My Honest Review Of All 19 SPECIALS In Splatoon 3

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  • Опубліковано 15 вер 2024

КОМЕНТАРІ • 444

  • @ProChara
    @ProChara  19 днів тому +191

    What do you think of Splatoon 3's specials? Edit: 9.0 has no effect on this list

    • @sleeplessarcher
      @sleeplessarcher 19 днів тому +23

      I think they’re the best and most balanced in the series tbh

    • @MitzTSCM
      @MitzTSCM 19 днів тому +11

      Whail, kraken and Zooka are kinda bad designed

    • @Dio_671
      @Dio_671 19 днів тому +5

      Imo all specials are great except from trizooka

    • @NasqueronUltraYT
      @NasqueronUltraYT 19 днів тому +1

      I like all of them. (except for the reefslider)

    • @Specz21
      @Specz21 19 днів тому +3

      I like recall specials the best, I think zip and pack are both really fun and well designed

  • @Super_GreninjaXD
    @Super_GreninjaXD 19 днів тому +404

    Chara: “Inkjet is not perfect”. *Puts inkjet in perfect.*

  • @SuspiciousTemmie
    @SuspiciousTemmie 19 днів тому +171

    The way he sounded so stumped trying to think of positives for Missiles and Wail was so funny

    • @m4rcyonstation93
      @m4rcyonstation93 19 днів тому

      Omg it's some gal named eve

    • @ProChara
      @ProChara  18 днів тому +45

      Admittedly I think the weapon synergy potential from wail could have been another point for it (and emphasized with storm) but it wasn't something that I thought about when this was scripted. A few weeks ago I looked into remaking the games kits for fun and found a lot more unique combos for cool kits from stuff like storm or screen and wail also def falls into the more unique stuff you can do with it category.

    • @m4rcyonstation93
      @m4rcyonstation93 18 днів тому +4

      @@ProChara tbh if wail was limited in range or line of sight only or both I would like it a lot, it feels pretty fun to use when you're actually in a fight and not too bad to fight against

    • @Xeroskia
      @Xeroskia 17 днів тому +1

      @@ProChara Killer Wail on Inkbrush specifically I think exemplifies this the best, and while I agree with your statements, the way Wail is able to be used to support Inkbrushes unique, high-speed style of flanking and the offensive benefit it gets from external chip damage alongside the quick ink tank refill just shows off how it can be satisfying to use; a few changes that make it far less annoying would definitely improve this further; maybe a spitball example being lowering the duration, range, and number of speakers, but allowing you to aim the wail yourself with your camera without impeding any other function of your play.

    • @SimoneBellomonte
      @SimoneBellomonte 16 днів тому

      @@XeroskiaThat would turn it into Sting Ray, which is the worshtre-designed Special in the Shrerieshre BY FAR lol.

  • @SuspiciousTemmie
    @SuspiciousTemmie 19 днів тому +80

    27:51 Oh my god I love how the entire lobby has just been covered in ":3"

  • @omegabrain230
    @omegabrain230 19 днів тому +156

    I like how most of the soundtrack for this video is from DK Country Tropical Freeze because you recently played it again I forgot how great that games soundtrack is

    • @sverrebal928
      @sverrebal928 19 днів тому +7

      best game soundtrack in my opinion

  • @MeloniestNeon
    @MeloniestNeon 19 днів тому +197

    Gonna be real guys:
    Big Curling Bombs from that one challenge >>>>>> every other special

    • @KNGDDDE
      @KNGDDDE 19 днів тому +10

      That was fun af lol

    • @celestialspark5697
      @celestialspark5697 19 днів тому +9

      Not a fan of the instantaneous melee touch of death tbh.

    • @SuspiciousTemmie
      @SuspiciousTemmie 19 днів тому +5

      ​@@celestialspark5697Yeah, I'm pretty sure this comment is a joke

    • @SimoneBellomonte
      @SimoneBellomonte 16 днів тому

      @@celestialspark5697It washre hilarious tho and finally making Rollershre metalyierkrtrdzszhdghrel-viable lol. 🗿🗿🗿

  • @bluekirby_64
    @bluekirby_64 19 днів тому +76

    While Kraken may be better than Stamp in almost every way, its rush attack doesn't tickle my "Unga bunga strong hit funny" nerve like the hammer does. There's so much more raw _power_ in repeatedly slamming down your enemies, and I find that so satisfying.
    Oh, and the throw is nice as a makeshift Burst Bomb.

    • @KNGDDDE
      @KNGDDDE 19 днів тому +6

      I legit like a super chomp from mario

    • @Friigidus
      @Friigidus 12 днів тому +2

      I recomend trying to use the throw as a one shot trizooka

  • @Cuttlefishyt
    @Cuttlefishyt 19 днів тому +46

    But you forget… if the other team places a cooler on yours, your cooler disappears

    • @KNGDDDE
      @KNGDDDE 19 днів тому +19

      Forbidden cooler tech 🤌🏿

  • @flopps1051
    @flopps1051 19 днів тому +34

    As someone who plays Undercover Sorella Brella, I love screen. The damage it does makes it easy to kill between Undercover's damage combo and Torpedo, and you can angle it in a way that forces people to move in a direction you want them to or to help gain space by preventing opponents from pushing up. It's large size makes it a very "macro" special that moves people naturally instead of an individual play making special like Crab or Trizooka.
    You can also mitigate its effect on your own team. Screen has more open holes on the left side compared to the middle and the right side, so you can shift screen so that your team is facing/pushing through its left side while the opponents are blinded by the other side. This also helps with hiding since you can hide on the middle/right side of the screen to gain more cover as opposed to if you hid on the left side.
    Obviously I wish the effect was changed to be less ableist and more debilitating overall, and I wish the particle effects were more obvious because some people still miss the sound effect/visual effect that opponents give off. But I think screen is a very unique special that can help individually and with team fights, and it feels stronger and more fun to use compared to other supportive specials like Storm

    • @ProChara
      @ProChara  14 днів тому +5

      Actually never noticed that the screens visible points are focused on the left side, that's a really cool catch and def adds to strats you could do.

