I got jumpscared with a phone call from the school itself when all i wanted to do was check it out these guys saw me put basic info down and thought I was immediately interested lol
I’d do something weird for a brella rework that being hitting the bomb button while the brella is open will detach the brella earlier than normal and then buff undercover damage from 40 to 45 and make its spread slightly tighter
I think that you should also extend this series to include special and sub weapons. One new feature that could be added to tacticooler is the ability to throw drinks to your teammates with each throw consuming 30% ink. I think this would help tacticooler be more versatile since the value of tacticooler is placed heavily on positioning, and your tacticooler could be completely ignored by your teammates if it's placed too far or too close from your team.
reworked respawn punisher idea: when you splat an opponent, gain 15 special points instantly, but when someone splats you, they gain 15 and you get 75% special depletion (the numbers could change slightly but i think it's not too overpowered like this)
It’s not about buffing Respawn Punisher because it’s already too good on backlines. It’s about reworking/changing the ability for it to be more balanced
I think it’d be REALLY cool if the Goo Tuber could charge while swimming to help offset the long charge time. It also makes sense thematically because the Goo Tuber is based on a pump syphon.
I always thought it was weird how Blasters have kind of weak object damage. Usually the explosive wepons are some of the best at breaking objects in other games, and to see the Rocket Launchers of this game struggle to have good DPS against objects seems really weird. I feel like my idea to buff Blasters would be to increase direct damage from 125 to 140, so its exactly twice as much as the max indirect damage, and then give them better object damage multipliers on directs. That way the indirects are syill weak, bit directs would destroy objects really well. For example, Range Blaster could have a niche at breaking objects like Crab Tanks from a long distance with directs. Assuming it got a 2.5x object damage multiplier, that means that a direct would deal 350 damage to objects, which would make it one of the best weapons at breaking objects in the game. I think it would make sense, since again, its an explosive rocket launcher. Of course it should absoluetley wreck objects, or at least do it better than normal guns or swords.
A wacky change they could make for Snipewriter could be giving it the effect of getting one of its shots back for every kill/assist it gets like Undercover
I'm a charger player of three games' experience. Goo Tuber's clearer charge shows that the weapon is already good at splatting, and it's becoming a lot more popular for it. But I think we can bring it one step further by allowing it to not just hold charge, but to start and build charge when submerged in ink, at about 60% speed of walking charge. I personally think Squiffer is fine -- great even, where it is, -- but for a kit I'd like to see Autobomb and Crab Tank. Bamboozler should get a set with Fizzy Bomb and Super Chump/Ink Storm for more hypermobility. I personally think Snipewriter's a weird enough charger that it'd be fine with Burst Bomb, so have a set with that and maybe Trizooka? E-liter should totally get its Splat 1 custom E-Liter kit of Beakon and Kraken.
They should also revert the nerf they gave to vtuber at the start of the game, where the frames it can shoot after holding a shot is slower than Splat 2
Charger enthusiast here, really interested in seeing how you're gonna rework them. Specially the E-liter. I just hope you keep in mind, they *are* the sniper rifles of the game so they kinda have to be pretty extreme in nature. This is gonna be fun to see!
For the chargers, goo NEEDS either more range or a faster charge speed at least. Before snipe-writer came out, I thought a cool addition to goo could be the ability to hold multiple charges. Maybe it would have multiple rings (I always imagined 3 since it has the tube part loops that many times) kinda like what it got from the recent “buff,” getting an individual shot for each ring charged. Or another thing that I’ve thought that could be fitting for it is maybe the charge swimming glow effect could be dimmed or maybe out right removed, encouraging it to lean into a more aggressive, semi mid line play style. Charging up your shots and squid rolling all over the map, taking weird angles to fire from before moving to another position could get it to be viable for once
I agree completely with your first point. I’m a splat charger enthusiast - it’s the only weapon I’ve played since late Splatoon 1 - and I tried goo out after I got the gold badges on both of the SC kits and I was underwhelmed. It’s too slow to charge and just slightly too short of a range to be comparable to the SC kits. I’m leaning towards a faster charge speed as an ideal buff as it’d help with its positioning. I play a front line splat charger and I could see myself getting splatted often with goo because if you miss your initial shot it’s very hard to defend yourself against an actual front line weapon. Maybe that’s where partial shots come into play, but I’ll admit I’m not very familiar with them. I hope it gets something as its kit is really fun and the concept of a charger that can hold a charge for a considerable amount of time is cool.
I don't see them removing or masking the glow from a charge hold because Nautilus also leans into an aggressive style and their charge hold is kept bright for a reason. Masking a charge hold would be ridiculously unbalanced and to give this benefit to this one charger would not make sense, especially with the kit it currently has.
If you ask me, the Clash's low time to kill is actually the exact reason why it's so obnoxious. When you're on the receiving end it feels more like you're being pestered by flies than shot at with explosive rounds. So I actually support the idea of the damage adjustment thoroughly.
For chargers, map designs need to be reworked entirely since they are so small. An example would be how an Eliter can just go to mid (or even just stay in base, I'm looking at your Brinewater) and be in control of the entire map. IMO this would make them a whole lot healthier for the game.
I actually think that vrapid and rapid pro being similar is fine (in a vacuum at least). One of the biggest contributors to shooter bias in this game is just that there are so many more shooters than any other class. They do this not by making gimmick shooters with especially different mechanics (with the exception of the semi-autos and squeezer,) but by just tweaking number values. Splattershot. Splattershot with less range but higher damage. Splattershot with more range and higher damage but slower fire rate and ink efficiency. Splattershot with more range and better painting but bad damage and rng. Splattershot with less range and worse rng but better painting and better ink efficiency. This helps shooters always be in the meta because it guarantees that even when the devs are conspiring to give all the fun weapons the worst kits they can think of, a weapon similar to the one you like to play will always be good. Splattershot falling out of favor? Play splash. Splash a bit worse now? Switch to NZap. In splatoon 2, you even had options like jet squelcher, so that most splatling players now had a shooter option, kgal for brella players, sploosh 7 for brush and roller players. that's why shooters eventually took over that game, for every non shooter weapon, there was a shooter weapon that did the same thing but better. Basically the only non-shooter class where they do something similar to this is with the rapids. For a while, there were no good rapid kits, but then rapid deco got a good kit, meaning if you liked any rapid blaster, you had something good to play. Now rapid pro deco does the same thing but also enables a different playstyle. If they added in like 3 more types of brellas that all had slightly different damage, range, canopy hp, strafe speed, etc, and they all got second kits, eventually, one of those kits would be good. Variety is what allows a class to always be viable the way shooters are
This series is actually looking amazing so far, I can't wait to see what you do for the other classes!! Props to Logi on this, too, the editing on this video is absolutely phenomenal!
