How To Fix Splatoon 3's Special Balance Problem
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Splatoon 3's specials are a lot of fun, but the power diffrence between the worst and best specials is rather noticeable, let's see if we can fix that.
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One thing that I really like about videos that chara makes, like this one, is that he always explains his reasoning to why he would change something and the changes make sense and would seem interesting to see
@macd-man3787
Жыл бұрын
Yeah, cause otherwise he would sound like a crybaby complaining about the game, and not trying to genuinely polish it out.
@epicsause21
Жыл бұрын
You reply to every chara video
@dark-death6982
Жыл бұрын
@@epicsause21 correct
@RavensGohst
Жыл бұрын
He should be one of the developers
@dark-death6982
Жыл бұрын
@@RavensGohst It would be a good idea to have someone who has competitive experience like him on the balancing team, it gives them an idea of what does and doesn’t need changed
I really like the idea about the drop-rolling for Reefslider, effectively turning it into a ground-based single missile. But I also think a very simple buff that would help it a LOT would be allowing it to destroy bombs and steamroll splash walls while also healing the user to full so that when they land at their destination folks have to deal with a full 100hp player instead of whatever they may have had when they launched it. Combine all three of those and it'd start presenting some serious value, I think.
@kasparasbendoraitis3625
Жыл бұрын
Just turn it Into a Splatoon 3 splashdown like it was ment to be from the start
@FortyTwoBlades
Жыл бұрын
@@kasparasbendoraitis3625 it wouldn't give the mobility options, then, which is a large part of its appeal to me as an Undercover Brella main. I'm not against them adding Splashdown back into the game (as I enjoyed it as a special, overall) but they'd have to rework it to make it less punishable.
@OficeChair
Жыл бұрын
@@FortyTwoBlades damn, Undercover Brella? Mad respect bro. 👍
@dark-death6982
Жыл бұрын
This is an interesting idea, I like it
@FortyTwoBlades
Жыл бұрын
@@OficeChair S+ rank no less! It's doable!
2:30 Crab Tank 3:38 Tenta Missiles 4:20 Tacticooler 5:03 Reefslider 6:36 Ultra Stamp 7:10 Ink Vac 8:11 Inkjet
@camgames
Жыл бұрын
Thank you!
8:33 i think itd also be cool to give inkjet a button to cut its thrust for a bit (so like going into squid form but without going into squid form) to have more options for unpredictable movement
@ProChara
Жыл бұрын
I could see that but I feel itd be too similar
@ink3487
Жыл бұрын
Give it the thing the helicopter octolings do where they dash to the side
@Teh-Dee-bear
Жыл бұрын
@@ink3487 Chara just explained that in the video.
@alexs9110
Жыл бұрын
Almost feel like inkjet should get 50% armour so you can take 150 damage
@ink3487
Жыл бұрын
@@alexs9110 what if we made it so inkjet got a ton of armor and the shot was a lot bigger but as a downside you couldn't move, could only shoot one, and had to charge it by mashing the booyah button
My thoughts with reefslider were similar to yours, except instead of rolling off early, you get the drop roller effect from the explosion. It would be as if the explosion throws you off in a direction of your choosing. This would be safer for the rider as they could roll away from bombs or roll into cover, but the enemy wouldn't know which direction you would be rolling. This would also replace the ending lag so you could move immediately after the roll.
@mastrsonic375
Жыл бұрын
And y’know making reef function correctly
@JakoBpyroTech
Жыл бұрын
@@mastrsonic375 it functions correctly, it's just far too easy to kill after the explosion.
@LiliumOrientalis
Жыл бұрын
Oh, I like that! And either give them armor during the roll or have the explosion eat bombs, it's still way too easy to punish
@mastrsonic375
Жыл бұрын
@@JakoBpyroTech This video proves It is legitimate bad broken kzread.info/dash/bejne/g4522bOEfLOwo8o.html
@niar1726
Жыл бұрын
I had a similar idea but instead of a roll, I was thinking of a squid roll
This is quite literally a critical patch
Honestly I genuinely wonder what happened to the defensive measures in the transition from 2 to 3 that caused them to become so broken and unreliable. Both Ultra Stamp and Brellas are extremely inconsistent with the protection and yet Ink Vac and Crab Tank are consistent to a fault.
