Does Splatoon 3's Special Design Hold Up?

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  • Опубліковано 3 сер 2024
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    Splatoon has struggled with how its specials impact the game in the past, so today I want to talk about Splatoon 3's specials and see if the new ones have fixed this problem.
    Edited By: / tehvilly
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    Music from Pokemon Heart Gold And Soul Silver
    Goldenrod City
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    Timestamps:
    Special Design - 0:00
    Splatoon 1 Specials - 0:23
    Splatoon 2 Specials - 3:55
    Splatoon 3 Specials - 7:26
    Ranking And Wishlist - 11:50
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КОМЕНТАРІ • 303

  • @EclipseKirby
    @EclipseKirby Рік тому +590

    A cool little extra thing they could give Ink Jet is to let it Squid Roll mid-air. Justified by using the exhaust to give the inkfish the movement it needs to roll. Would need some unique limitations so you can't mid-air roll too much in a row, but doing this would give Ink Jet some extra maneuverability and survivability. It also just makes the special feel more "Splatoon 3"

    • @cnvsmyth
      @cnvsmyth Рік тому +20

      This is such a cool idea

    • @Cobalt-M1st
      @Cobalt-M1st Рік тому +56

      Squidrolls already decay the more you use them, so balancing might not be a problem. Also really good idea I want this in the game

    • @The_Artist_Official
      @The_Artist_Official Рік тому +53

      OH, so like one of those flying octarians that can dodge?

    • @LordWompage
      @LordWompage Рік тому +17

      maybe have it use some of your "fuel"/duration to use

    • @Deimos0VI
      @Deimos0VI Рік тому +4

      Maybe you can squid roll instead of being able to shoot, and it wouldn't go nearly as far as a normal squid roll

  • @peridotking5824
    @peridotking5824 Рік тому +182

    Reefslider should get a dodge roll after exploding, it would still be punishable but would reward players for exploding near cover and good positions.

    • @rouge-ish324
      @rouge-ish324 Рік тому +3

      I'd like it if some of the I-frames lasted a little longer so you could reposition too but that'd probably be busted

    • @TheoAvendano
      @TheoAvendano Рік тому +6

      It should be also be able to move s little bit to the right or left while moving to give slightly more options for enemies hiding.

    • @faketaranza
      @faketaranza Рік тому +8

      Maybe you could use drop roller on it (if anyone uses drop roller 💀)

    • @Iinneus
      @Iinneus Рік тому +4

      I like this because the main strategy I ALWAYS use, especially if someone Reefsliders suddenly or from an awkward angle and I don't have a bead on them...
      ...is just paint their feet. Unless it's a Tetra's Reefslider (and I guess Dapples), it's always, _always_ stalling the user for long enough for me or an ally to punish them.
      Since dodge rolls ignore ink, this would help a lot!

    • @pixelprizm
      @pixelprizm Рік тому +3

      It would also be cool if the explosion would move in the direction of your dodge roll, allowing you to choose where it goes. It would give you a bit more options while using the special for where to hit people. If it's too OP, maybe just remove the invincibility frames that were added, maybe slightly reduce the explosion radius.

  • @Lucyfers
    @Lucyfers Рік тому +127

    Some of my design gripes about a few specials:
    -Booyah Bomb users can shoot back before their armor wears off, making it hard to fight if you can't straight up shred it
    -Ultra Stamp's vulnerability windows from the front are a bit strange and favor faster firerate weapons (shooters) too much, on everything else it just feels random whether it's fightable or not
    -Trizooka's first shot is sometimes unreactable for slower weapons

    • @ProChara
      @ProChara  Рік тому +28

      agree with all 3

    • @rouge-ish324
      @rouge-ish324 Рік тому +2

      Im ok with trizooka only because I feel like having one in an open sightline has a deterrence like a Charger would, but only really gor the first shot

  • @hiimvixel6628
    @hiimvixel6628 Рік тому +187

    Idea for missiles, remove the markers for people and the feedback from locking onto them, you would just have the large reticle showing your area you can target people. This means it takes good game sense from the user to get maximum effectiveness, and removes one of the many functions it already has of immediately locating the entire enemy team.

    • @crashgrove5514
      @crashgrove5514 Рік тому +33

      Love this. On paper, missiles is a really cool design and I think this would help balance it a lot.

    • @ProChara
      @ProChara  Рік тому +54

      thats really cool

    • @dillamadukes21
      @dillamadukes21 Рік тому +6

      that sounds like ink strike from the first game. Booyah bomb was the retrained version of that special so reintroducing that mechanic would be redundant. Fixing the special could be as simple as;
      1) Removing the lock on reticle after you've fired the missles
      2) Limiting it's range of use so players have to be close enough to the action to get the most out of use (could be 2X e-litre range or something more or less generous, just remove the unlimited range)

    • @qwargly
      @qwargly Рік тому +6

      @@dillamadukes21 With the small maps 2X E-liter range would make basically no difference compared to unlimited, I do think removing the lock on reticles could be a good idea tho.

    • @karelissomoved1505
      @karelissomoved1505 Рік тому +4

      "Let me jump back to spawn before I use my special" - One reef lux main

  • @andrewdrost6786
    @andrewdrost6786 Рік тому +112

    Wave breaker is my personal favorite special across all of the games. It's not super powerful on its own, but with the right use it can really disrupt the enemy team. It's also fun to play against, as you have to decide if it's worth destroying it or not, and jumping over the waves is pretty fun.

    • @PalPlays
      @PalPlays Рік тому +3

      I like finnicky abilities like that. It creates a minigame around you AND your opponent. Great special.

    • @JL-jz3
      @JL-jz3 Рік тому +8

      Wavebreaker is why I love played CJR. It's entire kit is just the "Where are you?" kit and Wavebreaker especially supports the entire team.

    • @PalPlays
      @PalPlays Рік тому +1

      @@JL-jz3 CJR?