i think a good change for chargers would be having something that discourages staying in one place for too long to promote less campy and passive playstyles
As a charger main, the only changes I really want to see are Respawn Punisher rebalanced and more of the chargers given their own unique identities. Snipewriter is still just too similar to Bamboo, and Gootuber has literally nothing going for it. As for fundemental class changes, idk if I’d want to see anything all that drastic. They’re weapons with a big learning curve and a high skill ceiling but still feel awful to play against. Buff/nerf them too far in either direction and they’ll either become less rewarding to learn and master for the Charger players, or they’ll become complete pushovers and be outclassed permanently by other backlines like Splatlings. If anything, the biggest change Chargers as a whole need are better maps and better netcode. Both of those would keep the class rewarding to get good at while giving people an easier time to play around them without looking like they’re getting sniped through walls or having zero cover to use.
Day 1 of asking Prochara for his opinion on the reworks I would make to Big Bubbler. One problem Big Bubbler has that I would change is how many frames it takes to activate it. See, unlike other specials, Bubbler doesn't cancel the shooting of your main weapon to deploy. This means that if you're shooting, you have to go through all of those frames, and then it gives you the option to try and deploy it, then you have to go through the Bubbler's initial start up frames. If you're trying to set it up in front of your team and you don't have the high ground, you're usually dead by this time. It's not much of an opportunist kind of special weapon because of this. So I would first get rid of this. Another change I would make is changing how Kraken Royale's attacks interact with Big Bubbler's shield. Kraken has three attacks: the charge dash, the jump, and the parry. All three do damage to the Bubbler when they hit its shield. That is not the problem. The problem is that these attacks go straight through the shield, not even blocking the attack for the it's team. My solution for this is to give Kraken roller properties when interacting with Big Bubbler's shield. If any of Kraken's attacks hit the Bubbler's shield's hit box at all, it gets knocked back. Kraken can still swim through the shield and attack, it just can't charge through without getting knocked back. Let's say the distance of two and a half players. The last thing I would change would be nerfing how much damage most shooters, most splatlings, and most dualies do to the shield without object shredder. This is because most of the weapons in these three weapon classes have a very efficient special output. So if I am using either of the Splashes, either of the Splattershots, or a Ballpoint, and I see the enemy set up a Big Bubbler, I'm gonna use my Crab Tank, I'm gonna use my Trizooka, I'm gonna use my Tristrike, I am going to use my Inkjet to deny the enemy the ability to set up an attack around the Bubbler. That's assuming I am the one to deal with it. If I got something like a Tri-Stringer or a Stamper on my team, I am just gonna let them deal with it. So, in other words, some of the strongest weapon classes already got enough going for them where they don't need to be too amazing against Big Bubbler. I might also give this same nerf to Splatana Wiper. This would be enough of a change for now.
Honestly my reworks to bubbler would be that 1: Enemies can no longer go through it and take damage similar to Splash Wall, 2: Bombs no longer explode, they'll just "vanish" similar to Ink Vac, 3: Shots hitting shield do .85x less damage (15% less damage) while shots that hit the top beacon now do 1.12x more damage. The reason I want 1 and 2 is that Bubbler feels like a worse version of Splash Wall and that should NOT be the case for a special to be outdone by a sub
for that charger video, i want squiffer to be a light weight. it looks so tiny... and i think goober should have constant range like bamboo. since it already doesn't get much of a range buff when doing a full charge. this way, you have more of a reason to use semi-charges! and being able to use a sub weapon while holding a charge seems like a good idea you had before.
Oooh, going for chargers next? I have a particular buff I would like to see for Goo Tuber. I would increase the size of the tap shots by maybe double without increasing their range or paint output, making them easier to hit. This would turn the weapon into a semi-auto shooter with a charge shot, but doesn’t do either as well as other weapons. It’d basically just become more versatile.
I'm moreso thinking of increasing the range. While the Goo Tuber charges pretty slowly, a buff to its range would allow you to flex between shorter-range, partial-charge one-shots -- and slow, long-range snipes.
@@dewroot5176 unless I’m mistaken, Tuber has a charge time and range in-between vcharger and eliter. If you just buff the range it might begin to outclass liter as it charges faster with a similar range, so that might not be the way to go imo.
I feel like the idea of making clash this highly mobile blaster is really cool! I thought of it a bit ago and thought its way more unique than just giving it a really big blast radius and could be such a fun weapon to use and fight if it was like that rather than just having the massive blast radius. edit: random typo ;-;
In the future, I would love to see alternative kits that have utility subs instead of bombs. As a casual player, I find most of the utility subs to be more interesting and varied in play style, and a reasonable consideration in skill expression. The VRapid is actually one of my favorite weapons (and definitely my favorite blaster) in the game because of this.
I know it's a bit off the wall but for weapons with multiple firing modes that are instigated by jumping ie. rollers, ballpoint, sblast, brellas, brushes and maybe even dualies with their turret mode they should be able to be switched between when jumping but also by holding down the left stick. For example if a roller were to jump and shoot the player could hold down the left stick whilst shooting to use the horizontal flick WHILST JUMPING and allow vertical flicks when grounded. With brellas it would switch between firing and having the shield (held down having shield active) and with undercover would continue with constant firing and allow for holding down the left stick to open the shield. With brushes it would allow for holding the left stick down to constantly flick the brush at max speed (saving players fingers and making the class more noob friendly. This would 1. Make use of an unused button in an effective manner and a way that is perfectly suited to the button. 2. Increase the skill celling of many classes and weapons. 3. Buff weaker classes such as brellas and rollers (more specifically the weaker rollers that have the most powerful vertical flicks: dynamo and flingza meaning they don't have to be as exposed or comit as hard to assist fully in fights)
There’s no way s-blast is ever going to get torpedo/crab tank as an alt kit. They gave it an awful vanilla kit for a reason. Could it still be balanced with a kit that is better than the vanilla kit? Probably. But torpedo/crab tank would be way too good.
I think of clash blaster like the aerospray where it is a weapon for learning the game but not necessarily meant to be played in comp. Same with vanilla carbon roller being something to experiment with but probably not what you would use at higher levels.
