Which ABILITIES Should RETURN For Splatoon 3?
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In this video I go over which abilities I want to return for Splatoon 3 and why, including old favorites like Recon and Bomb Sniffer.
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Timestamps:
Intro - 0:00
Get Rid Of It - 0:34
Would Rather Not - 2:52
50/50 - 3:29
Good But Not Needed - 4:56
Really Important - 7:00
Essential - 9:31
Пікірлер: 257
I really want bomb sniffer back because I've had "WHAT BOMB!?!?!?" deaths happen way more than I would like to admit...
@Stiiizz
Жыл бұрын
Never understood why that never came back
@Shuck34
Жыл бұрын
Those bomb s are probably from me specifically
@snowpeagaming9116
7 ай бұрын
I don’t think it’d be helpful enough on its own, but it’d be amazing if it was combined w/ another ability like how cold blooded and bomb defense were combined
1:59 “quick respawn is not meta” Oh boy do i have something to tell past chara
Gotta bring back ability doubler, even Nintendo knows how overpowered it is
@Chara-yp6zj
2 жыл бұрын
Oh yeah, I remember why ability doubler might've been made. In terms of the Splatfest, it allows everyone to have the 'main ability' on the shirt, whatever it might be, by replacing it with value subs. It's only due to not being able to change the main abilities. If we can choose what main ability the Splatfest Tee has in Splatoon 3, there's no need for ability doubler.
@bubbaderp21cringeinitiatio6
2 жыл бұрын
Would be cool if it instead turned your first sub ability into it's main
@Chara-yp6zj
2 жыл бұрын
@@bubbaderp21cringeinitiatio6 woahhh... that's actually a great idea. For all gear maybe? And it costs maybe extra to scrub? :0
@salvii_4706
2 жыл бұрын
Yeah, they even banned it in their tournaments for being too broken!
@Sapphire4427
2 жыл бұрын
YES
"quick respawn isn't gonna be meta" the tacticooler would like to have a word
@RiahGreen
Жыл бұрын
Ironically QR is more meta than tac
@romulo7303
Жыл бұрын
@@RiahGreennuh uh
@crypto2810
3 ай бұрын
This is before cooler
"Quick respawn is not meta" God I miss when the map design was not singular lines
If MPU increased the speed that rollers roll, it’d give players more of an incentive to actually roll. They might as well be called Ink Throwers
@xoiyoub
2 жыл бұрын
This
@DrSoup._.
2 жыл бұрын
T r u e
@titaniumtogekiss
Жыл бұрын
imagine if intensify action actually,,, intensified this action
@LongDeadArtist
Жыл бұрын
@@titaniumtogekiss I thought intensify action intensifies your jumps and walks and stuff
@Sheniqwa69
4 ай бұрын
@@LongDeadArtistIt only steadies your aim in the air and makes it easier to perform squid rolls and surges
Mpu should come back, IF there isn't any damage up. If they do bring back mpu along with no jump rng, then there wouldn't be too much variety in what it would do. So either they bring back mpu, and keep jump rng, no mpu, or make mpu do something different/unique for each weapon. Like giving jet squelcher thermal ink shots. The more mpu you have, the longer thermal ink lasts.
@meta4240
2 жыл бұрын
Another thing they could do, is have 2 abilities in mpu, but in a smaller amount than normal. Like a supportive weapon with mpu could be given a very small amount of special charge and special saver.
@laggn6450
2 жыл бұрын
another effect Jet could do is the more MPU you have the closer you can be to them before the marker goes away maybe?
@MoobOgler
Жыл бұрын
I imagine Nintendo being like “ok so people don’t want mpu damage up” and then having it increase the fire rate
@SoggieWafflz
Жыл бұрын
intensify action says hello
I think an interesting idea for opening gambit would be to turn it into a snowball ability. So if you're winning it gives you tools to be aggressive and take fights to secure the knockout, but if you're losing it doesn't do anything. Basically reverse LDE but instead of bomb spam it's stuff like QR or QSJ or ink res or swim speed or even a brand new tool to help you get back in the fight quicker.