@JakoBpyroTech
Жыл бұрын
Brellas and Stamp have always been inconsistent, even in Splatoon 2. Heck, Stamp had to be fixed when it was first added to Splat 2. It wasn't as bad as in Splat 3, where the damage hitboxes were royally screwed up, but it was far easier to gun down a Stamp rushing you than it currently is in either game.
@abdulrahiimliadi2002
Жыл бұрын
Ink vac trash
I liked the crab nerfs but I'd also reduce its max hp slightly maybe to 470hp like booyah bomb to make it easier to punish
As a Sploosh main, my biggest complaint about the Ultra Stamp was no blocking attacks from the front. It’s good to see you cover that issue! I also think the stamp needs a little less lag when throwing, but that could just be me being greedy. Hope we get a real buff like the front protection soon!
@suudsuu
Жыл бұрын
One Sploosh to another, w/o assuming that U.Stamp is going to get the appropriate buff, are you planning to switch to Beakon/Wail? I'm very ready for tools that don't involve telegraphing my movement and then getting splatted.
@rararazputin1708
Жыл бұрын
@@suudsuu probably. I'm sick of getting my special out and then getting instantly splatted. Can you imagine a sploosh kit with Tenta Missles to displace in the distance? Or even a sploosh with a better bomb than a curling? Would be deadly
@Gardivanyth
Жыл бұрын
@@rararazputin1708 Sploosh with Fizzy is basically the best case scenario, sub-wise. You get the entry tool, just like with Curling, and a poking tool to pressure backlines you can't reach easily. Might be cool to make the special Zipcaster, too, so you can force yourself into the enemy team's base - just in case Fizzy spam isn't enough pressure.
For Reefslider, I think adding the ability to destroy Bombs would be beneficial since Bombs like the Splat and Suction Bomb are Very good at punishing Reefslider and The ability to remove them Via ramming or explosion would remove one way to punish the special.
I think that the tacticooler visual effects should be less apparent. It makes it hard to push in with the boost with big honkin arrows and a glow surrounding you. Changing this would let the team have more opportunities to sneak in and help take back control, while not completely removing the downside to this special.
@RiahGreen
Жыл бұрын
It should go into the ink with you like with clams
@atlas9060
Жыл бұрын
@@RiahGreen I think that would make the special too broken. It needs counterplay, and removing the effects entirely while in ink, while making the special a lot better, would make it very unenjoyable to play against.
@RiahGreen
Жыл бұрын
@@atlas9060 what if the arrows' appearance rate was quartered, and the opacity was halved while in ink? Just so that weapons that really need the stealth aren't neon signs while still being more visible during a fight if you're already looking at them
@iandanielo
Жыл бұрын
what if it's like stealth jump, where it's visible only in a certain range? (obviously larger range than stealth jump but still)
@TGCPhilip
Жыл бұрын
Tbh I want the enemy to know that I'm about to take at least 2 members of their team with me and they can't do anything about it
Honestly, I think that if Ultra Stamp was completely invincible from the front, it would still be balanced and healthy for the game. It would still be slow to turn and vulnerable from the sides and back, so you can definitely fight it well. However, it would be amazing as a counter to HP specials. Just imagine a world where Stamp can just run into a Crab Tank, block all it's shots, and then smash it into pieces with its huge object damage.
@PikKraken8
Жыл бұрын
That is definitely possible with the patch notes for version 3.0.0
@JVSTG4L4XY
10 ай бұрын
@@PikKraken8still not in the game lmfao
If they don't want to rework the special at all, Reefslider explosion needs to destroy bombs and have invulnerability until the user is actionable. Slider also needs to do something like 250 damage with a object damage multiplier during the slide so it can run over splash walls/not be parried. Extending the slide hitbox upwards so it can't be jumped over would also force people to move out of the way.
Really great ideas!!! I think adding different options for how to USE every single special is a great idea in general. Even the specials you didn't talk about could use that too.
an interesting thing would perhaps be if the missiles were replaced with torpedos, wich you are able to shoot out of the air
@SoggycereaI
Жыл бұрын
Now that Super Chump exists though, it'd be too similar.
I think that making it so that you have to manually fire the missiles rather than just tap and fire while having a limited ammo pool of soda cans would be a great rework for the special. For the Reefslider, that would be an interesting option to add on top of my option to switch up the pathway. In the beginning, when it first comes out, you can select the paths, then when it starts to automatically go you can jump off of it. Also, exactly with the less power! A fun way of making the Ultra Stamp more invincible at the front would be to increase its swing speed.
