Honestly, I wish that the ranked modes were in rotation with turf war or something. Just make it so I can play ranked modes casually so I don't need to worry about loosing, but not turf war all the time. It gets very stale after awhile.
agreed! i think the ranked modes should be in regular battle bc i enjoy playing them sometimes but dont like the idea that i have to be playing amazing all the time to keep my rank yknow?
my main issue with this is that ranked modes are a bit too complex for a player who's just starting out. maybe there could be a dedicated turf mode for beginners and then when you reach, say, level 5, it gives you the option to play ranked modes casually? that could also be helpful because it allows players to be better at those modes once they reach level 10 and go into actual ranked, plus it could be good for warming up
@@dontlookfo2763 yeah thats a pretty good idea. maybe in like the casual modes it could be you get to pick which one you get to play instead of it being in a rotation as well? i think that could be cool
8:42 | I feel like what you said here also applies to Rainmaker as well. A single wipe can cost you the lead and straight up the entire game sometimes. It's partly due to Splatoon 2's more cramped map design, but it's still too drastic of a penalty for *a single* team wipe. None of the other Ranked modes have this problem.
maybe throwing one clam to a teammate that results in them getting a power clam should give you special charge, but also there should be a counter on the map to show how many clams every teammate has rather than only showing who has the most clams with a tiny ass indicator over their heads
I think the issue of "splat zones is just painting the zones all game" is much more of an issue in solo queue. In a team you can collectively agree to push forward and call out enemy positions, whereas in solo queue often people can slip past and paint the zone behind you. So I think often the best strategy for playing zones in solo queue is just to sit by zone after you capture it
Splat Zones is by far my favourite mode. It almost feels like playing chess in a way, since you sometimes need to know when to retreat and give up the zone so that you can more effectively mount an offensive to retake the zone. Tower Control is pretty good too since it also requires good timing and positioning, though the tower can be a bit janky at times and certain maps are a pain. Rainmaker is just so.....volatile. If your team loses an initial exchange then it's totally possible that the opposing team can make it to 30 off of a single push. Definitely a harder mode to rank up in and my least favourite mode that I still play. No interest in Clam Blitz, so I don't play it lol.
I dont think standing on the tower is boring, especially if the enamy team is trying to kill you. You have to do your best to stay alive and know when to get of it.
I'm with you there. With a sufficiently ranged weapon, like a ranged blaster or most chargers, defending yourself and your team while on tower can be pretty invigorating. For example, I've been in a game where our team got wrecked by an e-liter that was standing on the tower the whole time. The boring times might be when your team is really good at pushing ahead of the tower and your weapon doesn't have all that much range. Then, just like Chara said, you do a lot of standing and inking turf.
I think that the new medal system could at least help with the whole tricking people into working as a team thing, especially since they are going to be more of a personal private thing, but we aren't really sure if it will work as of right now.
My favorite mode is actually clam blitz. Idk it’s just the most exciting mode for me and while it sucks that you can’t communicate well with your team, it is the most fun mode when you find good teammates and are in sync :D
Yea, most of the time I want to save the power clam from a broken barrier to super jump to my teammate that's near the enemy barrier but someone always gets it.
Clam Blitz is like 5CP in TF2. Both modes REQUIRE team coordination, it's not optional and you cannot solo carry your team. Because of this, both modes are very unpopular in their respective games for casual play, but they're great for competitive play. But with the restrictive communication in each game (only 2 things you can say in S2, communication locked behind paywall in TF2) these modes are awful to play in soloqueue, but a blast if you're playing with friends/on a team. I really hope Clam Blitz comes back in S3, it's my favorite mode, but also that they give us more meaningful ways to communicate. (Also imo "To me" was way better than "This way" and can serve multiple purposes, ie. pass clams "To me")
I hope there are more prompts bc I do think that would help clam blitz a ton in solo but so far… it’s the same two (granted we haven’t seen any modes BUT I would think the same prompts in clams would be in SR…or similar).
My main fix for Tower Control is something I've been asking for since Splatoon 1, and is pretty simple: Make the tower platform larger. Right now, the platform is barely an inkling-width, which makes it easy to accidentally fall off, makes fights on the tower itself cramped and uncomfortable, and most importantly almost any AoE damage can easily cover 90% of the platform. A bigger platform gives the tower rider more maneuverability and would force the defending team to need more than a single blaster to stop the rider from pushing.
I actually think Zones can be improved by using what halo has done with king of the hill: move the zone after a certain time/points gained has passed. Not only does this negate spawn killing being a lockout 100% of the time, but it also draws attention to other parts of the map not commonly used in zones. Teams can also make strategic decisions like “should we prioritize continuing to defend this position or scout ahead and make sure we can capture the zone when it changes.” I would really like to see this change at some point since zones is one of my favorite modes.
I find myself disliking "map/mode" combos more than modes or maps themselves Also not thinking of the consequences, but maybe 2 ranked modes could run at the same time and you could choose the one you want to play. This of course would cause one of them to be neglected but hopefully the combinations would make it so it's not always the same mode that gets ignored.
@@valorclothing The only difference is league required friends, so if it was Ranked - Rainmaker and League - Splat Zones, you'd be forced to play Rainmaker or Turf for 2 Hours
I feel like putting a cannon on tower would just make it RM on a set path. I think it should instead work on proximity and not being directly on it so you have more maneuverability while pushing it.
Call me dumb but what if there were 2 or more set paths and the guy in the tower could "Manouver" It and choose the path that they prefer? This would add some kind of choice making gimmick and you would need to coordinate with your team and choose wisely where to make the push. You could have a riskier but rewarding path that has no checkpoint (Being two checpoints instead of three) but is riskier because let's say it benefits the defending team or is over water, and then a slower path with a checkpoint but more safer.
6:23 That portion is actually an RFZ... for the other team. Meaning if Starburst had the rainmaker in that section, their clock would tick faster. The devs are so smart 🙃
I’ve never really understood what the “don’t retreat” and “rainmaker free zone” messages meant. I’ve hardly ever seen them in person and I’ve never seen an explanation as to what they do.
Sorry if this is too complicated *ahem* So, those 2 messages warn the player that their clock is ticking faster. "Don't Retreat" tells the player that they are going closer to spawn and that they need to push or else their clock will tick faster. "Rainmaker-Free Zone" tells the player they are in a Rainmaker-Free Zone. RFZs are marked with signs. Which team they affect depends on the color of the sign.
An idea for turf war: There would be a Ranked style counter for each team that counts down if that team has more turf covered at that moment. If the difference is large, it counts down faster.
Right now, I like Tower because it challenges how well I can read players, Rainmaker extremely handicaps you if your mates aren't reading you and if you focus on moving, you rarely use the mega powerful part of the Rainmaker. I can't pinpoint what I dislike about Zones, but I feel no matter how well I preform, I still have a high chance of loss. Turf is literally just a practice mode to see if my aim and awareness is good enough for ranked. Clams is actually my favourite, yes you can struggle but the fact that you don't have much to communicate with makes me feel rewarded after all that time subconsciously memorising body language and such and utilising it, it may not work sometimes but you can still salvage some pride in 1v1s and such for some pride. Please pick apart my arguments so I can improve my opinions.
Easy fix to turf war: just do the last minute three times. At every minute mark, score the teams cumulatively. Then at the very end, do the big reveal to see how the last minute _changed the scores..._ rather than just having the map state at the very last minute determine the results of the whole game. This would keep almost everything about turf war exactly the game but it would be way more fun.
Rainmaker is my favorite mode because like you said, the objective is the most fun. It's the only mode that lets you use a weapon like rainmaker, and the way it can be used for and against your team makes it really interesting to play. Clam blitz is my least favorite to play, but my favorite to watch in competitive play for the reasons you listed too. It's a real shame, because sometimes you do get a team of players who are quite good by themselves, but if you can't mesh well as a team, you'll probably still lose.
I agree with most of what you said, and I like the idea of the Tower rider having access to some other ability or weapon. For CB, I think the way clams spawn is just a little too messy. If they all appeared in a central area or maybe across a couple of clearly marked zones, I think it would be easier for people to understand which parts of the map need to be controlled and where the objectives need to be moved. And I definitely like the idea of some kind of selfish reward for teamplay. Giving people more of a reason to pass clams/ score a lot of points in a single push could totally change how the mode plays in solo. It’ll be interesting to see how Nintendo approaches it
Completely agree on the take that the objectives are great ideas but could use some tweaking to REALLY reach their full potential. I dropped out of 2 before clam blitz happened so I can't speak for that but they were making improvements to the splat 1 modes overall. The zones being in better spots, the rainmaker not being a giant tornado (Even though it was quite fun but not on the receiving end lol) and tower having checkpoints added kinda making it into a mini king of the hill objective vs a push objective. But they still have somethings to iron out which you pointed out great in the video. Hopefully they find better ways to route/place objectives in better maps for 3. However, there is one thing that would be really cool and quite frankly boost these modes further. A little something called SERVERS and just plain a better online experience. Splatoon would be so much better if you know, it just worked and actively wanted you to experiment instead of it feeling like Nintendo wants you to play the game their way and not in your own. Something very simple would be turf war ranked or the other objectives as non-ranked modes. Something simple like that would do wonders to allow the playerbase to more easily take in the modes and figure them out. Even allow for better community feed back to see what could use some tweaks. They need to let us play how we want not how they want, I'm looking at you, fucking rotations. Let the lobby vote on the map and not decide what we want, we should get that say and Nintendo should see what maps to rework based on pick rate
Agreed with all these points. It would also be nice to see a turf war but styled like league. Meaning it would be nice if a friend could join you in turf and you could make it where they are on your team everytime. I’m more of a ranked player but sometimes my husband will play with me. However he’s not a fan of ranked so we always play turf. More often then not we end up on separate teams. And eventually he gets frustrated and stops playing for the day. I know it’s nothing wild but something like that could be nice to have as an option for people who don’t have enough friends for private battles or don’t like ranked.
