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Currently Brawl Stars canon is not properly established which lead to the verse being so inconsistent I believe it's in the edge of being delete worthy.
This creates many issues that, when combined, make the profiles absolutely incoherent. These issues include
I could list more but you get the idea. Simply searching for the word "speed" in the balance change history gives you dozens of changes to both attack and movement speed of brawlers.
This is extremely important because we currently scale all Brawlers speed by comparing their in-game speed to the speed of Jessie's electric projectiles. But clearly the in-game speeds are not based in canonical levels but gameplay centered balance changes.
A great example of this is the current AP level. The calculation for this uses in-game measurements and trailer explanations to get levels millions of times higher than anything in the story centered animations. However, when it was pointed out that the same in-game animation that's used as a basis of the calc contradicts the KE rules it was dismissed as "merely a gameplay mechanic". Another example is a recent thread which was actually what prompted me to make this, where a user would actively argue against contradictions under the pretense that "gameplay isn't primary canon" despite actively denying that this should also remove all calculations for the verse as they all use the very same gameplay mechanics. This unclear canonicity clearly promotes bad habits and allows users to hide away blatant inconsistencies to over-inflate the verse's strength.
In case anyone is interested in remaking it from scratch they can always make a CRT to bring it back AFTER they already remade at least the bare minimum necessary.
In that case my suggestion would go like this:
Primary canon = explicitly lore centered animations (meaning no skin advertisements as those usually happen outside of the official story, no brawl talks, no collab videos) and in-game LORE (basic brawler descriptions on the brawlers profile, not in-game mechanics), direct Q&A's with the devs.
Secondary canon = brawler ability descriptions (NOT stats just basic descriptions, this means no "hypercharge boosts your stats by 20%" only "hypercharge boosts your stats by an unspecified amount)
Teritiary canon = brawl talks and similar official content.
This hierarchy is based on the problems of current canonicity rules. Gameplay and gameplay related videos like BTs are clearly the main source of contradictions while animations like "The rise and fall of Starr Park" are clearly intended to be THE source of lore. For a game where stats, abilities, and other game mechanics constantly change it's absolutely nonsensical to consider the gameplay as primary or even secondary canon as they don't reflect the characters canonical capabilities and instead are tweaked for the purpose of gameplay.
This option also means removing any and all calculations based on in-game "feats", which currently makes up pretty much all of them.
Agree with proposal 1 (deletion):
Agree with proposal 2 (verse stays with proposed canon rules):
Disagree:
Highlighting the issues:
Currently profiles use any official information about the game as equally canon, that primarily means everything in the game, all animations, and all advertisements/trailers.This creates many issues that, when combined, make the profiles absolutely incoherent. These issues include
Contradictions:
The game and the animations have a large amount of major contradictions between each other. To give some examples:In the games when a brawler dies they explode into a cloud and respawn. Depending on the game mode the respawning can take anywhere from 3 seconds to 20 seconds and always happens either on your teammates or on a dedicated respawn point on the map.
However this isn't true at all in the animations. We see Dynamike die from a hole in his chest without exploding into a cloud. What's even worse is that his respawning takes several hours, from night to day time - orders of magnitude longer than anything in-game, and happens in the same place where he died - not a set spawn point or a teammate like in the game. This timeframe difference is also consistent with the character dialog suggesting Mr.P would take a significant amount of time to respawn from a player caused death despite the longest pvp respawn time being mere 20 seconds.
However this isn't true at all in the animations. We see Dynamike die from a hole in his chest without exploding into a cloud. What's even worse is that his respawning takes several hours, from night to day time - orders of magnitude longer than anything in-game, and happens in the same place where he died - not a set spawn point or a teammate like in the game. This timeframe difference is also consistent with the character dialog suggesting Mr.P would take a significant amount of time to respawn from a player caused death despite the longest pvp respawn time being mere 20 seconds.
In-game the activation of hypercharges is entirely tied to the brawlers damaging others in order to charge them first. However in animations we've seen, HCs can be activated almost completely at will. Often times HCs even have a specific method, like Colt and Shelly putting special bullets in their gun, which actively contradicts the damage requirement of the game.