    • @ericolens3
      @ericolens3 Рік тому +3

      @@PalPlays
      custom splatter shot jr.
      torpedo and wave break is its kit.
      both keep the enemy busy with objects rather than the weapon its self.
      its a really fun weapon to use, but annoying to fight against.
      its the only reason i grinded so hard for gear yet still lost to a foe with better gear. ALL his slots were ink saver sub.
      3 mains, 9 secondaries.
      now im an anarchy brand wearer just to grind for chunks and have it spread across several pieces of gear, and one of my sets has 3 mains and each has secondary of ink saver sub too. (so thats like3 main, 3 secondary) so i know how trollish CJR can be.
      its my only 5 star weapon. im sorry for text walling but i have had so many great 3 vs 1 experiences with that weapon.
      when i finally die, i say "Took you long enough" cuz i can hold off the enemy for like 15 or 20 seconds 3 of them against me, the lone warrior.

    • @Mr._Kagle
      @Mr._Kagle Рік тому +2

      I love the wave breaker on the heavy splatling. The damage combos and enemy manipulation lead to very quick and certain kills. In addition, tagging is incredibly helpful for backliners, as it allows them to gage a target's path and speed, making shot-leading (which is especially important for splatlings) a lot easier.

  • @PoppySis
    @PoppySis Рік тому +19

    Literally the only thing I want for Ink Vac is for the shot to be fired upon trigger release. Currently you need to hold down the trigger to suck, then react to when its full, release and press again.
    It's just a bit clunky.

  • @Saltience
    @Saltience Рік тому +117

    I feel like the best way to make reefslider more interesting is that when the shark is detonating, instead of akira sliding it, it akira slides itself and you squid surge directly upwards. Sort of like jumping off a motorbike and letting it crash.

    • @nightcaller92
      @nightcaller92 Рік тому +18

      Maybe that could be controlled by how much you hold ZR, so just tapping it wouldn't jump you at all, holding it slightly would give you a small jump, holding it long would give you a big jump. Thinking back to how Splashdown had the problem of a predictable motion and how there were thoughts around that a varied height could be a good fix for that

    • @achingbacon7897
      @achingbacon7897 Рік тому +7

      I had the same idea, it’s just that you can input a direction to instantly squidroll after the explosion. Kind of like when it stops, it tilts one direction, and the explosion throws you off in that direction

    • @anarkuu
      @anarkuu Рік тому +6

      They should just let you press b to jump off whenever and disable the ability to blow the reefslider up when youre off

    • @Terotrous
      @Terotrous Рік тому +3

      That would actually be really cool, presumably you can instantly attack the second you jump, but you're also immediately vulnerable.

    • @waffles245
      @waffles245 Рік тому +3

      You could increase the risk/reward factor by making it such that staying on the shark increases the explosion radius compared to jumping off early

  • @guillermomurcia9758
    @guillermomurcia9758 Рік тому +70

    A change that I think could be interesting for reefslider is that instead of always going in a straight line you can decide if you want to take a curved path (with a turning limit) to be able to surprise behind corners. I think it would make the special more fun and interesting.

    • @DrSoup._.
      @DrSoup._. Рік тому +2

      This

    • @EMJAYYTK
      @EMJAYYTK Рік тому

      It should have a unlimited distance. This lets you decide to attack or get behind the enemy

    • @guillermomurcia9758
      @guillermomurcia9758 Рік тому +29

      @@EMJAYYTK I think thats not a good idea , imagine that in Hammerhead bridge

    • @JetTheSet02
      @JetTheSet02 Рік тому +4

      I was about to say that lol. I agree, just being able to slightly maneuver left or right would make reefslider less predictable. The invincibility buff imo didn't help much as you could just delay your attack.

    • @Sp3ctralI
      @Sp3ctralI Рік тому +3

      And you can only do 2 turns that go around 90 degrees. Limited to not be op, but not too much to where it’s useless

  • @Astr092
    @Astr092 Рік тому +25

    I think a cool thing for inkjet would be if you double tap the swim button you would do a dash in whatever direction you are holding.

    • @crashgrove5514
      @crashgrove5514 Рік тому +7

      I’ve thought this for a while and I think it would work well as long as there’s a fair amount of end lag for the dash.

  • @faketaranza
    @faketaranza Рік тому +52

    Specials like Tristrike, Wave breaker and Zipcaster have thought me a lot about positioning well so you can get the high reward for the high risk. I love that so much about the games specials since they’re not just a powerful weapon, but also teach how to get better if they are well designed.

  • @chewytaco8251
    @chewytaco8251 Рік тому +36

    I would love to have the ability to jump off of Reefslider and have it go to the end of it’s path. That would add some depth and fun to using it.

    • @MeloniestNeon
      @MeloniestNeon Рік тому +12

      The classic "jumping and launching a motorcycle into a crowd to blow it up" trick, that'd be cool.

    • @armoredanteater609
      @armoredanteater609 Рік тому

      Or even like a roll out in a position of your choicw

    • @oreomerchant6600
      @oreomerchant6600 Рік тому

      nintendo hire this man

  • @Anubonek
    @Anubonek Рік тому +149

    Killer Wail is great. I main Brush and it’s just so fun going crazy attacking people. Honestly makes me feel powerful

    • @deadlyplum2652
      @deadlyplum2652 Рік тому +1

      I third this

    • @cnvsmyth
      @cnvsmyth Рік тому

      I fourth this

    • @X-Ray117
      @X-Ray117 Рік тому

      I fifth this. Ink brush for life!

    • @TheBlueWizzrobe
      @TheBlueWizzrobe Рік тому +5

      I think it would be perfect if it just didn't have unlimited range. It would encourage more aggressive use of it, which is what makes it most fun.

    • @anarkuu
      @anarkuu Рік тому

      @@TheBlueWizzrobe while that would encourage more aggressive playstyles, it would also discourage others and would also just make it not as good

  • @Vytalics
    @Vytalics Рік тому +17

    Almost at that 100k milestone, congratulations in advance

  • @mylesno9
    @mylesno9 Рік тому +14

    It's crazy how tri strike has been buffed to actually be scary to play against. Because on launch, using tri strike would just net you a one way ticket to meet death

    • @yo-xd1716
      @yo-xd1716 Рік тому +3

      before it's buff I just stood near the edge of the inkstrike warning and leave with low to no damage, they are a lot scarier now

  • @TGCPhilip
    @TGCPhilip Рік тому +21

    Breakable Tacticooler is fine by me, teaches you about valuable positioning and communication, I'm fine with Special Saver maybe being reduced to a main or two or something. Using Cooler as a shield is cool and clever imo. Let it have ENOUGH health to be an effective shield but not much, something like Wave maybe. All I want to see is that Tacticooler is meta and I get to experience the thrill of a QR meta.

