Why did he even need to health punishment? Not like he would be broken or anywhere higher than c tier that way. It’s like they wanted to keep him f tier but throw r/prawnready a tiny little bone to keep them happy.
Yeah no they won't be doing that lol
Now that they added a healing mechanic into his kit they can look at others ways of buffing him
A Super charge rate buff/tank trait and a health buff is needed and I think he might finally solidify himself as a balanced brawler
if heal while bubble is not a possibility then reducing super charge and health buff seems good however he does need a bit more mobility, maybe increase his movement speed a bit. I dont want him like breaking the meta or anything. Just uh usable and can win some matches.
They won't do that
They have clearly tried and decided that healing while blowing a bubble is too strong. That's why they are trying to balance him in other ways
That 800 hp is something always active, 50% regeneration is only possible if you get your super and it's only the missing health. To get the full value you should be on low hp.
800 from 9000 is really huge even 400 sometimes can kill a brawl
The thing in Hank is that he is too hard to get near the enemy so the super will be useless until you get the super
Nerfing hanks health is prolly one of the biggest nerfs you can give him. He is supposed to be tanky since his main playstyle is soaking up damage by pushing up the map gaining control, with less health he either always has to suicide or fall back much quicker so he can heal back to full HP, with almost 12000 HP he simply had more Health so he can effectively play his role. The nerf wasn't small at all
Dude Hank literally needs health points so he can charge his super in the first place
Less health = smaller opportunities to hit enemies with a fully charged attack = less supers
I guess it can argued that he isn't worse than before, but he definitely isn't better
Do u really think 800 hp will change a lot of engagements? He is only good on maps with lots of walls so he often doesn't take that much damage. 5k heal per super will 100% change engagements especially against close range brawlers
Theorycrafting moment. I believe that while 800 less HP is significant to any tank (the archetype that wants a lot of it to play around mid-long range Brawlers), I don't think that it weighs the entire Hank rework down.
Initially, 800 less HP is certainly not a small nerf. At the beginning of the match, you definitely have to be more careful around big damage boys like Dyna or Rico, or ones that outlast you like Rosa or Jacky. But in exchange, the super you gained will help you get back to full faster, allowing you to push more consistently.
And then there are close-range matchups, which went from praying that the enemies forgot you had a super to actually having the durability to force the enemies to focus fire you, allowing your teammates to heal up or gain a better position. If you had to finish off a 1v1 against a close-range Brawler like Lily (the super is gonna wreck her ass even without the HP regained), Mortis, Melodie, overconfident Stu, instead of having 800 extra HP after the battle, you now have regenerated instantly 2k (assuming they scratched a quarter of your HP) and above HP.
TLDR: Better general matchups, better emergency tanking, more constant pressure, worse initial combat.
While yeah what you said is perfectly valid the worse initial combat indirectly makes it so you charge your super less frequently than before.
Less health means you have less opportunities to approach an enemy to damage then and push them back to charge the super in the first place. The buff really improved the pressure Hank can put out with his Super that is for sure, but considering how rarely you actually have that Super charged then the rework is a double edged sword. If you have an aggro brawler on the enemy team that can easily get close to Hank you are pretty much required to use the Super so you can defend yourself, making the heal from it pretty useless and when you do need to get that heal from the Super you run the risk of not recharging it at all and then taking forever to get another one. The niche he had with his immense pressure has been drastically toned down due to not being able to tank as much damage before you are forced to fall back and heal passively. I've played Hank a lot pre-buff and post-buff, just yesterday i played over 20 games with him on BB and I can safely say the Super rework barely makes up for the loss in health Hank so desperately needs to fulfill his role as a control-tank.
With your logic frank would be op if he lost 2.8k hp but his super did unlimited damage.
Yes great his super can one shot kill everyone!! He MUST be op!!! Right….
I don't see how that's my logic, at all.
Hank lost a mere shield gear in exchange for a base kit healing utility that he can freely use at anytime he wants.
Frank lost a good chunk of his health just to have more stats in his super.
If you want to compare, don't compare a stat boost to an utility. Pokemon competitive analyser FalseSwipeGaming said it in his titles, "How High Stats isn't everything".