  • @Twig_the_Blue_Pikmin
    @Twig_the_Blue_Pikmin 19 днів тому +94

    8:22 I think a cool way to allow you to use the unique fake super jump qualities of Super Chump would be to make it a HALF Recall Special where you can CHOOSE to use it as is normally OR if you press/hold a button you can Super Jump WITH the Chumps but after the duration ends it'll recall you like Inkjet or Zipcaster! Tilting the Left Analog Stick in the direction you want during the Super Jump could let you influence which side of Chumps you'd land at too!

    • @ProChara
      @ProChara  19 днів тому +37

      I've covered this idea here: ua-cam.com/video/oSctbEwd81k/v-deo.htmlsi=esqzvEXdzyRj8VGS&t=358

    • @Twig_the_Blue_Pikmin
      @Twig_the_Blue_Pikmin 19 днів тому +13

      @@ProChara Ah I forgot! My bad

    • @ProChara
      @ProChara  19 днів тому +29

      @@Twig_the_Blue_Pikmin ur good itd be coo if it happened but I think at that point itd be a different special

    • @squiddler7731
      @squiddler7731 19 днів тому +6

      Personally, I think what they should do is allow you to superjump to a teammate after activating the special (but before placing it down to fire). So you're holding out the cannon, open the map and then jump to a teammate, and then doing so has you jump to them while simultaneously firing chumps directly at their location, wherever it may be (maybe with a slight offset that you can manipulate so it's not too predictable). I think that'd be the ideal way to do it since there'd be no need for a recall, you're just jumping to a teammate in a way that combines both actions (kinda like using splashdown mid-super jump)

    • @Veemo590
      @Veemo590 15 днів тому

      @@squiddler7731 with how the pearl bot glide was. imagine it acting as a jump pad aswell (like apex legends octane) altho i dont think the map design would be happy with that

  • @Corvidiot_YT
    @Corvidiot_YT 19 днів тому +11

    2:02 as someone with autism the noise is absolutely the worst part for me. It’s problematic when I’m playing with friends and they get confused with why I avoid the screen at all costs, even often getting myself killed to do so in some cases.

  • @mechanicalnemesis1379
    @mechanicalnemesis1379 19 днів тому +23

    5:05 KID ICARUS MENTION PLEASE REMAKE/SEQUEL NINTENDO UPRISING IS SO PEAK

  • @Shado_Chimera
    @Shado_Chimera 19 днів тому +49

    The kraken isn't multihit. The parry is failing because the mechanic itself is weak and needs the armor to be active on both sides which is borderline impossible most of the time unless you're playing JP vs JP.
    I think they should remove stealth jump, make it a base mechanic to super jumping and then apply it to super chump.

    • @KNGDDDE
      @KNGDDDE 19 днів тому

      I'd rather stamp become mortar. The biggest weakness is how long they sit on the ground.
      It'd function better if it say, you spawn 10 explo shots from the sky. Area denial and paint, express shipping.

    • @Flares_splatoon
      @Flares_splatoon 19 днів тому +6

      I think if stealth jump was no longer in the game and was a base mechanic would lead to special spam like if a Neo splash could jump in safely and still have either object shredder or charge up would be dumb but seeing more qr weapons would be cool

    • @Super_GreninjaXD
      @Super_GreninjaXD 18 днів тому

      @@Flares_splatoon Yo flares. That is true, but I think they should make current sj a base mechanic and have the sj ability be like S1 sj.

  • @nathanblackburn1193
    @nathanblackburn1193 19 днів тому +17

    I feel like Killer Wail 5.1 isn't as bad as Tenta Missiles, mainly due to the fact that you're intended to push in with the wails as you still have your main weapon.
    However I think if Wail comes back/gets reworked in Splatoon 4 the wails should activate when an enemy is within range, like you activate the special, the wails float around you and if an enemy gets within range, all 6 wails fire at them (the damage is reduced compared to how it is now) if multiple targets are in range the wails split between them, up to 3 targets, when the player using the wails gets splatted the wails disappear, basically turning the wails into assist turrets but with a limited range.

    • @ProChara
      @ProChara  14 днів тому +1

      I like this concept

  • @sashasscribbles
    @sashasscribbles 19 днів тому +24

    What if Ink Storm was actually an Ink Thunder Storm?
    How I'd propose that works is while the storm is active if an enemy is in the storm, the player that threw it can press the activate special button again which would summon a dodgable bolt of lightning to strike ontop of where the enemy is standing. The bolt would have the same damage and radius of an inkjet shot and be parryable
    There'd be a cooldown on the bolts indicated by a symbol next to the user's crosshair and there'd be an indication on the floor beneth the targeted enemy before the bolt strikes similar to missles
    Also imo I think it would be fine if multiple enemies in the storm summons one bolt per enemy? but that might make it overtuned
    This would add depth, interactivity and counterplay to the special because now if you kill the user of the storm they wont be able to summon lightning anymore

    • @JakoBpyroTech
      @JakoBpyroTech 19 днів тому +4

      This is actually a really cool idea.

    • @mintmangos
      @mintmangos 16 днів тому +1

      I’ve always wanted something like this, and it makes it a lot more interesting imo

  • @thatsnotroro
    @thatsnotroro 19 днів тому +22

    35:08 Eminem ????? What you doing there ?

  • @skyeshades6250
    @skyeshades6250 19 днів тому +11

    another dumb thing about screen is that how much it affects you is dependent on what ink colors are used that match, like if the color combo is yellow/purple then its easy to tell thr difference between the grays, but if it's like green/pink then its nearly impossible, and this is completely rng dependant unless u use color lock. it should use the same grey colors regardless of the match's colors

  • @gamesrules1223
    @gamesrules1223 19 днів тому +10

    I actually really like killer wail, it feels like having an extra teammate helping you attack, this is especially useful for me when I end up needing to defend a 1v4, plus it lets me use my main weapon while the special is active (yes like wave breaker but it feels weaker) so it brings back my point of having a extra teammate to help me fight

  • @sportnut1989
    @sportnut1989 19 днів тому +6

    Love the longer form content! Really appreciate the quality of content you and your team put out.