I feel like all the points you made in this video were very good, except for the one at 9:03. The spawn being painted at the start would completely alter turf war strategy for the worse and make it harder to come back. The optimal way to play turf war is to leave your base for when you die/ need to fall back, at which point you paint some of it to charge your special to repel whoever is being an issue. Taking away this option means there are fewer options for a losing team, leading to more of the one sided matches you discussed earlier in the section. Otherwise, great video. I wish the tower control points were considered at all in splatoon 3 ;-;
Praying that clam Blitz gets ported, its my favorite and my teams best mode for some reason xD, the difference between how well we do in clams vs the other modes is MASSIVE
I think a good way to make it so turf war doesn't just come down to "Don't wipe in the last 30 seconds" is to include the scores of each player in the ending calculation. So a team that scored four 1000p games would get an advantage over a team that scored four 500p games, despite the 500p team covering 60% of the map. Maybe each % of the ending map counts as 10 points, so the map is worth 10,000. In the example, this would mean that 500p would get 6,000 map points vs 4,000 map points, but team 1000p would get 4000 team points vs 2000 team points, meaning that the teams have drawn in this scenario. The formula would definitely need some tweaking to feel balanced though.
For a ranked turf war, they could make it sort of like Splat Zones where the current map control is displayed at the top and whoever is currently in the lead (by a certain margin) will begin gaining points, faster if they have more turf.
I find it really weird that despite playing solo exclusively Clam Blitz is my favorite mode. I think that the main reason for my Clam Blitz appreciation is that it feels like you can do the most stuff in it so it's rarely boring. Can't say I'm a big Tower Control fan though. I find interactions with the tower very awkward and riding it is a yawn fest.
My favorite mode is Clam Blitz. It’s fun to play and harder in solo cue because maybe not that many people are looking out for the things that are happening (lower ranks) or if they just simply don’t know how to play coordinated. A possibly good way to be able to help people notice things is additional callouts on the d-pad. Just use the extra two (left and right arrows) for mode-specific callouts, along with ouch, this way, and booyah.
It might be extreme, but giving players a bonus clam when combining your clams into a power clam could work as a nice incentive to get players to understand the power of passing clams, cuz now you can score an extra 3 points by helping your team break the basket
Honestly even in duo clams getting the other two lads to work with you is hard to impossible, but in quad games or a competitive setting with coordination it is amazing like you said, even more so with comms. If splatoon adopted a ping system like overwatch or apex, he’ll even if it was like battlefield or siege it would be SO much better. A simple ping of an enemy or where to go or a voice quip requesting a clam or something would be so useful to making clams more solo friendly it’s insane. And think of what a ping system could do for other game modes, earn a rainmaker to stay back a moment while you check a corner, ping a flanker on tower control, coordinate a retake on zones by saying you are gonna use your special before it is used. It would be nice to have more comms, but alas I don’t think Nintendo is gonna do it.
Changes I want to see: - Turf should either have a knockout feature for being in Danger for too long, or its matchmaking should put more emphasis on matching players by skill level. - Clam Blitz: Like you said, some kind of "reward" for teamplay. Maybe make it so if you throw a Clam at someone and they open the basket within a few seconds, you get a significant chunk of Special charge. - Tower Control: This mode is fine as-is, just make the routes not suck. Looking at you, Camp Triggerfish. - Rainmaker: I think what they did here is a good change. They added a checkpoint that you have to put the Rainmaker down on, in order to open up the next leg of the journey. Just put the checkpoints somewhere that still lets you use multiple routes, and we're good. - Zones: Nothing. This gamemode works great as-is. Overall: Open up the different game-modes to casual play. The Anarchy Battle format is a decent step towards this, with ranks not *always* being on the line, but I'd like to see Ranked and Casual Objective Mode separated out entirely.
@@ProChara that’s nice. I’d definitely love to hear your thoughts on turf war… nobody seems to talk about it much (or if they have, I haven’t seen it… has anyone done a 5.5 turf war tier list?)
@@ProChara You said back in a previous video that you wish it had sections closed off like on shifty station. Do you still agree with that or is this discussed in the video
I heard you mentioned that Shifty Station stage called The Bunker Games, and it's really good for controlling the turf, but another good example is another Shifty Station called Bridge to Tentaswitchia, where your team has to paint this turf in the very middle of the stage, but there's a switch you can flip that causes that turf to go behind glass, And when that happens, you can't paint that turf anymore.
One problem I've had with rainmaker that wasn't mentioned in this video is the opening push. Other modes don't reward you for being the first to the objective if you can't hold on to it, but if you pop the rainmaker and push on the path that doesn't have ink on it yet, you can get a huge advantage even if your team isn't really as good. If the rainmaker didn't spawn until the 15 second mark or so, it would give teams plenty of time to ink different paths on their way to the center instead of taking the fastest route possible to pop the rainmaker. I also think that the shield should explode after a delay so that it's more of an area denial tool than a real attack.
For Turf War, I believe there should be a 'snapshot' of the field every 30-60 seconds or so, and whoever has the most turf inked gets a point. Then whoever can get more points wins, and the match can end early without dragging out if a team gets more than half the points. That way, early game becomes pretty important rather than the non-element it kind of is. Also, I'd imagine Tower Control could be remade so that each of its faces are panels like out of Splat Zones, and whichever team has more sides covered in ink will be in control of the Tower. Someone would still need to be on it to pass checkpoints, but it becomes a little more dynamic since it splits the targets of the defending team, and people have to engage with all sides rather than just hop aboard. Level geometries can also make it trickier to get at certain faces, but clever players could find certain vantage points to get at them anyway, including the bottom of the Tower.
Unranked ranked modes is my biggest hope for Splatoon 3 On the subject of Turf War though, the issue of the first half of the game not really being important could be solved in some other ways as well: 1. Factor in the number of splats (though this could end up favoring slayers super hard) 2. weigh it based on how long one team was in the lead and by how much. this would be a lot more complicated and possibly too hard to understand though
Idea: There could be another league battle mode called random league battle mode. To participate, you have to verify account age. In just this mode, you could choose to enable vc and in this mode only you could also customize d-pad communication options. While this would not fix every problem, it would be a great foundation for Nintendo to work off of.
my idea for a ranked turf war would be have a counter that goes up while you have the most paint on the map (kinda like splat zones but it would count up, not down) this counter could go up faster depending on how much more turf you have compared to your opponents. A KO would happen when it is impossible for the losing team to get enough points to win within the time limit, overtime could happen when a team is narrowly losing in points when the game is ending.
As a charger player who mostly does solo, rainmaker is the overall best mode for us. We are no longer seen as useless to the team when we carry the rainmaker and being a backliner/anchor is second nature to the mode. The idea about bringing the cannon to tower control sounds amazing but my only concern is what will happen to bombs or other players that wish to push it the tower while in use.
I think they should add a mode where kill based like in pvz gw. They have a mode where when you splat someone they drop an orb, maybe a power egg, and then if you pick up it counts as a point but if the other team picks up it doesn't count maybe?
An idea for coordination encouragement in Clam Blitz: Instead of simply throwing clams at teammate’s feet, the player receiving the throw can “catch” the clam in some way. This would mean the player wouldn’t have to wait for the clan to hit the ground to pick it up, and could keep moving. Catching a clam would also give a small bonus to the points it would score and this bonus could stack, with the clans starting at 1 point each and maxing out at 5. Power clams would start at 10 and cap at 30. The clam could also be thrown faster and slightly farther. However, if the clam is dropped, the buff would disappear. I think a mechanic like this would make the game a lot more interesting, and would p be so much better than having something like a “pass clams to teammates” daily quest or something. I do like the idea of daily quests like that, but it shouldn’t be responsible for encouraging teamwork.
I love riding tower with my brella, I've had a lot of moments where I barely manage to clutch a checkpoint or knockout by hiding behind the shield and doing everything I can to keep on that thing Also, the bridge splatfest map was also good for rewarding teams for continuing to hold control in turf war, I'm surprised you didn't mention it
Hey Chara, you may have actually came up with a very interesting concept... What if there were Turf Wars variations to mix things up? Perhaps make it map dependent? As mentioned, one map could have the dome mechanic that locks down portions of the map. Another map could have cannons, one could have extra Ink Rails... And there could even be "extra features" that occasionally show up roulette-style, such as having everyone's Special Meter build automatically, weapon pick ups scattered through the map ala singleplayer mode, or significantly reduced spawn times for everyone! ...Now I'd make all of this optional too. If one wants to play simple basic Turf War, they can just do that.