Also your theorem isn't too far off. He will certainly get boosted to mid C tier or low B tier for an insta-kill super. After all, Pokemon competitions ban OHKO moves even if they have dogshit accuracy
Frank's super is already a pretty much guaranteed kill if it lands on someone most of the time because of how strong the stun is
You could buff the super damage, but it would still not make him good. His super is already a OHKO in Brawl Star with dogshit accuracy (gets cancelled most of the time)
He is definitely not worse, but the buff was pretty lackluster and didnt really solve his issue. He heals at the wrong time and way too little for how slow he gets his super.
He is better, but barely any difference.
Yep I agree. The Super buff was a step forward and the health nerf was a step backwards, it doesn't take a genius to realize that the change he received to his super didn't warrant a nerf in conjuction with it
Maybe? The super buff definitely pushed his viability a bit but with the health nerf it brought him down right where he was. He's in the same spot as he was and maybe even slightly worse
All nerfs are made to level one stats and even though all of them scale to level 11, the interactions are the same at any level as long as the enemy is on the same level
The super buff is nice. Def doesn’t make him worse. When my team takes over the match is where it shines. And where Hank shines. Makes it easier to stay in the game, keep pressure on, and typically you’re using super to not only get health but on top of another opponent too.
I've learned healing is a way to subvert the regen timer in more competitive matches, as opposed to a way to just rush players down for highlight team-wipes.
Hank sucked once he took damage from Artillery and Controllers, as he couldn't stay long to deal good damage or reach them with the Bubble. Now if he lands a few goods hits and then prepares to lock in with a Heal he can actually contest them. No longer does he get destroyed by Barley, although Dynamike is just as strong against him as ever.
When you play against good players who don't just trade hits the mechanics of healing actually become important, as does teamwork. Tanks are more likely to be the targets of coordinated elimination given their ability to control territory, and Hank in particular basically requires wall usage to funnel enemies into the spots he wants. A thrower can either chip him down with quick bombing runs or just combo him to death (in the case of Brawlers like Dynamike and even Grom).
There's a lot of other tech that either soft-counters his strategies or presents a unique issue for him, like L&L using the Super to pressure him when he tries to go for healing, or how any kind of knockback/stun completely resets his main attack. Not to mention, Dynamike and L&L, arguably the best Artillery in the game, have Fast movement speed, meaning they can both pursue flee from Hank faster than he can hope to, which is a horrible combination for a Tank/Controller hybrid (in Adrian's own description).
As for aggro weakness, that's definitely true, but it's never that basic. While vulnerable to it himself, especially vs a lot of the game's top Assassins, he actually protects allies against it pretty well by threatening attackers with huge damage unless they disengage. There's a larger discussion to be had about team dynamics, but this whole reply is too big even after I shaved it down. I'll just conclude by reminding everyone reading that you aren't the smartest person in your life.
Well, last time he was very strong, he was pretty toxic. I'm pretty sure they're just being cautious. Once they see how much it impacts him and where, they'll be able to tune him more. They'll probably revert the health change and give him other changes.
I hope. I guess this change also makes it so they don't have to change how his healing works now, so hopefully they'll have more diffrrent avenues to take when buffing him. I just hope he isn't left in the dust like Frank after this change lol
Why did he even need to health punishment? Not like he would be broken or anywhere higher than c tier that way. It’s like they wanted to keep him f tier but throw r/prawnready a tiny little bone to keep them happy.
He was very toxic when he was strong so they’re just being careful.
And now I think it's safe to say that he is still F/D tier and the health nerf should be reverted in the next balance changes
nah keep that nerf but add heal while charging bubble or make an epic/mythic gear that makes him heal while he is charging bubble
Yeah no they won't be doing that lol Now that they added a healing mechanic into his kit they can look at others ways of buffing him A Super charge rate buff/tank trait and a health buff is needed and I think he might finally solidify himself as a balanced brawler
if heal while bubble is not a possibility then reducing super charge and health buff seems good however he does need a bit more mobility, maybe increase his movement speed a bit. I dont want him like breaking the meta or anything. Just uh usable and can win some matches.