  • @KNGDDDE
    @KNGDDDE 19 днів тому +10

    Personally, I just like tenta and whail. They don't have any counterplay yes, but they're not that strong to compensate.
    They make ppl move, help attack from different angles, bust bunkers. I don't see much issue with them except that you can't see target on teammates from tenta missiles.
    We've all been nuked by a buddy running by lol

    • @m4rcyonstation93
      @m4rcyonstation93 19 днів тому

      a special forced to be weak because of fundemental flaws isnt a good special

  • @IsTheMeep
    @IsTheMeep 19 днів тому +13

    No way we stopped at 19 😭

  • @master-pz5ed
    @master-pz5ed 19 днів тому +25

    1:40 just saying as someone that gets effects by this ITS INSANE I BASICALLY GO BLIND FOR THE DURATION AND ALWAYS DIE ITS IS RIDICULOUS THIS GOT APPROVED AND I HOPE IT GETS COMPLETELY REWORKED BECAUSE JEZZ THIS ACTUALLY HURTS ME IN IRL

    • @maskofice9432
      @maskofice9432 19 днів тому +6

      I hope we can get something similar in the future that doesn't disproportionately affect players like you because I found recently I actually do kinda like using screen, with getting players to hesitate before moving in and helping push in across space, but it sucks that that comes at the cost of some people literally being unable to play if they get hit and causing physical pain

    • @icyflame716
      @icyflame716 19 днів тому +4

      @@maskofice9432 the thing that gets me most with this special is that Mario kart literally has the same effect with the blooper but executed it way better. As for how they ‘fixed’ screen. I have more issues now with how dark it is than before. The old screen was easier on my eyes.

  • @radianttrash7370
    @radianttrash7370 19 днів тому +13

    9:30 insert that one clip of arashi teaching chara how to use zipcaster

  • @EvergreenSilva
    @EvergreenSilva 19 днів тому +4

    I think the most important thing to learn from this video is...
    *That everyone should play Donkey Kong Tropical Freeze*

  • @windowpanememberrrr
    @windowpanememberrrr 19 днів тому +43

    Babe wake up Chara is yapping again /pos

  • @LiamWins
    @LiamWins 19 днів тому +2

    Great video! Found myself agreeing with most of your placements exactly. The only changes I would make are moving Tacticooler, Ink Storm, Big Bubbler, and Triple Inkstrike up one tier, Reefslider up two tiers, and Crab Tank and Inkjet down one tier.

  • @crashur3600
    @crashur3600 19 днів тому +4

    You did Killer Wail dirty by grouping it in with Tenta Missles. Its quick activation makes it synergize with weapons much better than Missles. You can cancel your endlag on the Dousers, or if you're using a kit that doesn't have a sub to defend itself like Tri-Stringer, you can use your Wails to help fight rushing frontlines, so you can stay alive longer and continue your role as the team's anchor. Even if you don't get any splats after you use your Wails, they're a high damage displacement special that you can't hide from, meaning you always force enemies to reposition themselves and you can use it for combos. They help weapons that struggle to fight other backlines and are really good against powerful slow weapons. Meanwhile, Tenta Missles struggles to find healthy synergy even on its kits in Splatoon 3. Killer Wail 5.1 is healthier in its strengths and weaknesses than Tenta Missles ever was.

    • @ProChara
      @ProChara  18 днів тому +3

      Since I didn't mention the startup, I like that Missiles has a bit more of a punish window so people can't panic it as easily, while wail has some cool stuff with its startup (like douser roll cancel) I think wail being that fast is a negative quality too. In the early stages of the script wail was originally a tier higher, but the more I evaluated it I found that it has enough unique downsides to be in a similar tier (at least in my opinion.)
      I will say I agree that wail is easier to put on weapons though and that may have been a bigger point in hindsight. I didn't really factor that in as much (besides specials like crab where it works on everything) but wail and storm both could have been arguably higher based on weapon synergies if I approached this from a making kits pov and thats fair.

  • @Mikeinator_
    @Mikeinator_ 19 днів тому +2

    "You basically get a mini pointer sensor"
    Proceeds to show a point sensor bubble the size of an area code:

  • @nate_0917x
    @nate_0917x 19 днів тому +4

    I love how most of the soundtrack in this video is from Donkey Kong Country: Tropical Freeze. The music in that game is PEAK

  • @squibbles_
    @squibbles_ 19 днів тому +2

    8:18
    On that note, I've had an idea on how to make Chump's super jump decoy gimmick more effective for a long time; make it so that one bomb will always drop directly in the center of the special's radius, and delay the appearance of every bomb's super jump decoy EXCEPT for that one by like, 2 to 4 seconds. People will see the lone super jump indicator as more convincing, camp it, and by the time the rest of them appear, they've already placed themselves in the center of the danger zone

  • @AntonioSergioMarques-qv6xx
    @AntonioSergioMarques-qv6xx 7 днів тому +1

    “The *Stand* is completely unbreakable for enemies!” 14:27
    Just like a *Diamond*

  • @Wackerrs
    @Wackerrs 19 днів тому +2

    Man I love zipcaster

  • @Ushiriel
    @Ushiriel 19 днів тому +4

    Splattercolor screen triggers my autism... I love it!!

  • @arttukettunen5757
    @arttukettunen5757 19 днів тому +1

    I think missiles would feel better if they were more consistent and less annoying. Here's my ideas:
    Buffs: locked on missiles will try to hit targets exactly where they are (roofs still block shots). Each missile is staggered a bit more, but are staggered on equal timeframes. Buff object damage multiplier. Missiles take less time to fly over to targets.
    Nerfs: Direct hits only deal 60 damage and indirect hits 35. The warning of missile landing spot appears earlier. Firing the special takes longer and the special cooldown is a bit longer. You can see enemies/targets for only as long as you are firing the special.
    These changes make the special displace targets more consistently and longer while not being as random and unreactable and having more counterplay.

  • @rangudoesstuff5689
    @rangudoesstuff5689 19 днів тому +3

    I stay by Wail, it is a well designed special:
    >Can be used selfishly in the middle of a fight (unlike tenta wich feels awfull for the user). >The "debuff" it inflics can be played around and won't force you out of the fight even on heavy weight weapon.
    It realy only becomes ugly when u have 2 people on it or cooler does cooler things.

  • @stephenrichter8940
    @stephenrichter8940 6 днів тому

    I love how booyah bomb encourages teammates to support your charge, and that it hives everyone else special charge. I played a turf round with 7 aerospray rgs, and it was the most chaotic and entertaining match I've played in a while

  • @NorthernDruid
    @NorthernDruid 19 днів тому +1

    As a Tri-Stringer main I hate ultra stamp with a passion. Especially compared to how much play there is in dodging a kraken.
    It lasts forever.
    If it looks like it can come at me I have to run or the shockwaves get me.
    My low shot velocity means it's generally not plausible to shoot it down from the sides.
    It's impossible to dodge at close range unlike kraken.
    It paints the entire zone while I can't do anything to prevent it.
    Also, shoutout to Trizooka for being a better close-range AoE panic button than Reefslider...