My preferred modes (in order) are Zones, Clam, Tower, & Rainmaker. RM gives me anxiety on solo Q because, it’s probably the only mode, where if there is a wipe or three are down, and the enemy team gets a KO or a really good push.
8:13 I was brainstorming ideas to make this seem like it could work while also not feeling like the game ended randomly, and the best one I came up with is a live percentage tracker. Like, I don't understand why that already isn't in the game, it's basically just the same info presented to you in a more convenient manner, but whatever. I know it isn't gonna be in 3, but this idea plus a live percentage tracker thing would actually make turf war feel a lot better. Although from my experience even with bad match making, 70-75% is usually the range for when you're beating the other teams ass, so I'd say the number should be lowered
Different idea for turf war. Bonus rewards for personal skill. Stuff like kills, special uses, and cumulative area covered should give rewards regardless of how good your team is and how the final 30 seconds turns out. Even if your team is losing you can still have fun making picks or controlling key territory. For a casual mode it should primarily reward personal growth rather than team play.
The problem with a knockout feature in Turf War is that you would have to make it so the losing team gets little or no cash (just like in the Ranked modes) otherwise teams would throw matches just so they could quickly earn cash/points. But this would take away one of Turf War's best features: It allows a sure-fire way to steadily level up in that you are guaranteed to get at least 800 cash/points in just a 3-minute match as long as you make the effort to paint (compared to Ranked modes where you get little or nothing if you get KO'd). Take this away, and you would have to win all your matches to have any chance to level up. This would discourage new players. Another benefit to Turf War is that it is more relaxing because you can't rank up so you don't feel as much pressure to win.
I may not play very competitively, but as someone who focuses on the objective all the time, I think all modes have their own problems in S2 outside the ones mentioned in the vid (which I agree with all). Turf War almost always has the tightest version of the map. Ranked modes give the map an extension (we can exclude RM Pit from this) that almost always helps with counterpushes and positioning, though I can agree with the argument that more map = more special spam. Maybe in S3 this can work better Splat Zones is SO annoying to retake when the room has lag, which is 80% of the time. You need to paint like 90% of the zone to retake it and sometimes that might be generous. I don't mind the aggression and other than that, I agree with the zones needing to be bigger as long as S3 netcode is better Tower Control I don't have anything substantial to add, other than ink collision needs to be reworked, sometimes you cant even get on the tower because one pixel is not painted. Paths a la Kelp Dome can burn in hell and passive special is very unfair Rainmaker is an automatic loss if they wipe your team and its not staggered. I have numerous clips where Ive won entire RM matches and being the losing team definitely sucks Clam Blitz it may be because I haven't learned how to play (but I also don't want to) but I couldn't care less if it was removed. It's basically you trying to start a murder spree so you can score a power clam. I don't know, maybe it's just me wanting to focus on an objective constantly and by myself, but I never enjoy CB, even with friends Ranked Turf War would be wonderful so it can have an actual objective, but I would also like them to incorporate unranked Ranked Modes. A way to train and learn the modes without changing your rank. It could still matchmake on rank brackets so as not to have X rank vs C-, but it would not affect your rank *at all*. No gains, no deductions/cracks
Don’t ask me about a specific plan but I do have an idea for tower control to make it more interesting; it would be cool if there’s a mechanism where the players could trigger something to modify the tower control path/line. Something like placing some buttons/keys in the opposing team spawn zone that if we trigger while we’re pushing the tower, it goes on a faster route.
I found a way that I can indicate when I'm doing a push in clam blitz when using Kunder and w/o voice chat. Basically I gather clams near a viable push spot (eg. The bottom right corner of Snapper Canal but up the slope) and use the fact that I have a power clam along with the "this way" command to gather teammates and activate ink armor to send us forward and are guaranteed to score at least 1 power clam if everyone listens. Yet Another reason I love Kunder and why clam blitz has grown on me recently (similar to how pre-nerf Ballpoint made rainmaker my favorite mode for awhile before I dropped the game a couple months after the final fest and came back early this year)
I think it's very good to have Ko system for turf war ,however I am sure amount of casual players still like original 3 minutes turf war, so maybe they can add a new mode Quick Turf, just the turf war with Ko system you suggested. I am a mid-tier rank x and I still play turf sometimes because don't want to lose too many points for some reason and sometimes (most for me) turf ,so turf is still a good mode for people to have fun (my comment is quite long btw)
I REALLLLY hope clam blitz adds an indicator or incentive to passive the powerclam, like marking the person closest to the basket on the team's screen so they can superjump or pass a powerclam to score, maybe incentivize building a power clam by providing the wielder of the ball and whoever threw the last clam to build it a small speed boost? something small that isnt abuseable in a communicated team environment, but is powerful enough to force teamwork amongst teammates in a soloq environment.
I love how the first three modes where just like good mode but uhhh... map design. I think it would be cool if they combined tc and rm for splat 3 like maybe the tower has a weapon you control and when you ride and you can shoot switches to determine if the tower goes left or right along different paths. For clams it might be cool if while the basket is open whoever throws 20 points worth of clams in gets some of the effects comeback or something but I definitely agree that overall Splatoon needs to do a better job of rewarding people for being supportive and playing the objective.
For tower control, I would like if they implement inking it like splat zones, which helps move the person off the tower and help keep it active by moving the teams around as they try keep control of tower.
Certain objectives drastically impact weapon balance. The Tenta Brellas can get free points enough to win games of Tower Control, and Zones maps heavily reward Booya bomb and Ink Mine kits. There is NOTHING for anchor players to do in Clam Blitz, especially since most maps have large enough flanks to get past the range of most chargers and splatlings. This problem is only going to get compounded in Splatoon 3 when Inkstrike comes back and we get 8-ball mode or Rocket Control, modes that are primarily played by shooting directly at the objective.
Clam Blitz is the most frustrating mode for me since it requires so much teamwork that you basically have to pray your team is on the same wavelength as you when solo queueing. It's the entire reason why I never reached X with it, every other mode has proven way better. So I had ideas floating in my mind about how to fix this issue, but I think going the opposite approach and reworking it to be more selfish but still require teamwork for actual advantages. I drew inspiration from Team Fortress 2's PASS Time mode, the only mode in the game that has an active goal system. You carry the Jack to one of few goals and score points. Now let's take the idea of several goals and apply it to Clam Blitz, with clam adjustments. 1. There are two baskets; an aggressive one that's easy to push into, and a passive one that's easy to defend and flank. Using the Reef as an example, you have a basket closer to your spawn either by the car or perhaps even closer, and one that's facing the bridge ramp on mid that takes a bit longer to approach. Both baskets must be somewhat close to each other so that a team being capped can flip flop between fronts. 2. Clams spawn in abundance across the map constantly. 3. All baskets are permanently active, but Clams and Power Clams have their point gains reduced; Regular Clams provide one and Power Clams give five. Regular Clams cannot be scored until a Power is scored (i.e. when the later mentioned bonus timer starts), and Power Clams still require ten clams. 4. Every time a Power Clam score is made, it activates a bonus timer for multiplying the score; The multiplier for how many points you earn is increased based on Clam type. 5. Power Clams are worth +1.0x and regular Clams are worth +0.2x; While it would be safer to just throw tons of Powers, you perhaps could get even better returns by creating an opening for those with regular Clams to get even more points if a multiplier is high enough. Any decimals to the multiplier automatically round down regular Clam gains. 6. The timer's length is 5 seconds and is refilled to 5 seconds for every Power Clam thrown in. 7. The game ends if one team has more points than the other; A max of 100 points must be reached for a KO. The game is put into Overtime if there is a stalemate in points or a Power Clam/Bonus Timer is currently active. With this overhaul, teamwork is still rewarded heavily but being the lone wolf can get a push going to pull ahead whenever possible. Plus it would play into Splatoon's movement shooter core much better since you aren't confined to pushing into one specific basket, and almost any weapon can flourish in Clam Blitz rather than leaning heavily into quicker slaying types.
concept for a mode: get 20 kills as a team, and once you do, a zone opens in their base. capture it and you win. timer runs out means that the number of need kills for both teams is however many the winning team needs plus 1.
For tower control I feel if there was a way to sort of cap the tower a little bit like in zones your team could figure out strategies to play around the tower so one person wouldn’t have to sit at tower all game.
i think that turf war is fine being just a casual mode but it shouldnt be the only casual mode, i like ow the ranked and casual are different modes but only having 1 casual is very annoying
I definitely remember Turf War matches in 2 that were so one-sided I couldn’t even leave spawn for a minute without getting splatted. So all I could do was stand there and wait for the game to end. 😖
Only one team gets passive special charge at a time. If the losing team controls the Splat Zone, they get no charge while the winning team does. Regardless which team is riding the tower, the other will get zero special charge. If the losing team has someone carrying the rainmaker, they get no charge while the winning team does. If the winning team has someone holding a Power Clam and the losing one doesn't, they prevent the losing team from gaining charge.
I have to respectfully disagree with your stance on the people on tower. Personally, most of the time when playing Tower Control, I'm usually the one on the tower, either with my Ballpoint, sniping the enemies or at least putting pressure on them so my teammates can get kills, or on small maps, using my Mini to keep the enemies off me and the area around the tower. I think it's most because from what I've observed your prefered playstyle is more aggressive and in-your-face than most where as mine is more "I was following the 6-foot rule before it was cool" so I do hope they keep the tower as-is but that's more personal preference. However, I definitely agree with what you said in the rest of the video!