I love this idea! However, one thing to consider when going for both the splatanas, stringers, and brushes, maybe add some new weapon ideas since they are lacking in weapon number. (As opposed to shooters)
I recently picked up range blaster again after dropping in the transition from 1-> 2 and I honestly forgot how fun this weapon is. I have not landed so many consistent directs in a long time. Of course some of that is due to luck but I really want the S1 CRB kit to come back . That version is so much fun.
There are rumors of a philosophy used for weapon kit balance that I _rreeaally_ don't like: balancing weapon kits by pairing strong _main_ weapons with weaker _subs_ & _specials,_ and vice versa. Main weapons like the S-BLAST and Tetra Dualies feel like they have no impactful weaknesses: the S-BLAST has two firing modes to offset the arbitrary blast ranges of various Blasters, and the Tetra Dualies are a four-shot weapon whose unique dodge-roll properties make it excellent for evade-skirmishing. I think the Tetras should have its firing a little less precise than it already is, and its four dodge-rolls more ink-hungry than the Splat Dualies' (another shorter-range 4-shot dualies) two. However, the Sprinkler should spray ink at a higher distance and be made more reliable at damaging enemies that stand near it. Also, buff Reefslider without making it a casual-play nightmare. Please. On the other hand, the Inkbrush, Luna Blasters, and Clash Blasters have specials that work well for them, and bombs that are (being bombs) much more versatile than a Point Sensor. But said main weapons aren't good at controlling space head-on, with so few flanking & sharking options in many Splatlandian maps. Besides, while varying _points for special_ help with balance, making the individual kit parts balanced within the respective categories would make something that's aided further by such an independent aspect of weapon kits. However, we do have weapons as pathetic as the vanilla Undercover, and weapons as devastating as the Slash, Machine, and Ballpoint. When others bring this up, do you feel like they're just cherrypicking? Regardless, I would love to see the balance become even better.
charger idea: since the game incentivizes basically quick scoping and hard-scoping isnt too good, maybe give it a second charge like the splatlings. It would boost the shot velocity a bit to be closer to hitscan and maybe boost the shots range by like 10%, since it shouldn't be too strong
Considering chargers can already splat you a second before they’ve even aimed at you on your screen already, making them hits can seems like a horrible idea. They already hard abuse latency and are perhaps the only weapon type that seems to hit you around corners too much
An idea I've been pondering for blasters universally is if a blaster shot hits the ground or a wall almost immediately after being fired (say, within 2-3 frames of firing), then the blaster will have a little less end lag and paint a little more. The idea there is that Blasters can choose to trade away painting range by firing straight at the floor for a little faster movement when they need to paint their feet and quickly move. Not so much that they suddenly stop being slow weapons or anything, but just a bit of a boost. I also wanted this to be specifically when aimed at the floor so Blasters have to choose between being a bit more mobile when being shot at or firing return shots, not both. This can also help them shoot and climb a wall in the same movement easier on stages like Flounder.
The extra paint would be a good idea, but a shortened cooldown between shots would just encourage newer players to just jump and shoot at their feet in order to gamble more shots rather than actually reposition if they get rushed. It would probably just teach bad habits.
@@kevinchen5167 Not really, since they'd still get hard punished since the spark damage(blaster explosion that hits ground) is so little that you'd effectively have a way longer kill time than 2 indirects.
@@funchipin4960they're in an "okay" spot in that most dualies are functional but completely irrelevant or outclassed. And with how popular cooler is right now, Tetras' slayer niche is less important than ever. Tetras are considered one of the strongest, if not the strongest, dualie and it's just not good enough to be picked over shooters or buckets in most cases (since those can slay too and have better kits and better paint output). Brellas need more changes than dualies but that doesn't mean anything... brella needs more changes than any other class!
Careful with the kits. If one kit is just objectively better than the other, that sucks because Nintendo won't edit kits nor give kit specific buffs/nerfs
I like the kits, but some of them seem a little too similar to ones we already have... Currently, both S'Blast and Tri-Nouveau threaten Luna Neo's position and giving Regular Blaster fizzy bomb would just give it more competition... And while I do agree with giving S'Blast Torpedo it's obviously reminiscent of Rapid Deco.
I've always liked weapons, subs, and specials with multiple possible applications or firing modes. A S-Blast with Torpedo and Crab Tank would probably be one of my favorite weapons ever.
If you’re taking ideas for these, I had an idea for a Splatling re-work: Instead of charging up and releasing to fire, you press and hold to rev up the barrels at the same time as it is normally, but you then press the Bumper (bypassing Sub Weapon) to begin firing. You can let go of it at any time to keep yourself revved up and won’t consume ink, but gain it back at roughly half the normal speed. But, if you want to throw your Sub, you have to fully de-rev, roughly the same as rev-up time, and if you try to cheese it by going Squid, you’re stuck in Squid Mode for the same de-rev time. Keep in mind I’m also a casual guy who loves Splatlings so take my idea with a grain of salt
Since the difficulty presented by limited charges are a staple of the Splatling class, I'm thinking of a new "skill-gate" weapon, but a longer-ranged one similar to the Bloblobber or Splattershot Nova (since we already have a shorter-range easy weapon in the Mini Splatling). I imagine such a Splatling firing automatically without reducing charge if you hold ZR for long enough, instead of using the sub weapon button for the main weapon. Awesome idea, though!
The main reason why I was thinking such a game control deviation is considering that A) We already have weapons that use different inputs in different ways, such as the S'Blast and the Fizzy Bomb, a weapon change like that isn't so hard to believe, and B), most games I'm familiar with allow you to rev up the comparable weapon while not firing to allow you to be able to fire at will without taking a large chunk of damage before you start dealing it back. In addition, another possible way to balance is that, while staying revved, your movement speed's reduced
Would probably be good to wait to do the splatanas and stringers after the new season, considering it would be only 2 or three weapons as of now and would be about a five to eight min video.
I know they are shooters but I am interested in what you think of the shooters with weird or not so straight forward mechanics like the nozzle noses and the squeezer for example.
As an aerospray main, I am very curious to see what your take for changes will be, since Nintendo is so insistent on only touching its painting capabilities
If this is going to be a reoccuring series, It'd be really nice if you refer back to previous changes you made as reasoning for what you're currently balancing, instead of reworking every weaoon class in a vaccum.