  • @jaredparks4713
    @jaredparks4713 19 днів тому +1

    I have a clip of myself being rushed down by two enemies, getting Triple Splashdown, panic popping it, dying on the way up, and still killing BOTH enemies because of the fists.
    Triple Splashdown belongs in Bad. I would genuinely rather Reefslider come back in a future game than Triple Splashdown.

  • @FemmeEnby3
    @FemmeEnby3 19 днів тому +1

    one really big issue with booyah bomb and strike (much bigger issue with strike) is that there is no cooldown. a ttek can thtow its strikes and immediately start painting for more, meaning that in some cases they can throw 2 tristrikes in 20-30 seconds. it's even worse for neo splash since it has better ink efficiency and better paint, which is how it can get up to 12(?) of these in a game. it's also just an annoying way to cheese

    • @BigPro1123
      @BigPro1123 19 днів тому +1

      I always thought it was stupid how these don’t have cooldown. The lack of it makes it so people just farm them especially in zones and tower. It’s so annoying having to get off the tower or try to cheese zone so often with them

  • @ItsWolf0
    @ItsWolf0 19 днів тому +3

    7:55 bros voicebox got swapped 😭

  • @ratte6090
    @ratte6090 4 дні тому

    i frikkin love cranzer, they knew EXACTLY how to balance a tank type vehicle. It's ESPECIALLY fun when you pop it with other team supers active for a push, which basically turns the game into War Thunder for ten seconds XD

  • @jgr094
    @jgr094 19 днів тому +3

    15:24 i think ive said this before but i think scaling special loss/respawn time based on how many people you have killed without dying would be neat (the more people you kill the more punishing it is to die, the more you die the less punishing it becomes)

    • @wolflance64
      @wolflance64 19 днів тому

      that would be a comeback factor that favors quick respawn builds and alot of gear builds pointless cuz you will just shit out specials and die rinse and repeat wont even need cooler

    • @jgr094
      @jgr094 19 днів тому

      @@wolflance64 the idea here is to not need quick respawn/respawn punisher/cooler to exist in the game at all

  • @atkvin
    @atkvin 3 дні тому

    The thing that baffles me most about screen, is that it doesn't even do anything that couldn't be replaced by a simpler and less accessibility-affecting effect. If touching it simply damaged you slightly and marked you, it'd achieve a similar effect in being a wide wall discouraging players from running in. If the wall was more transparent for allies and lasted shorter, it'd be more useful in that regard as cover that doesn't block teammate vision.

  • @fleromor
    @fleromor 4 дні тому

    Triple splashdown having way more depth than S2 splashdown is great, especially because unless you are somehow the most cracked Splatoon player, you're not taling down the user and both fists solo, meanin that it will get value no matter what, either as a distraction play or being able to move enemies/ actually get picks

  • @thatonejester3387
    @thatonejester3387 6 днів тому

    having super chump pull up the map and choosing a teammate to barrage with super chumps would be intresting. launching across the map to assist a player while also sending a bunch of super chumps to give you and your teammate room would help promote teamwork. If players wanted to terminate you mid superchump they would need to enter the middle of the chump swarm, an incredibly dangerous act that leaves not much room to escape in most situations.

  • @closedchill5243
    @closedchill5243 19 днів тому +5

    I think Tenta could be improved by doing the following: 1. greatly reduce the targeting window size. 2. You can only target 1 inkling at a time. After you launch a set of 4, you can reload for 1.5 seconds for another launch. Special lasts 9 seconds altogether or until all 16 missiles are launched. I like this because I think people are annoyed by Tenta due to random death by missiles targeting other players. This would still be possible, but no longer is there an overwhelming number of missiles coming at once. Also the player would be very vulnerable for 9 seconds. Tenta is good in zones when all 4 players on the opposing team are in the zone. this would reduce that, while still making it an anti snipe tool. Tenta is my favorite special. I find it a lot more fun than others so I hope they can make a version that makes everyone happy.

    • @KNGDDDE
      @KNGDDDE 19 днів тому +1

      If other player targets were highlighted for you I'd see no issue with the special. It displaced ppl, run for 5 secs and get back in the game.
      The h8 it gets nowadays is wierd.

    • @sashasscribbles
      @sashasscribbles 19 днів тому +1

      I disagree with this as it doesnt fix the main flaw of the special which is global range. Imo I would make 3 total changes
      1. You need to look at a target for a balance adjustable duration in order to lock onto them (maybe 0.5 seconds?) and its one at a time
      2. Targetting requires line of sight for the full duration of the charge. Not necessary after they're locked onto
      3. Remove the damned screenshake. I know not everyone is effected by it but I *hate* the screenshake, its very disorienting for me to the point of feeling like an accessability issue
      These changes would add counterplay and effectively solve the global range issue if not explicitly

    • @closedchill5243
      @closedchill5243 19 днів тому +2

      @@sashasscribbles Great points! I personally don't feel that global range is arbitrarily or automatically wrong, as long as it is balanced. I would love to see how 9 seconds of vulnerability feels as a counter weight. Also something that I think gets a bit lost at times is the fact that these are "specials". They're supposed to give you a momentary advantage that is noticeable. If you water down and overly balance specials they kinda stop being special at all. Already I find some specials very situational and I don't pop them often. I think the hyper competitive players end up hating the fact that specials are good, because they get splatted by 'inferior' players. They're typically the ones calling for nerfs on anything that beats them thats not a twitch shot from main. Specials have gotten less fun with each game because of this. I kinda think there should be a no-specials hardcore mode for these players, because they will never be fully happy.