Great Idea for nerfing Missiles: A "Heat" system that punishes you for spamming. Its basicly a timer which counts down and gets value added when you use missiles. When it gets into the critical value, you get nerfs like: slower firerate, weaker explosions, just shooting 9 missiles, more endlag or longer time before you can charge again, with the nerfs getting more when the "heatcounter" goes further on. but the value that gets added has to be small enough that when you are just playing normal it wont hit you, but if your Spamming you get it fast.
The change to tentamissles actually seems feasible. A three target limit also just makes sense with the other three themed stuff. (Tri-strike, Tri-zooka)
The reefslider change is by far my favorite. A huge buff to the special that would still feel fair to fight against
Adding to your thoughts for the Reef Slider, maybe if the player dismounts early the slider travels further. Even if that doesn't work I still love your dismount suggestion. I can just imagine an Inkling or Octoling jumping off like "Cool cephalopods don't look at explosions!"
I personally think it's fine for some specials to be much more powerful than others, as long as the point requirement reflects that. I think it would be cool for reefslider to have a lower point cost, making it a weak special that can be used frequently. And on the other hand, it could also be cool if crab tank stays extremely powerful but is given a higher cost and has to be used sparingly.
@ProChara
Жыл бұрын
I could see this concept for sure, but I think it can be a bit easy to mess up like with splashdown
@Andre-zz4hv
Жыл бұрын
The problem is that this would directly affect the balance of weapons
@Ehibika
Жыл бұрын
it's not fine when the specials are so weak that they actively bring down the value of the weapon as a whole, and making them more spammable doesn't solve the core issues with the special.
@loopyslop
Жыл бұрын
I think that's works as long as the weaker specials aren't active detriments to the player, reefslider, inkjet, and ultra stamp all are supposed to be about applying pressure or securing splats but they all end up putting the user at a greater disadvantage when using them resulting in the user getting killed
@cargath
Жыл бұрын
@@loopyslop All of these can easily be countered but they are also effective when used at the right moment. Exactly how all Specials should be. It's not fun playing against something that's just an "i win" button or where your only option is to run. And by run i mean "avoid for multiple seconds instead of playing the game" (i.e. Wail and Missiles).
I honestly hope that some of these become true, these are such good ways to make the specials more on an even tier and help them become good!! Personally the Inkjet buff was my favorite, the dashing attack would be so much easier too! also maybe a slight speed buff as it is pretty slow but not too too fast
I think being able to roll off for Reefslider will definitely help a lot with the special's utility, especially when it comes to using it for mobility (i.e. repositioning and escaping) rather than splatting. Even though you can choose to explode earlier there's still a clear indicator of you choosing to do so (trajectory going away & exploding animation), so you're more than likely to end up getting shot after anyway. And when you use the special to try and reposition yourself, such as diving deeper into enemy territory to reach the clam basket or as a way to rush out of the battlefield "safely", the movement is very predictable and you'll end up getting shot too, effectively wasting the special. But giving the option to drop roll will help in going after the enemy who's camping your end-location, or to stop yourself from moving into the enemy when you realise that someone is there (e.g. you activate the special but after activating it you see someone there, you can drop roll off to stop yourself from giving them a free splat). In conjunction with your drop roller idea, I have an idea of letting the user use the shark as a shield after drop rolling that may also help with a little more survivability after rolling. Not as much health as a hp special, maybe just 100hp like the players so it takes only twice longer to splat the user. But anyway, I like all your suggested nerfs and buffs to help balance out the specials more 👍
Really thought-out ideas on these buffs and nerfs that I hope the Splatoon devs take into account. Would like to see your ideas for buffs and nerfs to the main and sub weapons!
I love the reef slider addition. It would make this special so much better for the tetra players who might be able to survive
This may be a bit much and probably not at all related to this topic, but I recently had an idea on how to expand the use of ultra stamp, which was inspired by the running mechanic in Pizza Tower. How that worked in the game is by holding the run button, you will be able to run and build up speed as you keep it going. In Stamp's case, it would be called "wild rush mode" and could work similarly to that game, instead by holding the L button while stamping. Like in that game, you are able to build up speed, go incredibly fast, and practically bulldoze their way across the map! However, this mode does have some weaknesses: While in this mode, your turning speed will be gimped and when you bump into a wall, you'll be stunned in place leaving you vulnurable. Also in this mode, when you try to throw the hammer, you are able to slide across the floor before you throw it with the main drawback that it makes you unable to move before you throw it which could lead you sliding of the edge. Overall, while I'm not entirely sure how this could affect the balance of this game and competitive scene, but I think this could be a fun idea for the ultra stamp!