My main thing I want for chargers is a reticle buff where the reticle is slightly bigger so while you can get the same kinds of snipes like normal, you can also have the chargers be slightly more forgiving in getting the snipes and not be as hellish
Where can I find that tier list at 0:42? Is there a vod or something? There's a lot of things on there that really surprised me such as range blaster being above sblast, vrapid pro being so high and rapid deco being even higher, sorella tent being so high, etc.. that I'd love to hear someone's explanation/thought process of
I would like the charger reticle to emphasize the center of screen more instead of the point where the shot will hit. And the reticle should be displayed at all times. That would make aiming easier.
As a snipewriter main i feel obligated to say that a charge hold isnt a gold idea, as it woulf completely change the way the weapon feels and is played, a lot of pencil players like the strafe speed and splatling like play
I wonder where the game will go if they decide to make balance changes like these, if they actually buffed every weapon by a reasonable amount, it could make everyone weapon more enjoyable to play
A roller CLASS rework would only need to do one thing: add functionality to rolling A huge problem with rollers is how slow they are, so I've thought of a way to give them a real *boost* while also making the very mechanic they're NAMED AFTER actually functional and not a death wish. After swinging, holding down the roller with ZR and pressing B will boost you in the direction you're moving the L stick in, like the dualie's dodge roll (same distance and similar end lag.) While boosting, you gain 100 HP armor for its duration *(this is to prevent the main issue with rolling, which is walking face first into bullets.)* with a taller hitbox to also prevent the 2nd problem, just jumping over the roller. However it uses 30% of your ink tank, this would give you about 2 boosts before running out of ink for a 3rd due to a short cooldown between boosts, with end lag slightly longer than glooga's. This change is for giving it offensive capabilities, with added drawback for balance of course. It would be good for helping rollers deal with getting their swings eaten and for quick follow ups or getting behind cover. Secondly, all rollers (and maybe brushes) have the same speed as inkbrush, this is also due to the fact rolling still wouldn't be useful on its own, this would alleviate rollers problem with its high risk/low reward swings. where as most weapons can pick and choose just about any fight they want, rollers tend to be all or nothing (typically all or death.) they also cant ink their feet like most weapons can, having to try in vain to ink their feet or to defend themselves. However with this, the width of the ink trail left behind is also shortened to the width of the roller itself, to keep them from being inking monsters as well as a slight ink efficiency nerf while rolling to further restrict it. One last change would to make both horizontal and vertical swings ink your feet. The boost mechanic would vary between each roller, for example carbon having more ink efficient boosts with less distance, but faster for comboing WITHOUT burst bombs (Vcarbon!) And dynamo having less ink efficient boosts but with more distance for avoiding those annoying bombs! They could even make a roller designed around rolling! (I have 2 already made!) 1. The Steam Roller: A heavyweight roller that while rolling, can press and hold B to boost as long as the B button is being held, whole boosting, you have 75% damage resistance and the usual tall hitbox with more ink efficiency for its roll, but with a lower turning speed and slower travel speed 2. The Dodge-Roller: A lightweight roller that can chain 2 boost together instead of just 1, with less endlag too! I have designs for both of them & extra things but you get the general idea of how this could enrich the roller class! You could even make a brush with this mechanic too!
Go to my sponsor snhu.edu/prochara to see what the current average annual salary for a game programmer is and learn how you can get started.
Silly Chara, most of us are already enrolled in a school already. Squid School!
I got jumpscared with a phone call from the school itself when all i wanted to do was check it out these guys saw me put basic info down and thought I was immediately interested lol
DO BRELLAS AFTER CHARGERS I WANT MY BELOVED MAINS TO HAVE GOOD REWORK IDEAS
HOW DID YOU GET A SPONSER WITH A FUCKING SCHOOL
I did not expect to see a university sponsor for a Splatoon channel lol
I'm really excited for the brella episode that will be 8 hours long!
FR
8 hours for 3 weapons hype
I’d do something weird for a brella rework that being hitting the bomb button while the brella is open will detach the brella earlier than normal and then buff undercover damage from 40 to 45 and make its spread slightly tighter
@@rileyf1178 well uh brellas main problem is that you can’t play it like tent and you can’t do damage with it so that doesn’t really work
If Nintendo actually balances blasters next season I'm legit throwing a party
If Nintendo does that the next season will be a blast!
I mean they kinda buffed a blaster this patch. Ill throw a party for brellas though! They get even worse
@@MainonaiseIf Nintendo fixes Brellas by the end of the game I’m gonna skip school
What they need to do is buff Bella's
As a blaster main, can I join your party?
I think that you should also extend this series to include special and sub weapons. One new feature that could be added to tacticooler is the ability to throw drinks to your teammates with each throw consuming 30% ink. I think this would help tacticooler be more versatile since the value of tacticooler is placed heavily on positioning, and your tacticooler could be completely ignored by your teammates if it's placed too far or too close from your team.
my friend, you are cooking
Basically combining tacticooler and fizzy bomb... Is a great idea!
reworked respawn punisher idea: when you splat an opponent, gain 15 special points instantly, but when someone splats you, they gain 15 and you get 75% special depletion
(the numbers could change slightly but i think it's not too overpowered like this)
Would this completely replace Punisher’s current attributes?
If so, this rework would be awesome
I had almost this exact idea.
It’s not about buffing Respawn Punisher because it’s already too good on backlines. It’s about reworking/changing the ability for it to be more balanced
@FelineDeskFan13 yeah, it'd be much healthier for the game since there's less penalty for dying and much more reward for splatting the user
Honestly it should only effect the special gauge and not respawn time. It would be more fun to play against.
This series actually seems so cool!!! I can’t wait to see your ideas for some of the weakest (and strongest) parts of the game
LMAO THEY HAD HIM SAY "RADICALLY AFFORDABLE" I'M DYING- happy you got a sponsor though!! Great video!
I would love an entire series of this rebalancing sequence
I think it’d be REALLY cool if the Goo Tuber could charge while swimming to help offset the long charge time. It also makes sense thematically because the Goo Tuber is based on a pump syphon.
Range blasters have got to be my favorite weapon to use. I miss the burst bomb of the grim variant from Sploon 2.
It’ll come back fs
@@545wei I sure hope so. Suction bombs use up too much ink.
@@criticalblaster458but they are very funny when they kill
@@sadchild9478 Sure is, not funny when you run out of ink. Only have enough ink for like 3 shots afterwards.