    • @sashasscribbles
      @sashasscribbles 19 днів тому +1

      @@closedchill5243 Hmmm.... fair enough, I definitely understand where you're coming from there though I'm not sure I agree that a no specials mode would be ideal for comp. Specials like ink jet, booyah bomb, tri strike and a bunch of others feel great to use and are competitive staples.
      I think you probably pay a bit too much mind to the salt of comp players haha. Tho valid, its hard to filter out whats salt and whats not sometimes

  • @AliceSkyeJohnson
    @AliceSkyeJohnson 19 днів тому +5

    Looking pretty good ProChara and I'm very impressed with your new video. 💖

  • @StampMan1023
    @StampMan1023 19 днів тому +3

    fun fact: you can move reef slider with ultra stamp
    this is not a joke

  • @luigipie5402
    @luigipie5402 19 днів тому +2

    I’m suprised splatoon doesn’t have turrets yet, most shooting games do. Nice to just have a stationary shooting Bot to maybe cover a spot and lock on opponents but Ofcourse give it a health gauge and a timer or you could make it a sub to help shoot opponents down and get your special but both options would need to be heavily balanced

    • @Ellivers
      @Ellivers 19 днів тому

      Both killer wails are basically turrets bth

  • @carota_splatoon
    @carota_splatoon 19 днів тому +3

    Idk about strikes, I still think they are way better and original than super chumps. Whit cool down they would be perfect, I think that the only problem is the paint and spam.

    • @KNGDDDE
      @KNGDDDE 19 днів тому +1

      I think strikes are fine as well, tho I'd add some vertical indications incase ur not on the ground when these things are thrown at you.

  • @timothytf123
    @timothytf123 19 днів тому

    Lol i agree with that final statement. DKC tropical freeze is one of the best games ever made. Peak gameplay, level design, art direction, and of course the godlike OST.🔥🔥🔥

  • @auro8236
    @auro8236 19 днів тому

    I think a change that might make ink storm feel a little more impactful would be to have lightning bolts occasionally strike the ground it passes over and trigger small explosions in a similar vain to a tentamissle explosion. They wouldn’t instakill but it would add some extra incentive to the displacement, and of course they would have a wind up, as in you would see where they are about to strike a couple seconds before. Also makes the word storm make a bit more sense.

  • @Smug-Sonic
    @Smug-Sonic 18 днів тому

    "Give [Big Bubbler's] beakon property to Wave Breaker or something."
    While it's a cool idea, there's a good reason why everything with a beakon has to be placed at your feet.

  • @revoscop5256
    @revoscop5256 19 днів тому +2

    32:15 I don't think it's a good idea to give back the damage that was at the start of the game, because Tristrike was really too weak, you could literally stand in it from almost the center of the explosion without it splatting you (I've played almost exclusively Tristrike weapons at the beginning of the game so I know what I'm talking about). On the other hand, I agree with you on the fact that we can spam Tristrikes waaaaaay too much especially with the Neo Splah, I tried to play it with Special charge up and you can easily reach 15 Tristrikes in ranked matches, it's not a joke. Its ability to ink a lot could also be nerfed because of the zone cheese. The detonation speed (once the missile has been the device) shouldn't be changed for me because Tristrike is pretty easy to dodge most of the time, even for heavy weapons.

  • @WretchedRedoran
    @WretchedRedoran 19 днів тому

    As a Splatana Wiper main, I must note that something I find really frustrating about Ultra Stamp is that you can get punished just for rushing directly towards closely clustered opponents, which is bizarre because in theory that should be the ideal situation to use Ultra Stamp, but so often it just doesn't work out because you can so easily be shot right through your stamp when multiple people turn towards you and start shooting before you get close enough to do anything.
    The amount of times I almost pulled a tide-shifting maneuver with my Stamp, just to be decimated by the clustered team I was rushing to, is way more that it should be. If it was just to the sides and behind you that were vulnerable, it'd be fine, but it feels like the Stamp can be killed from all angles, and it's so frustrating. Not to mention it feels like damn-near everything can counter it.
    Another thing about Ultra Stamp that peeves me is how when I lift my finger from the trigger before holding it down again to make a quick redirection is that sometimes my trajectory isn't actually stopped, and I'll get shot by the people I was turning towards before I could even actually stop and turn because of that.
    I feel like you've placed Ultra Stamp way higher than it should be, because the majority of the time it's an absolute soul-crushing special to use. It's just Kraken but way worse.
    Then again, I could just be crap at the game...

  • @leewalker8207
    @leewalker8207 19 днів тому +1

    Give screen a thermal ink effect so u can see opponents touched by the screen through the screen.

  • @epicsause21
    @epicsause21 19 днів тому +1

    Another thing with screen is the differences in color. Some color combos are very easy to tell apart under the effects of screen, and others are rather difficult (I think it was the teal and orange for me if I'm not mistaken)

  • @propertysoftware
    @propertysoftware 19 днів тому +1

    I would argue zipcaster to go into the great tier because I think it not being able to zip to random walls and just the pure difficulty of the special are quite unfriendly features for beginners. Also I think the armor is a completely broken part of the special that make it feel terrible. It’s still great though

  • @EchidnaKida
    @EchidnaKida День тому +1

    Scorch n Torch is such a good song.

  • @plasmerus262
    @plasmerus262 8 днів тому

    To tell you the truth, I really like that strikes are a touch of death. It's more impactful for frontlines it's on. If you were just able to swim it'd be perfect.

  • @garrettbrothers6989
    @garrettbrothers6989 19 днів тому

    Wave breaker fixes:
    Make it a beacon. It’s no longer destroyed when it finishes firing; instead, it’s literally just a beakon, getting two jumps before it is destroyed. Doesn’t count against the three beakon limit for dreadwringer.
    The weavebreaker now fires five waves.
    Done.

  • @hallaloth3112
    @hallaloth3112 18 днів тому +1

    THANK YOU. I'm glad someone else is saying the hitbox on stamp is just ridiculous.
    Out of everything said here. . .I think while I AGREE with Ink Storm. . .I don't care. I don't think it NEEDS to be super flashy, I think it does it's job and at most a little bit more depth would move it to Perfect for me.
    I agree with everything said about Cooler EXCEPT.. . I do find it satisfying to use. . .maybe it's because I'm basically CoolerMAIN for my team as a Zap (because I'm trash with Pencil) but as someone who is generally more support oriented it gives me satisfaction to making an impact for my team . . . when I am a very subpar fighter at best.