  • @nicoatlescobar4840
    @nicoatlescobar4840 Рік тому +7

    It’s so sad Ultra Stamp doesn’t really work rn,, definitely the most fun special to use imo

  • @lilbaka3516
    @lilbaka3516 Рік тому +12

    ILOVE UE VIDEOS

  • @timothygooding9544
    @timothygooding9544 Рік тому +8

    Inkjet has always felt sluggish, a cool buff could be giving it a horizontal dash by going into squid form and pressing jump. The downsides could be big to compensate like a massive cool down or the zipcaster treatment where it shortens the duration, or not being able to shoot for a short time.
    Like if you can only use it once or twice while it makes you sink down closer to player-level
    That way flanking is more encouraged with inkjet

  • @namedname7478
    @namedname7478 Рік тому +4

    They should let you dismount Reefslider without detonating it, so the dolphin continues forward for the full length before exploding. Maybe you could even kick off the reefslider to the side, sending it forward at an angle. The tradeoff for dismounting would be that the explosion is smaller than it would be with the rider on it.
    It would be similar to how Villager’s side-b works in Smash Bros.

  • @hatrisfan
    @hatrisfan Рік тому +2

    My suggested design changes to all specials that i could think of:
    Crab Tank - stun lock player after timer runs out or crab is broken
    Reefslider - allow the player to curve the reefslider to go react to players trying to escape and adding a level of potential skill
    Tacticooler - add a button prompt to pick up a drink, allowing you to pick it up while in ink or avoid picking one up to pull off a stealth play
    Missiles - remove the ability for a single missile to 1 shot and also reduce the tracking to whoever is visible to the player already
    Also, not special but make it so spawn armor is greater than the squid roll / squid surge armor to avoid letting players squid roll through specials while simultaneously not letting them be used to spawn camp

  • @90fucking
    @90fucking Рік тому +3

    I love killer wail
    It's so good for area control and displacement+ advance
    But it's also so weak that no one is actually angry at it

  • @kwayke9
    @kwayke9 Рік тому +5

    Reef might need a rework honestly. Rn, if it doesn't have enough endlag or has too much invincibility, it could warp the meta around itself, and we all know what happens otherwise. Like you said, it's just too simple of a special

  • @thesaltgod
    @thesaltgod Рік тому +3

    I think one way to make Tenta Missiles a little better design-wise would be to remove the markers on enemies. Entirely. Instead, it will just show the number of enemies you are locked onto while you're aiming the missiles. The special can still target people through walls like it does now, but you won't be able to take advantage of it nearly as much of a locator since you can't pinpoint their exact location. Additionally, you'll have to do your own enemy location beforehand to determine where the most enemies are to get the most displacement value instead of the special directly showing you.

  • @NunnyNugget
    @NunnyNugget Рік тому +2

    I was just trying to tap on something at the top of my screen and you sniped me with the notification for this 😭😭😭
    I get to watch this now tho so it’s oki loool

  • @skyhawk700
    @skyhawk700 Рік тому +3

    Very good video, very nice insights but I disagree with you on one small thing: I don't think making the Tacticooler destroyable would make it better designed. A big difference between the Tacticooler and other objects like the Wave Breaker is that the team who used it has to walk close to it in order to benefit from it. This creates an interesting dynamic if an enemy uses it while one or more of their teammates are far away: If those enemies reach the Tacticooler, they'll be buffed, but they'll have to come close to it so you can set up an ambush. This makes it more interesting both for the player trying to stop the Tacticooler from being used and the player trying to use it. If the Tacticooler could be destroyed, you'd just destroy it and this interesting situation would be negated. Now, I'm nowhere close to being a competitive player and not at all familiar with the scene, so it's possible that this doesn't really happen on that level for one reason or another, but in my low-level experience it can lead to some fun situations. Curious to hear if you have any thoughts on this, I think your game design sensibilities are very good and your arguments are well-reasoned.

  • @SuspiciousTemmie
    @SuspiciousTemmie Рік тому +2

    Wavebreaker is by far my favorite special in the game right now, it just gives so many options to both the user and the opposing team and is pretty much perfectly balanced right now.

  • @AeroBlaze777
    @AeroBlaze777 Рік тому +2

    I saw an interesting idea for Reefslider where it could function similar to Steve’s Minecart in smash. You still get the option to detonate early, but there’s another option to jump off the Reefslider. If you jump off, the Reefslider continues forward and still explodes, but the damage and radius of the explosion would be reduced a decent amt.
    I think this could be a cool change to add a little more complexity to the special. No idea how it would work balance wise but it sounds interesting.

  • @andreworders7305
    @andreworders7305 Рік тому +1

    The Booyah bomb also encourages some slight teamwork with the teammate button mashing

  • @Dr_Nig
    @Dr_Nig Рік тому +1

    One thing that could have added more versatility to Reefslider would have been the ability to jump off of it to launch it straight forward, exploding on contact with any opponent/anything but in exchange of a way smaller explosion, comparable to that of a Curling Bomb.

  • @slurpythedog2153
    @slurpythedog2153 Рік тому +1

    I love looking at the designs of these items instead of just simply going over the balance, its something not many people in these types of communitys really try and go far, and you handle it with such grace.
    Would love to see something like this for Subs, Main Weapons, or maybe even Salmonids

  • @Petanifer
    @Petanifer Рік тому +1

    They missed so much opportunity with the reef slider. You should be able to move around in shark form, splat players by knocking into them, and maybe even swim in the ink (perhaps like a maws, there’s an indicator where you are). That would make it even more similar to baller/kraken and give it a much more interesting play style.

