@@a-j-o-l-o-t-3big swig is kinda based on a straw, but the charger could be more of a paper straw instead of the big swig's weird plastic bendy type.
@@whoopzdayz44 i thought Big Swig was based on other thing... What if they use that thing we all use like a water gun on the pool but is a tube? You know what I mean? I always thought about that and they never tried thatm
All chargers are high skill high reward, as much as it doesn’t seem like it at times due to the horrendous map design, it still takes lots of mechanical skill to be able to get good value out of picking the class
@@tomatoblate2170the mechanical skill in question is literally just good aim. arguably predicting enemy movement but every other weapon does that to a more precise extent, I wouldn't say chargers have high skill high reward so much as they have a somewhat high bar of entry.
@@oshawott5308 The "high bar of entry" is having a good skill at aiming your shot. You also have to remember RSP, Flick shots and Jump shots as well, which can mess your aim up if you aren't used to them. I can't think of many classes that need as much practice as chargers. The only one that comes to mind are the Stringers. You literally said "Chargers aren't high skill weapons, they're just high skill weapons"
I would like to see Rollers next. They usually aren't meta, which is a shame because I find them to be a core piece of what makes Splatoon Splatoon. I'd also just be generally interested in what you'd do to make them better and more fun.
Totally agree. I always thought about rollers when thinking about splatoon before i started playing it myself and its the second most unique weapon class in splatoon compared to other games imo(i think bucket is the most unique one) its definitely the most famous weapon in splatoon especially for people who haven't played or not much(atleast with people i know/what i see on social media)
I'll be real, rollers was the class that made me want to play Splatoon in the first place. It was that idea of splatting people with a comically sized paint roller 😅
I REALLY want a Steam Roller sorta Splat Roller. Think Dynamo/Octo Samurai, where the intended combat option is actually Crushing your opponents with DISGUSTING Roll Speed!
The major issue (in this game specifically) chargers tend to have is 100% the maps where either they are way too good, or not that great. Granted that’s not everything holding them back but it is the most major thing
As a charger player, I feel like some maps need changes bc some maps for charger are horrible and other maps makes charger have the entire map control which I dislike, I think if Nintendo changed the map designs charger players can have more fun on maps without over powering themselves to the point where the other team can’t do much since the chargers have too much control
I think a fun buff for Gootuber would be to allow it to charge a shot and swim at the same time. That would help mitigate its long charge time, let it be more mobile, and really cement it as the charger that swims
Been thinking the same thing as well. Sounds like a super fun gimmick and paired with fizzy it sounds like a beast lmao Also because the idea of a charger that swims isn't inherently bad, it just wasn't made justice lol
Personally I like the idea of holding a charge and getting buffs to its swim and run speed would be cool, make it show while charging but really fast while holding a full charge.
Y’a know where chargers thrive in a much healthier environment? Tableturf battle. Splat charger and Eliter un scoped are two top 10 cards due to their status as a 7 long and being really thin, and this makes them play best as very agressive cards, the opposite of main game. Squiffer is 6 long which is a downside, but in return your special block is much easier to activate which is really really helpful it’s much more niche than the first two, but it’s still a very solid card. Gootuber has some very good base combos, but can suffer from having a hard to activate special outside of those. However, it has a staircase on its end and this unique shape makes it highly versatile as a defensive card when you don’t need it for base combos. Snipewriter is splat charger, but worse. It has a worse special placement, a nub on both sides of it making agressive plays with it much harder, and overall, it just kinda blows. Eliter scoped is a seven long like eliter, but rather than having an agressive special block placement, It has a defensive one that’s set up to be easily activated. It’s very highly rated, but as a defensive card rather than offensive. Bamboo is a card that hasn’t really been experimented with, as a 5 long with its uniques shape, it’s very rough to use consistency agressively. However when we get it’s second kit, it will have the powerful attribute of them having the same block placement, but only different special placement. This will allow you to use it in base combos and have much higher odds of drawing it sooner. Scoped charger is the same as scoped eliter, but it’s outclassed by scope eliter due to its smaller block count. This makes it pretty bad imo. I think that’s all of them, anyone with questions can ask me about them in the comments and I’ll try to respond.
