Inkjet will probably go down as my personal favorite special in splatoon history. Hitting you're shots feels so satisfying and the respect you get for being one of the few people that are actually "good" with it is amazing. My only real gripe a have with the special is that, sometimes, using inkjet feels like trying to strike an ant with a tiny peeble.
I have very fond memories of maining aerospray and spamming inkstrike into the enemy base. My 11 y/o self did not have any decency or chill, whatsoever
In splatoon 1 I liked n-zap 89 good turfing main weapon, sprinkler even better turfing, and inkstrike I get it often with the main and sub and this allows for even more turfing
a counter to baller I'd like to see is when you shoot it, it starts to fill with enemy ink slowing it down, then can explode in enemy ink if it's filled enough. the baller can still detonate at any time to stop from being taken out.
I think splatoon 3 needs area missiles like a air strike based thing just choose a location from above perspective till the missile count has all been down to 0 after choosing a area. Maybe also a more defensive plays like missile turret has a utility would be cool
I noticed how the devs are getting better ever since September of 2018. A lot of the Kensa Collection and Sheldon Picks kits are better than the others, the special and sub design gets better, and they even reworked lots of maps that ended in success… most of them.
Killer Wail is my favorite special of all time (perhaps because I don't use any of the small handful of weapons that have Stamp or Booyah). I can see it being a bit too powerful in its S1 iteration going forward, but I guess that's why we're getting the new Wail in S3.
I personally like splashdown as a special, not because it's a panic button, but I find it very useful as a dive bomb maneuver, When combined with the super jump.
If they do bring back splashdown for some reason I think a cool way to have more interaction would have it combo with the new squid roll/surge. If you’re moving normally it would function like it does already, but if you activate it while performing a squid roll you would launch yourself diagonally upwards in the direction you rolled at the cost of slower activation or longer air time so it isn’t complete bs.
Funnily enough in Splatoon 1, both Kraken and Bubbler could eat/defuse bombs by running over them so that they don't go off, but it was so niche, situational, and unreliable in the heat of the moment. So few opportunities to actually take advantage of that capability as far as I know. Granted, it's been too long I played Splatoon 1 and it may have been patched out or something, but it was there last I checked, but it was very obscure and not so helpful. Splatoon 2's another Splatoon special had this aspect too. Splashdown had that capability at least, but it was even more niche and situational due because of the startup time. And to an extent Booyah Bomb has that anti-bomb capability, but that more, "No you will not toss bombs here for two seconds" than full blown bomb defusing. All in all, Ultra Stamp did Bomb Defusing best and I hope more specials can more reliably deal with bomb spam.
Personally, I really don't like Booyah Bomb. With the range and control that it has, it shouldn't be usable as a panic button; it shouldn't have the armor. Splashdown, on the other hand, should've had similar armor so that it could've worked well as a panic button
nah if booyah didn't have the armor I'd be way too vulnerable. you're up there for a pretty long time before it can charge especially if your teammates domt booyah so it's really easy to shoot it down
Okay, I just thought about something. Tenta Missiles can lock on from far away, but considering it also locates from across the map, it should REALLY be able to be reduced in range by running cold blooded (bomb defence dx).
You gave me an idea to fix bubbler, bubble blower, and baller. You use bubble blower to make a shield around you. Activation slightly faster than baller. Has a lot of hp and is very big. If the opponent shoots at it, it shrinks, and if teammates shoot at it, it expands. If teammates shoot at it enough, it explodes. The user can shoot outside the bubble. If other teammates walk into the bubble, they get smaller bubbles to protect them that work the same way. When it ends, it just pops, no explosion.
Both Inkzooka and Killer Wail were killing Specials, but how they were used was entirely different despite similar functions on the surface. (IE: Long range one-hit-kills.) Inkzooka's whole thing was "get the *woomy* outta my sightline!" and Killer Wail had it's niche of "Sightlines? We don't do that here." Both fill their own niches just fine without feeling uncounterable. I think it'd be okay for Inkzooka to be that lethal guarding Special Weapon, since nothing else overlaps with it's role of long-lasting, long-range glass cannon area denial. The number of shots you got was never really a problem imo.
i disagree you could wipe the whole team with a good zooka user. especially the more straight maps like hammerhead. If you had 5 it would be a huge disruption and the whole team would probably be wiped
@@key81885 The likelihood of a whole team being incompetent enough to die to a single Inkzooka is...Relatively high, actually, but most will know to scatter and/or take cover after seeing their first teammate die by Inkzooka. Competitive players will do everything in their power to not die to a Special, and Inkzooka has plenty of counters for how strong it is. (Also, dodging exists.) If there's spammable choke points, that's less of a Special problem and more of a map design problem.
@@key81885 I'd say 3-4 shots would be a good compromise, since Inkzooka's purpose is killing, painting long paths, and making shots count. Having 2 or less would feel bad without some good buffs to the shots, and more than 4 is just begging for a team wipe via spam.