  • @jackdearing4224
    @jackdearing4224 Рік тому +1

    if reefslider ended with what's basically a squid surge but in inkling form with more armor it would reward hitting the slider as you'd (normally) kill enough people that they can't shred the armor and you can escape but if you miss then there's enough enemy players left to shred the armor or cover your landing options

  • @momsaccount4033
    @momsaccount4033 Рік тому +1

    Ideas on how to rework the returning Splatoon 2 Special Weapons.
    Ink Storm: Instead of having the storm work like how it usually does, let's have it so that the storm stays stationary, but also has a larger radius. The very center of the storm is a safe space however, so the damage radius sort of looks like an O. The damage radius, including the eye of the storm, will then slowly expand as the downpour of ink slowly turns into a light drizzle before finally dissipating.
    Booyah Bomb: The Special Meter will not decrease until you finish charging the Special. Once you have finished charging, the bomb will decay over time up until you throw it. The smaller it gets, the smaller your explosion radius will be, but the farther you can throw it. If you wait too long, you won't be able to throw the bomb close to your feet, which gives enemies a potential opening. The smaller explosion will also have more damage per second as a sort of trade off.
    Tenta Missiles: This time, there will be two modes of fire, each one triggered via a press of the ZL button. The default mode will be a rapid fire barrage that is aimed straight forward. A storm of missiles will fly forwards in a straight line trajectory. These missiles don't lock on to players, and they can be blocked by solid objects such as walls. They can also be countered via the Vacuum. The second mode of fire is a sort of cluster fire mode, where all missiles are fired at once into the sky after the user chooses a target location. This target location will be visible to all players. The moment the missiles (which are repurposed soda bottles) land, they will spread out from the original radius rapidly via carbonated ink, covering a relatively wide distance. These bottles can also be blocked by walls, and similar to Wave Breaker, can be jumped over with proper timing. Unlike the Wave Breaker which does chip damage, these bottles will one shot.

  • @goldenuniverse4986
    @goldenuniverse4986 Рік тому +1

    The ending music...😭😭😭
    So much memories...

  • @eribroc424
    @eribroc424 Рік тому +1

    Thank you Chara
    I waited so long for this video because I am very interested in Splatoon Special Design and Weapon Kits overall 👍

  • @timothygooding9544
    @timothygooding9544 Рік тому +1

    Switching the end-lag and invincibility between crab-break and reefslider could be interesting. Crab still protects while reef allows VERY aggressive play, although allowing reef to curve would also be big but that may be too much

  • @Bird-up
    @Bird-up Рік тому +1

    I feel that to counteract the fact crab has no endlag when broken, make it explode in a burst of non-lethal yet damaging ink instead of fizzling out as usual, around the radius of a suction bomb. Then, stun the user for 1-3 seconds depending on how much of the duration is left, more stun if broken early. This gives extra counterplay in that of the stun, while also giving the crab user an opportunity to run away with ink left behind or a teammate of theirs to finish off the attacking player. Just something I thought would fit crab's design

    • @dillamadukes21
      @dillamadukes21 Рік тому +1

      The nerf you're suggesting wouldn't address any of the grievances that the player base is having with the special. The only nerf I'd be happy with that wouldn't ruin the special is the tank losing it's rapid fire and range AFTER it's taken more than 50% damage. Savvy players get to enjoy the powerful special we know @ 100% health, opposing players are rewarded for challenging and inflicting damage. In a 1v1 situation you'll probably still lose, but the tank doesn't go on to wipe your whole team and claim turf.

  • @ericolens3
    @ericolens3 Рік тому +1

    heres a crazy idea for reef slider:
    allow the rider to jump off.
    it would keep the damage without needing the rider to go into the fray kamikaze style.
    as a torpedo user, any form of attacks that dont allow me to be near my victim is always a plus.
    1) throwing the hammer
    2) jumping off a reef slider
    3) wave breaker
    4) tossing any bomb, for that matter.
    i can send out an attack then take cover while my enemy is being splatted or distracted and move to a better position.
    as a 5 star CJR main. i LOVE having 3 enemies distracted by me. any control point is less contested due to torpedo/wave breaker. i can then either swim around while they are distracted and splat them or ultimately die. but those seconds means that my team can control the tower uncontested, hold the splat zone uncontested, and hold mid in turf war less contested. (since they can go around me)
    but yeah disjointed attacks would make reef slider a LOT more viable since its less of a suicide special.
    most good players just side step that shark like a bull fighter. Olé! then splat the user.
    a disjointed shark attack would allow two points of gun fire. the main weapon and the special. basically the reef slider is now a glorified curling bomb.

    • @ericolens3
      @ericolens3 Рік тому

      here's a crazier idea:
      once you jump off the shark it follows the enemy. not with a fatal blast but for a large burst around them and 20 damage.
      its a tactical trap since they get blocked in for the same original radius of a reef slider explosion, but due to tracking the damage would have to be nerfed to non lethal. so yeah 20 damage but big explosion.
      1) tracking
      2) large explosion
      3) 20 damage
      again the user had jumped off so its up to him to get a splat now. (this is a secondary version than my original comment, where it only goes straight but without a rider)

  • @Aquatic-Titan280
    @Aquatic-Titan280 Рік тому +3

    I feel like killer wail shoild get an update where its tracking speed gets increased so theres a higher chance that it even does damage at all, its so easy to cheese! Just by walking, you can avoid it!

    • @rouge-ish324
      @rouge-ish324 Рік тому +1

      Honestly I'd be happy if they made it do that when tracking the opponent or if you use all 3 lasers on one person

  • @keikoKitty_
    @keikoKitty_ Рік тому +1

    tbh with crab tank I think a pretty easy fix for it would just be like if it gets destroyed you get stunned for 0.5-1.5 seconds

    • @RRVCrinale
      @RRVCrinale Рік тому

      Or if it, say, popped you back or up a little distance, making it so you don't totally lose control and can still steer in the air a bit, but having to eject because someone destroyed your tank would make it really easy for a player to go skeet shooting with you.