@DanielLudwig-uw6sb
2 жыл бұрын
I really like this idea. Opening Gambit and LDE should be more about which side is winning instead of being time based. I think they could rework both so that Opening Gambit works when your team has the Rainmaker/is on tower/has the zone, but LDE only works when the opponents have the objective. This would make Opening Gambit strong when your team has the advantage, so its a risky but rewarding ability, and LDE a sort of safety net, helping you when in disadvantage, but doesn’t help you to push your advantage. This would be the opposite of Opening Gambit, a low-risk ability but not rewarding when it comes to scoring
@saiji9000
2 жыл бұрын
@@DanielLudwig-uw6sb I mean LDE will be in effect when enemies hit 50 points so Opening gambit I don't really care because it's bad and it doesn't need to be reworked lol
@LuddyFish_
2 жыл бұрын
That seems like a neat idea. However, I think opening gambit needs to be a double-edge sword because being able to snowball more easily would be quite broken. Perhaps if you have opening gambit and if you're losing, you get reduced effects like your swim speed or run speed becomes slower and you refill ink slower. Nothing too major otherwise it's too risky like respawn punisher, but just enough that there is a trade off.
@supersylveonplushgaming
2 жыл бұрын
@@LuddyFish_ I think sacrificing one of your main slots that does absolutely nothing when you're losing is enough of a tradeoff
@TheLaXandro
2 жыл бұрын
It already has snowballing capability, using something with Armor or Point Sensors lets you consistently extend it past 1-minute mark, often much further. The issue is that for anything that doesn't get infinite assists the time extension is too stingy, you have to literally spawncamp the entire team to make it last the entire match. Getting it buffed to 10 seconds at least (average respawn plus jump in time) would make it usable proper.
I want more gear in Splat 3. Give us accessories, jewelry, pins, clips, undershirts or something. Bonus points if there are abilities unique to accessories. Also if they wanna keep the splatfest T thing, then we need Ability Triplier or something else fun for splatfest. Maybe even gimmick abilities unique to splatfest.
I hope drop roller is added back. It might not be the best but if it’s not in splatoon three I’ll miss the look of confusion as you roll past them and shoot the jump campers.
@robertortiz7317
10 ай бұрын
It is here!!
what if weapons got some abilities by default, like aggro weapons could get haunt (toned down) or backliners could get tenacity?
@ProChara
2 жыл бұрын
might be cool
@RiahGreen
Жыл бұрын
Or splatlings get a free main of run speed up ehh? Ehhhhhhh?????
@LoganS.R.
6 ай бұрын
@@RiahGreen As long as the abilities vary between kits, I think that'd be cool. Then I could run respawn punisher without sacrificing speed.
In regards to Recon (and Bomb Sniffer) Gameplay, Chuggaconroy has footage of it in his Splatoon series. I cant remember what video he goes over it in, but I know both are in the same video and it's in the latter few episodes of the series. If you're interested in seeing these abilities in action, you can find them there.
In Ranked, Opening Gambit could be in full effect at a 100 count and the effect gradually depletes until you reach an 80 count. Kinda like how last ditch effort takes 20 points to reach full effect.
@JakoBpyroTech
2 жыл бұрын
Maybe ending at somewhere between 70-50 would be better, or it might still be too weak.