I had an idea for splashdown where you woukd have armor scaling to your current hp= full health-100 armor health 75-99 health-50 armor health 51-74 health-25 armor points Below half gives none If you are low on health you cant panic it but if you use it well placed on full healthyou will probably live
Idea: in 3, we could get splat net 3 with a a proto type page. This would make weapons more balanced at launch. And would allow people to give opinions on how to balance the weapon or special. It's a free way to balance a game while also seeing what buffs and nerfs are more effective. If there's no way to balance it *cough* sting ray *cough* then it could be removed with a reason. I would ask want to see a trash bin behind Sheldon's shop that has these weapons to see why it didn't get in
Kinda off topic, but just recently thought of a new special idea for Splat 3: Manta Rain. Basically, a throwable deploy (like Ink Storm) and a manta ray machine spawns and flies over in the direction it was deployed, raining ink down. The difference is that the space it covers is much narrower and it moves much faster (meaning it lasts shorter, about half as much time as ink storm currently). The difference is that it deals damage twice as fast.
Hi ProChara, the Baller is not that bad of a weapon in Splatoon 2, at least in my experience. I hope it comes back in Splatoon 3 because it's my favorite weapon and I used it a lot in online battles.
Ok, I kinda want to say baller is bad but salvageable. You can just make it shred-able, and the less HP it has, the less of a powerful explosion it has.
another cool thing about stamp is how it works differently with the different weapons its on. sploosh and l3 are light weapons, so stamp swims faster with them, so swim to hammer jump is better. tent, however, is slow, so it cant do suprise swim ups as well, but it can launch shield before hand and use the shield to cover its approach.
So there is one void left with ray being well.. ray. How would you make a complex (self controlled) backline special? Cause we do ‘t really have many seeing booyah bomb and bomrushes are more midline. I’m excited for the new whail but it’s just something you throw down
you dont lmao in all honesty i really dont know how they could do it, unless they make a turret special of some kind. and then again most of the backlines are essentially turrets already. the frontline complex specials are pretty much all for getting in on people and dealing with backlines, but those are problems backlines dont have, they don't have to get in on people with longer range usually. the entire concept of the ray was to give them the ability to hit areas not in their sight lines, their main weakness since they play so far back, but the new whail already takes that idea so tbh i don't know what design space is left for a complex backline special. maybe im not creative enough.
toxic mist rush could be a scary one. create a cloud around the other player(s) that could completely take their ink & movement ability away. Just shooting squids/octopi in a barrel.
Missiles would be great as long as it stayed in one game. I was okay with dealing with missiles in S2, but having to deal with it for another 5 years is something which I don’t know if I can handle.
Despite the video stating the opposite I feel like it just further convinced me of a very unpopular opinion. Sting Ray is salvageable. In its current state its sole redeeming quality is its difficulty and beyond that it is easily the most unhealthy special in either game. That being said the main problem with it is the main problem with a lot of other specials- Infinite range is DUMB. Being able to apply pressure throughout the entire stage regardless of positioning so effortlessly is not something that should be possible. If you want Sting Ray to not be cancer take away its infinite range. If you're still worried about not being able to find a sweet spot between overwhelming long range pressure and high vulnerability give it falloff damage.
honestly id love to see some sort of mix between the tenta missles and inkstrike from s1. like you shoot one very small tornado per player. it acts like a missle but when it lands it acts like a mini inkstrike. it would be a great way to change tenta missles while making it a better special imo edit: saw someone else already gave that idea, so my bad. didnt see it when i wrote the comment but yeah i didnt mean to copy anyone who also had that idea
ive always thought that splashdown should be a chase tool. imagine if it had a little longer of start up but could angled a little but (reticle showing where to thats visible by the enemy akin to tenta missle reticles but big)
I actually think stamp lasts too long. This is just my opinion, but they should lower the duration a smidge. Then again, you could argue that they can end the special earlier by throwing it sooo idk?
Honestly I hate stamp and whenever I use it I just want to throw it instantly so my controls will stop being an awkward clunky mess and I can see in front of me again. I guess the bomb eating thing is cool for very coordinated meta play if you're in that niche.
I think i have a way to reduce special spam as a whole if it becomes meta in Splatoon 3. What if every single time you use a special, the points for special increases temporarily. Could be every single time until you kill an enemy with a main/sub weapon.
maybe tenta missiles could be revamped to a team special? you can tenta miscle one enemy and one teammate each. The enemy gets 5 miscles sent at them. The teammate gets some sent too plus other pluses (extr special points or ability boosts like LDE). The concept could be extremely cool but would need to be throughout carefully to not be broken.