  • @Lostbreva
    @Lostbreva Рік тому

    I have some ideas for specials
    • Reefslider - you can turn it and jump
    • tacticooler - mini stations are summon where teammates are near and it hold a drink for them
    • Ink storm - can strike lightning three times or wind makes it harder to move
    • inkjet - has movement boosts
    • booyah bomb - (someone else's idea) you can shoot while in ink armor
    • killer whale 0.5 - two or one beams that are more damaging and can sensor you

  • @gh0stgarbage
    @gh0stgarbage Рік тому

    Catch me having a bit of a PTSD moment with Booyah from the one round where I was the ONLY player charging it- even the user who HAD the special wasn’t charging it.

  • @HaydenTheEeeeeeeeevilEukaryote

    Something I do like about Wail is how it seems to do well on short or long ranged weapons
    i just dislike that it’s a bit annoying to go up against

  • @D2_Spltwt
    @D2_Spltwt Рік тому +1

    8:49 “icyal_XD: I want cooler meta”

  • @GoldenTerrabyte
    @GoldenTerrabyte Рік тому

    Reef Slider should have two options:
    Option A: Explode at will, like it has currently
    Option B: Jump off the Reef Slider and leave it driving ahead, at which point you can no longer explode it early, but can be away from the explosion radius, can mix up your opponents, and more quickly follow up on the splash damage if your enemies take damage but not enough to splat them.

  • @mystery6524
    @mystery6524 Рік тому

    What Nintendo should do as a new special is have your character make an ink clone for a short duration that mimics your main character’s actions

  • @christopherpetit1718
    @christopherpetit1718 Рік тому

    It would be interesting to note if any specials have changed since the Sizzle Season's patch. Missiles still need to be toned back a bit, but I'm glad Tacticooler got a buff.

  • @Sp3ctralI
    @Sp3ctralI Рік тому +1

    I noticed that we only have 3 support based specials (tacticooler, ink vac and bubble shield), which kinda makes me think that there should be another support based special.

  • @thewoofalo631
    @thewoofalo631 Рік тому

    Wait he’s at 90k!?! Last time I checked he was at 10-15k subs, 90k congrats, can’t wait for 100 thousand I guess, you deserves it!!!

  • @Crystils
    @Crystils Рік тому

    Great vid. Keep up the great work. Could u make a vid ranking the best weapons for solo queuing ranked

  • @pixelprizm
    @pixelprizm Рік тому

    Another Reefslider idea - in addition to the dodge roll idea, make the explosion directed in the direction you dodge roll in, based on which way you're pointing the stick. Gives you a lot more control over where to do damage and setting up your next play. To balance it, keep the end lag but remove the invincibility, which would make it a punishment if you don't actually kill your target, and a reward for defenders that can quickly aim and react to the unknown direction you rolled to.

  • @libertyjones3799
    @libertyjones3799 Рік тому +1

    My one thing I disagree on is Tri Strike. I think it needed a small buff, but the last patch overbuffed it. I think it’s just a bit too powerful now, especially considering that TTek has it cheap.
    I understand that now it also can function as crab counter play, which is good. BUT crab was undernerfed. When my sink overflows, I turn off the water before I mop up the mess it made. Refusing to nerf crab in a more reasonable way before buffing counters is like moping up the mess without turning off the water and wondering why the problem isn’t going away. Now instead of only worrying about dodging crabs, I’m dodging crabs and inkstrikes.

  • @acidicali7776
    @acidicali7776 Рік тому +1

    Booyah Bomb has become so annoying recently, for the stalling like you mentioned and just because everyone’s running Aerospray recently.
    I think Ink jet and Zipcaster could be way better if they had SOME armor to them. Zipcaster just makes you way more vulnerable and so does Ink Jet. They’re liabilities not strengths

  • @dark_moth7
    @dark_moth7 Рік тому

    Idea for Tenta Missiles:
    - Increase the amount of OS that it does to specials and allow it to lock on to things like Big Bubbler, Crab, etc.
    - As well as reducing the sweet spot radius and damage, making it more inconsistence for splatting opponents with 1-3 missiles, increasing survivability.
    Overall, this would make Missiles a better option against HP specials and also makes it more balanced against targeted opponents, making it easier to dodge and survive whilst giving it the benefit of dealing with HP specials more effectively.

  • @armourdream
    @armourdream Рік тому

    Prochara: Tenta missiles are great
    Also Prochara: repeatedly puts them in bottom tier.

  • @verycleanguy1771
    @verycleanguy1771 Рік тому +1

    Fun fact that I didn't find out about until recently: Ink Vac can suck up the Booyah Bomb projectile and prevent it from exploding
    (maybe everyone knew this already but I wanted to share it anyway)

  • @pixal1250
    @pixal1250 Рік тому

    Prochara's got a new video. Yessir

  • @flareon1368
    @flareon1368 Рік тому +1

    Reefslider rework idea;
    What if Reedslider could path a trajectory off of other parts of the level geometry, such as bouncing off of walls or objects at angles in the same way curling bomb can, and having the option to use ZL or something to climb up a wall (albeit, perhaps moving slower vertically than horizontally and shortening the duration based on "slowing momentum") which would then allow a little more depth because it still remains a short, aggressive entry tool, but like how ultra stamp and zipcaster can similarly, it gives players a bit more options on their trajectory. Additionally, instead of giving the slider full invinsibility frames, they could just shorten the end lag and allow the player a free squid roll in any direction a few frames after the explosion. That way, the enemy team still gets counter play by being able to jump in and try to slay the slider but would need to move quickly, while the slider still also gets counter play by granting themselves armor by squid rolling, which is bouncing off the idea that the Tetras and dapples are a bit safer because they can dodge roll after the slider, but giving movement options with armor as a possibility to all weapons that have it. Additionally if slider could go up vertical surfaces, you could roll backwards off a wall and the extra movement would still just be a nice additional option for the fast aggressive dualies to pair with the dodge roll, without changing the fundamental design of the special, which is still a quick and simple special but with more options on how and where you can and should use it, additionally giving it options for more surprising off angles, beginner players could still just ride the slider into groups of players but as you go up the skill ladder there are more complex options for how to use the special, while still allowing counter play for both sides. It also fits more with the playstyles of the weapons that already have it by giving it the option to be both a confrontational and aggressive special, which can also be used in a more sneaky way depending on the placement of it. It's the only movement special in the game without an option to move anywhere other than straight ahead, and this would give it the same movement options as the other movement specials while still having unique mechanics, and being the movement special that is fully grounded. I feel this might balance it out better with the other movement specials available while also making it a bit more threatening but not overpowered, with a good amount of counterplay, more depth and options for higher level play while still remaining a simple design, and also teaches players multiple facets of utilizing good placement and movement built into the special. Also, I noticed someone else mentioning giving squid roll to Ink Jet, and I'm all for encorporating more of the brand new but underutilized movement options more opportunities to be used within the actual design of the other aspects of the game