That can be fair but I've seen plenty of other supports and backlines not enjoy it. And I play a support playstyle as well, I can see the appeal but I think something that overall limits your options usually isn't as fun, something like payload in Overwatch tends to have the same problems even though it limits you less. I can definitely understand if you enjoy it though and it does have its moments. Personally I would still rather it be changed.
SZ/TC/RM got really thoughtful changes in the move from 1 to 2, so I'm hoping we'll see similar here. I think map design plays a big part. When S2 launched with Pump Track, I thought "this is a perfect successor to Blackbelly - same vibe of being hilly and sporty, still small-ish but not so tiny they have to pull TC and RM from rotation". And then Blackbelly came back anyway.
Maps are definitely a huge part of making ranked fun (my love for CB is almost entirely cause of Musselforge, ngl). I've never liked Pump Track, especially for something like Zones, which is my favorite ranked mode.
I feel like tower should stay a vulnerable position. Maybe after 1 minute the person on tower gets a turret shot they can use to suppress the enemy team, but any more and it’ll be too hard to approach. I’m excited to see any new ranked modes in s3, though I wonder what they can do. Rocket and 8ball were in this game’s code, and maybe they can do a bomb defusal one where the teams have different objectives?
I feel like tower control is fine as is. Being on the tower is kinda boring but it needs to be that way. If it was more fun that would pretty much require the winning team to have more power. Also the tower going over water works well in maps like snapper canal or whatever its called but imo it is DOGSHIT on new albacore hotel. Also loving the calamity music
Honestly the easiest fix for clam blitz is to make the counter’s on people’s heads more visible. Make it so you can see all your teammates counts on the map screen, and make the counts over their heads always show
Did anyone first play clam blitz, super excited to play the mode, collecting a large handful of clams then tossing them at the net trying to figure out “why the hell are these not going in?!?” I swear it took me 2-3 games (and a look at the manual) to figure out you need to collect 10 to make a football, then break the net open with said football, and ONLY THEN can you throw mini clams in.
My favorite is definitely rainmaker. It’s fun to lob giant explosives at the enemy team. I just got my first X rank and it was in rainmaker so. I’m also a little biased.
I love Rainmaker, Tower and Clams and despise Zones and Turf. For the three I like, I don't have any major suggestions on what could be improved upon other than please let there never be any stages again that are anything like New Albacore Hotel, Goby Arena and Camp Triggerfish. I can't express how much I hate those stages. Whoever designed New Albacore should be tried for war crimes. The other two just have terrible mechanics For Zones, the big thing I want to see is there to not be a single map with two Zones. I hate these two zone maps so much that if I see one of them is on the current rotation, I set the game down until the rotation changes. I do acknowledge that Splatoon 2 made them less miserable than Splatoon 1, but they are still miserable and I don't believe it's possible to do two zone maps in a way that works. Any other criticisms I have of the mode wouldn't exactly be fixable in Splat Zones specifically and I think would instead be other changes to the game as a whole that would make Splat Zones a mode that is possible for me to at least tolerate as a side effect of those changes, and I do think Splatoon 3 is going to do at least a few of these, so I'm hopeful that I won't hate Splat Zones as much anymore For Turf War, I don't know if I think this mode can be "fixed", or at least in what I see issues with, and that's that it's way too boring and simple. I also don't like what you had talked about where if you're losing really badly, especially in the last 20 or so seconds, you will never come back from it. I actually am concerned that Turf War's problems will be exacerbated in Splatoon 3. The stage from the very first trailer for the game looks awful to do Turf War on. As the stages get bigger, more open, and have more movement options on them, which is good for ranked modes, they will suffer even further in Turf War because either big open sections of the map will be left completely open, or nobody ever interacts with each other. I mean, I'm fine with Turf War just being left to exist, I only play it during Splatfests, I never play it otherwise, but I would appreciate it if Splatfests weren't such drags I felt obligated to participate in because I really want the snails
4:24 I wouldn't mind if they designed the turrets similar to Ratchet and Clank's turret. Sure, they are hated in the community though here? Seeing how powerful the Salmon Run turrets are I think that this would probably be a whole load more fun and would probably make functional sense. Also, I like the idea of backwards and over water, though the fact that they are on Camp Triggerfish and Kelp Dome is a tragedy, those two maps should be redesigned and also the new Specials would probably make them more bearable. Also, you are missing one very important thing in your competitive analysis that makes every game mode in Splatoon 2 hot garbage compared to Splatoon 1. Joy-Con Drift. I still have it. 4:00 and anyway, Bayonetta deserved it. There should be more "objectiveless" gamemodes like Turf War, just for variety, cause it might be cool, and also something new that players can practice different skills for ranked matches, where everything is put to the test. Sure, splats would be the obvious choice though what about staying out of sight from your opponents? Spending as little Ink as possible? Building up Specials and using them (maybe you could call this special spam)? Etcetera.
Just think it’s unfair to say turf is just an introductory mode. It is but it’s also the only “casual” mode. Many players that play ranked (or get burned out but the way x works) default to turf even just for the simple fun of it. Could it be better? Yes. I love the 80% end rule.
I disagree with saying riding the tower is boring, the player riding the tower is the most important player in that moment. Unlike in Rainmaker the enemy can immediately take the tower or shut down your attempts to climb up the tower. So it's really important to keep a player on that tower and the person on the tower needs to be capable of keeping four players off of the tower and avoid getting splatted by a charger, bombs or specials, especially in solo when you can't be sure your team is going to keep the enemy team at bay. To give the player on the tower anything else to keep track off (even if it's a unique weapon) would probably make it worse, maybe not so much in League/Private battles where you can communicate with players but definitely in Solo when some players refuse to ride the tower for even a moment But I do agree with the last minute win with Turf War though, it can be very frustrating to have control of the entire map and lose it within the last few seconds, though on the other hand it's a great feeling to manage a win when the odds are against you. But to be honest I've always seen Turf War as the relaxing mode with no consequences, a nice break from solo Ranked and so losing isn't a big deal. And when players are shuffled around there's a good chance of that imbalance shifting too.
one thing id love for rainmaker to be changed is removing its infinite ammo. as you already said its a superweapon yes but taht doesnt mean you should have infinite ammo on top of having this super grenade launcher with absurd range and explosion radius. so id change it to where stalling with it is lessened by making it use your own inktank to fire like any other weapon compared to rn where it basically has infinite ammo and a rainmaker spamming shots can be very annoying to deal with without using global specials on it. id make it use like 33% of your inktank per shot (20% with 3mains9subs of main saver) which would mean youd get at max 5 shots before you have to stop firering. which yes makes the rainmaker carrier more relyant on his teammates and not give him super grenadelauncher that can ccarry itself (im aware thats more regarding splatoon 1s rainmaker than 2s but its still something id greatly appreciate)
Maybe to encourage teamwork in clams they could have it where if a player is far enough away from their teammate and they throw the super clam to them, then they will get extra points for dunking it
Honestly, I wish that the ranked modes were in rotation with turf war or something. Just make it so I can play ranked modes casually so I don't need to worry about loosing, but not turf war all the time. It gets very stale after awhile.
This! Ranked is more fun but i dont want to sweat all the time so it should definitely be an option
agreed! i think the ranked modes should be in regular battle bc i enjoy playing them sometimes but dont like the idea that i have to be playing amazing all the time to keep my rank yknow?
my main issue with this is that ranked modes are a bit too complex for a player who's just starting out. maybe there could be a dedicated turf mode for beginners and then when you reach, say, level 5, it gives you the option to play ranked modes casually? that could also be helpful because it allows players to be better at those modes once they reach level 10 and go into actual ranked, plus it could be good for warming up
They could be just 3 minutes for faster queue times too
@@dontlookfo2763 yeah thats a pretty good idea. maybe in like the casual modes it could be you get to pick which one you get to play instead of it being in a rotation as well? i think that could be cool
I remember having the idea of having the tower being pushed by a specialized fan which only appears when someone is standing on the tower.
I'm surprised we don't have a fan/8-ball objective already (where you shoot to push forward)
@@sherbertshortkake6649 an 8ball mode was planned and scrapped!
8:42 | I feel like what you said here also applies to Rainmaker as well. A single wipe can cost you the lead and straight up the entire game sometimes. It's partly due to Splatoon 2's more cramped map design, but it's still too drastic of a penalty for *a single* team wipe. None of the other Ranked modes have this problem.
maybe its hard to say with the whole map objective
Rainmaker is too fast
Thats the blessing and curse
maybe throwing one clam to a teammate that results in them getting a power clam should give you special charge, but also there should be a counter on the map to show how many clams every teammate has rather than only showing who has the most clams with a tiny ass indicator over their heads
I feel like that first part seems really broken. And if not, can be underwhelming.
I think the issue of "splat zones is just painting the zones all game" is much more of an issue in solo queue. In a team you can collectively agree to push forward and call out enemy positions, whereas in solo queue often people can slip past and paint the zone behind you. So I think often the best strategy for playing zones in solo queue is just to sit by zone after you capture it
definitely a balance of both. let the frontliners push ahead, and the others can hang back and keep an eye on the flank
Splat Zones is by far my favourite mode. It almost feels like playing chess in a way, since you sometimes need to know when to retreat and give up the zone so that you can more effectively mount an offensive to retake the zone.