This, and also stages it can use the Squid-surge on. It's the only Charger, near as I can tell, that even gets close to being able to squid-surge during a charge hold. That should be incentivized.
If they don't fix the map design, I would happily accept these changes since like pretty much every game that has a Sniper Rifle, they can be the most game changing if used under the right hands. Also, I wouldn't mind if the Bamboozler had better painting capabilities since you need a full charge in order to paint compared to the other Chargers.
Quick answer: fix map design. Then, both splatlings and chargers will be in a more fair state. Splatlings were average in previous games because the more open, wider and "flanky" map design meant that the splatlings and chargers had to position themselves better than now in S3. With the actual map design (smaller maps with no flanks) they can just camp in the same spot and cover the entire map with basically no risk because you can't flank them and splat them. PD: I wrote this before watching the video. Sorry if my comment becomes irrelevant after watching the video... and sorry for my bad English.
I'm pretty sure if this was a realistic solution then he would've just said that but it's not. The devs aren't going to fix the maps. So it would be more realistic for the devs to change the weapons according to the map design.
@@Dr_Nigi dont think nintendo of america can do anything about the things nintendo of japan does, they probably just said “sure we’ll look into it!” so they can stop being harassed lmao
@@slurples149tbf a lot of changes mentioned in the video are pretty unrealistic not because i think they would be bad or too hard to implement but because we're talking about Nintendo which is 1. Stubborn and 2. Not famous for fan support(basically point 1) and splatoon 3's track record hasn't been amazing thus far. Would still love if they fixed chargers and maps though. Edit: both points about Nintendo aren't always true especially with smash ultimate lot of fan support with dlc characters.
@@slurples149 tho it may seem unrealistic, currently the whole Splatoon community is caring more about the maps itself cuz it affects every weapon class in either good or bad ways, so i think if ever, possibly changing the maps would be the most common denominator than giving big changes to snipers.
Your idea for goo-tuber keeping its charge hold while using a sub was actually something I suggested for bow! I think toxic mist is really good for bow, and could help it to get more reliable 1 shots, but it takes so long to charge fully after throwing mist that it's still hard to pull off. If bow could charge, then throw special, then fire, that could be a lot of fun
Whaaat, but b i g bubbler is on the first kit, what else could you possibly want? Super op special that when placed automatically puts you in a disadvantageous position.
While i definitely think brellas need an episode with how bad they are now, id love to see semi automatics specifically H3 and L3 since nobody talks about them
i think respawn punisher should only work on the first few people you kill, then it goes back to normal but you only get the longer respawn time if you die while wearing it when you havent gotten the kills
I think goo-tuber should be able to refill it's ink while doing a chanrge hold. I feel like that wouldn't be overpowered and would be a unique thing for the weapon
I feel like Brellas would be a fun one to do next, they definitely need some touch ups and I’d like to see how you’d buff them to match the meta of S3.
Idea for ur dualie episode: Squelchers gain an increase probability in paiting ur feet to allow gameplay flexibility since not all squelcher mains uses the jump tech to their advantage when playing the weapon and constantly having ourselves stuck in enemy ink in the most annoying times possible (myself included) And ofc the ink efficiency increase cuz wth nintendo
Baboozer main, yeah you’re pretty spot on here imo. The weapon is totally fine, object damage isn’t even that big of an issue, it’s more just that its current kit isn’t synergistic or strong enough. A new kit (your suggestion is quite good tho I’d prefer wave or rain over chumps) and maybe a very sight paint buff/bugfix are all it needs to be good
I like the ideas for most of them but the basic charger, eliter and scopes changes just kinda kill the entire sniper playstyle that the weapons are used for and turns them more into slow long range shooters
I see what you mean but i have to disagree. Those sounded the most fun for me especially the 85% charge time to boost ttk (i used to play cod so i love getting sniper clips/feeds) and i think one shot range being longer then heavy splatling always felt unfair when i played one of them against the other (since you can't get in at all with heavy while e-liter can use its charge hold to get good angles on heavy) but I'm also not a charger main(i all-trick (every weapon on atleast 1 star and trying to get all on 3 for stickers) but most playtime with range blaster) and also not that high ranked ~2k average x power across all modes which is far from top players + i dont play any competitive so take my opinion with a grain of salt
@@CallMe_No_One one easy solution is to buff the splatlings range by a bit. if that happens it balances both the weapons out. Because splatlings have better coverage and area of effect than chargers. And painting and turf control is a huge important role in this game, snipers have weak painting capabilities and you are mostly dependent on your aim, if you miss, you are basically useless. i guess that makes it fair for chargers to one shot.