  • @brianibarra9646
    @brianibarra9646 Рік тому +1

    Reefslider should be in bad tier. It accomplishes nothing that it wants to do effectively.
    If you want to try and use it to get out of a jam, you'll die before you "board" it, or you'll be caught up to and splatted after your detonation due to the immense endlag. So it's not worthwhile as an escapement tool.
    If you want to try to splat another player with it, that's only going to happen if they were already heavily damaged or cornered. Reefslider is monstrously telegraphed and easy to outswim or avoid. Against objects, Reefslider also fails as it is stopped by an Ink Wall and you'll either get shredded before boarding or never be able to reach a Crab Tank. It has one small niche in going through Big Bubbler that Triple Inkstrike performs so much better.
    Further, you cannot use Reefslider while superjumping or in the air at all. It also retains little momentum when going airbourne. That was the one good thing about splashdown was that it punished jump campers.
    If I were to fix slider, I'd give it the ability to curve its trajectory, the ability to "superjump splashdown" and allow special power up to increase the distance it can travel. I'd also reduce the boarding time and remove the endlag and end invulnerability entirely)

  • @CrokeyHigati
    @CrokeyHigati Рік тому

    I wish the reefslider could turn off its track to the left or right. It would explode shortly after leaving the track. Which is kinda how it function already, since if you get nudged off the track you just stop and explode.

  • @creb4147
    @creb4147 Рік тому

    Here's an idea to fix missiles:
    Give the user a screen overlay similar to a radar effect, and limit the range of the special (I'm thinking it would be close to the entirety of Museum's mid, maybe smaller tho). For areas outside the special's range, there would be a fog-like static clouding that part of the user's vision.
    This could change up the dynamic of the special so that the user is a bit more vulnerable when they use it (having sight heavily reduced) and that it won't be able to displace entire teams if they're split up well enough.
    Maybe the addition of removing the ability to use squid form would also make the special a bit more fair to play against, like with Tri-Strike.

  • @ianw.7897
    @ianw.7897 Рік тому

    Something I think that would be cool on reefslider is a bluff. You could make it look like you’re about to explode for a second to get people to leave then keep going. Not sure it would fix it but I think it would be funny

  • @glyphic1855
    @glyphic1855 Рік тому

    For missiles, I think it'd be cool if it shot 10-15 in a forward arc, like to a predetermined location a certain distance away from where you pop them, and has the chance to home in on players along their path or all hitting the ground at max range. It's a much faster, much less stally alternative to booyah that would cover about the same area of turf if no one gets targeted. This lets people kite missles from the barrage away from points as a choice for counterplay, and it could have a charge time of maybe two or three seconds before firing them for another two or three seconds. Removes the global affect and lack of counterplay!

  • @maelstromofchaos2489
    @maelstromofchaos2489 Рік тому

    Triple Inkstrike's buff in the most recent update is a godsend. I just hope that the recent buffs to T-Tek and shooters in general doesn't make weapons that have the special too OP

  • @asherhenning7953
    @asherhenning7953 Рік тому +1

    If you shred the crab it should explode and kill the rider. It would give more reward for using it smartly and using it in team fights

  • @PlasmaCore
    @PlasmaCore Рік тому

    At launch, we got reefslider with endlag to the point it could be killed before it even was able to act. We also got, in the same game, shredding a 600 hp special that sits on the enemy backline and is almost entirely unapproachable that, when destroyed, allows the user to move immediately, to the point that shredding it can offers little advantage.
    Nintendo, what are you doing?!

  • @kapsaicin2786
    @kapsaicin2786 Рік тому

    I've had a few ideas for little bits of depth that could be added to specials for a while now, so I mught as well throw a few of them here.
    Reefslider - I thought an interesting idea for this special would be the ability to ditch the slider mid special, and let it keep rolling. This would be done by holding ZL and detonating the slider, and I have two new things to mention that come with this: 1: When ditching the slider, the user is forced to jump, during which they will not be able to shoot or throw bombs until they touch the ground (this is meant to be a substitute to not really having end lag, and the lag would be shorter as a trade off for not being invincible), and 2: The Reefslider itself will travel indefinitely when ditched, seeing as the player isn't there to stop it themselves and force it to blow up, so when ditched the slider will move until it hits a wall or player, exploding on contact with either. I feel like this is fair since you're trading off the ability to move with the special for extra distance, and would make it much safer to try and break objects with, while still being linear.
    Wail - I'd like the ability to stop the wails from targeting people by holding R, which would work in and out of ink. This is simple but I feel like the utility of being able to hold off on using your special if you accidently pop it, or there's no one around to use it on would be a nice quality of life change and would be similar to the same ability present on storm and wave. The special guage would still deplete as normal, regardless of whether the wails fire or not, which prevents you from holding them AND keeping your special charge when splatted.
    Storm - This is pretty much a rework of how the special works in terms of the storms movement, I'd like to give the storm user essentially three line markers that they throw down before activating the special, which essentially act as Tri-Strike's markers. You'd throw them down at the ground, and the storm would follow the path in the order you throw them, and would change speed accordingly (keep in mind the farther you throw the markers, the less long-lasting displacement you'll have on one area. The storm will move normally if no markers are thrown, and you can take back your sub weapon by pressing L, so you're not locked into using the special.

  • @starmoral5456
    @starmoral5456 Рік тому

    I'm glad Tri-Strike got buffed and it's getting more attention, but dear lord I hope they fix up the animation because I've died to seemingly nothing, only to remember the end frames of the strike (where no ink is animated) still have a hurt box.