A little bit irrelevant to the video but I just found your fanmade kensa and sheldon's picks weapons and I was wondering what website you used to make those
I know this ain't the time buuuut if I were to change the specials here what I would do. Tenta missles: instead of being like how it is I would change it as if it were area denial tool you still fire rockets (20) exept it all storms the middle and if an enemy crosses the special 5 rockets will go after them if the middle is big then there will be 2 points of rocket each point having 10 rockets. Stingray: more like the killer wail but it's small and you shoot it twice Inkjet: change the rocket into a minigun with a arc and after it ends instead of going back ro the original spot you the jet fails and you fall down and explodes covering a small area Splashdown: smaller radius and 200 point at the least of and you use it three time ever time the radius become smaller but higher Ink armor: it's basically the same but you can use it for 10 seconds (invisibility for 3 seconds if active) and you can toggle it on and off (if you toggle it you use time let's say 3 seconds then you have 7 seconds left on it) Bomb rush: the same can't do much Ink storm: almost like the tentacle missle Fire out 3 storms to 3 locations of Choice each storm will be small and stay in place doing small damage if a player goes across it and the player that used ir has special power up it will last loner bigger radius and will have thunder that does 50 damage Baller: it stays the same but you can jump higher go faster and dash forward to insta kill enemy's however you if it breaks you die and each layer take only 2 hits to break. Bubble blower: instead pull out a revolver that shoots once (twice with two special power up) fire the the bullet to anywhere on the map and where it land 3 bubbles will pop from which are invincible and pop after 10 seconds Booyah bomb: after charging up a you can move around in the air going anywhere (if you go to close to enemy spawn the booyahs bomb team affiliation will change and instantly explode) enemy that enter the booyah bombs radius and laser will shoot them like the sting ray after the special end the player with throw the booyah bomb under them making a minor radius. Ultra stamp: tbh I would remove and put it in s3 like he said.
As someone who didn’t really play through ink armor meta, what if ink armor was applied after a splashdown, to teammates caught in the radius? Make it a defensive button to deny a special and turn the tide of a fight. Would that be broken?
Hey chara, great video! But I have a question/comment unrelated to it, if you don't mind. If I remember correctly, the Wii U gamepad and Splatoon 1 had a lower motion input delay than the switch does. But I also just remembered that in order to play the demo, and presumably the full game, of switch sports, you need to update your joycon (I don't think there's one for pro controllers). My main point is that with this update I remember some people finding motion was being read more accurately than before. Would you be able to test this to see if it's true? And if so, who knows, it might be an interesting little video for ya. Thanks, and have a good one :)
Also Kranken should 100% come back, but better. Like… make it so instead you have 3x the health rather than invincibility, you do 40 damage when you jump, and you swim faster with more swim speed up in kraken compared to normal squid/octo
I wonder if chara is nervous about whether or not they changed tenta missles at all for splatoon 3 because we already saw that missles r probably in the game from screen shots and the oled trailer
Not at all, I used to think they were in but its become clear that the OLED and first trailer (oled footage is older) were just an old version and the missiles were never intended to be there, especially since inkjet marker was also a placeholder.
I also want to see kraken again in s3.. but isn't the crab just that? I mean, the baller is s2's kraken and the crab basically pretty much is baller but it shoots. Also, for the missiles, I would allow a maximum of two lock-ons and the area circle should instead be a reticle and you hit the ZR button to lock onto the two you want to disrupt. this can still get those times where two teammates accidentally kill each other, or you can just send them towards anchors.
Tentamissiles was good for displacing people quickly, whereas the new Killer wail isn’t as quick…. They only ruined missiles because they buffed it too much, because before the update those things were literally useless. But now when you get 4 users who use the damn special, you hate the entire game for that. Then again, not every special can be designed perfectly. Making something like inkjet, that is easy to use but difficult to master for every special, won’t make people play the game more. Something simpler like missiles, ink armour, rain, and even splashdown I guess, sort of add to that where you don’t need to spend hours and hours on the game practicing to use them effectively enough.
inkjet from the few times ive used it has always felt underwhelming im getting rid of the weapon i had for a weapon that (imo) is worse in most cases, and now im up a little when there are things like tank and missiles, just having a little boost at the cost of subs and the weapon you're used to just feels bland
Personally i think that missiles are in the perfect design, yeah maybe it has the infinite range and many missiles and locks on to 5 people max BUT they’re not to hard to dodge aswell
Using both games special in a match, oddly Inkstrike would be a decent counter to Stingray as Ray's delayed movement would allow Inkstrike to land a hit Well in theory that is
Look I get kraken isn't a good special for like competitive and stuff. But imma be honest I remember playing splatoon 1 when I was I think 13 or 14 and I absolutely loved using it just cause it felt so cool to turn into a giant kraken to destroy enemies. I think that's something splatoon 1's specials excelled at a lot. Just pure excitement of getting enough turf to pull off something very simple and cool
Personally, I'd prefer more powerful specials that are overpowered, but take longer to get ready. After all, if everybody has a moment to be overpowered, then it's still balanced. I'm not a super competitive player though, and I understand that having specials be too strong can lead to an unfun meta. But I feel like you could still design specials to be fun and balanced at all levels of play and still make them feel more powerful than just an big bomb.