Small additions for buffs: You can also roll off from Reefslider when it explodes. It still weakens the special explosion, but you'll do a squid roll instead, which grants you its normal armor. Reduces vulnerability if you are trying to go in with the special since you can fight back better. Also make it instantly destroy splash wall when ramming over it, it shouldn't be blocked by it at all. (Brellas too if they do that currently, though I've never had that situation) Inkjet: even when used correctly, which is hard, the pressuring potential is only good for short range weapons (or when you are pursued by them). In addition to dodges in the air, reduce the cooldown of the jump boost (B). Other buffs I'd just say increase the distance the shots can travel, maybe increase their speed a little too, and increase the attack speed slightly so that you get 1 more shot if you were shooting continously without SPU. If it's too powerful maybe only include some of these buffs, but I feel like it needs to be better.
If you ever think about a Sub/Bomb rework I think a good way to buff toxic mist is to give it a second, bigger circle that the inner circle has the same effects but both the inner and outer ring work as a smoke bomb that the thrower can see through but the enemies can’t.
@Andre-zz4hv
Жыл бұрын
Add an effect that decreases the damage of enemy weapons within the area, as it is toxic
@zammich3649
Жыл бұрын
A smoke bomb is actually a really interesting idea for a sub, and toxic mist is already kinda set up for it, huh.
@zammich3649
Жыл бұрын
@@Andre-zz4hv and/or deals object damage over time
I hope the devs take some inspiration from these. I love these ideas, Just giving weaker things a slight buff in an area they struggle with. In my recent Quest for Sheldon licenses this patch, I've come to realize that most weaker main weapons would probably just need a slight buff to be able to hold their own, like what Nova got with the painting buff.
I had an idea with the ink Vac where if an opposing team player got to close to the nozzle, they would get immediately splatted and add to the player’s charge, as a way of countering Rollers and Splatana’s OHKO melee attacks. Though I really like your idea of canceling the Vac by shooting right away feels more balanced
@rubellite4480
Жыл бұрын
Consume the cephalopod in the Dyson vacuum
@JNPG-ld3gl
Жыл бұрын
You can also create a counter to rush tactics by making the Vac drain the other player ink tank (faster the closer they are) and cause a refill lag, stopping them from regaining ink too quickly. It would leave them completely harmless if they try to rush thru the Vac for that OHKO
@rubellite4480
Жыл бұрын
@@JNPG-ld3gl this kinda only affects rollers though, any charged weapon can hold a charge and gain one even with no ink
@JNPG-ld3gl
Жыл бұрын
@@rubellite4480 Kind of forgot that the Splatana Wiper charged slash take like a second to charge while on a empty tank. They would be left limited but it's still a 120 damage slash with a 60 damage projectile done in just 1 second without any ink
@rubellite4480
Жыл бұрын
@@JNPG-ld3gl yeah so it's kinda that even if the vac was changed to slow enemies it would not affect splatanas (the dash speed is unaffected by mist and stuff like that iirc? Could be wrong) but if you splat the player it would remove counterplay or something
Amazing work redesigning the specials. I personally love the inkjet one as I'm a tri-slosher main, but this would just balance the game by a huge amount just in general. I really hope Nintendo can see this video and take inspiration.
I’ve been asking for the inkjet air-dash change for ages. I actually audibly popped off when heard you mentioning it, its so cool seeing people agree with my random concepts.
I think another thing they could do for Tacticooler is giving it Ink Resist up to increase mobility without needing to paint too much. Essentially encouraging rushing in, picking someone off, and getting back in to support your team while your opponent will still be waiting to respawn.
この動画は私をとても満足させるものでした。 私は英語を上手く扱えませんが、これからも貴方の動画を見たいと強く感じます。
I'm so happy you got to 100k, your content is so good even for short videos like this, it really shows how much love you put into your content and this wonderful game And you put xenoblade music in the background what more can anybody ask for?
エナスタに爆減をつけたり、サメの突進中に降りれるようにする考え、強い上に面白しでかなりありだとおもいました!