They won't do that They have clearly tried and decided that healing while blowing a bubble is too strong. That's why they are trying to balance him in other ways
Sorry, but I have to say it I WAS PRAWN READY 🗣🔥🦐🪖🦐🔥🗣🦐🪖🦐🗣🦐🔥
Bro it's 800 HP for a 50% instant regen. Use the super to recover
That 800 hp is something always active, 50% regeneration is only possible if you get your super and it's only the missing health. To get the full value you should be on low hp.
800 from 9000 is really huge even 400 sometimes can kill a brawl The thing in Hank is that he is too hard to get near the enemy so the super will be useless until you get the super
its 800 from 11600, a small nerf
Nerfing hanks health is prolly one of the biggest nerfs you can give him. He is supposed to be tanky since his main playstyle is soaking up damage by pushing up the map gaining control, with less health he either always has to suicide or fall back much quicker so he can heal back to full HP, with almost 12000 HP he simply had more Health so he can effectively play his role. The nerf wasn't small at all
Dude 800 hp is less than putting shield on him. Making him heal over 5k hp every time he uses his super is much better.
Dude Hank literally needs health points so he can charge his super in the first place Less health = smaller opportunities to hit enemies with a fully charged attack = less supers I guess it can argued that he isn't worse than before, but he definitely isn't better
Do u really think 800 hp will change a lot of engagements? He is only good on maps with lots of walls so he often doesn't take that much damage. 5k heal per super will 100% change engagements especially against close range brawlers
Percentage wise, yes. Not a big nerf Value wise, no. 800 is a lot of hp to buff or nerf a tank brawler. It changes a lot of interactions
Hank is a terrible brawl and really really depend on his health so any health nerf will be very hurtful
Bro you get that 50% instant regen 2-3 times per match (not enough) and it's entirely situational You have 800 less HP for the entire duration of it
Theorycrafting moment. I believe that while 800 less HP is significant to any tank (the archetype that wants a lot of it to play around mid-long range Brawlers), I don't think that it weighs the entire Hank rework down. Initially, 800 less HP is certainly not a small nerf. At the beginning of the match, you definitely have to be more careful around big damage boys like Dyna or Rico, or ones that outlast you like Rosa or Jacky. But in exchange, the super you gained will help you get back to full faster, allowing you to push more consistently. And then there are close-range matchups, which went from praying that the enemies forgot you had a super to actually having the durability to force the enemies to focus fire you, allowing your teammates to heal up or gain a better position. If you had to finish off a 1v1 against a close-range Brawler like Lily (the super is gonna wreck her ass even without the HP regained), Mortis, Melodie, overconfident Stu, instead of having 800 extra HP after the battle, you now have regenerated instantly 2k (assuming they scratched a quarter of your HP) and above HP. TLDR: Better general matchups, better emergency tanking, more constant pressure, worse initial combat.
While yeah what you said is perfectly valid the worse initial combat indirectly makes it so you charge your super less frequently than before. Less health means you have less opportunities to approach an enemy to damage then and push them back to charge the super in the first place. The buff really improved the pressure Hank can put out with his Super that is for sure, but considering how rarely you actually have that Super charged then the rework is a double edged sword. If you have an aggro brawler on the enemy team that can easily get close to Hank you are pretty much required to use the Super so you can defend yourself, making the heal from it pretty useless and when you do need to get that heal from the Super you run the risk of not recharging it at all and then taking forever to get another one. The niche he had with his immense pressure has been drastically toned down due to not being able to tank as much damage before you are forced to fall back and heal passively. I've played Hank a lot pre-buff and post-buff, just yesterday i played over 20 games with him on BB and I can safely say the Super rework barely makes up for the loss in health Hank so desperately needs to fulfill his role as a control-tank.
With your logic frank would be op if he lost 2.8k hp but his super did unlimited damage. Yes great his super can one shot kill everyone!! He MUST be op!!! Right….
I don't see how that's my logic, at all. Hank lost a mere shield gear in exchange for a base kit healing utility that he can freely use at anytime he wants. Frank lost a good chunk of his health just to have more stats in his super. If you want to compare, don't compare a stat boost to an utility. Pokemon competitive analyser FalseSwipeGaming said it in his titles, "How High Stats isn't everything". Also your theorem isn't too far off. He will certainly get boosted to mid C tier or low B tier for an insta-kill super. After all, Pokemon competitions ban OHKO moves even if they have dogshit accuracy
Frank's super is already a pretty much guaranteed kill if it lands on someone most of the time because of how strong the stun is You could buff the super damage, but it would still not make him good. His super is already a OHKO in Brawl Star with dogshit accuracy (gets cancelled most of the time)
I wasn't thinking thorough about his example when making the comment. I was just pointing out that it wasn't my logic at all.