I think you were a bit hard on the very concept of sting ray. It had a good idea, and then executed it really poorly. If Sting Ray was changed to be, like, a one time sniper shot that went through cover without giving vision, it could have been balanced, rather than the extended dps beam we ended up getting.
They’re special in-game events. Some splatfests are themed to upcoming holidays (at least in the USA server) but mostly just regular divisive stuff (cake vs ice cream for example) every month or two. Other changes are the Turf War maps being set during nighttime and the token Inkopolis starlets performing live music in front of the battle pavilion. The longest ones last 2 days and the shortest is 6 hours.
Every single player on the team regardless of position gets extra HP, even if it only blocks the Minimum damage that is 120 extra health for 6 seconds. This isn't taking into account Cha inability with other specials or how it breaks 1 shot weapons and its already breaking the game.
3:11 wait, if you think that bubbler is fine and the only things you dont like about it is the invencibility and the instant activation then why did you put armor below it? Armor is essentially bubbler but without the caviats you mentioned. I listened to the armor section and still didnt understand why you think that it is bad game design.
armor is worse designed because its impossible to fix without drastically changing it, all bubbler needs to be is toned back. Armor has no control upon use, it just chains, and the hp to everyone as a guarantee breaks a lot of weapons. I go more in depth in my full episode on armor and bubbler in the special design series.
@@bfpncsr3608 exactly, theres no depth. Bubbler for example works by being next to people which adds a lot to how the special is used both for the team using but also the team going against it.
I was too generous nvm, Splatoon 1 is a 6.5 and Splatoon 2 is a 6. Also Echo can go a tier up I was too bias vs location stuff honestly.
I miss Sting Ray.
:p
i find it funny how these have dropped 2 entire numbers now. Splatoon 3 was that good
@@Vecezedesplatoon 1 killer wail is better
@@Vecezede in my opinion
Personally I think S1 is a 5.5 and S2 is a 7
Inkjet will probably go down as my personal favorite special in splatoon history. Hitting you're shots feels so satisfying and the respect you get for being one of the few people that are actually "good" with it is amazing. My only real gripe a have with the special is that, sometimes, using inkjet feels like trying to strike an ant with a tiny peeble.
There should've been a "one-shot-sound" for inkjet, just like blasters, to make it even more satisfying.
Unfortunately, it's the most uninspired and out of place they've ever come up with
@@lunarkomet huh?
@@lunarkomet if anything it’s satisfying for all of us…
@@ghosto_o797 yes
I have very fond memories of maining aerospray and spamming inkstrike into the enemy base.
My 11 y/o self did not have any decency or chill, whatsoever
In splatoon 1 I liked n-zap 89 good turfing main weapon, sprinkler even better turfing, and inkstrike I get it often with the main and sub and this allows for even more turfing
when i first played splatoon 2, i sank to my knees when i realised the Krak-on splat roller did not have Kraken
@@boop53 same bro
a counter to baller I'd like to see is when you shoot it, it starts to fill with enemy ink slowing it down, then can explode in enemy ink if it's filled enough. the baller can still detonate at any time to stop from being taken out.
It's funny how S2's tier distribution is perfectly mirrored if you ignore bombs since they're on both games.
"if any special is to return in Splatoon 3 stamp would be my #1 pick" *monkey paw curls*
Idea to fix missiles, make it like inkstrike, you pick an area on the map from a top down perspective and any enemies in said area get missiled
Yes
I think missiles are fine. The special just needs to be more expensive across the board.
that becomes almost as booyah bomb
Seems kinda redundent
I think splatoon 3 needs area missiles like a air strike based thing just choose a location from above perspective till the missile count has all been down to 0 after choosing a area. Maybe also a more defensive plays like missile turret has a utility would be cool
I wonder how the s3 specials will be during launch? I’m so excited to see honestly.
I noticed how the devs are getting better ever since September of 2018. A lot of the Kensa Collection and Sheldon Picks kits are better than the others, the special and sub design gets better, and they even reworked lots of maps that ended in success… most of them.
I better see mahi mahi in splat 3.
@Obi DeBoy EEEEEK YESSSSS I'VE PLAYED ON IT AND TBH I'm a little disappointed with the changes BUT I STILL LOVE IY
Killer Wail is my favorite special of all time (perhaps because I don't use any of the small handful of weapons that have Stamp or Booyah). I can see it being a bit too powerful in its S1 iteration going forward, but I guess that's why we're getting the new Wail in S3.
I personally like splashdown as a special, not because it's a panic button, but I find it very useful as a dive bomb maneuver, When combined with the super jump.