Splat Bomb takes the cake for me personally, w/out damage up may be a little less satisfying though
How to balance blasters: STOP MAKING THEM ABOVE 190 NINTENDO
The fact that he actually predicted CRB returning from splatoon 1 is kinda crazy tbh
Yo, Chara sponsored by a University? Massive W
I gotta say its very weird to have someone talk about a college thats 20 miniutes away from your house
I always thought it was weird how Blasters have kind of weak object damage.
Usually the explosive wepons are some of the best at breaking objects in other games, and to see the Rocket Launchers of this game struggle to have good DPS against objects seems really weird.
I feel like my idea to buff Blasters would be to increase direct damage from 125 to 140, so its exactly twice as much as the max indirect damage, and then give them better object damage multipliers on directs.
That way the indirects are syill weak, bit directs would destroy objects really well.
For example, Range Blaster could have a niche at breaking objects like Crab Tanks from a long distance with directs. Assuming it got a 2.5x object damage multiplier, that means that a direct would deal 350 damage to objects, which would make it one of the best weapons at breaking objects in the game.
I think it would make sense, since again, its an explosive rocket launcher. Of course it should absoluetley wreck objects, or at least do it better than normal guns or swords.
A wacky change they could make for Snipewriter could be giving it the effect of getting one of its shots back for every kill/assist it gets like Undercover
I'm a charger player of three games' experience.
Goo Tuber's clearer charge shows that the weapon is already good at splatting, and it's becoming a lot more popular for it. But I think we can bring it one step further by allowing it to not just hold charge, but to start and build charge when submerged in ink, at about 60% speed of walking charge.
I personally think Squiffer is fine -- great even, where it is, -- but for a kit I'd like to see Autobomb and Crab Tank.
Bamboozler should get a set with Fizzy Bomb and Super Chump/Ink Storm for more hypermobility.
I personally think Snipewriter's a weird enough charger that it'd be fine with Burst Bomb, so have a set with that and maybe Trizooka?
E-liter should totally get its Splat 1 custom E-Liter kit of Beakon and Kraken.
They should also revert the nerf they gave to vtuber at the start of the game, where the frames it can shoot after holding a shot is slower than Splat 2
goddddd fizzy storm bamboo would be the DREAM
I forgot I actually DEEPLY want Reefslider on Bamboo
Charger enthusiast here, really interested in seeing how you're gonna rework them. Specially the E-liter.
I just hope you keep in mind, they *are* the sniper rifles of the game so they kinda have to be pretty extreme in nature. This is gonna be fun to see!
For the chargers, goo NEEDS either more range or a faster charge speed at least.
Before snipe-writer came out, I thought a cool addition to goo could be the ability to hold multiple charges. Maybe it would have multiple rings (I always imagined 3 since it has the tube part loops that many times) kinda like what it got from the recent “buff,” getting an individual shot for each ring charged.
Or another thing that I’ve thought that could be fitting for it is maybe the charge swimming glow effect could be dimmed or maybe out right removed, encouraging it to lean into a more aggressive, semi mid line play style.
Charging up your shots and squid rolling all over the map, taking weird angles to fire from before moving to another position could get it to be viable for once
I agree completely with your first point. I’m a splat charger enthusiast - it’s the only weapon I’ve played since late Splatoon 1 - and I tried goo out after I got the gold badges on both of the SC kits and I was underwhelmed. It’s too slow to charge and just slightly too short of a range to be comparable to the SC kits. I’m leaning towards a faster charge speed as an ideal buff as it’d help with its positioning. I play a front line splat charger and I could see myself getting splatted often with goo because if you miss your initial shot it’s very hard to defend yourself against an actual front line weapon. Maybe that’s where partial shots come into play, but I’ll admit I’m not very familiar with them. I hope it gets something as its kit is really fun and the concept of a charger that can hold a charge for a considerable amount of time is cool.
I don't see them removing or masking the glow from a charge hold because Nautilus also leans into an aggressive style and their charge hold is kept bright for a reason. Masking a charge hold would be ridiculously unbalanced and to give this benefit to this one charger would not make sense, especially with the kit it currently has.
If you ask me, the Clash's low time to kill is actually the exact reason why it's so obnoxious. When you're on the receiving end it feels more like you're being pestered by flies than shot at with explosive rounds. So I actually support the idea of the damage adjustment thoroughly.
Ah yes. Good work chara I’ll put this in the patch notes along with the map reworks! -Nintendo
*puts notes into the bin
For chargers, map designs need to be reworked entirely since they are so small. An example would be how an Eliter can just go to mid (or even just stay in base, I'm looking at your Brinewater) and be in control of the entire map. IMO this would make them a whole lot healthier for the game.
I actually think that vrapid and rapid pro being similar is fine (in a vacuum at least). One of the biggest contributors to shooter bias in this game is just that there are so many more shooters than any other class. They do this not by making gimmick shooters with especially different mechanics (with the exception of the semi-autos and squeezer,) but by just tweaking number values.
Splattershot. Splattershot with less range but higher damage. Splattershot with more range and higher damage but slower fire rate and ink efficiency. Splattershot with more range and better painting but bad damage and rng. Splattershot with less range and worse rng but better painting and better ink efficiency.
This helps shooters always be in the meta because it guarantees that even when the devs are conspiring to give all the fun weapons the worst kits they can think of, a weapon similar to the one you like to play will always be good. Splattershot falling out of favor? Play splash. Splash a bit worse now? Switch to NZap. In splatoon 2, you even had options like jet squelcher, so that most splatling players now had a shooter option, kgal for brella players, sploosh 7 for brush and roller players. that's why shooters eventually took over that game, for every non shooter weapon, there was a shooter weapon that did the same thing but better.
Basically the only non-shooter class where they do something similar to this is with the rapids. For a while, there were no good rapid kits, but then rapid deco got a good kit, meaning if you liked any rapid blaster, you had something good to play. Now rapid pro deco does the same thing but also enables a different playstyle. If they added in like 3 more types of brellas that all had slightly different damage, range, canopy hp, strafe speed, etc, and they all got second kits, eventually, one of those kits would be good. Variety is what allows a class to always be viable the way shooters are
Well put!
I can't believe literal universities are sponsoring splatubers now thats so funny
This series is actually looking amazing so far, I can't wait to see what you do for the other classes!!
Props to Logi on this, too, the editing on this video is absolutely phenomenal!