Tower Control is pretty good too since it also requires good timing and positioning, though the tower can be a bit janky at times and certain maps are a pain.
Rainmaker is just so.....volatile. If your team loses an initial exchange then it's totally possible that the opposing team can make it to 30 off of a single push. Definitely a harder mode to rank up in and my least favourite mode that I still play.
No interest in Clam Blitz, so I don't play it lol.
I dont think standing on the tower is boring, especially if the enamy team is trying to kill you. You have to do your best to stay alive and know when to get of it.
I'm with you there. With a sufficiently ranged weapon, like a ranged blaster or most chargers, defending yourself and your team while on tower can be pretty invigorating. For example, I've been in a game where our team got wrecked by an e-liter that was standing on the tower the whole time. The boring times might be when your team is really good at pushing ahead of the tower and your weapon doesn't have all that much range. Then, just like Chara said, you do a lot of standing and inking turf.
Really depends on the situation your in
I think that the new medal system could at least help with the whole tricking people into working as a team thing, especially since they are going to be more of a personal private thing, but we aren't really sure if it will work as of right now.
My favorite mode is actually clam blitz. Idk it’s just the most exciting mode for me and while it sucks that you can’t communicate well with your team, it is the most fun mode when you find good teammates and are in sync :D
Yea, most of the time I want to save the power clam from a broken barrier to super jump to my teammate that's near the enemy barrier but someone always gets it.
Clam Blitz is like 5CP in TF2. Both modes REQUIRE team coordination, it's not optional and you cannot solo carry your team. Because of this, both modes are very unpopular in their respective games for casual play, but they're great for competitive play. But with the restrictive communication in each game (only 2 things you can say in S2, communication locked behind paywall in TF2) these modes are awful to play in soloqueue, but a blast if you're playing with friends/on a team. I really hope Clam Blitz comes back in S3, it's my favorite mode, but also that they give us more meaningful ways to communicate. (Also imo "To me" was way better than "This way" and can serve multiple purposes, ie. pass clams "To me")
Wait you too play tf2?
This is probably the best comparison I’ve seen, 5cp is a spot on comparison for the modes
I hope there are more prompts bc I do think that would help clam blitz a ton in solo but so far… it’s the same two (granted we haven’t seen any modes BUT I would think the same prompts in clams would be in SR…or similar).
My main fix for Tower Control is something I've been asking for since Splatoon 1, and is pretty simple: Make the tower platform larger.
Right now, the platform is barely an inkling-width, which makes it easy to accidentally fall off, makes fights on the tower itself cramped and uncomfortable, and most importantly almost any AoE damage can easily cover 90% of the platform. A bigger platform gives the tower rider more maneuverability and would force the defending team to need more than a single blaster to stop the rider from pushing.
I actually think Zones can be improved by using what halo has done with king of the hill: move the zone after a certain time/points gained has passed.
Not only does this negate spawn killing being a lockout 100% of the time, but it also draws attention to other parts of the map not commonly used in zones.
Teams can also make strategic decisions like “should we prioritize continuing to defend this position or scout ahead and make sure we can capture the zone when it changes.” I would really like to see this change at some point since zones is one of my favorite modes.
I find myself disliking "map/mode" combos more than modes or maps themselves
Also not thinking of the consequences, but maybe 2 ranked modes could run at the same time and you could choose the one you want to play. This of course would cause one of them to be neglected but hopefully the combinations would make it so it's not always the same mode that gets ignored.
you are a prophet
Ceph predicts the future (not clickbait)
@@pome-granit992 Anarchy series and open is pretty similar to ranked and league where there was always 2 different comp modes running at the same time
@@valorclothing The only difference is league required friends, so if it was Ranked - Rainmaker and League - Splat Zones, you'd be forced to play Rainmaker or Turf for 2 Hours
“As long as the maps are well” did not age well
I feel like putting a cannon on tower would just make it RM on a set path. I think it should instead work on proximity and not being directly on it so you have more maneuverability while pushing it.
I think the canon could appear only during checkpoints when the tower is moat vulnerable.
Call me dumb but what if there were 2 or more set paths and the guy in the tower could "Manouver" It and choose the path that they prefer? This would add some kind of choice making gimmick and you would need to coordinate with your team and choose wisely where to make the push.
You could have a riskier but rewarding path that has no checkpoint (Being two checpoints instead of three) but is riskier because let's say it benefits the defending team or is over water, and then a slower path with a checkpoint but more safer.
"Riding the tower is boring"
Meanwhile I'm pacing back and forth ready to go ham with my Octobrush if someone is trying to board the platform
6:23 That portion is actually an RFZ... for the other team. Meaning if Starburst had the rainmaker in that section, their clock would tick faster.
The devs are so smart
🙃
I’ve never really understood what the “don’t retreat” and “rainmaker free zone” messages meant. I’ve hardly ever seen them in person and I’ve never seen an explanation as to what they do.
iirc rainmaker free zones are just parts of the map where the clock ticks faster on the rainmaker to prevent stalling
"don't retreat" is just the game telling you to not run back to your base and go forwards into the enemy base instead
They make the Rainmaker's counter tick down faster. Also, if you lose the Rainmaker while it's in a RFZ, it resets back to the center.
@@Brody2621 does the timer tick down faster when it says don’t retreat too or is that just for the rainmaker free zones?
Sorry if this is too complicated *ahem*
So, those 2 messages warn the player that their clock is ticking faster.
"Don't Retreat" tells the player that they are going closer to spawn and that they need to push or else their clock will tick faster.
"Rainmaker-Free Zone" tells the player they are in a Rainmaker-Free Zone. RFZs are marked with signs. Which team they affect depends on the color of the sign.
An idea for turf war:
There would be a Ranked style counter for each team that counts down if that team has more turf covered at that moment. If the difference is large, it counts down faster.
That's called splat zones
@@klabelia9454 The difference is that this would have the entire map be used as the objective, rather than just one small portion.
Right now, I like Tower because it challenges how well I can read players, Rainmaker extremely handicaps you if your mates aren't reading you and if you focus on moving, you rarely use the mega powerful part of the Rainmaker. I can't pinpoint what I dislike about Zones, but I feel no matter how well I preform, I still have a high chance of loss. Turf is literally just a practice mode to see if my aim and awareness is good enough for ranked. Clams is actually my favourite, yes you can struggle but the fact that you don't have much to communicate with makes me feel rewarded after all that time subconsciously memorising body language and such and utilising it, it may not work sometimes but you can still salvage some pride in 1v1s and such for some pride. Please pick apart my arguments so I can improve my opinions.
Easy fix to turf war: just do the last minute three times. At every minute mark, score the teams cumulatively. Then at the very end, do the big reveal to see how the last minute _changed the scores..._ rather than just having the map state at the very last minute determine the results of the whole game.
This would keep almost everything about turf war exactly the game but it would be way more fun.
Loving the calamity ost choices for this video! This was a good video, so keep up the good work!
Rainmaker is my favorite mode because like you said, the objective is the most fun. It's the only mode that lets you use a weapon like rainmaker, and the way it can be used for and against your team makes it really interesting to play. Clam blitz is my least favorite to play, but my favorite to watch in competitive play for the reasons you listed too. It's a real shame, because sometimes you do get a team of players who are quite good by themselves, but if you can't mesh well as a team, you'll probably still lose.
I agree with most of what you said, and I like the idea of the Tower rider having access to some other ability or weapon.
For CB, I think the way clams spawn is just a little too messy. If they all appeared in a central area or maybe across a couple of clearly marked zones, I think it would be easier for people to understand which parts of the map need to be controlled and where the objectives need to be moved.
And I definitely like the idea of some kind of selfish reward for teamplay. Giving people more of a reason to pass clams/ score a lot of points in a single push could totally change how the mode plays in solo. It’ll be interesting to see how Nintendo approaches it
Completely agree on the take that the objectives are great ideas but could use some tweaking to REALLY reach their full potential. I dropped out of 2 before clam blitz happened so I can't speak for that but they were making improvements to the splat 1 modes overall. The zones being in better spots, the rainmaker not being a giant tornado (Even though it was quite fun but not on the receiving end lol) and tower having checkpoints added kinda making it into a mini king of the hill objective vs a push objective. But they still have somethings to iron out which you pointed out great in the video. Hopefully they find better ways to route/place objectives in better maps for 3.
However, there is one thing that would be really cool and quite frankly boost these modes further. A little something called SERVERS and just plain a better online experience. Splatoon would be so much better if you know, it just worked and actively wanted you to experiment instead of it feeling like Nintendo wants you to play the game their way and not in your own.
Something very simple would be turf war ranked or the other objectives as non-ranked modes. Something simple like that would do wonders to allow the playerbase to more easily take in the modes and figure them out. Even allow for better community feed back to see what could use some tweaks. They need to let us play how we want not how they want, I'm looking at you, fucking rotations. Let the lobby vote on the map and not decide what we want, we should get that say and Nintendo should see what maps to rework based on pick rate
It is good that Splatoon 2 improved Spat Zones and I am not really sure how they would be able to improve the mode in Splatoon 3
Agreed with all these points. It would also be nice to see a turf war but styled like league. Meaning it would be nice if a friend could join you in turf and you could make it where they are on your team everytime.