  • @fireyocean8129
    @fireyocean8129 19 днів тому +3

    I disagree heavily with Triple Splashdown being a well designed special, honestly. In fact, I'd say it's a terrible Splashdown rework from a design perspective. I think the fact that you can kill the user but still die to the fists makes it too easy for it to be a trade tool, especially after the speed buff it got. So you're essentially getting punished for punishing the special. It makes it feel awful to fight against when playing slow or short ranged weapons, because they're the most likely to come across this situation: either you run away from the Splashdown or you die trying to take the user down. And considering base Splashdown was already very polarizing to casual play, I feel the fists just double down on that polarization.
    With Tacticooler, I agree with most of the stuff you said, but I'd like to add that, while the QR might be a necessary evil for how bad the maps are in this game, I think in a game with good map design overall, it should probably work like regular QR does, where it deactivates once you kill someone while you have cooler effects. The reason being that I think having QR no matter what conflicts on what makes specials like Bubble and Ink Vac valuable. The reason you want those kinds of specials is so that you can prevent your teammates from dying while they go on a rampage. But if you have cooler, who cares if you die? Death has barely any consequences. Even in a world where cooler gave you no Special Saver whatsoever, I think having QR no matter what as long as you have cooler effects is too good to pass up. Maybe it wouldn't be that big of a deal if there was more counterplay to cooler in general, but I still think it'd be worth looking into.
    Not really a disagreement but I'd like to see a combination of the transparency of 3's storm and the smokescreen effect of 2's storm. Being able to see what's really close to you, but also not being able to see what's inside the cloud beyond that, kinda like a fog. I think that'd be cool.
    I might be in the minority here, but I think Inkzooka is way better than Trizooka, even if Trizooka was in a perfect spot balance wise. Obviously, Inkzooka is overtuned in its own right, but I think the thinner hitbox that also always touches the ground unless cut off makes it feel way more readable and easier to dodge than Trizooka, and it helps that the entire thing goes away if it touches a wall so it can't ignore its main counterplay. I also don't mind the "selfishness" of Inkzooka not being able to do chip damage. In fact, I think that's a good thing, since being able to do chip damage and hit people behind cover makes Trizooka invade on the type of attack role that Inkjet was made for. I think if Inkzooka just got all the nerfs that Trizooka got (except you can still use your sub weapon during it), it'd be perfectly fine.
    Honestly, just replace Big Bubbler with Bubble Blower. I guarantee it'd make Bubbler weapons way more fun.
    I'm not against the idea of Tristrike, honestly. I think its ability to displace 3 separate areas at 3 different times is pretty cool. But yeah, like you said, they overtuned the strikes and the counterplay to the user. I also think its design kinda just clashes with Booyah Bomb and Super Chumps, which I think are much more healthy for the game. Ideally, I'd just take out Tristrike and have weapons who'd want something like it have either Booyah or Chumps. But if I had to keep Tristrike, I'd undo the buffs it got, buff its damage multipliers to compensate, and give users the ability to swim while using strikes. That'd make it way more fun.
    Honestly, the object multipliers to Wave Breaker in general are just insane. Honestly, it's to the point where the 400 HP feels like it literally doesn't matter. I definitely think the extreme multipliers could be toned back a lot. Alternatively, though, I think it'd be cool if you could wear the Wave Breaker like a backpack so it goes wherever you go, while going down once you go down. If they don't wanna make Wave Breaker itself more survivable... for some reason, I think that'd be a cool way to address the fact it's really easy to break. I mean if you think about it, health is just a stat that says how much damage you can take, and movement is how you prevent taking damage in the first place.
    Everything else, I pretty much agree. Splatoon 3's special design has become a bit of a mixed bag, but I think it's overall good. If they just get rid of the unsavable specials, balance the rest to be in an ideal spot, and bring back Bubble Blower, I think we could have a perfect special selection.

    • @m4rcyonstation93
      @m4rcyonstation93 19 днів тому +1

      honestly i think a good reefslider would be infinitely better than a good triple splashdown
      as a carbon player... Honestly i think triple splashdown is like third least favorite special in the game to fight against. Its another one of those specials that's super biased towards shooters, dualies, or splatlings imo

    • @fireyocean8129
      @fireyocean8129 18 днів тому

      @@m4rcyonstation93 Exactly. Something like Dapples could *barely* take down both the user and the fists before the speed buff, so I'd be surprised if they can still do that. And that's a high fire rate and high damage output weapon.

  • @dragonstar912
    @dragonstar912 19 днів тому

    I was saying New Squiffer shoulda got Zipcaster since DAY 1.
    Squiffcaster is SO FUN. The devs messed up on some kits, but they NEVER missed with Zip's distribution.

  • @PunchDotOrg
    @PunchDotOrg 11 днів тому +1

    Fixing splatterscreen is so simple, just remove the screen changes and make all ink one color. People with disabilities can actually use the special and it actually does it’s purpose of making it hard to see which ink is ink which it does poorly

  • @JakoBpyroTech
    @JakoBpyroTech 19 днів тому +1

    Ah, I see somebody has discovered the near-masterpiece that is DKC: Tropical Freeze.
    Anyways, dang, I actually agree with 95% of what was said here. The only thing I would have added is a bit about the experience (or lack thereof) of going against Reefslider, which nobody ever talks about. Just like with Kraken you can't do anything to stop it early. The only thing you can do to "fight" it is dodge and then splat the user. And if you can't dodge the unnecessarily MASSIVE explosion? Then you just get unfairly splatted (at least, it always feels that way to me).
    I think it's unfortunate that Triple Inkstrike couldn't end up higher, as it's legitimately my favorite special to use, despite its flaws (Crab is a close second, though). I would love to see Tri-Strike return with better balancing.

    • @JakoBpyroTech
      @JakoBpyroTech 19 днів тому +1

      Why do I say Tropical Freeze is only a "near-masterpiece"? It has one glaring issue, one that is mostly comparative to the other 4 DKC games: the Bonus rooms. Tropical Freeze's B rooms are almost immersion breaking bad, always having the same lazy underground temple treasure room atheistic, which doesn't fits for some of the places the B rooms are found (the end of 2-5 Alpine Incline is a prime example, with a B room being entered by going into a cluster of hot air balloons *in the sky*). They also have less collectable variety than the ones in Returns, the ones TF's were based on. In every other DKC game, Returns included, the B rooms always matched the atheistic of the level they were found in, something TF just doesn't do. Heck, the only difficulty shake-up TF does is adding Ice physics in the final world.
      Outside of this, Tropical Freeze is amazing in every way, especially the soundtrack. But you really start to notice the laziness of the Bonus rooms on repeat playthroughs, and that can get pretty immersion breaking at times.