This is an awesome idea for a series! Especially taking into account how some low tier weapons do great in lower ranks! I love these balance ideas!
i think a good change for chargers would be having something that discourages staying in one place for too long to promote less campy and passive playstyles
That used to be flanks on maps 🥲
Really excited for the rest of this series, your vids are always detailed about the game. So thanks chara and to all your editors 😁😁
Okay but seeing vanilla rapid pro alongside rapid pro deco in the tier list is insane to me
The editing was amazing!
As a charger main, the only changes I really want to see are Respawn Punisher rebalanced and more of the chargers given their own unique identities. Snipewriter is still just too similar to Bamboo, and Gootuber has literally nothing going for it.
As for fundemental class changes, idk if I’d want to see anything all that drastic. They’re weapons with a big learning curve and a high skill ceiling but still feel awful to play against. Buff/nerf them too far in either direction and they’ll either become less rewarding to learn and master for the Charger players, or they’ll become complete pushovers and be outclassed permanently by other backlines like Splatlings.
If anything, the biggest change Chargers as a whole need are better maps and better netcode. Both of those would keep the class rewarding to get good at while giving people an easier time to play around them without looking like they’re getting sniped through walls or having zero cover to use.
WHY IS MY COLLEGE BEING ADVERTISED IN A PROCHARA VIDEO
Day 1 of asking Prochara for his opinion on the reworks I would make to Big Bubbler.
One problem Big Bubbler has that I would change is how many frames it takes to activate it. See, unlike other specials, Bubbler doesn't cancel the shooting of your main weapon to deploy. This means that if you're shooting, you have to go through all of those frames, and then it gives you the option to try and deploy it, then you have to go through the Bubbler's initial start up frames. If you're trying to set it up in front of your team and you don't have the high ground, you're usually dead by this time. It's not much of an opportunist kind of special weapon because of this. So I would first get rid of this. Another change I would make is changing how Kraken Royale's attacks interact with Big Bubbler's shield. Kraken has three attacks: the charge dash, the jump, and the parry. All three do damage to the Bubbler when they hit its shield. That is not the problem. The problem is that these attacks go straight through the shield, not even blocking the attack for the it's team. My solution for this is to give Kraken roller properties when interacting with Big Bubbler's shield. If any of Kraken's attacks hit the Bubbler's shield's hit box at all, it gets knocked back. Kraken can still swim through the shield and attack, it just can't charge through without getting knocked back. Let's say the distance of two and a half players. The last thing I would change would be nerfing how much damage most shooters, most splatlings, and most dualies do to the shield without object shredder. This is because most of the weapons in these three weapon classes have a very efficient special output. So if I am using either of the Splashes, either of the Splattershots, or a Ballpoint, and I see the enemy set up a Big Bubbler, I'm gonna use my Crab Tank, I'm gonna use my Trizooka, I'm gonna use my Tristrike, I am going to use my Inkjet to deny the enemy the ability to set up an attack around the Bubbler. That's assuming I am the one to deal with it. If I got something like a Tri-Stringer or a Stamper on my team, I am just gonna let them deal with it. So, in other words, some of the strongest weapon classes already got enough going for them where they don't need to be too amazing against Big Bubbler. I might also give this same nerf to Splatana Wiper. This would be enough of a change for now.
Honestly my reworks to bubbler would be that 1: Enemies can no longer go through it and take damage similar to Splash Wall, 2: Bombs no longer explode, they'll just "vanish" similar to Ink Vac, 3: Shots hitting shield do .85x less damage (15% less damage) while shots that hit the top beacon now do 1.12x more damage.
The reason I want 1 and 2 is that Bubbler feels like a worse version of Splash Wall and that should NOT be the case for a special to be outdone by a sub
for that charger video, i want squiffer to be a light weight. it looks so tiny... and i think goober should have constant range like bamboo. since it already doesn't get much of a range buff when doing a full charge. this way, you have more of a reason to use semi-charges! and being able to use a sub weapon while holding a charge seems like a good idea you had before.
I really love the vanilla blaster a ton, would love the lessened jump rng and a new kit to change the playstyle!
Oooh, going for chargers next? I have a particular buff I would like to see for Goo Tuber. I would increase the size of the tap shots by maybe double without increasing their range or paint output, making them easier to hit. This would turn the weapon into a semi-auto shooter with a charge shot, but doesn’t do either as well as other weapons. It’d basically just become more versatile.
I'm moreso thinking of increasing the range. While the Goo Tuber charges pretty slowly, a buff to its range would allow you to flex between shorter-range, partial-charge one-shots -- and slow, long-range snipes.
@@dewroot5176 unless I’m mistaken, Tuber has a charge time and range in-between vcharger and eliter. If you just buff the range it might begin to outclass liter as it charges faster with a similar range, so that might not be the way to go imo.
Dude that combo with sblast was sick! One shot
I feel like the idea of making clash this highly mobile blaster is really cool! I thought of it a bit ago and thought its way more unique than just giving it a really big blast radius and could be such a fun weapon to use and fight if it was like that rather than just having the massive blast radius.
edit: random typo ;-;
i love it when they show chapters for their sponsors i can just skip right by
For brella: fix sheild, outro rolls then explain all the problems with them
In the future, I would love to see alternative kits that have utility subs instead of bombs.
As a casual player, I find most of the utility subs to be more interesting and varied in play style, and a reasonable consideration in skill expression. The VRapid is actually one of my favorite weapons (and definitely my favorite blaster) in the game because of this.
I know it's a bit off the wall but for weapons with multiple firing modes that are instigated by jumping ie. rollers, ballpoint, sblast, brellas, brushes and maybe even dualies with their turret mode they should be able to be switched between when jumping but also by holding down the left stick. For example if a roller were to jump and shoot the player could hold down the left stick whilst shooting to use the horizontal flick WHILST JUMPING and allow vertical flicks when grounded. With brellas it would switch between firing and having the shield (held down having shield active) and with undercover would continue with constant firing and allow for holding down the left stick to open the shield. With brushes it would allow for holding the left stick down to constantly flick the brush at max speed (saving players fingers and making the class more noob friendly. This would 1. Make use of an unused button in an effective manner and a way that is perfectly suited to the button. 2. Increase the skill celling of many classes and weapons. 3. Buff weaker classes such as brellas and rollers (more specifically the weaker rollers that have the most powerful vertical flicks: dynamo and flingza meaning they don't have to be as exposed or comit as hard to assist fully in fights)
There’s no way s-blast is ever going to get torpedo/crab tank as an alt kit. They gave it an awful vanilla kit for a reason. Could it still be balanced with a kit that is better than the vanilla kit? Probably. But torpedo/crab tank would be way too good.