@thunder2406
2 жыл бұрын
@@JakoBpyroTech yeah that’s also true
Thermal ink is already buffed a lot from what it started as, but I agree, it should work for more weapons (like what Chara mentioned)
I do have some fanmade abilities but not sure about most of them: Hard Landing (shoes exclusive): When superjumping you can press B again to do a little splashdown-like move where you land hard on the ground and create an explosion that could do about 35 or so damage Ability Enhance (headgear exclusive): Would probably enhance all of your abilites in main slots like for example Hard Landing could have a distance increase (Fudge damage up it can go to heck), and something like stealth jump (splat2 version) could decrease the radius in which people see the landing mark Heal Up: Could reduce the time it takes for you to start healing when in ink by up to 35% or so Heavy Ink: Any Enemy hit by your ink from shots will have 1 sub of anti-Run and anti-Swim speed on them for 5 seconds max and 1.3 seconds base Accuracy (Shirt Exclusive): Reduce all Jump RNG by a random counter of 25-50% Every match
@purpledefaultpfp6233
Жыл бұрын
Well the last one was added
If they made “ability tripler” instead of double I think it’d be a good and smart ability
@ian-qz9lq
Жыл бұрын
no
@arjunbaweja7755
Жыл бұрын
that would be broken, it would run into the same problem with last ditch effort. ;/
@jakcesleepingrn5739
Жыл бұрын
you will get uhh 9*3 = 21 ap which is 2 main worth
@lucrativelucas2655
Жыл бұрын
@@jakcesleepingrn5739 based, but it should genuinely be like that but only able to do pures (both makes it easier to farm chunks when the game ends AND gives Nintendo an actual reason to ban splatfest tees in tourney
@jakcesleepingrn5739
Жыл бұрын
@@lucrativelucas2655 Casual and other tournaments play would be kinda ruined basically making splatfest tee the only gear you want to use because uhh 19 + 19 + 21 = 59AP is kinda too broken
I miss recon. Even in solo, it was nice for picking teammates to jump to where you saw weakness in the opponent's position and create pinches. I wish it had returned, but then we would have to deal with recon + stingray and that sounds not very fun.
@catsinwonderland7473
2 жыл бұрын
I don’t remember what recon was please enlighten me >_
@emma48586
2 жыл бұрын
@@catsinwonderland7473 7:55
For people who don’t know why SCU is such a dumb ability: Foil Flingza becomes a 150p weapon with 2 mains and 2 subs of SCU It’s broken as hell, and that’s just one of many examples
@thatoneguywhoowns2cats704
2 жыл бұрын
This is why I wanted SCU to be nerfed hard in this game, even with 220p special cost, chargers could get them really consistently with just a main or two. It was ridiculous.
@cxresatonic
2 жыл бұрын
10p special nerfs become pointless when TWO SUB of scu reduce it by abt 9 points.
@Dark_Side_Productions
Жыл бұрын
And Flingza can be pretty efficient at inking if you roll since verticals are pretty slow in comparison
MPU should return After being heavily reworked to remove all sorts of damage up from it
@jakcesleepingrn5739
Жыл бұрын
or damage increase be much more restrictive Like bamboozler reaching only 92 max damage instead ot 99.9 Splattershot pro getting only 42 maximum instead of 48.6
Ninja squid is just funny to use in my opinion. Slap on some mpu and equip a carbon and slowly, drive your opponents insane.
I just had an idea: what about a sub weapon that lets you do a miniature super-jump? You throw an anchor that goes a short distance (would make it halfway across The Reef's bridge, but can make it up some short walls like the ones in Museum D'Alfonsino) and then you do a small mini-super-jump to it. The sub weapon costs nearly all (or maybe even literally all) of your ink tank to use.
@AshenDust_
2 жыл бұрын
If would be useless if it used all of your ink. Oh, you want to assassinate someone with a Brush? Nope, you don’t have any ink and instantly die. As long as the animation is slow enough so that if someone sees you coming they can kill you first, it would probably be balanced with medium ink consumption
With how often I run face first into Bombs, I'd kill for Bomb Sniffer SO SO BADLY it's just such an amazing tool for surviving bombs, plus we saw how little it was run in high level play in 1, it's not like it's OP. Edit: "QR is not Meta and I doubt it will ever be Meta" you have no idea.
I know I'm pretty late here, but here's an idea for a better main power up, split it in two. Have a main fire rate up, and a main area up, main fire rate up would do exactly what it says on the tin, while main area of would increase the effective range of the weapon (and blast radius for blasters). Maybe have a ability that trades one for the other or or have them both increase ink consumption of the weapon or something like that for a trade off, but idk
@RiahGreen
Жыл бұрын
Increasing fire rate would buff movement speed, paint, special charge speed, kill time, object damage, and main straifing.