I feel like some of these wouldn’t really fix the special. They get buffs, yes, but it doesn’t address the main problems of the special. Some of these like reefslider have their main problems as the integral part of the special, meaning that it may never be fixed without a major rework. Others like cooler, however, can be salvaged. I think the buff you said for cooler in particular was fine, but it wouldn’t change its state in the meta. Maybe something like removing the boost icons around your player so it doesn’t reveal your location anymore would be better, since that addresses one of its main problems while still leaving in its other main problem of having to have all of your teammates go to one location.
I would give missiles a set amount of missiles, for example 8. This way you would have to choose to fire 8 missiles at one person or to spread them out so that each player would receive only 2 missiles. I also would change the targeting from the normal one we have right now to a circle you can place on the map everyone in the circle will be missiled, like splatoon 1 ink strike but with missile.
I was thinking the EXACT same thing you were thinking for inkjet, actually, I think I put that idea in one of your videos from december or around that time.
My idea to buff tacticooler is a bit far fetched, but hear me out... it synergieses with stealth jump. If you equip stealth jump and get a soda the enemy would not see the buff of the tacticoolet until a certain distance
Nintendo need to hire you omg, your new 'how to fix' videos on your channel, especially the maps one, would be absolutely perfect and would make the game so much less draining.
I really love the change you suggested for inkjet
All of the buff ideas sound super creative and fun! It would be cool to see these hopefully someday get implemented into the game. Great work
今スプラに要望することがあるならば、この人をレベルデザイナーとして雇うことだよ
Your inkjet change is exactly what I wanted too, it just makes sense idk why they havent added it yet
hope this ultra stamp criticism for being bad continues because as a ultra stamp specialist, it's not that bad, people just use it wrong (it's bad, but not that bad)
@Linktober04
Жыл бұрын
its pretty bad, rush mode is near useless and having that as a way to get in would be awesome. Jump swing is cool, but thats basically a roller fling, and the throw is basically just a singular trizooka shot. -Also a ultra stamp appreciator, because I love the throw mode and jump swing.
@dav0111
Жыл бұрын
@@Linktober04 oh I see, rush mode or Stampede mode doesn't have enough protection BUT, I created a technique where, if there is someone shooting directly in front of you to splat you, just move the joystick left and right so that it still go forward and gives you some extra protection. Really, I don't know why that worked so many times, give it a try and tell me.
@Linktober04
Жыл бұрын
@@dav0111 interesting
congrats on 100k dude, you really deserve it! amazing video :3
I also think for Crab nerfs, another part of the reward for breaking the crab should be they drop their super clam if they have one. That way you don't actually reward the crab player.
Would making Tenta Missiles target Teammates instead of enemies make the balance better? Not damage teammates, just make missiles fall around them.
@RiahGreen
Жыл бұрын
It would make it extremely frustrating in a solo queue environment and awkward in comp. Probably not a good change
Wow. The crab and missiles nerfs are great ideas. You did a good job at keeping the useful qualities while also making them a little more fair.
Ultra stamp is one of my favorites and I agree it really needs more hitbox protection and it would be good
the reef slider change effectively makes it into a better ultra stamp, completely and directly outclassing it.
The ink vacuum would be nice if you could lift the ink from the territory that was already painted to charge the strong shot faster.
I'm not sure if this would nerf carb tank too much, but I was thinking that a good way to nerf it would be to increase its weakness of low mobility by having both attacks be more powerful at the cost of locking the players movement and aim for a short duration, in exchange for this crab's main fire would have a strong ballpoint style burst that would deal heavy close range damage before going into its normal long range attack and its alt fire would fire 2 of its bombs with some lag between the two attacks.
Great video, I hope these buffs and nerfs happen someday. Also your musical taste is amazing,
Overall I really liked alot of changes you suggested in this video. (We even both had a similar idea with reefslider), although I think the downsides you presented for alot of the weaker specials are way to harsh. For Reefslide losing it's damage makes the special pretty are to get value off of, especially if it's being used aggressively, which is why I'd rather have the special force you off of it only at the end of the special, but you pick a direction to roll off of. That way you're still incredible vulnerable, but you can situationally pop it, then jump off the shark behind cover. Overall I think your changes are good, but alot of things you buffed, and then kinda nerfed again, and since the buffs don't really seem game breaking, the nerfs seem abit unfair.