  • @Ataraxia0
    @Ataraxia0 Рік тому

    an idea i had to make reefslider not suck is when you press zr to early detonate, have the inkling jump off backwards almost like a mini recall as the reefslider stops and explodes. this helps alleviate the problem of vulnerability by making you a moving target instead of a stationary one but doesn't make the special 100% safe to use since if the opponent has good positioning they can still punish you.

  • @luna-eu1gb
    @luna-eu1gb Рік тому

    i think allowing reefslider to synergize with stealth jump + drop roller would be a neat extra added layer of depth, stealth jump would just hide the warning highlights (or at least dim them/hide in your own ink) and drop roller would allow you to perform a roll after the explosion, highlighting a main gear ability that is less than useful atm !!
    outside of that, my ideal reefslider fix would be to remove the s and have the explosion not come to a halt but slow down a little, and after the explosion your character would retain some momentum being harder to hit and able to continue pushing ahead more easily ^^

  • @affinityforanime
    @affinityforanime Рік тому

    Here are my ideas for fixing reefslider and ultra stamp. Make reefslider steerable in some way. Either get rid of the rails or make the rails adjustable while they're being laid down at the start of the special. As for ultra stamp, just make it completely invincible from the front. No possibility of getting lucky and shooting through the timing in between stampings. Either that, or give ultra stamp a tiny bit of ink armor like zipcaster.

  • @CrazyguysGamingCGG
    @CrazyguysGamingCGG Рік тому +1

    Reeflsider shoulda been higher its such a cool idea

  • @karu6653
    @karu6653 Рік тому

    To me the smallest thing that could massively improve several specials is punishment when the special is countered. Here's examples:
    Crab Tank: When the special is BROKEN/DESTROYED, the user gains several "startle" frames the opponents could capitalize if the Crab over-extends or got good positioning on Crab. After those frames expire it enters a "recoup" mode of sorts where the player gains movement abilities, but still has some frames before they can shoot again. Essentially, by breaking the special you force the opponents to retreat or risk death, while not necessarily harming them if the special is untouched.
    Missiles: If the shots became something like torpedoes where they become semi-slow moving projectiles that home towards enemies, this would allow you to mitigate the threat at the cost of revealing your location. To fix the global range issue, keep the range, remove the reticle. If there's no one in your targeting system, the screen flashes a red to let you know. This requires the user of missiles to actively observe where the shots are going to gain locational information and detracts both retreating and point-clicking since shorter travel times result in a more dangerous projectile. When the user is distracted trying to follow missile targeting, this also makes them more vulnerable since they'll be paying less attention to enemies they may have missed.
    Tacticooler: Make it destructible. 2 possible paths in my opinion for how to deal with a broken Tacticooler:
    1- The other team can pick up the dropped cans
    2- The effects of the cans are halved.
    Personally I think "If it breaks, it's gone" is a poor solution, but I could see the argument for it. I think the above though would encourage Tacticooler play closer to the frontline though, which would up the strategy of the tool. Don't have too much else to say, it's just more or less agreeing with "give tacticooler HP".
    Bubble: If destroyed by shooting the top of it (where it's vulnerable), add a recharge penalty. Additionally, to fix issues like the tower, double the damage bubble takes if it's moving. Small things to retain use but provide counterplay.
    Booyah: When max charged, 2-3 seconds until forced throw. Stalling gone, moving on. Oh you could also punish it by reducing Booyah's damage for the more damage the user takes
    Reefslider: last one. I think its path should be invisible to the ENEMY so it's less predictable, and it should get a slight bit of turning to allow it to aim for the enemy better. Additionally, it could gain a better escape strategy instead of invincibility by having the user superjump as the special ends, similar to inkjet or zip. The super location would be the beginning, but could be overwritten to where the reef exploded by pressing [unused button during reef that Idk lol]. The superjump could be invisible, marker wise, to make it less predictable and fair. Additionally, shooting the shark itself could *slightly* slow it down to compensate the lesser information.

  • @pixelprizm
    @pixelprizm Рік тому

    Yet another Reefslider idea: let the user charge it like a curling bomb to increase the explosion radius, with the trade-off that the other team can see the explosion indicator the entire time you're charging

  • @tomdaturtle5792
    @tomdaturtle5792 Рік тому

    I view Reefslider as "worse splashdown"
    Booyah Bomb and Tri-Strike are my favorites!
    Crab was awesome because I'm a casual player, but now that it's the meta, I enjoy it less because people think I'm a tryhard, when in fact, "crab go brrrr"

  • @kinfmin443
    @kinfmin443 Рік тому +1

    Imagine if you could actually maneuver the Reef Slider, not so much that it becomes unpredictable, but maybe give it the mobility of an ultra stamp.

  • @macowoni323
    @macowoni323 Рік тому

    I do wanna give my two cents for reefslider, and the thing I wanna throw out is an idea.
    What if you could jump off the slider as it was moving forward, allowing it to go the full distance and keep you relatively safe. It could either be a full animation, leaving you vulnerable and farther back, or similar to a zip cast jump off a wall, allowing you to act almost right after jumping off. I can see someone using this along a wall and jumping off at the right time to get a height advantage, as the slider careens off into an area and exploding on its own.
    I think it’s a bit worth mentioning, since I haven’t seen people talk about it, but I feel like some people might say it ruins the point of the special, and they would not be entirely wrong about that. But, just as a different option and more depth, I thought I’d throw it out there

  • @melonthealpha
    @melonthealpha Рік тому

    Umm just a cool thing I found ( not sure if everyone else knows this alr )
    When you are firing in crab, it's slow. If you quickly switch into ball form whilst holding down ZR you turn easily, but do lose the 'quick' firing rate. Its a bit hard to do, but once you get the hang of it, it definitely helps, especially in S rank- the 'awkward zone.

  • @tylazermk8271
    @tylazermk8271 Рік тому +1

    I don't even understand why they brought Tenta-Missiles when Killer Wail 5.1 is designed far better and serves a really similar purpose.