For a new, ninja squid-esque ability, I'd love a main that gives a lot of sub saver and sub power at the cost of decreasing special charge. Basically, an incentive to play Support as more then just special spam go brrrr
because of the seemingly fast paced splatoon 3, QSJ will probably be amazing, hopefully stealth jump isnt freaking broken like Splatoon 1
I love the idea of respawn punisher, I want to see it reworked
2:08 "And I don't think it's gonna be meta" lmfao
babe wake up new prochara video just dropped
2:41 those words alongside the beat and the period at the end are godly
NOGAMI LET THIS MAN DESIGN YOUR GAME
Tbh, bomb sniffer is the only one I want back. Main power up was a literal nightmare and just Damage Up part 2 but now instead of working for every weapon in the same way it does REALLY GOOD stuff for some weapons, and basically nothing for others.
Will we be able to yeet our way out of the map with the coffee machines? That would be hilarious
With Damage Up gone I'd expect Ink Resistance Up's viability to drop off Moray Towers to the point that they may as well make it a part of Run Speed Up. If that happens it'll probably make it easier to justify a buff that I had in mind for Opening Gambit. After the ability expires the player gets to keep one sub of each given ability. Wasting 10 ability points on 6 (9 if IRU remains) ability points sucks but means that the main slot won't be completely wasted.
@TheLaXandro
2 жыл бұрын
IR's effects are very underrated, both the old and the new effects. I use both Aero and Jet quite a lot, both do 96 damage with 4/3 shots respectively, and ever since IR got buffed I get almost no random quick splats with them, since 1 sub doubles the amount of time needed to accumulate that 4 damage. And a couple mains make you way slipperier in spotty ink, useful for both aggro frontliners and slow guns that would rather not shoot their feet.
I always missed having bomb sniffer. I remember there were a ton of times I wanted that over any of the other shoe abilities.
Seing as S3 is focused on movement with squid surge and specials like zipcaster, what if there was an ability similar to run/swim speed that boosts your jump? Making it higher, making you fall differently, making you more able to move midair... I think that would be good for maybe a main locked one
@JakoBpyroTech
2 жыл бұрын
Jump Speed Up, maybe?
The only place I think you could find recon footage is Chuggaconroy's splat 1 LP. But have fun finding what episode it was in.
"quick respawn is not meta, and I don't think it's gonna be meta" simpler times
I feel like the unoffensive abilities of MPU could be split off into their own abilities like 'Ink Coverage Up' or 'Accuracy Up' fairly well, and allow all weapons to have access to all of MPU's decent effects. Some of the very weapon-specific ones could be left behind like the rolling speed buffs (unless that was bundled into Run-Speed Up), but most of them could be alright as full abilities with a little tweaking, like 'Accuracy Up' not only increasing jump accuracy but also reducing bullet spread in general. Most of them could be kept that way and give more options for kit building. Except damage up. Get rid of that one. It was removed from Splat2 for a long time for a reason, and it was (probably) only brought back due to fan pressure, where it proceeded to completely destroy the balancing that Splat2 had up until that point. We don't need it in Splat3.
@sewoh100
2 жыл бұрын
Ink Coverage Up could be a good replacement for Special Up, not sure about accuracy up though? I think for some weapons it should decrease the shot spread while for others it should increase the hitbox of the ink
@LowPolyPigeon
2 жыл бұрын
@@sewoh100 Yeah, I didn't think of that at first, but it would definitely need a different effect for weapons that are already 100% accurate on the ground. I like your idea of increasing the hitbox of each shot to make it easier to hit the target, something which fits the idea of 'increasing accuracy = increasing chance to hit what you're aiming at'. Another thing I didn't quite consider in my original post is that if they split MPU into each of its separate abilities we'd *definitely* need a better gear-building system to make it easier to build gear sets, since I'd bet having that many more abilities would: -A. Make it a pain to build gear with Splat2's wholly RNG-reliant system, and -B. Probably would make gear sets much more specific to each game mode or weapon. (i. e. Ink Coverage Up would be much more useful in Turf War, whereas Accuracy Up would probably be much more useful on specific weapons, so there'd be a lot fewer 'one size fits all' kinds of gear builds that are viable at higher levels.)