If they do bring back splashdown for some reason I think a cool way to have more interaction would have it combo with the new squid roll/surge. If you’re moving normally it would function like it does already, but if you activate it while performing a squid roll you would launch yourself diagonally upwards in the direction you rolled at the cost of slower activation or longer air time so it isn’t complete bs.
No ink-strike ok now we become the ink-strike
Funnily enough in Splatoon 1, both Kraken and Bubbler could eat/defuse bombs by running over them so that they don't go off, but it was so niche, situational, and unreliable in the heat of the moment. So few opportunities to actually take advantage of that capability as far as I know. Granted, it's been too long I played Splatoon 1 and it may have been patched out or something, but it was there last I checked, but it was very obscure and not so helpful.
Splatoon 2's another Splatoon special had this aspect too. Splashdown had that capability at least, but it was even more niche and situational due because of the startup time. And to an extent Booyah Bomb has that anti-bomb capability, but that more, "No you will not toss bombs here for two seconds" than full blown bomb defusing.
All in all, Ultra Stamp did Bomb Defusing best and I hope more specials can more reliably deal with bomb spam.
Personally, I really don't like Booyah Bomb. With the range and control that it has, it shouldn't be usable as a panic button; it shouldn't have the armor. Splashdown, on the other hand, should've had similar armor so that it could've worked well as a panic button
nah if booyah didn't have the armor I'd be way too vulnerable. you're up there for a pretty long time before it can charge especially if your teammates domt booyah so it's really easy to shoot it down
plus u can still take down someone using the special if you shoot the armor enough, itll break, like ink armor
Less armour and a bit if delay would be nice then give it a big for this so it's less of a pain button
"It will work so well" you jinxed it for all of hs
Okay, I just thought about something.
Tenta Missiles can lock on from far away, but considering it also locates from across the map, it should REALLY be able to be reduced in range by running cold blooded (bomb defence dx).
You gave me an idea to fix bubbler, bubble blower, and baller.
You use bubble blower to make a shield around you. Activation slightly faster than baller. Has a lot of hp and is very big. If the opponent shoots at it, it shrinks, and if teammates shoot at it, it expands. If teammates shoot at it enough, it explodes. The user can shoot outside the bubble. If other teammates walk into the bubble, they get smaller bubbles to protect them that work the same way. When it ends, it just pops, no explosion.
look, i know inkzooka was over powered, but only three shots is a bit low imo.
Both Inkzooka and Killer Wail were killing Specials, but how they were used was entirely different despite similar functions on the surface. (IE: Long range one-hit-kills.)
Inkzooka's whole thing was "get the *woomy* outta my sightline!" and Killer Wail had it's niche of "Sightlines? We don't do that here." Both fill their own niches just fine without feeling uncounterable.
I think it'd be okay for Inkzooka to be that lethal guarding Special Weapon, since nothing else overlaps with it's role of long-lasting, long-range glass cannon area denial. The number of shots you got was never really a problem imo.
i disagree you could wipe the whole team with a good zooka user. especially the more straight maps like hammerhead. If you had 5 it would be a huge disruption and the whole team would probably be wiped
@@key81885 The likelihood of a whole team being incompetent enough to die to a single Inkzooka is...Relatively high, actually, but most will know to scatter and/or take cover after seeing their first teammate die by Inkzooka. Competitive players will do everything in their power to not die to a Special, and Inkzooka has plenty of counters for how strong it is. (Also, dodging exists.)
If there's spammable choke points, that's less of a Special problem and more of a map design problem.
@@ED-gw9rg i agree but getting more then 3 shots would be unhealthy for the game
@@key81885 I'd say 3-4 shots would be a good compromise, since Inkzooka's purpose is killing, painting long paths, and making shots count. Having 2 or less would feel bad without some good buffs to the shots, and more than 4 is just begging for a team wipe via spam.
I think keeping armor the same functionally, while making it only chain to teammates within a radius around you (when activated) could be good
I had an idea for splashdown where you woukd have armor scaling to your current hp= full health-100 armor health
75-99 health-50 armor health
51-74 health-25 armor points
Below half gives none
If you are low on health you cant panic it but if you use it well placed on full healthyou will probably live
Idea: in 3, we could get splat net 3 with a a proto type page. This would make weapons more balanced at launch. And would allow people to give opinions on how to balance the weapon or special. It's a free way to balance a game while also seeing what buffs and nerfs are more effective. If there's no way to balance it *cough* sting ray *cough* then it could be removed with a reason. I would ask want to see a trash bin behind Sheldon's shop that has these weapons to see why it didn't get in
"Stamp would work out so well in Splatoon 3"
Well that aged poorly...
Kinda off topic, but just recently thought of a new special idea for Splat 3: Manta Rain.
Basically, a throwable deploy (like Ink Storm) and a manta ray machine spawns and flies over in the direction it was deployed, raining ink down. The difference is that the space it covers is much narrower and it moves much faster (meaning it lasts shorter, about half as much time as ink storm currently). The difference is that it deals damage twice as fast.