  • @wolfy_spl
    @wolfy_spl Місяць тому +1

    0:25 this aged like milk :3

  • @tacosunbirth
    @tacosunbirth Рік тому +1

    I actually like that Tacticooler can't be broken because of one key detail:
    Tacticooler forces the team to gather up in one location, which is a weakness of the special, however, this weakness can be mitigated by players by trying to hide behind the indestructible Tacticooler. It can teach players how to hide behind cover and how to snuff someone out from behind cover. It gives the Tacticooler item itself depth on top of the depth of the soda cans. It's the only special in the game with TWO unique items to play around. If the Tacticooler could be broken, then instead of being player-placed cover, it would just turn it into another HP meat-shield like Wavebreaker or Big Bubbler. I'd go as far to say that the player-placed cover block aspect of Tacticooler is cool enough to where it could be it's own unique special, like imagine if there was a special that was basically a Super-Splash Wall that was indestructible at the caveat of not being able to go through it. Tacticooler is basically that already

  • @AngelRamirez-ch9rj
    @AngelRamirez-ch9rj Рік тому

    Maybe make Reefslider work like a combination of Kraken from Splatoon 1 and splashdown from Splatoon 2.
    The player can guide the reefslider and damage anyone they run into, and when the super ends, it explodes.

  • @TheoAvendano
    @TheoAvendano Рік тому

    If the Booyah Bomb had 7 seconds in its duration and also slightly less Ink Armor, It would feel more rewarding to use.

  • @Aftershock1245
    @Aftershock1245 Рік тому

    A cool thing that they could do for tacticoer is that if you ink it more the drinks that the players pick up will be less effective so that it won’t be useless but it could make it so their is more strategy in the special

  • @legoboy7107
    @legoboy7107 Рік тому +1

    Ironic how the first ProChara video I ever watched was one of him praising Tenta Missiles as a very well designed simple special, and now the general opinion on them has done a complete 180 and they are now regarded as very bad special design lol. Oh how times have changed.

    • @Orebrey
      @Orebrey Рік тому

      I don't mind missiles at all. From what I've gathered from comp players is that missiles are "horrible" because they cause mass displacement of a coordinated group that stay in close proximity to one another while going to or trying to defend objective.

  • @Espeon5
    @Espeon5 Рік тому

    The way I would nerf tenta missiles make it so it can only target two people. It can keep the global range and damage, but now you have to put at least a little bit of thought into who you’re aiming at

  • @jacopodeldeo4308
    @jacopodeldeo4308 Рік тому

    9:22 i feel like if tacticooler was as strong as wavebreaker is right now 4 tac teams would be viable just beacause how much sinergy the special has with itself so it’s pretty scary to buff it

  • @michaeleanthonyjr
    @michaeleanthonyjr Рік тому

    I wish tacticooler refilled your ink tank when you grabbed a soda and that the person throwing tacticooler didn't need to pick up a soda for buffs

  • @auggie4269
    @auggie4269 Рік тому

    I thought of an idea to improve Reefslider a bit: maybe instead of exploding sooner, by jumping during the duration you could dismount the Slider so it keeps going but instead it doesn’t explode. It could give some mind games for whether the user will stay for the explosion or dismount it early to let it act like a large and powerful curling bomb without the bomb

  • @Thatoneguywastakentwice
    @Thatoneguywastakentwice Рік тому

    I feel like breaking the tank could: blow up the tank, causing a (much) smaller booyah blast radius and give the end lag of reefslider, this could give a “suicide bomber” playstyle whilst making it weaker when a player rushes up and kills the tank, this or it could just also kill the player

  • @FRIDAYWAVE
    @FRIDAYWAVE Рік тому

    i forgot who but someone once mentioned giving reefslider the ability to steer would make it way more unpredictable and fun to use

  • @ultra_5488
    @ultra_5488 Рік тому +1

    Me on my way to watch 30 videos about special design

  • @tacosunbirth
    @tacosunbirth Рік тому

    I love Inkstorm and I wish the special had more depth to it. I feel like a God when I'm in my Inkstorm and splating people stuck in the rain, but the act of initially throwing out the Inkstorm is a bit too basic and unsatisfying. It would be cool if you could shake the Inkstorm like Fizzy Bomb and depending on how you shake the Inkstorm, it changes the type of rain. That way there could be more player-input and counterplay while still granting that awesome feeling of wreaking havoc with a tempest.

  • @TheoAvendano
    @TheoAvendano Рік тому

    Killer Wail 5.1 should change its range for tracking an opponent to be of a E-Liter 4k Scope but in exchange the tracking ability gets improved with a 15% increase on each speaker to be around the size.of the of Splatoon 1's Killer Wail.

  • @Khyon521
    @Khyon521 Рік тому

    For Reefslider I always thought it would’ve been cool to hop off of it before it explodes to reduce vulnerability

  • @crazycanyon3028
    @crazycanyon3028 Рік тому +1

    I disconnected from a salmon run match on wave 3 right before we won i got a 4 minute ban and was demoted

  • @lookingfororion2785
    @lookingfororion2785 Рік тому

    One thing that could make reefslider less linear (literally) and potentially significantly stronger: make it steerable. About as steerable as if you were on a speedboat so there is a 90 degree arc of potential endpoints in front of you. It would make it a lot more threatening in that anyone within that arc has to consider getting out of the way, and people initially right in front of the path trying to dodge could be essentially hunted down by the rider. It would also make it a lot harder to punish the user after they stop because the enemy doesn't have as much ability to predict where the user will end up. It's hard to imagine that the devs would make such a drastic change, but maybe they would be open to having the option of leaping off the shark when it explodes (higher than a normal jump) to give some better options for movement afterwards, which would be especially useful for the two dualies users of the special.

  • @mathwiz3145
    @mathwiz3145 Рік тому

    Omg.
    I’ve used bubble on the tower so many times. The bubble special gives splattershot jr a good use on tower control.

  • @Alex-kx6kw
    @Alex-kx6kw Рік тому

    Hey Chara, just a suggestion. I'd recommend turning chat overlay off when making main channel uploads. Just adds to the quality of the video imo instead of appearing as being stripped from your stream. Nice vid

  • @tabbycat9692
    @tabbycat9692 Рік тому

    Killing a player while in crab's firing mode could make a bigger ink explosion.