Here’s a challenge for you guys:
Every time Chara talks about the CRB kit, do one push up
Every time someone mentions the phrase "brella buffs", do one squat
I think of clash blaster like the aerospray where it is a weapon for learning the game but not necessarily meant to be played in comp. Same with vanilla carbon roller being something to experiment with but probably not what you would use at higher levels.
I love this idea! However, one thing to consider when going for both the splatanas, stringers, and brushes, maybe add some new weapon ideas since they are lacking in weapon number. (As opposed to shooters)
also brellas need more
I recently picked up range blaster again after dropping in the transition from 1-> 2 and I honestly forgot how fun this weapon is. I have not landed so many consistent directs in a long time. Of course some of that is due to luck but I really want the S1 CRB kit to come back . That version is so much fun.
I agree as a near 5 star range user
This is the very first sponsor ive ever genuinely been interested in
There are rumors of a philosophy used for weapon kit balance that I _rreeaally_ don't like: balancing weapon kits by pairing strong _main_ weapons with weaker _subs_ & _specials,_ and vice versa.
Main weapons like the S-BLAST and Tetra Dualies feel like they have no impactful weaknesses: the S-BLAST has two firing modes to offset the arbitrary blast ranges of various Blasters, and the Tetra Dualies are a four-shot weapon whose unique dodge-roll properties make it excellent for evade-skirmishing. I think the Tetras should have its firing a little less precise than it already is, and its four dodge-rolls more ink-hungry than the Splat Dualies' (another shorter-range 4-shot dualies) two. However, the Sprinkler should spray ink at a higher distance and be made more reliable at damaging enemies that stand near it. Also, buff Reefslider without making it a casual-play nightmare. Please.
On the other hand, the Inkbrush, Luna Blasters, and Clash Blasters have specials that work well for them, and bombs that are (being bombs) much more versatile than a Point Sensor. But said main weapons aren't good at controlling space head-on, with so few flanking & sharking options in many Splatlandian maps.
Besides, while varying _points for special_ help with balance, making the individual kit parts balanced within the respective categories would make something that's aided further by such an independent aspect of weapon kits.
However, we do have weapons as pathetic as the vanilla Undercover, and weapons as devastating as the Slash, Machine, and Ballpoint. When others bring this up, do you feel like they're just cherrypicking? Regardless, I would love to see the balance become even better.
charger idea: since the game incentivizes basically quick scoping and hard-scoping isnt too good, maybe give it a second charge like the splatlings. It would boost the shot velocity a bit to be closer to hitscan and maybe boost the shots range by like 10%, since it shouldn't be too strong
Considering chargers can already splat you a second before they’ve even aimed at you on your screen already, making them hits can seems like a horrible idea. They already hard abuse latency and are perhaps the only weapon type that seems to hit you around corners too much
An idea I've been pondering for blasters universally is if a blaster shot hits the ground or a wall almost immediately after being fired (say, within 2-3 frames of firing), then the blaster will have a little less end lag and paint a little more. The idea there is that Blasters can choose to trade away painting range by firing straight at the floor for a little faster movement when they need to paint their feet and quickly move. Not so much that they suddenly stop being slow weapons or anything, but just a bit of a boost. I also wanted this to be specifically when aimed at the floor so Blasters have to choose between being a bit more mobile when being shot at or firing return shots, not both. This can also help them shoot and climb a wall in the same movement easier on stages like Flounder.
The extra paint would be a good idea, but a shortened cooldown between shots would just encourage newer players to just jump and shoot at their feet in order to gamble more shots rather than actually reposition if they get rushed. It would probably just teach bad habits.
@@kevinchen5167 Not really, since they'd still get hard punished since the spark damage(blaster explosion that hits ground) is so little that you'd effectively have a way longer kill time than 2 indirects.
Can’t wait to see the rest of this series, it seems awesome
I remember the transition from Splatoon 1 to 2 being painful. I had to remind myself not to jump if I wanted my shots to hit.
A new Series talking about improving the Weapons I’m down
Dualies next
i wanna see that but also that class is mostly in an okay spot, so there would probably be less changes than something like the brellas
@@funchipin4960they're in an "okay" spot in that most dualies are functional but completely irrelevant or outclassed. And with how popular cooler is right now, Tetras' slayer niche is less important than ever. Tetras are considered one of the strongest, if not the strongest, dualie and it's just not good enough to be picked over shooters or buckets in most cases (since those can slay too and have better kits and better paint output).
Brellas need more changes than dualies but that doesn't mean anything... brella needs more changes than any other class!
I feel like torpedo and crab is way too broken for s-blast. It will just dominate tower control x rank.
Careful with the kits. If one kit is just objectively better than the other, that sucks because Nintendo won't edit kits nor give kit specific buffs/nerfs
I like the kits, but some of them seem a little too similar to ones we already have...
Currently, both S'Blast and Tri-Nouveau threaten Luna Neo's position and giving Regular Blaster fizzy bomb would just give it more competition...
And while I do agree with giving S'Blast Torpedo it's obviously reminiscent of Rapid Deco.
Finally! I really want to hear about brellas. I hear people complain about them, but I could never find people talk about how to fix them.
I've always liked weapons, subs, and specials with multiple possible applications or firing modes. A S-Blast with Torpedo and Crab Tank would probably be one of my favorite weapons ever.
The REAL best choice they could make for Custom Range Blaster is making the flames on the weapon blue. Or possibly purple. We deserve that.
already really enjoying this series
this guy got sponsored by a university that’s crazy
5:22 oops
oops
luved the vid, always liked Blasters and this was a good primer cause i haven't played Splatoon in months.
If you’re taking ideas for these, I had an idea for a Splatling re-work: Instead of charging up and releasing to fire, you press and hold to rev up the barrels at the same time as it is normally, but you then press the Bumper (bypassing Sub Weapon) to begin firing. You can let go of it at any time to keep yourself revved up and won’t consume ink, but gain it back at roughly half the normal speed. But, if you want to throw your Sub, you have to fully de-rev, roughly the same as rev-up time, and if you try to cheese it by going Squid, you’re stuck in Squid Mode for the same de-rev time.
Keep in mind I’m also a casual guy who loves Splatlings so take my idea with a grain of salt
Since the difficulty presented by limited charges are a staple of the Splatling class, I'm thinking of a new "skill-gate" weapon, but a longer-ranged one similar to the Bloblobber or Splattershot Nova (since we already have a shorter-range easy weapon in the Mini Splatling).