I’m more of a ranked player but sometimes my husband will play with me. However he’s not a fan of ranked so we always play turf. More often then not we end up on separate teams. And eventually he gets frustrated and stops playing for the day.
I know it’s nothing wild but something like that could be nice to have as an option for people who don’t have enough friends for private battles or don’t like ranked.
8:50 that is such a cool idea! I wish they brought back special splatfest stages
They must making very good those Rainmaker-free zones-I have over 250 hours in Splatoon 2 and have never seen them or had them impact a game.
I have 1,600-700 hrs in splatoon 2 and I have never seen those free zones and I’m S+ rainmaker
I feel like all the points you made in this video were very good, except for the one at 9:03. The spawn being painted at the start would completely alter turf war strategy for the worse and make it harder to come back. The optimal way to play turf war is to leave your base for when you die/ need to fall back, at which point you paint some of it to charge your special to repel whoever is being an issue. Taking away this option means there are fewer options for a losing team, leading to more of the one sided matches you discussed earlier in the section.
Otherwise, great video. I wish the tower control points were considered at all in splatoon 3 ;-;
Praying that clam Blitz gets ported, its my favorite and my teams best mode for some reason xD, the difference between how well we do in clams vs the other modes is MASSIVE
I think a good way to make it so turf war doesn't just come down to "Don't wipe in the last 30 seconds" is to include the scores of each player in the ending calculation. So a team that scored four 1000p games would get an advantage over a team that scored four 500p games, despite the 500p team covering 60% of the map. Maybe each % of the ending map counts as 10 points, so the map is worth 10,000. In the example, this would mean that 500p would get 6,000 map points vs 4,000 map points, but team 1000p would get 4000 team points vs 2000 team points, meaning that the teams have drawn in this scenario. The formula would definitely need some tweaking to feel balanced though.
For a ranked turf war, they could make it sort of like Splat Zones where the current map control is displayed at the top and whoever is currently in the lead (by a certain margin) will begin gaining points, faster if they have more turf.
Kinda like Tri-Color?
I find it really weird that despite playing solo exclusively Clam Blitz is my favorite mode. I think that the main reason for my Clam Blitz appreciation is that it feels like you can do the most stuff in it so it's rarely boring. Can't say I'm a big Tower Control fan though. I find interactions with the tower very awkward and riding it is a yawn fest.
Great video Chara, I’ve always liked clamblitz but I still don’t understand how overtime works in that mode
I now know how to play splat zones. I shall go play splat zones to use my new found knowledge.
My favorite mode is Clam Blitz. It’s fun to play and harder in solo cue because maybe not that many people are looking out for the things that are happening (lower ranks) or if they just simply don’t know how to play coordinated. A possibly good way to be able to help people notice things is additional callouts on the d-pad. Just use the extra two (left and right arrows) for mode-specific callouts, along with ouch, this way, and booyah.
It might be extreme, but giving players a bonus clam when combining your clams into a power clam could work as a nice incentive to get players to understand the power of passing clams, cuz now you can score an extra 3 points by helping your team break the basket
Honestly even in duo clams getting the other two lads to work with you is hard to impossible, but in quad games or a competitive setting with coordination it is amazing like you said, even more so with comms. If splatoon adopted a ping system like overwatch or apex, he’ll even if it was like battlefield or siege it would be SO much better. A simple ping of an enemy or where to go or a voice quip requesting a clam or something would be so useful to making clams more solo friendly it’s insane. And think of what a ping system could do for other game modes, earn a rainmaker to stay back a moment while you check a corner, ping a flanker on tower control, coordinate a retake on zones by saying you are gonna use your special before it is used. It would be nice to have more comms, but alas I don’t think Nintendo is gonna do it.
Haven't even watched the video yet but I bet it's going to be 🔥🔥🔥
Imagine not having watched the video yet
@@endgamerplays ikr
Nobody has watched it yet. But yes its gonna be great
@@AdriPierce shut
Ranked turf war was something i never knew i needed till now
Changes I want to see:
- Turf should either have a knockout feature for being in Danger for too long, or its matchmaking should put more emphasis on matching players by skill level.
- Clam Blitz: Like you said, some kind of "reward" for teamplay. Maybe make it so if you throw a Clam at someone and they open the basket within a few seconds, you get a significant chunk of Special charge.
- Tower Control: This mode is fine as-is, just make the routes not suck. Looking at you, Camp Triggerfish.
- Rainmaker: I think what they did here is a good change. They added a checkpoint that you have to put the Rainmaker down on, in order to open up the next leg of the journey. Just put the checkpoints somewhere that still lets you use multiple routes, and we're good.
- Zones: Nothing. This gamemode works great as-is.
Overall: Open up the different game-modes to casual play. The Anarchy Battle format is a decent step towards this, with ranks not *always* being on the line, but I'd like to see Ranked and Casual Objective Mode separated out entirely.
Bruh every single pro splatoon player i know despises turf war for some reason 💀
I dont despise it personally, but ill have to save my full thoughts for the video, turf has the longest section
@@ProChara that’s nice. I’d definitely love to hear your thoughts on turf war… nobody seems to talk about it much (or if they have, I haven’t seen it… has anyone done a 5.5 turf war tier list?)
@@ProChara You said back in a previous video that you wish it had sections closed off like on shifty station. Do you still agree with that or is this discussed in the video
@@key81885 ull have to wait n see
I heard you mentioned that Shifty Station stage called The Bunker Games, and it's really good for controlling the turf, but another good example is another Shifty Station called Bridge to Tentaswitchia, where your team has to paint this turf in the very middle of the stage, but there's a switch you can flip that causes that turf to go behind glass, And when that happens, you can't paint that turf anymore.
One problem I've had with rainmaker that wasn't mentioned in this video is the opening push. Other modes don't reward you for being the first to the objective if you can't hold on to it, but if you pop the rainmaker and push on the path that doesn't have ink on it yet, you can get a huge advantage even if your team isn't really as good. If the rainmaker didn't spawn until the 15 second mark or so, it would give teams plenty of time to ink different paths on their way to the center instead of taking the fastest route possible to pop the rainmaker. I also think that the shield should explode after a delay so that it's more of an area denial tool than a real attack.
For Turf War, I believe there should be a 'snapshot' of the field every 30-60 seconds or so, and whoever has the most turf inked gets a point. Then whoever can get more points wins, and the match can end early without dragging out if a team gets more than half the points. That way, early game becomes pretty important rather than the non-element it kind of is.
Also, I'd imagine Tower Control could be remade so that each of its faces are panels like out of Splat Zones, and whichever team has more sides covered in ink will be in control of the Tower. Someone would still need to be on it to pass checkpoints, but it becomes a little more dynamic since it splits the targets of the defending team, and people have to engage with all sides rather than just hop aboard. Level geometries can also make it trickier to get at certain faces, but clever players could find certain vantage points to get at them anyway, including the bottom of the Tower.
Thank you for using my clip. Great video
Unranked ranked modes is my biggest hope for Splatoon 3
On the subject of Turf War though, the issue of the first half of the game not really being important could be solved in some other ways as well:
1. Factor in the number of splats (though this could end up favoring slayers super hard)
2. weigh it based on how long one team was in the lead and by how much. this would be a lot more complicated and possibly too hard to understand though
Idea: There could be another league battle mode called random league battle mode. To participate, you have to verify account age. In just this mode, you could choose to enable vc and in this mode only you could also customize d-pad communication options. While this would not fix every problem, it would be a great foundation for Nintendo to work off of.
What would be the age limit cause if there’s vc there’s got to be a age limit
@@triggerhappy4199 either 16 or 18, I can't decide
I'm thinking that breaking the barrier in clams should give you a percentage of your special meter or refill your ink tank
my idea for a ranked turf war would be have a counter that goes up while you have the most paint on the map (kinda like splat zones but it would count up, not down) this counter could go up faster depending on how much more turf you have compared to your opponents. A KO would happen when it is impossible for the losing team to get enough points to win within the time limit, overtime could happen when a team is narrowly losing in points when the game is ending.
As a charger player who mostly does solo, rainmaker is the overall best mode for us. We are no longer seen as useless to the team when we carry the rainmaker and being a backliner/anchor is second nature to the mode. The idea about bringing the cannon to tower control sounds amazing but my only concern is what will happen to bombs or other players that wish to push it the tower while in use.
I think they should add a mode where kill based like in pvz gw. They have a mode where when you splat someone they drop an orb, maybe a power egg, and then if you pick up it counts as a point but if the other team picks up it doesn't count maybe?
Yo what if they put Taco Bandits into splatoon 3?
An idea for coordination encouragement in Clam Blitz:
Instead of simply throwing clams at teammate’s feet, the player receiving the throw can “catch” the clam in some way. This would mean the player wouldn’t have to wait for the clan to hit the ground to pick it up, and could keep moving. Catching a clam would also give a small bonus to the points it would score and this bonus could stack, with the clans starting at 1 point each and maxing out at 5. Power clams would start at 10 and cap at 30. The clam could also be thrown faster and slightly farther. However, if the clam is dropped, the buff would disappear.
