

Colt's and Edgar's star buffies are a good example of how buffies in general should've been
I don't think this is an argument many people talk about because it looks like everyone in this subreddit does nothing but complain about how buffies are broken, p2w and powercrept the entire brawler cast just to be nerfed in the span of an update. And it's a valid criticism, I too can't help but ponder how these things passed playtest, but at the same time I noticed that supercell made some good buffies that actually go on with what they said back in the pre buffies release: increasing the skill expression.
Let's take a look at the 2 buffies I selected:
Colt's Slick Boots: the buffie gives a short burst of speed (20%) whenever you hit an attack. Fantastic! It improves an aspect of Colt and rewards you only if you put effort in playing the game. It all depends on how consistently you can hit your shots, and it also helps you connect more thanks to the burst.
Edgar's Hard Landing: deals double the damage and recharges 25% of your ult if you land directly on an enemy. Although Edgar and Skill in the same phrase usually don't coincide, this is another case where the player is rewarded, this time for taking risks usually against bigger opponents such as tanks. It makes Edgar more of a threat and helps him cycle super faster while not being inherently toxic.
The developing team should make more buffies similar to these and avoid... anything that comes close to Collette's or Emz's star buffies.
Collete's Push It: gives you (almost) the fastest dashing speed in the game to a super that always does 44% of the maximum enemy's health, pair it with the hypercharge and you can see why this is toxic and unskilled.
Emz's Hype: although it was nerfed to 0.5 secs, when using your ult an invincibility shield surrounds you... invincibility in general shouldn't be activated so easily. "Oh no, a dynamike's ult is going to hit me for use... let me just press my 0 damage button". I think I don't need to elaborate further.
In conclusion, this whole yap is meant to show that the developing team is capable of making buffies what they were supposed to be... but in the end, making broken buffies is more profitable, so it doesn't really matter.
How I would rebalance Ziggy so he won't be an attack delay merchant anymore
We all know how bad Ziggy relies on his main attack delay to keep being relevant. In his pre release he was so broken he could hit every shot with auto aim. In the release build tho, they nerfed his delay to 0.8 secs and buffed his damage 1760 and then 1900.
And then, after stacking up many buffs, the long awaited buff to the delay (from 0.8 to 0.7 secs) made him a beast and genuinely frustrating to deal with... and finally the balancing team found the sweet spot of the delay, 0.75 secs.
But he still feels underwhelming and not rewarding to use as a last pick.
To fix this I would buff his main damage from 1900 to 2100, so his shots feel more rewarding to hit...
Buuuut, this would greatly benefit his The Great Ziggini star power (2760 per shot is kinda crazy), and the only way to go around this is to rework it. How tho?
Starr Nova's first power increases her main damage after each hit lands, and I would apply this concept to Ziggy (14% increase per shot, and a maximum of 42%) and I would keep the reset of the damage if you miss a shot so it doesn't snowball.
Electric shuffle would also be insanely broken with this change, so I would nerf its damage by 20% (1680 per thunder).
Thunderstruck would also still be an amazing option for Ziggy because with the increased damage of the main attack it indirectly gains power, so I would nerf the effectiveness of the slow to 15%, but would buff his supercharge back to 5 shots.
I think this will make Ziggy more threatening to play against without being able to guarantee shots 100% of the time as the damage he outputs is greater, and freeing him from the status of attack delay merchant.
Edgar first gadget inconsistency
When I play Edgar I often aim his first gadget in a corner, it ends up in Edgar not being able to go over the wall, as the distance he has to fly over is slightly more than 1 tile. Although many might disagree with me, I think this makes Edgar pretty frustrating to play and I'd like a little change that makes Edgar be able to fly over a corner. It wouldn't be a game changing buff but it would make playing him more enjoyable and consistent.