Balance changes
Brawl Stars is a real time PVP game where stats and abilities change all the time for the sake of balancing. These changes can vary from narratively irrelevant - such as a minor change to damage, all the way to extremely lore breaking - such as entire abilities being deleted and replaced with different ones.- 8Bit used to have an ability to resurrect upon death. This ability has been completely removed and replaced by the ability to increase his speed when near a turret
- Bea had a similar ability where upon losing her health, instead ofbdying she would stay at 1HP and gain invulnerability for a short amount of time. This ability was completely deleted and replaced with an ability that grants her n% shield upon hitting an enemy
- Mortis had an ability to significantly boost his reload speed for a short period of time. This has been completely deleted and replaced with the ability to turn into bats and fly forward a short distance
- Several game-wide changes have happened so far. Gadgets used to have a limited amount of uses. They were effectively treated as equipment, such as a totem you can place and carry 3 at a time. Not only was the amount of gears carried a subject to balance changes but ended up being completely scraped, instead giving everyone infinite gears with differing reload times. Effectively, they're now treated more like an ability the brawler possesses rather than equipment, such as the ability to turn unto a flock of bats
I could list more but you get the idea. Simply searching for the word "speed" in the balance change history gives you dozens of changes to both attack and movement speed of brawlers.
This is extremely important because we currently scale all Brawlers speed by comparing their in-game speed to the speed of Jessie's electric projectiles. But clearly the in-game speeds are not based in canonical levels but gameplay centered balance changes.
Anti-feat dodging:
Currently the lackluster canonicity is actively weaponized to grant the highest values possible.A great example of this is the current AP level. The calculation for this uses in-game measurements and trailer explanations to get levels millions of times higher than anything in the story centered animations. However, when it was pointed out that the same in-game animation that's used as a basis of the calc contradicts the KE rules it was dismissed as "merely a gameplay mechanic". Another example is a recent thread which was actually what prompted me to make this, where a user would actively argue against contradictions under the pretense that "gameplay isn't primary canon" despite actively denying that this should also remove all calculations for the verse as they all use the very same gameplay mechanics. This unclear canonicity clearly promotes bad habits and allows users to hide away blatant inconsistencies to over-inflate the verse's strength.
Solution proposal
I see 2 possible ways of dealing with this problem.Proposal 1 - verse deletion
We simply remove the verse from the wiki. The current state makes it so any fixing basically requires us to start from scratch and the verse doesn't have neatly enough supporters to achieve that at this moment. Furthermore, the verse doesn't really fit our expectations given it doesn't have a real story and instead just a handful of mostly unrelated self-contained animations. Given the fact the verse is not popular in powerscaling, doesn't have a large enough following on the wiki, doesn't have a proper story, and is in an atrocious state, I believe complete removal is a reasonable solution.In case anyone is interested in remaking it from scratch they can always make a CRT to bring it back AFTER they already remade at least the bare minimum necessary.
Proposal 2 - Complete overhaul with a strict hierarchy of canon
In case someone is willing to do so, the verse can be fixing on the go without deletion. However in this case we will need to establish a strict hierarchy of what's considered canon.In that case my suggestion would go like this:
Primary canon = explicitly lore centered animations (meaning no skin advertisements as those usually happen outside of the official story, no brawl talks, no collab videos) and in-game LORE (basic brawler descriptions on the brawlers profile, not in-game mechanics), direct Q&A's with the devs.
Secondary canon = brawler ability descriptions (NOT stats just basic descriptions, this means no "hypercharge boosts your stats by 20%" only "hypercharge boosts your stats by an unspecified amount)
Teritiary canon = brawl talks and similar official content.
This hierarchy is based on the problems of current canonicity rules. Gameplay and gameplay related videos like BTs are clearly the main source of contradictions while animations like "The rise and fall of Starr Park" are clearly intended to be THE source of lore. For a game where stats, abilities, and other game mechanics constantly change it's absolutely nonsensical to consider the gameplay as primary or even secondary canon as they don't reflect the characters canonical capabilities and instead are tweaked for the purpose of gameplay.
This option also means removing any and all calculations based on in-game "feats", which currently makes up pretty much all of them.
Agree with proposal 1 (deletion):
Agree with proposal 2 (verse stays with proposed canon rules):
Disagree: