming back"
    },
    {
      "body": "Yes"
    },
    {
      "body": "In jelly fishing tanks are free wins and i got bull and bibi rank 30 in just a couple hours"
    },
    {
      "body": "how to make the least random dependent mode random dependent"
    }
  ]
}