I agree. With that much nerf and so few changes you not only wouldn't want to take an eliter/vanilla into frontline, but you'd either pick squiffer or just not play charger at all.
tbh id much prefer a strafe speed buff for pencil, having a charge hold would completely change how the weapon is played, also it should get run speed stacking like splatlings, same for bamboo actually, or heck do this for all chargers, it would make them much more aggressive weapons
Splatoon1: Snipers worked, it's okay. Splatoon2: Snipers unable to function due to ink armor, tenta missile spam, and stingrays. Splatoon3: Screw it! We reign supreme now! Especially on... Mince, Bridge, Mahi, Brinewater, Scorch, Undertow... Yeah you get the point...
Eh naw, I disagree with these proposed splat+eliter changes. Opening the maps fixes far more than just these chargers, regardless of how unwilling the devs are to deviating from chokepoint philosophy. Shoutout to your previous video with FLC and BPsquid on changes to S3 map design.
my personal dream kit for bamboo would be fizzy bomb + ink storm , but i can see the distraction aspect of torpedo + super chump being useful for the weapon !
Great video! I expect a lot of more boring changes that would balance chargers but make them less fun but this video wasn't that at all most changes sounded really good especially the less range for faster kills(kills at 85% charge) since i always thought that chargers ttk is slightly too long to get clips. Now i really want to test these changes... Anyway thanks a lot for this video! Really nice to imagine a version where playing with and against chargers is actually fun.(not trying to be mean to charger players i just never liked playing them except bamboo and squiffer)
an overall class change could be some kind of reward for moving something like your charge time is a couple seconds faster after you move X distance, then goes back to normal after staying in one spot
Comment 13 of replying magic3734’s comments until a new Stringer gets added [not a new kit but a new main weapon] [[when it actually happens I’ll change it to “Until a new Semi-Shooter gets added”]]
Tbh I think one of the major issues is when doing solo que, you tend to get into matches where your team just has 0 ways to deal with the Splatcharger/Eliter. Be it in the form of the game not giving you a long range splatling/displacement or even a counter charger leading to these awful matches where if your weapon isn't decently fast to avoid the charger, you just have to watch and not engage in that chunk of the map.
one additional change I'd like is giving snipewriter a 6th shot so that you can get 3 kills on a full charge instead of 2.5 kills given you land every shot
They definitely won't do that but I don't mind the 5 shots, it incentives playing more around chip dmg with your team instead of going for straight up kills
and to give sniperwriter better kits, burst bomb and booyah bomb or crab tank would be nice to buff the weapon somehow and also the ability to store a charge for amazing 2 click jump shots
I love this series! Just getting unrealistic and making a sort of perfect splatoon is a really cool concept. Props to you! I think the next class should be rollers due to the fact there is heavy rework potential. I also think that perhaps the smaller classes like brushes and brellas, or stringers and splatanas could be merged into 1 video.
one thing that i would like for the scoped versions is faster zoom in. Mostly because im used to that in other shooters such as team fortress 2 and apex.