  • @nathaniel4634
    @nathaniel4634 19 днів тому

    Just had a thought for buffing/slightly reworking Wave Breaker.
    Change 1: Force players to have to squid roll through it instead of just jumping. This would make it more effective at hitting opponents while still having relatively easy counter play. Also, making the waves complete walls would alleviate the height issues.
    Change 2: Marked opponents will be unable to increase their Special Meter. I feel like Splatoon needs a better way of combating weapons/players that like to just sit back and charge special the entire match, and making Wave Breaker do this feels like a natural fit. It adds some more utility while also giving it a unique niche that would be really effective in this meta fighting things like pencil and splash.

  • @Subwayoctopus
    @Subwayoctopus 19 днів тому

    I just woke up and saw this video and I had a dream where booyah bomb had a new mechanic where if you stalled for too long instead of releasing the booyah bomb it would explode on the user killing them as a punishment and since this is a video about specials i wanted to bring it up because why not lol

  • @FuzzyMH
    @FuzzyMH 19 днів тому

    I absolutely love how ever since Chara finished Tropical Freeze, it’s OST has been making appearances in his videos!
    (Also very nice detail about having Irate Eight’s theme in the Kraken Royal section. I get that reference. :)
    So insanely based 10/10 rating at the end, and also I’m glad to help out by providing some Vac clips!

  • @eethyl_1827
    @eethyl_1827 19 днів тому +1

    I'm gonna have to diagree with the reefslider placement, especially below kraken and in the same tier as missiles/wail. I think reefslider is a few good changes away from being in great.
    For one, I don't think comparing it to splashdown really works. Splashdown is more defensive, putting a bubble around the player that forces enemies to respect it or risk blowing up. Reefslider is more about disrespecting the enemy's position, sliding into an area while invincible and if they're still there when you do they blow up or take a lot of damage and risk a follow up. Thus, it is more akin to current day kraken, but much better designed imo.
    The only problem it that it's too easy to punish after it ends. If I were to change it, i'd revert the start up to how it used to be, but extend the distance it travels, make it so the explosion destroys bombs, and either remove the endlag entirely, or significantly cut it. The way it's more of a repositioning tool that lets you herd around people, force your way behind them, and fight weakened, isolated players with some paint to work with fron the explosion. If the endlag is short enough the explosion could even hide your movement afterwards. I think that would fit in well with the whole fighting/tacticooler gameplay Splat 3 has right now. Heck, sometimes that kinda thing already happens in S3 with the netcode making the i-frames cover the entire endlag sometimes.

    • @ProChara
      @ProChara  19 днів тому +3

      I compared it to splashdown/called it reworked bc it just was, theres an old beta image thats basically just a horziontal splashdown its on sliders inkpedia. I agree that slider isnt many changes away from being good, but I think the overtuned 70 radius, paint, objective cheese, startup, and consistency issues combined are a lot of flaws. I hope the special gets tweaked to a version that works we could see it, but the version we have right now I'd consider that low. More travel distance and breaking bombs would be good I think.

  • @IZlemonz-w1p
    @IZlemonz-w1p 19 днів тому

    Prochar yelling about yelling about killer whale meanwhile the background with peaceful guitar music

  • @armoredanteater609
    @armoredanteater609 2 дні тому

    Missiles also is the reason we have the most annoying salmon run boss. SO big agree

  • @arttukettunen5757
    @arttukettunen5757 19 днів тому +2

    Can we just make stamp block ALL main weapon shots in the front? It would be consistent. And besides if enemies let it loose on backline territory, that's their problem. Maybe reduce the angle slightly where it blocks shots though, and leave it vulnerable to most specials.

  • @inanismortis
    @inanismortis 17 днів тому

    it's kinda crazy that they buffed wail's damage because players learned how to dodge it better, but they haven't buffed wave in a notable way (besides the throw) which is much easier to dodge.

  • @lemonquacklol
    @lemonquacklol 19 днів тому

    I think fusing screen and bubble for the next game is the best route to go. Smoke bombing an area to hold it down sounds less oppressive than having a giant HP shield you have to shred to continue playing the game as intended

  • @Eliza-rg4vw
    @Eliza-rg4vw 19 днів тому +1

    Here's what I think could be good for a total Tenta Missiles rework:
    First, you can now use your main weapon with Tenta Missiles. You also get a full Ink Tank refill.
    Like Zipcaster, usage of the special depletes your ink tank.
    It's MUCH slower to fire off multiple missiles, and they take longer to hit their target, though they have a slightly wider radius. Launching a missile onto a target no longer keeps that target tracked until the missile hits.
    You can launch a singular missile pretty rapidly though, and thanks to the bigger radius of the explosion it allows it to more easily combo with your main weapons.
    The slower time to strike means you are safer to launch it at a distance and followup with your main weapon, and it allows weapons which appreciate the tracking effect more time to utilize it.
    I'm not sure how many missiles you should be able to fire per ink tank.
    This rework seeks to make the special more reliant on main weapon use to get value from it, while making it generally worse when not used in tandem with a main weapon. This means while the special itself actually doesn't have too much counterplay on its own- it doesn't need it as much as a result of being weaker.

  • @inkie_zach
    @inkie_zach 19 днів тому +3

    As a vds/cds main Chump desperately needs a cooldown reduction or at least a pfs reduction cuz they gave it to the most paint heavy chump weapon but not squelchers

    • @cti23gy46
      @cti23gy46 19 днів тому +2

      As a Stringer Main, I concur.
      In my opinion about the viability of Chump: Chump is great for fighting a team that over relies on Superjumping, because you can pretty easily plant the chumps right behind their team, splat their anchor, and it forces them to paint their way back to the objective

    • @BigPro1123
      @BigPro1123 19 днів тому

      @@cti23gy46putting it behind them also makes them move up closer to you or to move far back to avoid getting hit

  • @garrettbrothers6989
    @garrettbrothers6989 19 днів тому

    I love using Tri strikes. The fact that I can start farming for another right away is a dopamine cheat every time.