"A special to eat bombs"
Vacuum special: Hey!
fizzy bomb rush would have been madlads
How to save missiles: they do less damage the farther you are from the target.
I like the Mario Galaxy music.
Stamp for S3
YES I LOVE STAMP
Idk why but explosher with echolocator and splat bomb sounds sorta funky
Hi ProChara, the Baller is not that bad of a weapon in Splatoon 2, at least in my experience. I hope it comes back in Splatoon 3 because it's my favorite weapon and I used it a lot in online battles.
I have some bad news....
Ok, I kinda want to say baller is bad but salvageable. You can just make it shred-able, and the less HP it has, the less of a powerful explosion it has.
another cool thing about stamp is how it works differently with the different weapons its on. sploosh and l3 are light weapons, so stamp swims faster with them, so swim to hammer jump is better. tent, however, is slow, so it cant do suprise swim ups as well, but it can launch shield before hand and use the shield to cover its approach.
So there is one void left with ray being well.. ray. How would you make a complex (self controlled) backline special? Cause we do ‘t really have many seeing booyah bomb and bomrushes are more midline.
I’m excited for the new whail but it’s just something you throw down
you dont lmao
in all honesty i really dont know how they could do it, unless they make a turret special of some kind. and then again most of the backlines are essentially turrets already. the frontline complex specials are pretty much all for getting in on people and dealing with backlines, but those are problems backlines dont have, they don't have to get in on people with longer range usually. the entire concept of the ray was to give them the ability to hit areas not in their sight lines, their main weakness since they play so far back, but the new whail already takes that idea so tbh i don't know what design space is left for a complex backline special. maybe im not creative enough.
I remember when tenta missiles were an underrated special- good days.
yo if we don’t get splash wall, ink mine, point sensor, toxic mist/disruptor or torpedo rush in splatoon 3 the wait wasn’t worth it.
toxic mist rush could be a scary one. create a cloud around the other player(s) that could completely take their ink & movement ability away. Just shooting squids/octopi in a barrel.
Missiles would be great as long as it stayed in one game. I was okay with dealing with missiles in S2, but having to deal with it for another 5 years is something which I don’t know if I can handle.
the best specials are the ones I like and the worst ones are the ones I don't like
Inkstrike will always be my favorite because it’s basically just a nuke
tbh, i miss the splat 1 specials. i want an event where we get to use splat 1 specials in their original form.
Despite the video stating the opposite I feel like it just further convinced me of a very unpopular opinion. Sting Ray is salvageable. In its current state its sole redeeming quality is its difficulty and beyond that it is easily the most unhealthy special in either game. That being said the main problem with it is the main problem with a lot of other specials- Infinite range is DUMB. Being able to apply pressure throughout the entire stage regardless of positioning so effortlessly is not something that should be possible. If you want Sting Ray to not be cancer take away its infinite range. If you're still worried about not being able to find a sweet spot between overwhelming long range pressure and high vulnerability give it falloff damage.
honestly id love to see some sort of mix between the tenta missles and inkstrike from s1. like you shoot one very small tornado per player. it acts like a missle but when it lands it acts like a mini inkstrike. it would be a great way to change tenta missles while making it a better special imo
edit: saw someone else already gave that idea, so my bad. didnt see it when i wrote the comment but yeah i didnt mean to copy anyone who also had that idea
I feel like armor can be saved. It could work if the armor only went to people nearby and maybe it was a bit shorter.
Make the missiles destroyable?
ive always thought that splashdown should be a chase tool. imagine if it had a little longer of start up but could angled a little but (reticle showing where to thats visible by the enemy akin to tenta missle reticles but big)
I think crab tank is supposed to be kraken merged with baller and how Nintendo seems to want to design it
Idk if id say kraken merged with baller, the firing mode seems to be its own thing with the mech movement based on baller, either way its cool.
The explosive shot reminds me of inkjet shots so maybe jet merged with baller?
I actually think stamp lasts too long. This is just my opinion, but they should lower the duration a smidge. Then again, you could argue that they can end the special earlier by throwing it sooo idk?
Dang, it's been a year already?
Splashdown is my fave special,because i like simple specials.Its quick,is strong,and nice to use.
Honestly I hate stamp and whenever I use it I just want to throw it instantly so my controls will stop being an awkward clunky mess and I can see in front of me again. I guess the bomb eating thing is cool for very coordinated meta play if you're in that niche.
with the concept of cancelling specials i wonder if vacuum can suck up ink from things like trizooka or crab shots
I think i have a way to reduce special spam as a whole if it becomes meta in Splatoon 3. What if every single time you use a special, the points for special increases temporarily. Could be every single time until you kill an enemy with a main/sub weapon.
maybe tenta missiles could be revamped to a team special? you can tenta miscle one enemy and one teammate each. The enemy gets 5 miscles sent at them. The teammate gets some sent too plus other pluses (extr special points or ability boosts like LDE). The concept could be extremely cool but would need to be throughout carefully to not be broken.