@gavinanderson9711
Жыл бұрын
I also have my update predictions and my dream balance patch here. docs.google.com/spreadsheets/d/167DnK2HfN17fRI7XN3PDQ-SA352tH_4CqND_OvzbNwI/edit?usp=sharing My nerf to crab was abit harsh, but I just didn't want it to be meta for a 3rd season, I don't really care if that takes it off the table for a month and a half until mid season.
my idea for a new addition to reefslider: being able to do a 180 and reefslide in the opposite direction for the same max distance (input method could be identical or similar to a squid roll?) this would give you some more options and make the special a little less predictable, as you'd be able to pull off things like - run someone over one way to get a pick, then do a 180 and slide back to where you started if you would've ended in a terrible position otherwise - start the reefslider one way and then immediately turn around, making the tracks (that telegraph the reefslider's trajectory) appear in one direction while you end up sliding in the opposite direction where they won't see it coming as easily (but to balance it out, it should be easy to notice when someone's 180ing either through the time it takes and/or the sound it makes) also.. 9:04 some of the _cooler_ specials?
It took me longer than I want to admit to realize that Chara made that tier list based on Splatoon ranks, rather than tiers. Calling an A-tier one of the worst specials in the game would've been a bit weird, huh?
I really think they should nerf Crab Max Ramp up, it doesn't need to be shooting faster than a Hydra on max Ramp.
Honestly, most of these suggestions are pretty nice and wouldn't mind seeing ingame. Would it be possible for you to make a video on how you would fix some of the weaker sub weapons as well and which ones do you feel need a buff the most?
I've seen this from another game, and not sure if it would work here. One of the main problems I've had with crab tank is that throwing bombs at it won't do much if you can't shoot it with a main weapon. The idea would be to give it HP drain, and the special ends when the crab's HP reaches 0, similar to how zipcaster ends when you run out of ink. I feel like that way, throwing a 180 dmg bomb will actually have a larger impact on the crab's oppressiveness.
I can't explain how good are these ideas. I wish Nintendo could hear you. I like them all, but I have an idea for Crab to make It balance. Plus everything you said, Crab needs to be stopped to Fire, and everyone are going to try to kill It, so Crab will try to avoid attacks on the defensive Mode. The idea is, why instead of reducing the Fire Range, the Range gets further the more you leave the button pressed. Like It is now but with the shots. You start and is slow shotting and you keep and is fast shotting. By that way, you would start with a slow and short Range and if you mantain, the shots becomes faster and go further. That means is harder to reach further zones if you are avoiding attacks and starting again. Thank you for all your content, It makes me think someday I will enjoy this Game again...
Imagine if Nintendo actually added these nerfs and buffs in fresh season lol
@rubellite4480
Жыл бұрын
copium
Firstly, love the hades music in these videos! Second the fact that ultra stamp isn’t actually a bad special at its core, But it’s bad because it literally does not work properly makes my brain itch. I love stamp on mini splatling but Although it’s not as bad as it was when the game first came out, it still doesn’t actually work sometimes
Good proposes changes, and the XC3 music is goated 🙏
Instead of rolling off the reef slider you should be able to turn left or right mid slide.
This man makes some of the best quality videos
Shoutout to the editor for showing how the reefslider buff would work
I propose end lag on crab tank. For a splash to retaliate after someone breaking it is annoying
ooooo that music at the start of the vid, from right outside colony 9 i love that song. good music choice editor
For me utra stamp is ok but few problems 1) the rolling pin block my utra stamp and I die and player survive. 2) they can shoot you in the front 3) utra stamp damage doesn't work properly sometimes. I threw the the utra stamp at the player and somehow the player survive my special, even though the player is standing on where my special landed.
Ngl that inkjet change would make the special so fun i kinda hope the devs would implement something like that in the next patch
So about Inkjet……..
Just remove reefslider tbh. I sick of tired using it when i main tetras
Ayyy I’m the funny background reefslider gameplay! We love that we love that Hoping my baby gets better during Fresh Season :(
that reefslider roll would be so helpful in salmon run, like that is a great idea that I wish they would put in.
drop roller should give like 10 armour points like the spawn armour for the duration of the roll. allow people to not be camped from bombs or chargers as easily. instead of being 100% dead they'd be left with 10 health
I really like the reefslider idea. It's a great way to differentiate it more from stamp and kraken.