I think a mechanic like this would make the game a lot more interesting, and would p be so much better than having something like a “pass clams to teammates” daily quest or something. I do like the idea of daily quests like that, but it shouldn’t be responsible for encouraging teamwork.
I love riding tower with my brella, I've had a lot of moments where I barely manage to clutch a checkpoint or knockout by hiding behind the shield and doing everything I can to keep on that thing
Also, the bridge splatfest map was also good for rewarding teams for continuing to hold control in turf war, I'm surprised you didn't mention it
turf war, a mode that new players play
me who still plays turf war but has played since splatoon 1:
6:12 hold on hold on hold on, since when did rainmaker free zones exist?
Hey Chara, you may have actually came up with a very interesting concept...
What if there were Turf Wars variations to mix things up? Perhaps make it map dependent? As mentioned, one map could have the dome mechanic that locks down portions of the map. Another map could have cannons, one could have extra Ink Rails...
And there could even be "extra features" that occasionally show up roulette-style, such as having everyone's Special Meter build automatically, weapon pick ups scattered through the map ala singleplayer mode, or significantly reduced spawn times for everyone!
...Now I'd make all of this optional too. If one wants to play simple basic Turf War, they can just do that.
My preferred modes (in order) are Zones, Clam, Tower, & Rainmaker.
RM gives me anxiety on solo Q because, it’s probably the only mode, where if there is a wipe or three are down, and the enemy team gets a KO or a really good push.
8:13 I was brainstorming ideas to make this seem like it could work while also not feeling like the game ended randomly, and the best one I came up with is a live percentage tracker. Like, I don't understand why that already isn't in the game, it's basically just the same info presented to you in a more convenient manner, but whatever. I know it isn't gonna be in 3, but this idea plus a live percentage tracker thing would actually make turf war feel a lot better. Although from my experience even with bad match making, 70-75% is usually the range for when you're beating the other teams ass, so I'd say the number should be lowered
Different idea for turf war. Bonus rewards for personal skill. Stuff like kills, special uses, and cumulative area covered should give rewards regardless of how good your team is and how the final 30 seconds turns out. Even if your team is losing you can still have fun making picks or controlling key territory. For a casual mode it should primarily reward personal growth rather than team play.
The problem with a knockout feature in Turf War is that you would have to make it so the losing team gets little or no cash (just like in the Ranked modes) otherwise teams would throw matches just so they could quickly earn cash/points. But this would take away one of Turf War's best features: It allows a sure-fire way to steadily level up in that you are guaranteed to get at least 800 cash/points in just a 3-minute match as long as you make the effort to paint (compared to Ranked modes where you get little or nothing if you get KO'd). Take this away, and you would have to win all your matches to have any chance to level up. This would discourage new players.
Another benefit to Turf War is that it is more relaxing because you can't rank up so you don't feel as much pressure to win.
I may not play very competitively, but as someone who focuses on the objective all the time, I think all modes have their own problems in S2 outside the ones mentioned in the vid (which I agree with all).
Turf War almost always has the tightest version of the map. Ranked modes give the map an extension (we can exclude RM Pit from this) that almost always helps with counterpushes and positioning, though I can agree with the argument that more map = more special spam. Maybe in S3 this can work better
Splat Zones is SO annoying to retake when the room has lag, which is 80% of the time. You need to paint like 90% of the zone to retake it and sometimes that might be generous. I don't mind the aggression and other than that, I agree with the zones needing to be bigger as long as S3 netcode is better
Tower Control I don't have anything substantial to add, other than ink collision needs to be reworked, sometimes you cant even get on the tower because one pixel is not painted. Paths a la Kelp Dome can burn in hell and passive special is very unfair
Rainmaker is an automatic loss if they wipe your team and its not staggered. I have numerous clips where Ive won entire RM matches and being the losing team definitely sucks
Clam Blitz it may be because I haven't learned how to play (but I also don't want to) but I couldn't care less if it was removed. It's basically you trying to start a murder spree so you can score a power clam. I don't know, maybe it's just me wanting to focus on an objective constantly and by myself, but I never enjoy CB, even with friends
Ranked Turf War would be wonderful so it can have an actual objective, but I would also like them to incorporate unranked Ranked Modes. A way to train and learn the modes without changing your rank. It could still matchmake on rank brackets so as not to have X rank vs C-, but it would not affect your rank *at all*. No gains, no deductions/cracks
Don’t ask me about a specific plan but I do have an idea for tower control to make it more interesting; it would be cool if there’s a mechanism where the players could trigger something to modify the tower control path/line. Something like placing some buttons/keys in the opposing team spawn zone that if we trigger while we’re pushing the tower, it goes on a faster route.
I found a way that I can indicate when I'm doing a push in clam blitz when using Kunder and w/o voice chat. Basically I gather clams near a viable push spot (eg. The bottom right corner of Snapper Canal but up the slope) and use the fact that I have a power clam along with the "this way" command to gather teammates and activate ink armor to send us forward and are guaranteed to score at least 1 power clam if everyone listens. Yet Another reason I love Kunder and why clam blitz has grown on me recently (similar to how pre-nerf Ballpoint made rainmaker my favorite mode for awhile before I dropped the game a couple months after the final fest and came back early this year)
I think it's very good to have Ko system for turf war ,however I am sure amount of casual players still like original 3 minutes turf war, so maybe they can add a new mode Quick Turf, just the turf war with Ko system you suggested.
I am a mid-tier rank x and I still play turf sometimes because don't want to lose too many points for some reason and sometimes (most for me) turf ,so turf is still a good mode for people to have fun
(my comment is quite long btw)
I REALLLLY hope clam blitz adds an indicator or incentive to passive the powerclam, like marking the person closest to the basket on the team's screen so they can superjump or pass a powerclam to score, maybe incentivize building a power clam by providing the wielder of the ball and whoever threw the last clam to build it a small speed boost? something small that isnt abuseable in a communicated team environment, but is powerful enough to force teamwork amongst teammates in a soloq environment.
Hot take: People dislike clams because it forces you to learn to play the objective because most people don't do it enough
It’s people who play solo q. Clam blitz is a game that is so much better with team coordination which you don’t have when playing with randoms.
Tower control was always one of my favorites. There were so many intense matches I was apart of.
I love how the first three modes where just like good mode but uhhh... map design. I think it would be cool if they combined tc and rm for splat 3 like maybe the tower has a weapon you control and when you ride and you can shoot switches to determine if the tower goes left or right along different paths. For clams it might be cool if while the basket is open whoever throws 20 points worth of clams in gets some of the effects comeback or something but I definitely agree that overall Splatoon needs to do a better job of rewarding people for being supportive and playing the objective.
7:48 level 36: chuckles I'm in danger 😃
For tower control, I would like if they implement inking it like splat zones, which helps move the person off the tower and help keep it active by moving the teams around as they try keep control of tower.
Certain objectives drastically impact weapon balance.
The Tenta Brellas can get free points enough to win games of Tower Control, and Zones maps heavily reward Booya bomb and Ink Mine kits. There is NOTHING for anchor players to do in Clam Blitz, especially since most maps have large enough flanks to get past the range of most chargers and splatlings.
This problem is only going to get compounded in Splatoon 3 when Inkstrike comes back and we get 8-ball mode or Rocket Control, modes that are primarily played by shooting directly at the objective.
Clam Blitz is the most frustrating mode for me since it requires so much teamwork that you basically have to pray your team is on the same wavelength as you when solo queueing. It's the entire reason why I never reached X with it, every other mode has proven way better. So I had ideas floating in my mind about how to fix this issue, but I think going the opposite approach and reworking it to be more selfish but still require teamwork for actual advantages.
I drew inspiration from Team Fortress 2's PASS Time mode, the only mode in the game that has an active goal system. You carry the Jack to one of few goals and score points. Now let's take the idea of several goals and apply it to Clam Blitz, with clam adjustments.
1. There are two baskets; an aggressive one that's easy to push into, and a passive one that's easy to defend and flank. Using the Reef as an example, you have a basket closer to your spawn either by the car or perhaps even closer, and one that's facing the bridge ramp on mid that takes a bit longer to approach. Both baskets must be somewhat close to each other so that a team being capped can flip flop between fronts.
2. Clams spawn in abundance across the map constantly.
3. All baskets are permanently active, but Clams and Power Clams have their point gains reduced; Regular Clams provide one and Power Clams give five. Regular Clams cannot be scored until a Power is scored (i.e. when the later mentioned bonus timer starts), and Power Clams still require ten clams.
4. Every time a Power Clam score is made, it activates a bonus timer for multiplying the score; The multiplier for how many points you earn is increased based on Clam type.
5. Power Clams are worth +1.0x and regular Clams are worth +0.2x; While it would be safer to just throw tons of Powers, you perhaps could get even better returns by creating an opening for those with regular Clams to get even more points if a multiplier is high enough. Any decimals to the multiplier automatically round down regular Clam gains.
6. The timer's length is 5 seconds and is refilled to 5 seconds for every Power Clam thrown in.
7. The game ends if one team has more points than the other; A max of 100 points must be reached for a KO. The game is put into Overtime if there is a stalemate in points or a Power Clam/Bonus Timer is currently active.