A little bit irrelevant to the video but I just found your fanmade kensa and sheldon's picks weapons and I was wondering what website you used to make those
A friend made them their twitters in the description of that video.
To salvage ray they could make it like Sova's ultimate from valorant where its individual shots that go through walls and are only 1 hit
I kinda wish we could have seen a torpedo bomb rush, but at the same time glad we didn't
Great video, but I don't think Bubble Blower was covered in the Invincibility Specials episode.
tenta missles are my nightmare
this dude is making these sound much stronger than they are- is that just me-
I know this ain't the time buuuut if I were to change the specials here what I would do.
Tenta missles: instead of being like how it is I would change it as if it were area denial tool you still fire rockets (20) exept it all storms the middle and if an enemy crosses the special 5 rockets will go after them if the middle is big then there will be 2 points of rocket each point having 10 rockets.
Stingray: more like the killer wail but it's small and you shoot it twice
Inkjet: change the rocket into a minigun with a arc and after it ends instead of going back ro the original spot you the jet fails and you fall down and explodes covering a small area
Splashdown: smaller radius and 200 point at the least of and you use it three time ever time the radius become smaller but higher
Ink armor: it's basically the same but you can use it for 10 seconds (invisibility for 3 seconds if active) and you can toggle it on and off (if you toggle it you use time let's say 3 seconds then you have 7 seconds left on it)
Bomb rush: the same can't do much
Ink storm: almost like the tentacle missle
Fire out 3 storms to 3 locations of Choice each storm will be small and stay in place doing small damage if a player goes across it and the player that used ir has special power up it will last loner bigger radius and will have thunder that does 50 damage
Baller: it stays the same but you can jump higher go faster and dash forward to insta kill enemy's however you if it breaks you die and each layer take only 2 hits to break.
Bubble blower: instead pull out a revolver that shoots once (twice with two special power up) fire the the bullet to anywhere on the map and where it land 3 bubbles will pop from which are invincible and pop after 10 seconds
Booyah bomb: after charging up a you can move around in the air going anywhere (if you go to close to enemy spawn the booyahs bomb team affiliation will change and instantly explode) enemy that enter the booyah bombs radius and laser will shoot them like the sting ray after the special end the player with throw the booyah bomb under them making a minor radius.
Ultra stamp: tbh I would remove and put it in s3 like he said.
To clarify when I say special power up I mean spu main ability
And then, they broke stamp in 3. Yay.
“Stamp blocks shots from a specific angle” NOT ANYMORE AHHAHAhahhahha… ha
7:57 proflogamer9 really grinds my gears .
I wonder if Booyah Bomb and Ultra Stamp will just get straight ported into Splatoon 3 seeing as they had such limited distribution in Splatoon 2?
17:20 what a fuckn play, holy shit, WP
As someone who didn’t really play through ink armor meta, what if ink armor was applied after a splashdown, to teammates caught in the radius? Make it a defensive button to deny a special and turn the tide of a fight. Would that be broken?
What if they combined inkstrike and missiles into like a tactical missile from modern warfare that you can control?
Bomb Rush can be fixed, just make the Sub Weapon Throws not use up ink up to 10 times without being in a time limit
Hey chara, great video! But I have a question/comment unrelated to it, if you don't mind.
If I remember correctly, the Wii U gamepad and Splatoon 1 had a lower motion input delay than the switch does.
But I also just remembered that in order to play the demo, and presumably the full game, of switch sports, you need to update your joycon (I don't think there's one for pro controllers).
My main point is that with this update I remember some people finding motion was being read more accurately than before.
Would you be able to test this to see if it's true? And if so, who knows, it might be an interesting little video for ya.
Thanks, and have a good one :)
no idea
Also Kranken should 100% come back, but better. Like… make it so instead you have 3x the health rather than invincibility, you do 40 damage when you jump, and you swim faster with more swim speed up in kraken compared to normal squid/octo
Displacement specials should require skill
I wonder if chara is nervous about whether or not they changed tenta missles at all for splatoon 3 because we already saw that missles r probably in the game from screen shots and the oled trailer
Not at all, I used to think they were in but its become clear that the OLED and first trailer (oled footage is older) were just an old version and the missiles were never intended to be there, especially since inkjet marker was also a placeholder.
I also want to see kraken again in s3.. but isn't the crab just that? I mean, the baller is s2's kraken and the crab basically pretty much is baller but it shoots. Also, for the missiles, I would allow a maximum of two lock-ons and the area circle should instead be a reticle and you hit the ZR button to lock onto the two you want to disrupt. this can still get those times where two teammates accidentally kill each other, or you can just send them towards anchors.