I’d be cool to see this kind of video for certain subs and/or mains that are overtuned or undertuned, like Splash or Angle Shooter respectively.
Nintendo needs to just hire you already, you understand what the game's balance needs so much better than anybody who actually works there right now
As a ballpoint player, I really like your idea for the inkjet.
I'd love if they added more support to inkvac. While I'd be eternally grateful for a way to transition into the firing mode sooner, what I'd love even more is if catching someone in the cone drained their ink faster based on how close they are to you, exponentially. If approaching the ink vac meant it could respond by making you unable to attack at all, without making it so overtuned it becomes a stalemate-for-five-seconds panic button, the special would be a lot harder to bully. Dreaming big, but if it did this and slowed the opponent down while aimed at them properly, I'd feel a lot more in control defensively. Alternatively it could prevent anyone caught in it from entering swim form but that's a spitball idea that would probably be overpowered no matter what in a coordinated setting.
One change to ink vac I'd like to see is the suction doesn't require holding zr to work, it just does the suction no matter what since the reasons to stop sucking are very few. This would make it a lot easier to fire the shot immediately when switching to its shot mode since it would fire as soon as possible if zr isn't being held.
I genuinely think it's fully possible to just, get rid of the tenta missiles. There's no place for an infinite range displacement special in splatoon 3. Super chump is an improvement of it balance-wise.
@rubellite4480
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maybe another is just to not put it on any more weapons. like how gootuber, reef and flingza will be the only missile weapons (correct me if i missed any) and i rarely see them in solo queue and maybe even comp since all the attention is on double splash double machine (reef is weak and has no kit synergy anyway and gootuber sucks and is spammy)
In addition to the crab nerfs it's explosive shot cannot have the same max range as normal fire and needs to be like 50% of it. The explosion radius is so ridiculously huge that the crab user doesn't even have to try and lob shots over cover and just shoot to the side of it. It gets worse if they do lob it over because the normal fire being at the same range means it falls down at the same spot and you just get crab lasered after getting badly chipped while behind cover. As it stands you're only option is to be behind something absolutely enourmous or to just not be anywhere in crabs range
How to fix the unbalance problem in specials design: hire Prochara as one of the main game designer for balance purposes. Nintendo won't do that, so it will remain unbalanced. As simple as that lol XD. Nice video Prochara.
The reef slider change is similar to what I had, but instead you could jump off rather than roll off, with the drawback of the reefslider going farther that intended, possibly going past the target you were going for
Also feel that zip should get some type of duration buff. It is such a high skill cap special and a majority of players can’t do well with it. It can be less ink used per attack or per zip
Yes finally someone says it I've been thinking about that inkjet idea based off of that enemy for a long time it totally needs that buff, that would make it more fun to use and allow it to dodge a lot easier.
with inkjet make it so special power increases strafe speed in addition to all the other stuff it does, and intensify could make the doges better
I love the heavy use of xenoblade music in your videos!
Great vid as always I feel like another buff they could add to the reef slider is to make so it could also run over bombs(like how the booyah bomb destroys them) or something like that
While I do like many of the changes. I would add some things: For the Crab Tank, I would rework it with some of the changes taking reference of the Droideka from Battlefront II 2017 as well as adding a alternative fire mode for the Cannon: - I would sightly increase the transition time from Ball mode to Attack mode so the pilot would think better before doing so. - Decrease the forward and backward walking speed while in Attack Mode. In exchange, I would sightly increase its ground travel speed going forward (not climb speed) while in Ball mode - Instead of decreasing the Projectile Range of the "Machine Guns", decrease the damage an inkling would take from them in longer ranges as well as decreasing the area it paints with them at longer ranges. in other words, I want to make them less viable in longer ranges by reducing the range before the damage/paint drop-off, decreasing the effectiveness of the guns at those ranges while keeping their effectiveness at shorter ranges the same as it is, forcing the pilot to rely more on the Mortar shot (see the cannon changes bellow) in longer ranges. Also would sightly reduce the fire rate of the guns as well as adding an overheat mechanic so, if they're fired for too long (4 seconds by default but a maximum of 7 seconds), they'll stop firing so they cool down (it would take 2 seconds to do so if they're fully overheated, 1 second if not). Forcing the pilot to manage the heat in order to