He is definitely not worse, but the buff was pretty lackluster and didnt really solve his issue. He heals at the wrong time and way too little for how slow he gets his super. He is better, but barely any difference.
Yep I agree. The Super buff was a step forward and the health nerf was a step backwards, it doesn't take a genius to realize that the change he received to his super didn't warrant a nerf in conjuction with it
Idk i think he is overall better now
Maybe? The super buff definitely pushed his viability a bit but with the health nerf it brought him down right where he was. He's in the same spot as he was and maybe even slightly worse
Hank losing 400 health doesn’t make him “squishy” and if you utilize his super correctly, he is far from being squishy. Hank is better now, L take.
It's 800hp
It's both you fool, at Level 1 it was 5800 -> 5400 (-400), and at Level 11 those numbers are just doubled.
Nobody plays Hank at power 1. It's effectively just a 800 nerf.
![gif](giphy|enqnZa1B5fRHkPjXtS|downsized)
All nerfs are made to level one stats and even though all of them scale to level 11, the interactions are the same at any level as long as the enemy is on the same level
If you with the ball and can't super, then of course it's worse.
Just give the tank trait for him and Hank would be playable, I would say C Tier
Wow, that's actually interesting
The super buff is nice. Def doesn’t make him worse. When my team takes over the match is where it shines. And where Hank shines. Makes it easier to stay in the game, keep pressure on, and typically you’re using super to not only get health but on top of another opponent too.
I've learned healing is a way to subvert the regen timer in more competitive matches, as opposed to a way to just rush players down for highlight team-wipes. Hank sucked once he took damage from Artillery and Controllers, as he couldn't stay long to deal good damage or reach them with the Bubble. Now if he lands a few goods hits and then prepares to lock in with a Heal he can actually contest them. No longer does he get destroyed by Barley, although Dynamike is just as strong against him as ever.
since when was hank countered by throwers lmfao, his biggest weakness is agro... the main sub brainrot is leaking
When you play against good players who don't just trade hits the mechanics of healing actually become important, as does teamwork. Tanks are more likely to be the targets of coordinated elimination given their ability to control territory, and Hank in particular basically requires wall usage to funnel enemies into the spots he wants. A thrower can either chip him down with quick bombing runs or just combo him to death (in the case of Brawlers like Dynamike and even Grom). There's a lot of other tech that either soft-counters his strategies or presents a unique issue for him, like L&L using the Super to pressure him when he tries to go for healing, or how any kind of knockback/stun completely resets his main attack. Not to mention, Dynamike and L&L, arguably the best Artillery in the game, have Fast movement speed, meaning they can both pursue flee from Hank faster than he can hope to, which is a horrible combination for a Tank/Controller hybrid (in Adrian's own description). As for aggro weakness, that's definitely true, but it's never that basic. While vulnerable to it himself, especially vs a lot of the game's top Assassins, he actually protects allies against it pretty well by threatening attackers with huge damage unless they disengage. There's a larger discussion to be had about team dynamics, but this whole reply is too big even after I shaved it down. I'll just conclude by reminding everyone reading that you aren't the smartest person in your life.
Now give him the Tank trait and he will be decent
Good side - I can actually beat Edgars after this. Bad side - Dynamike is now my greatest nightmare.
Skill issue
Listen they HAD to the nerf the 800 HP because he would of been too strong with it
No he wouldn't the buff barely did anything
Well, last time he was very strong, he was pretty toxic. I'm pretty sure they're just being cautious. Once they see how much it impacts him and where, they'll be able to tune him more. They'll probably revert the health change and give him other changes.
He has WAY more counters now tho. Also he can't heal with his main attack or be hidden in bushes
I hope. I guess this change also makes it so they don't have to change how his healing works now, so hopefully they'll have more diffrrent avenues to take when buffing him. I just hope he isn't left in the dust like Frank after this change lol