@saiji9000
2 жыл бұрын
or keep mpu, remove damage up and save time designing ability icons LOL
@LowPolyPigeon
2 жыл бұрын
@@saiji9000 Eh, setting aside my main problem with MPU being Damage Up, my secondary beef with it is the fact that it does something different on every weapon. It makes it so that it's basically 100% necessary on some weapons, but completely useless on others. And when you get right down to it, isn't that actually the main reason why it broke the Splat2 meta when it was added to the game? Why it's so much more of a problem than just plain-old Damage Up in the first game? The whole reason why the entire Splat2 meta is based around which weapons get the best buffs from MPU? Yes, yes it is. It's so OP on some weapons that the solo-queue meta revolves entirely around MPU, and the select few weapons that it's actually significantly useful on. I feel like splitting up MPU so that every one of its sub-abilities is available to every weapon (and ditching Damage Up completely) would fix this situationally-OP problem with it entirely, and add a lot more customizability and options for gear builds.
@saiji9000
2 жыл бұрын
@@LowPolyPigeon true the big idea is just ditch damage up (and make rollers more consistent so it doesn't need damage up)
2:07 damn this shit aged horribly ☠️☠️
could see some abilities that specifically change how your subs (or maybe even only certain types of subs) work, like maybe a quick subs option that gives them a faster deploy speed (and for bombs detonation speed, but with a small damage reduction), and maybe a "subtle subs" option specifically for non-bombs that makes it harder for opponents to see/hear them with a little bit of sub ink cost reduction to boot
Your videos always make my day
If opening gambit was for the first minute instead of first 30 seconds it would see a lot more use. Also, if they made weapons that got damage up from mpu get something other than damage up, that would be nice. I’m wondering if they’re gonna rework any abilities in the coming updates
Do you think it would be likely to see new abilities that improve the new movement mechanics squid roll and squid surge? They could be stacked like run speed or swim speed and increase the distance you jump or shorten the speed at which you need to be at in order to execute them
@ProChara
2 жыл бұрын
eh maybe but not sure id want that
@Breeze926
Жыл бұрын
Guess what we got.
@murphy5353
Жыл бұрын
@@Breeze926 I am a prophet.
Another excellent video, Chara. Have a nice day! uwu
What would be your idea of making Opening Gambit good? Maybe getting the buffs every time you killed an enemy at any point, rather than simply prolonging them if you kill within the initial speed window?
This is literally the first time I've seen recon mentioned in a video
recon was great to couple with an inkferno weapon because i would always just super jump to spawn and fire my special directly at the enemy
I really miss bomb sniffer tbh, I didn't use it much but that's because it had to compete with busted stealth jump and ink res
6:39 Sad ProChara moment
Great vid
I would like to see a hat gear option that gives a short range mini map that only shows your covered areas in the top left hand corner
Bro you’re really creative with the content. Best comp splatoon content creator hands down:) I really appreciate the consistency with your uploads too!!
10:17 diantha 😳 great video btw i hope damage up mpu doesn't come back
You should keep the benefits of Opening Gambit for as long as you are in the lead after the initial 30 secs, and then if you lose the lead it either goes back to normal or reduces your stats
i think we should get a ability that is a mix of the 3 utility subs, but can only be a main ability, so we dont have to grind for the utility subs
@saiji9000
2 жыл бұрын
I like that but Nintendo probably gives zero fucks about utility subs LOL
Ninja Squid: "Best ability in the game" Meanwhile one year later...
They could have opening gambit reworked so that if you’re winning then you get the buffs. It could be like the opposite of LDE. Also, they could turn special charge up into a headgear exclusive and have it more powerful, like ink res in Splatoon 1
Love the inclusion of Blue/Red's theme from Sun and Moon
i have a ability design, its like a greedy main ability where the more kills you get the more abilites you get 1 kill = 3AP of swim speed, run speed, special saver, and quick super jump for like 30 seconds then doubles every time, would be good for kill heavy weapons
I'm sorry bomb sniffer is such a funny name I can't
Imagine special power up as a shirt exclusive ability (more drastic buffs like a 4th Trizooka shot) but it adds 30 points for special to your weapon. Ninja Squid for supportive players. I think it'd be a really cool trade-off ability for Splatoon 3. What do you think?