keep those guns effective. - Make so the cannon can fire in a arc rather than a direct projectile (like a Mortar) while holding the sub button and using the stick to aim it before releasing the button to fire. That way the cannon would act more like a mortar. The Tank can't move or (because it must place its "pincers" (where the guns are) on the ground to add better stability while firing the mortar) fire the "machine guns" and also leaves the pilot exposed on the front while aiming and firing the Mortar. This Mortar shot will have increased range (if you aim well) direct hit damage and Paint radius as well as dealing a small amount of damage on non-direct hit. In exchange, The direct-fire shot of the cannon (that you use by tapping the Sub button) will have a decreased range and smaller paint radius but increased damage on direct hit. Firing this shot will stop the tank from shooting and moving for 0.5 seconds (since the shot will cause some recoil). Also I would give a limited amount of Cannon Shots (3 by default but to a maximum amount of 5 shots) per activation and once those are used, you can't use the cannon anymore during this activation, so the pilot will have to rely on the "machine guns" to stay on the fight or to cancel and recharge the special again - Because of all the changes to the weapons and mobility the Crab Tank will have a longer duration of 16 seconds but Special Power Up will no longer increase this duration and instead will affect it in two ways: Increasing the time before the "machine guns" overheat (with each stack giving you 0.8 seconds) and increase the amount of Cannon Rounds (with each 2 stacks giving you 1 extra shot) For the Tacticooler I would also reduce the noise it makes when placed and instead I would have the inkling call out to his allies so they know that the Tacticooler (and also the Squid Beakon and Big Bubbler) has been placed I would also rework the Ink-jet so it works like the First Order Jet Trooper on Battlefront II 2017 while also adding a new mechanic. Keep in mind that the percentages presented are by default. Gear abilities will modify these numbers: - Inklings equipped with a Ink-Jet kit will always have the jetpack portion always equipped replacing the Ink Tank it would normally possess. Also because of the Jetpack, they can't turn to squid form (but they will gain some new mechanics to compensate this). - The Jetpack will have a complete appearance overhaul to add an extra tank between the 2 exhaust tanks of the Jetpack. This tank will do the same role as the Normal Ink Tank and it will have it's visual marker in the form of a large line in the center of the Jetpack. - Also you will start with the Special Meter Full since it will now act as your fuel meter. This meter can only be refilled by inking turf while the Jetpack or ink refill function is not in use. - To compensate the fact that you can't turn into a Squid form and thus you can't refill the ink tank like others can, you can transfer/convert a portion of your special meter (30%) to refill the main tank by pressing the Special Button while on the ground (this is the Ink-Refill function). - Pressing and holding the Jump button while on the ground will start charging a Jet Jump. release to burst into the air- this consume 20% of your meter when fully charged and consumes 10% when in mid-charge (pay atention at the exhaust of the new jetpack as well as the special meter. Pressing and holding the Jump Button in midair activates the Jet-Boost (which allows you to keep yourself on the air) which consumes 10% of the Spelcial Meter per second of flight - Squid Roll will be replaced with a Jet Dash which used by pressing the same button and can also be used in midair and while in Hover Mode. This consumes 10% of your Special Meter and you can only do so twice before it goes on a 5 second cooldown -You can enter Hover Mode by pressing the Special Button in the air (this mode does have/starts with a cooldown period of 30 seconds and also consumes 50% of the special meter on activation, so you can't abuse it). Hover Mode works just like the normal Ink-jet but you can only fire the ink rocket 3 times before it goes on cooldown.
On thing with Reef slider it should be able to climb, a lot of maps have a small stair or something and than you can only use it from close range and that makes it almost useless in atack.
One thing i'd like to add to tacticooler is that if the player had ninja swuid on it would get rid of the buff arrows or at least reduce the amount of them to make it harder for enemies to track you so you can do a big push or flank the backlines
I think that as part of the team mentality of tacticooler it should be a beacon jump point like bubble shield. As for ink jet. More mobility for sure but also just give it 50 hp armor. A sniper and other high damage attacks will still one shot it but it will have the extra strength it needs to be an entry tool and not get immediately killed by shooters
Day I stopped counting of hoping for Reefslider to be able to do bunny hops to avoid getting stuck on the tiniest ledges
It would be cool if when you were using ninja squid, it helped or completely removed the effect tacticooler has to make you less visible.
I love these videos I have been waiting for this
i had the same idea for inkjet :0 also as a wiper main that stamp buff sounds great