With this overhaul, teamwork is still rewarded heavily but being the lone wolf can get a push going to pull ahead whenever possible. Plus it would play into Splatoon's movement shooter core much better since you aren't confined to pushing into one specific basket, and almost any weapon can flourish in Clam Blitz rather than leaning heavily into quicker slaying types.
concept for a mode: get 20 kills as a team, and once you do, a zone opens in their base. capture it and you win. timer runs out means that the number of need kills for both teams is however many the winning team needs plus 1.
For tower control I feel if there was a way to sort of cap the tower a little bit like in zones your team could figure out strategies to play around the tower so one person wouldn’t have to sit at tower all game.
Clam Blitz, I get a adrenaline rush every time I play the mode and I love how the mode keeps on my toes more than the other modes
My favorite has to be Zones. I love it, mainly because it’s turf war on a smaller scale.
i think that turf war is fine being just a casual mode but it shouldnt be the only casual mode, i like ow the ranked and casual are different modes but only having 1 casual is very annoying
My favorite is Splat Zones and I hope they balance things well with patches or whatever in Splatoon 3.
I definitely remember Turf War matches in 2 that were so one-sided I couldn’t even leave spawn for a minute without getting splatted. So all I could do was stand there and wait for the game to end. 😖
Only one team gets passive special charge at a time.
If the losing team controls the Splat Zone, they get no charge while the winning team does.
Regardless which team is riding the tower, the other will get zero special charge.
If the losing team has someone carrying the rainmaker, they get no charge while the winning team does.
If the winning team has someone holding a Power Clam and the losing one doesn't, they prevent the losing team from gaining charge.
I have to respectfully disagree with your stance on the people on tower. Personally, most of the time when playing Tower Control, I'm usually the one on the tower, either with my Ballpoint, sniping the enemies or at least putting pressure on them so my teammates can get kills, or on small maps, using my Mini to keep the enemies off me and the area around the tower. I think it's most because from what I've observed your prefered playstyle is more aggressive and in-your-face than most where as mine is more "I was following the 6-foot rule before it was cool" so I do hope they keep the tower as-is but that's more personal preference. However, I definitely agree with what you said in the rest of the video!
That can be fair but I've seen plenty of other supports and backlines not enjoy it. And I play a support playstyle as well, I can see the appeal but I think something that overall limits your options usually isn't as fun, something like payload in Overwatch tends to have the same problems even though it limits you less. I can definitely understand if you enjoy it though and it does have its moments. Personally I would still rather it be changed.
Tableturf Battle is OBVIOUSLY the best mode, hands down.
Few months into splatoon 3 watching this video is honestly just sad at this point
SZ/TC/RM got really thoughtful changes in the move from 1 to 2, so I'm hoping we'll see similar here.
I think map design plays a big part. When S2 launched with Pump Track, I thought "this is a perfect successor to Blackbelly - same vibe of being hilly and sporty, still small-ish but not so tiny they have to pull TC and RM from rotation". And then Blackbelly came back anyway.
Maps are definitely a huge part of making ranked fun (my love for CB is almost entirely cause of Musselforge, ngl). I've never liked Pump Track, especially for something like Zones, which is my favorite ranked mode.
I feel like tower should stay a vulnerable position. Maybe after 1 minute the person on tower gets a turret shot they can use to suppress the enemy team, but any more and it’ll be too hard to approach.
I’m excited to see any new ranked modes in s3, though I wonder what they can do. Rocket and 8ball were in this game’s code, and maybe they can do a bomb defusal one where the teams have different objectives?
7:20 that's fair! I'd like a surrender feature like in pokemon unite.
I feel like tower control is fine as is. Being on the tower is kinda boring but it needs to be that way. If it was more fun that would pretty much require the winning team to have more power. Also the tower going over water works well in maps like snapper canal or whatever its called but imo it is DOGSHIT on new albacore hotel. Also loving the calamity music
Honestly the easiest fix for clam blitz is to make the counter’s on people’s heads more visible. Make it so you can see all your teammates counts on the map screen, and make the counts over their heads always show
Did anyone first play clam blitz, super excited to play the mode, collecting a large handful of clams then tossing them at the net trying to figure out “why the hell are these not going in?!?” I swear it took me 2-3 games (and a look at the manual) to figure out you need to collect 10 to make a football, then break the net open with said football, and ONLY THEN can you throw mini clams in.
My favorite is definitely rainmaker. It’s fun to lob giant explosives at the enemy team. I just got my first X rank and it was in rainmaker so. I’m also a little biased.
I love Rainmaker, Tower and Clams and despise Zones and Turf. For the three I like, I don't have any major suggestions on what could be improved upon other than please let there never be any stages again that are anything like New Albacore Hotel, Goby Arena and Camp Triggerfish. I can't express how much I hate those stages. Whoever designed New Albacore should be tried for war crimes. The other two just have terrible mechanics
For Zones, the big thing I want to see is there to not be a single map with two Zones. I hate these two zone maps so much that if I see one of them is on the current rotation, I set the game down until the rotation changes. I do acknowledge that Splatoon 2 made them less miserable than Splatoon 1, but they are still miserable and I don't believe it's possible to do two zone maps in a way that works. Any other criticisms I have of the mode wouldn't exactly be fixable in Splat Zones specifically and I think would instead be other changes to the game as a whole that would make Splat Zones a mode that is possible for me to at least tolerate as a side effect of those changes, and I do think Splatoon 3 is going to do at least a few of these, so I'm hopeful that I won't hate Splat Zones as much anymore
For Turf War, I don't know if I think this mode can be "fixed", or at least in what I see issues with, and that's that it's way too boring and simple. I also don't like what you had talked about where if you're losing really badly, especially in the last 20 or so seconds, you will never come back from it. I actually am concerned that Turf War's problems will be exacerbated in Splatoon 3. The stage from the very first trailer for the game looks awful to do Turf War on. As the stages get bigger, more open, and have more movement options on them, which is good for ranked modes, they will suffer even further in Turf War because either big open sections of the map will be left completely open, or nobody ever interacts with each other. I mean, I'm fine with Turf War just being left to exist, I only play it during Splatfests, I never play it otherwise, but I would appreciate it if Splatfests weren't such drags I felt obligated to participate in because I really want the snails
Thanks Chara. Needed this vid
4:24 I wouldn't mind if they designed the turrets similar to Ratchet and Clank's turret. Sure, they are hated in the community though here? Seeing how powerful the Salmon Run turrets are I think that this would probably be a whole load more fun and would probably make functional sense. Also, I like the idea of backwards and over water, though the fact that they are on Camp Triggerfish and Kelp Dome is a tragedy, those two maps should be redesigned and also the new Specials would probably make them more bearable.
Also, you are missing one very important thing in your competitive analysis that makes every game mode in Splatoon 2 hot garbage compared to Splatoon 1. Joy-Con Drift. I still have it.
4:00 and anyway, Bayonetta deserved it.
There should be more "objectiveless" gamemodes like Turf War, just for variety, cause it might be cool, and also something new that players can practice different skills for ranked matches, where everything is put to the test. Sure, splats would be the obvious choice though what about staying out of sight from your opponents? Spending as little Ink as possible? Building up Specials and using them (maybe you could call this special spam)? Etcetera.
Just think it’s unfair to say turf is just an introductory mode. It is but it’s also the only “casual” mode. Many players that play ranked (or get burned out but the way x works) default to turf even just for the simple fun of it. Could it be better? Yes. I love the 80% end rule.
Turf war ko is an awesome idea!
I disagree with saying riding the tower is boring, the player riding the tower is the most important player in that moment. Unlike in Rainmaker the enemy can immediately take the tower or shut down your attempts to climb up the tower. So it's really important to keep a player on that tower and the person on the tower needs to be capable of keeping four players off of the tower and avoid getting splatted by a charger, bombs or specials, especially in solo when you can't be sure your team is going to keep the enemy team at bay. To give the player on the tower anything else to keep track off (even if it's a unique weapon) would probably make it worse, maybe not so much in League/Private battles where you can communicate with players but definitely in Solo when some players refuse to ride the tower for even a moment
But I do agree with the last minute win with Turf War though, it can be very frustrating to have control of the entire map and lose it within the last few seconds, though on the other hand it's a great feeling to manage a win when the odds are against you. But to be honest I've always seen Turf War as the relaxing mode with no consequences, a nice break from solo Ranked and so losing isn't a big deal. And when players are shuffled around there's a good chance of that imbalance shifting too.
one thing id love for rainmaker to be changed is removing its infinite ammo.
as you already said its a superweapon yes but taht doesnt mean you should have infinite ammo on top of having this super grenade launcher with absurd range and explosion radius.
so id change it to where stalling with it is lessened by making it use your own inktank to fire like any other weapon compared to rn where it basically has infinite ammo and a rainmaker spamming shots can be very annoying to deal with without using global specials on it.
id make it use like 33% of your inktank per shot (20% with 3mains9subs of main saver) which would mean youd get at max 5 shots before you have to stop firering. which yes makes the rainmaker carrier more relyant on his teammates and not give him super grenadelauncher that can ccarry itself (im aware thats more regarding splatoon 1s rainmaker than 2s but its still something id greatly appreciate)
Maybe to encourage teamwork in clams they could have it where if a player is far enough away from their teammate and they throw the super clam to them, then they will get extra points for dunking it