I think you'll be able to select where you want to superjump to before you spawn
The inkling run speed sounds awesome, but I barely notice the difference.
what is gear heavy?
Ok concept: main ability booster. Boosts main abilities like drop roller having less end lag or maybe even 2 rolls.
Maybe if opening gambit starts working for the first kill of a game? Suppose you manage to kill someone on the opposing team before that player’s killed anyone, you then win the “opening gambit” and gain a few buffs for a short time, similar to comeback but it’s only the first kill you make. I think it would encourage slayers to be a little more attentive rather than just running in and trying to recklessly get kills and gain mod control at the beginning of the game.
I actually think it would be cool if they made main, special, and bomb power up single main abilities like ninja squid, where they give your weapon or sub or special a really good advantage for a trade off. For example, main power up could make it so the charger laser and indicator light is not visible to enemy players, or increase the charge speed or range, with the trade off of it greatly increasing the ink consumption of the weapon, then it could be countered by main saver. Or for specials it could increase the health or something similar of the special, while reducing the time that it stays active, which could be countered by special duration. For bombs it could greatly increase the range and blast radius, while also increasing the consumption so that it is not possible to throw more than one (or 2 in burst bombs case), obviously this could be countered by ink saver sub (while still not making it possible to throw more than the default amount). I think this would be a more fun way to buff weapons, subs, and specials, while also adding more trade off abilities like ninja squid.
Before I didn’t want MPU to comeback til the fact that it’s only dmg up that ruined the ability Keep MPU but rework the effects it gives to certain weapons Ie:Bamboozler 1 shot potential
This is a bit unrelated, but do you think that a passive ability where once you take damage it speeds up the recovery time is a good idea?
@saiji9000
2 жыл бұрын
honestly not bad
@TheLaXandro
2 жыл бұрын
This kills the blasters.
@saiji9000
2 жыл бұрын
@@TheLaXandro kills any blaster without a high fire rate at least
@saiji9000
2 жыл бұрын
poor range blaster users they were just trying to get a kill
I honestly would kinda like cold blooded on something like wiper so your flanks cant be shut down cause u got wave breakerd
Reminder that you've stated you were only against MPU+DmgUp to achieve 99 damage, and you were fine with improvements to consistency. Has your opinion changed since then, or are you just prioritizing the simpler option that Nintendo would more likely pursue? I'm surprised you actually favor Recon. I've always found it super useless for SoloQ, even after its buff. 3.5 seconds of having to split focus between the TV and the gamepad was nigh worthless when enemy positions changed so rapidly. I would update it to have the silhouette effect as well so full attention could be given to the stage, and a map check would reveal enemies exactly like your teammates are displayed. Here's an interesting idea: What if Special Charge Up only worked on unmarked turf? Makes the ability gradually less effective over time, meaning special spam becomes more difficult or risky over the course of battle. This would also indirectly increase Tenacity's importance, because that ability would still enhance meter gain when covering any turf.
@effluxi9587
2 жыл бұрын
In the case of MPU damage that isn't 99: The majority of the weapons that have it either don't need it at all or always use the same amount (Eg: Rollers). Honestly, just remove it and fine tune it's damage. On the topic of recon: on switch there's no split focus because the map is on the same screen, and especially with 3's new spawn mechanics, it seems fine. The idea you have for special charge up is, no offence, hot garbage. The big problem with splatoon 2's meta is that it encourages going off and painting corners in your base nowhere near the action, and this encourages that quite literally. The real solution is to just increase the base points for special.
Question: what would you rank special duration up from the first game? because it seems to be not on here
@ProChara
2 жыл бұрын
horrible its just worse special power up thats why it isnt here (same for bomb range up)
I'm curious how a ability like "delayed special charge" as a main exclusive. Basically when your special is charged it won't show up in the overlay but there would be a special gauge penalty. (Like idk 20pts more) It wouldn't really be worth it for tenta missiles since you can spam it but would be useful if you have something like Kraken but it's clear that splatoon 3 doesn't have something similar. I would say it should delay showing a special is charged by 5 seconds since that's enough time to sneak up and activate but short enough for it to not be broken.