I imagine such a Splatling firing automatically without reducing charge if you hold ZR for long enough, instead of using the sub weapon button for the main weapon. Awesome idea, though!
The main reason why I was thinking such a game control deviation is considering that A) We already have weapons that use different inputs in different ways, such as the S'Blast and the Fizzy Bomb, a weapon change like that isn't so hard to believe, and B), most games I'm familiar with allow you to rev up the comparable weapon while not firing to allow you to be able to fire at will without taking a large chunk of damage before you start dealing it back. In addition, another possible way to balance is that, while staying revved, your movement speed's reduced
Would probably be good to wait to do the splatanas and stringers after the new season, considering it would be only 2 or three weapons as of now and would be about a five to eight min video.
I know they are shooters but I am interested in what you think of the shooters with weird or not so straight forward mechanics like the nozzle noses and the squeezer for example.
Your Luna changes are fantastic
I’m hyped for chargers since the interview made me more aware of the spot chargers are in, and why it isn’t great.
the main thing i learned from this wasn't about Blasters
ITS THAT FORGE PRO IS FINALLY VIABLE AFTER ALL THIS TIME
How to balance blasters: give S-blast burst super chump
Coming back to this and seeing S-Blast get most of the things Chara asked for, YET STILL not being top-tier is disappointing
This is an awesome idea for a series. Love it!!!
After the weapon classes you could do subs and specials
rewatching this vid again just cuz i'm binging vids today and i KNOW chara is happy the new S-blast has an insane kit when it drops in a few days
As an aerospray main, I am very curious to see what your take for changes will be, since Nintendo is so insistent on only touching its painting capabilities
0:41 woah woah woah this tier list is so weird n zap being a top tier shifted the whole tier list entirely.
If you do an episode on Dualies, Chase247 could be a really good person to consult! He knows a lot about this class!
I’m pretty sure chara knows chase exists
I’m pretty sure he’ll ask jared or isabel or even arashi too for dualies
Can someone please count how many times Chara mentions putting the crb kit in 3 lol
If this is going to be a reoccuring series, It'd be really nice if you refer back to previous changes you made as reasoning for what you're currently balancing, instead of reworking every weaoon class in a vaccum.
"range is such a difficult weapon" prochara 2023
My main thing I want for chargers is a reticle buff where the reticle is slightly bigger so while you can get the same kinds of snipes like normal, you can also have the chargers be slightly more forgiving in getting the snipes and not be as hellish
Good work as always
So excited for the hour long video for shooters
At 5:22 Chara shows range blaster instead of the vanilla blaster.
Where can I find that tier list at 0:42? Is there a vod or something? There's a lot of things on there that really surprised me such as range blaster being above sblast, vrapid pro being so high and rapid deco being even higher, sorella tent being so high, etc.. that I'd love to hear someone's explanation/thought process of
Nintendo buffs Luna blaster - “hey, that didn’t do much to hurt the game did it, sweet!”
Nintendo next patch - ‘nerfs all blasters’
I would like the charger reticle to emphasize the center of screen more instead of the point where the shot will hit. And the reticle should be displayed at all times. That would make aiming easier.
NO WAY that Chara got sponsored by a UNIVERSITY
5:23 wait is this supposed to be range or vblaster?
Anything to save poor vblaster
180 Blaster Mains liked this video after 13 minutes!
As a snipewriter main i feel obligated to say that a charge hold isnt a gold idea, as it woulf completely change the way the weapon feels and is played, a lot of pencil players like the strafe speed and splatling like play
Im so excited to see what you do for my other mains lol. I think these buffs would be great for blasters
I wonder where the game will go if they decide to make balance changes like these, if they actually buffed every weapon by a reasonable amount, it could make everyone weapon more enjoyable to play
BALANCING MY BLASTIES WOOOO
5:21 So..is anyone else gonna mention how Chara highlighted the ranged blaster rather than the regular blaster when talking about blaster?
Yeah I noticed it too!
Really wasn't expecting a university sponsor
A roller CLASS rework would only need to do one thing: add functionality to rolling
A huge problem with rollers is how slow they are, so I've thought of a way to give them a real *boost* while also making the very mechanic they're NAMED AFTER actually functional and not a death wish.
After swinging, holding down the roller with ZR and pressing B will boost you in the direction you're moving the L stick in, like the dualie's dodge roll (same distance and similar end lag.)
While boosting, you gain 100 HP armor for its duration *(this is to prevent the main issue with rolling, which is walking face first into bullets.)* with a taller hitbox to also prevent the 2nd problem, just jumping over the roller. However it uses 30% of your ink tank, this would give you about 2 boosts before running out of ink for a 3rd due to a short cooldown between boosts, with end lag slightly longer than glooga's. This change is for giving it offensive capabilities, with added drawback for balance of course. It would be good for helping rollers deal with getting their swings eaten and for quick follow ups or getting behind cover.
Secondly, all rollers (and maybe brushes) have the same speed as inkbrush, this is also due to the fact rolling still wouldn't be useful on its own, this would alleviate rollers problem with its high risk/low reward swings. where as most weapons can pick and choose just about any fight they want, rollers tend to be all or nothing (typically all or death.) they also cant ink their feet like most weapons can, having to try in vain to ink their feet or to defend themselves. However with this, the width of the ink trail left behind is also shortened to the width of the roller itself, to keep them from being inking monsters as well as a slight ink efficiency nerf while rolling to further restrict it.
One last change would to make both horizontal and vertical swings ink your feet.
The boost mechanic would vary between each roller, for example carbon having more ink efficient boosts with less distance, but faster for comboing WITHOUT burst bombs (Vcarbon!) And dynamo having less ink efficient boosts but with more distance for avoiding those annoying bombs! They could even make a roller designed around rolling! (I have 2 already made!)
1. The Steam Roller:
A heavyweight roller that while rolling, can press and hold B to boost as long as the B button is being held, whole boosting, you have 75% damage resistance and the usual tall hitbox with more ink efficiency for its roll, but with a lower turning speed and slower travel speed
2. The Dodge-Roller:
A lightweight roller that can chain 2 boost together instead of just 1, with less endlag too!
I have designs for both of them & extra things but you get the general idea of how this could enrich the roller class! You could even make a brush with this mechanic too!
Crazy sponser