  • @Opti-Miser
    @Opti-Miser 19 днів тому

    Make the front part of ultra stamp breakable, and if it gets broken you can still roll around like an octo brush. You can roll away to escape, or bump into enemies who took chip from the hammer before it broke, or throw the stick for reduced damage

  • @Churro_EYT
    @Churro_EYT 19 днів тому

    One thing Splatter color screen needs is to also temporarily remove your allies's gamertags for those who are affected. If they want this thing to feel disorienting, what's better than confusing those affected even more

  • @GhostOli
    @GhostOli 19 днів тому

    As someone with 2 5*s, being a Vac and Wave weapon, those being put in great makes me very happy ^.^

  • @yaxier2558
    @yaxier2558 17 днів тому

    I find it funny how killer wail is a fundamental part of splatoon's identity, yet every time it has been allowed for multiplayer use everyone hated it.

  • @katerwaulie4499
    @katerwaulie4499 10 годин тому

    Tentamissles and Killer Wail are my favourite specials lol I think they are so easy to avoid and are fun to use - but I play very casually! I was surprised to see their rank 😅

  • @voidparadox5226
    @voidparadox5226 19 днів тому

    Awesome video! Love these opinions. It would be super cool to see your opinions on the Splatoon stages like in depth. Either all of the history of the stages or each game or just 3. Either way I am loving the videos!🎉

  • @DinisFaria
    @DinisFaria 18 днів тому +1

    12:25 MOM, LOOK, I'M ON TELEVISION!!!

  •  19 днів тому

    Killer Wail 5.1 should of just been the return of S1 wail in some way. Just a deployable that cuts off an area of the map for awhile. It can absolutely cheese objective, especially in the linear maps in S3, but it would of been way better than what we have now. What an absolute tease letting us use it again during S2 Finalfest & then never again. Pearl even uses her Princess Canon at the end of Side Order too!

  • @cobaltcabana
    @cobaltcabana 19 днів тому +1

    Inkjet in perfect is all i care about. We need more jet weapons

  • @TheRealNoob-fg6uk
    @TheRealNoob-fg6uk 19 днів тому

    16:55 - around 20:00 :
    Chara complains about crappy speacials for 3 minutes straight (This should be a short)

  • @LouisDesitter
    @LouisDesitter 19 днів тому +1

    As a Turf War enjoyer, I do have flipped opinions. I think Reefslider and Tenta Missiles are a lot of fun and mayhem in a casual place, and I don't like Zipcaster as my sticks gameplay makes it a pain to aim and control.

  • @Prismark
    @Prismark 19 днів тому

    If a new version of the Splattercolor screen gets added to Splatoon 4, instead of the grayscaling, it should have a screen cover effect similar to Bloopers in Mario Kart.
    Another idea I had since it is based on bubbles I thought it would be funny if it "cleans" you from your gear abilities for a short time.

  • @LucySumaria
    @LucySumaria 19 днів тому

    I like these long videos! Hearing you talks about splatoon 3 in entertaining and I enjoy them a lot!

  • @Typi
    @Typi 19 днів тому +1

    I think one thing they could do to Super Chumps is to make it a Recall special. Let the players jump in with the chumps, but the player is forced to jump back 2-3 seconds after the chumps blow up.
    Edit: More Special rework ideas:
    TactiVendor (Cooler Rework):
    Rather than make a stand, the use wears a smaller cooler that teammates have to come to the user to get. If the user still has Sodas left and the special is about to end, they can throw any remaining sodas as fizzy bombs.
    Killer Railgun (Wail Rework (fourth time is the charm):
    The User's gun is replaced by the Killer Railgun. Rather than this special being a global set time special, this special releases a powerful sonic boom that can damage up to 70 damage on direct hit and has a lingering effect for 90 frames, which damages 5hp per frame. If the user hits someone directly in front of them, the enemy hit gets knocked back a large distance. You can fire this weapon 4 times, and it does have long range, but it is no longer global.
    Echo Disruptor (Echo Locator):
    Yeah bet you werent expecting this one. Echo Disruptor functions very similarly to the iteration in Splat1, but with one catch: In a specific radius, if there is a enemy using their special their special will be CANCELED. Targets affected by the special cancelation will keep a full special charge, but will not be able to use their special again for a small set time. Specials that are automatic (such as chumps and Wail, for example) are not canceled, but are stunned.

  • @octolinggamer2.0
    @octolinggamer2.0 19 днів тому

    Me: shoots zooka shot and hits someone in the head
    The hitbox: man I don’t wanna DO THIS

  • @mayoshixi
    @mayoshixi 19 днів тому

    Yes, finally a video that acknowledges the greatness of the highly overlooked and underrated DK Tropical Freeze! :D

  • @skoobzkb
    @skoobzkb 19 днів тому +1

    I honestly consider Wave Breaker the most well designed special in the game. If it just got a few more tweaks it would actually be perfect. Its wild too considering its a rework of one of the most bs specials in 1 lol.

  • @Makerkiddo
    @Makerkiddo 19 днів тому

    PERSONALLY IMO, the Kraken not having an early end is what makes it so fun to use and fight against. And the upgrades that it got are absolutely amazing.
    As a veteran player of the splatoon series (started out in S1), Krakens improvements from the first game is absolutely amazing, and actually makes it a much more viable special in my eyes compared to everything else (except missiles, inkstrike, and stamper).
    Back in S1, it was not even worth it to play Kraken in high ranks because, more often than not, I'd find myself being pushed back so much by literally any weapon, no matter how I manouvered.
    I like that here, it's not a one-shot with regular jumps, and the surge ability still needs you to aim and predict your opponents move.
    It's still a force to be reckoned with if you aren't careful.

  • @rosenagy7079
    @rosenagy7079 19 днів тому

    I like the idea what they try to do with kraken is is a good idea mixed execution I think it’s really cool being a invincible monster chasing down a player so it makes it a 3V3 but it’s invincible nature doesn’t mix well with the rest of the special design where you can counter a lot of the specials but with kraken you have to wait I got something going with it. But at the end of the day, it’s still kraken

  • @musicvinylguy
    @musicvinylguy 19 днів тому

    I think the specials and gear ability system is the main strengths Splatoon 3 has over the other games. Kraken and Crab Tank are the coolest specials ever.

  • @Kizenon
    @Kizenon 19 днів тому

    I absolutely love the long form videos :)

  • @SJrad
    @SJrad 19 днів тому

    3:27 another thing to note is that in this clip, the splashdown user keeps still has a significant amount of special charge left after dying early into it, but still gets value from the other two fists. so with a some painting they will already have their special back.