I feel like quick respawning should be a special ability which cannot be stacked but it works like splatoon 1
You forgot splatoon 2 ink res but i’d guess that would probably be in the essential tier anyway. For 3, maybe bomb sniffer and recall could be combined for some sort of ultimate locator main ability. That would probably be better than the host of mediocre locator abilities from 1 and 2.
Just gonna mention one potential thing with Thermal Ink, specifically it's use with Bloblobber. As someone who loves and uses Bloblobber it is a really nice skill to have for it. Since Blobber is pretty easy to hit someone directly at least once it can help with either finishing someone off, maybe surprise attacking them or making it more difficult for someone to surprise attack you/knock you out of position. I use Thermal Ink with the bathtub, i can also see some use with the other sloshers (mainly Explosher as another option). But it is kind of a shame that ones who would benefit from it (blasters) need that direct hit requirement. Cause aside from what i mentioned here Thermal Ink either would help but doesn't cause of the need for a direct hit (blasters) or you don't need cause the weapon is quite ride or die (rollers or chargers for example) Just thought it would be cool to mention as a Blob user, Thermal Ink is personally very useful as a blob. As someone who's played 2 and is playing 3 it is very interesting finding out about how Splatoon 1 handled skills or some skills i was unaware of in Splatoon 2 (I had no clue about Cold Blooded). Thermal Ink has no use for the other weapons i use currently though (Carbon and Splat Roller, Slosher and Tri Slosher and Hero Shot Replica). I can see it being very funny on Undercover Brella though
I'll be honest, I'm glad Main Power Up doesn't come back
can't imagine what NEW abilities Splatoon 3 will bring to the table
10:13 Hello past me from twitch, I guess
“because it kind of depends on how important object damage is” well, past professional demonc, do i have news for you
"quick res is not meta. and i dont think it will be meta" oh splatoon 2 chara ...
ive used the ski hood (which has comeback) ever since the beginning of the series and in the first game it was broken
Lvl 20 New here any recomen? I mainly use Brush,Blob bucket?,spraygun,splatter,roller,small brella which RankA~S alway spam main power up but somehow i have splatfest tee that have doubler should i use it?
@ProChara
2 жыл бұрын
all those weapons like swim speed but everything else is more weapon specific, ability double isnt good so I wouldnt recommend it. And run 1 sub of bomb defense, ink resistance, and quick super jump on every set (I have a video on it if u want an explanation on it)
what about bomb range and special duration?
I really like the ability doubler for chunk farming though
"i dont think quick respawn is going to be meta" literally the opposite became the truth
"Quick respawn isnt meta and it wont be meta" poor aging
Only Splatoon 1 vets understand greatness of Bomb sniffer Keepo
Merging Opening Gambit and Comeback isn't a bad idea even if it might be hard to balance.
@ProChara
2 жыл бұрын
I think comeback is perfect as is so I wouldn't mess with it honestly
lol i miss bomb sniffer so bad. it was one of the only things that saved my oblivious ass
Would sub exclusive abilities be a good idea?
This is why I love Ninja Squid
qr not being meta feels pretty ironic now
Opening gambit should be reworked into an ability that grants you a few seconds of buffs every time you kill somebody. It would be like the Spy's Big Earner knife from Team Fortress 2, which gives him a movement speed buff that lasts for a few seconds whenever he uses it to kill an enemy.
I need quick superjump. I don't like jumping slowly around the map. I was one of those superjump splashdown freaks who got 2 kills a lot with a single jump, but since splashdown isn't in splatoon 3 it removes that option. I still used my quick superjump shoes a lot.
we shouldve gotten ability tripler for s3's fests
I need bomb sniffer because of how often I die to bombs
The Big Bubbler... Do you think an enemy can walk/swim through it? The shield has a neutral colour after all. Would make sense that a roller got this special then. He can perfectly defend himself if an enemy gets close or inside.
@Chara-yp6zj
2 жыл бұрын
Yeah that's the general consensus, I think. Quite similar to Winston's shield in Overwatch.
@Zehmaskedman
2 жыл бұрын
That's what I was thinking too
I’ve got a bad feeling that they are going to try and improve damage/defense up and it’s just going to ruin the game