Crab more fights people at range with shots while kraken would be something to get up close. So I think they do different things.
9:41 reef slider seems to be exactly this!
Tentamissiles was good for displacing people quickly, whereas the new Killer wail isn’t as quick…. They only ruined missiles because they buffed it too much, because before the update those things were literally useless.
But now when you get 4 users who use the damn special, you hate the entire game for that.
Then again, not every special can be designed perfectly. Making something like inkjet, that is easy to use but difficult to master for every special, won’t make people play the game more. Something simpler like missiles, ink armour, rain, and even splashdown I guess, sort of add to that where you don’t need to spend hours and hours on the game practicing to use them effectively enough.
Whenever I see stamp in action i feel inclined to hum the hammer music from smash bros.
inkjet from the few times ive used it has always felt underwhelming
im getting rid of the weapon i had for a weapon that (imo) is worse in most cases, and now im up a little
when there are things like tank and missiles, just having a little boost at the cost of subs and the weapon you're used to just feels bland
Personally i think that missiles are in the perfect design, yeah maybe it has the infinite range and many missiles and locks on to 5 people max BUT they’re not to hard to dodge aswell
Using both games special in a match, oddly Inkstrike would be a decent counter to Stingray as Ray's delayed movement would allow Inkstrike to land a hit
Well in theory that is
What if the Kraken had HP and you can also go in Humanoid form and stomp on your enemies
Inkjet was so fun on Octo expansion
Look I get kraken isn't a good special for like competitive and stuff. But imma be honest I remember playing splatoon 1 when I was I think 13 or 14 and I absolutely loved using it just cause it felt so cool to turn into a giant kraken to destroy enemies.
I think that's something splatoon 1's specials excelled at a lot. Just pure excitement of getting enough turf to pull off something very simple and cool
Sting Ray is also ridiculously hard to control and aim with
I really agree with this tear list
yes definitely missles is very well designed
Poor Ultra Stamp, it was downgraded heavily in Splatoon 3...
Personally, I'd prefer more powerful specials that are overpowered, but take longer to get ready. After all, if everybody has a moment to be overpowered, then it's still balanced. I'm not a super competitive player though, and I understand that having specials be too strong can lead to an unfun meta. But I feel like you could still design specials to be fun and balanced at all levels of play and still make them feel more powerful than just an big bomb.
Splashdown should have special power up increase it’s speed not size
I love the special design series
Wonder what would happen if an Ultra Stamp fought a Zooka
what if tenta missiles could only target 2-3 people rather than as many people as possible
Pretty sure both Tenta Missiles and an Inkjet recall icon have been spotted in Splatoon 3 trailers
Yes but they haven’t been confirmed. Also this could be a beta version of the game.
tri zoca is not only a design byt also the perfect design
I think you were a bit hard on the very concept of sting ray. It had a good idea, and then executed it really poorly. If Sting Ray was changed to be, like, a one time sniper shot that went through cover without giving vision, it could have been balanced, rather than the extended dps beam we ended up getting.
I’d love to see an inkjet Mk II in splatoon 3
Hi, I have a question how do splatfests work? Like do they just come randomly or do they come on holidays or something like that?
They used to happen once every month during the lifespan of 1 and 2
They’re special in-game events. Some splatfests are themed to upcoming holidays (at least in the USA server) but mostly just regular divisive stuff (cake vs ice cream for example) every month or two. Other changes are the Turf War maps being set during nighttime and the token Inkopolis starlets performing live music in front of the battle pavilion. The longest ones last 2 days and the shortest is 6 hours.
personally i’d like if missiles was just random, you don’t know who you’re hitting, or how many you’re hitting, or where they are.
i dont get how ink armor is overpowered, i can count how many times it helped me not die on one hand... with all my fingers having been amputated
Every single player on the team regardless of position gets extra HP, even if it only blocks the Minimum damage that is 120 extra health for 6 seconds. This isn't taking into account Cha inability with other specials or how it breaks 1 shot weapons and its already breaking the game.
There we have it baller is underrated
the missiles segment aged poorly
3:11 wait, if you think that bubbler is fine and the only things you dont like about it is the invencibility and the instant activation then why did you put armor below it? Armor is essentially bubbler but without the caviats you mentioned. I listened to the armor section and still didnt understand why you think that it is bad game design.
armor is worse designed because its impossible to fix without drastically changing it, all bubbler needs to be is toned back.
Armor has no control upon use, it just chains, and the hp to everyone as a guarantee breaks a lot of weapons. I go more in depth in my full episode on armor and bubbler in the special design series.
@@ProChara what do you mean by having "no control upon use" and "it chains"? Sorry if I'm a little dense
@@mikeykwaak272 Once you've pressed the r stick you don't do anything and your whole team gets it
@@bfpncsr3608 exactly, theres no depth. Bubbler for example works by being next to people which adds a lot to how the special is used both for the team using but also the team going against it.