As a scoped charger player since Splatoon 1 that would horribly cripple many player's muscle memories lol. You ideally want the scope to zoom as late as possible in the charge because you still have awareness of what's around you while charging. There's a technique people use, jumping while charging, to actually delay the charge so they stay in that un-scoped state as long as possible while still charging so they can acquire a target and finish the charge.
@@MoonyTheBat ohh yeah now that makes sense i useally try my best not to hard scope (which is kinda bad but my cod muscle memory doesn't allow me to do that) so i never thought about not seeing enemies while scoping(since i only scope after i have a target) but that makes sense. Never thought about it that way since i don't play chargers that much.
I was just talking with a friend the other day about the bamboozler. He was convinced it was just bad as a weapon, and like, yeah it ain't in a good spot but that's not all on the weapon itself.
The E-liter change just made sense the way you worded it, and it seems appropriate considering map sizes and respawn punisher being so useful on them currently. This is similar to how Overwatch recently balanced their snipers for the new maps and 5v5 format, where they have less effective range, but skillful players are able to use faster kill times as compensation. I think this worked well because snipers became a lot less oppressive and easier to coordinate a push against, Aswell as making snipers take more aggressive positioning more often that weakens their role on the enemy team's backline. I would love to see this change and I could see it being more fun for both the E-liter and the person up against them.
Charge holds should be a unique gimmick for squiffer and goo (and maybe snipewriter). It's just not fair how splat charger and eliter have more range and also better mobility than hydra.
I never understood why all chargers have the charge hold except one but only one splatling has it, they are way stronger with their longer range and they get to have additional mobility with a lethal shot ready to fire? If anything that should be an option for splatlings so they can combat chargers by charging behind cover and then swimming closer to a charger with the held charge ready to fire them.
@@TheFrantastic idk maybe because of the new diverse splattling variants? i guess they decided to make better and different splattlings to hold charges, while snipers just had one new variant this game, the snipewriter and it dosent even hold a charge which makes it weak. only 4 sniping weapons in the game can hold charges, with 2 of them only being long ranged. In the same time i dont think it would'nt make much sense to give hydra and splattling variants the ability to hold charges
@@TheFrantasticI’ll tel you the reason. It didn’t matter in the first game cuz chargers could splat on a partial charge similar to how splatlings can still fight well on partial charges. Even if their match up against charges suck , it still isn’t nearly as life threatening for them against most other weapons of them miss a couple bullets. But ever since splat 2 charges ( other than goo) can’t do that anymore. They need the mechanic to help them be more versatile, defend them selves better when being rushed, and most importantly it lets them play riskier and more agressive without losing too much value out of their missed shots. The charge storage mechanic was a great addition to the almost whole class and it makes them way more fun and engaging.
Goo tuber being a continious beam when fired rather than just a regular shot would be neat. Like it has to squeeze out all the stored ink so its like a tiny stingray without the wallhacks or massive aoe.
I’d love to see an episode for stringers with this change I would love to see happening: giving both stringers full charge speed in the air like Squiffer Stringers are very similar to chargers so giving them a mechanic that makes them different enough from chargers would make the class more unique as well as making them able to play around the vertical shot a lot, but I mean A LOT more while being more mobile than ever on the map
I'd love to see unique gear abilities rebalanced or gear abilities in general Personally I feel ninja squid is massively overtuned for the soloque experience. I expect its not as bad in a team setting where you can communicate and try to play around it but in solo que its incredibly oppressive, especially when you loose map control. When multiple people on the enemy team are running it, you can kinda expect at lower X rankings that you're just gonna watch everyone on your team die in isolated 1v1s over and over, and get sharked every time you try to push back in. I know they're trying to make it the answer to back line being able to abuse the map design, but I think its a solution to the problem that's less fun for everyone involved than just having viable flanks- playing back line into ninja squid SUUUUUCKS. personally I think they should have kept the speed debuff, making ninja squid teams slower, and/or increasing their gear dependency Respawn punisher also obviously needs some work- I'd love to see it reworked in a way that encourages the player to have a really big impact on the match instead of just playing hyper-safe and making individual picks more valuable. Last ditch effort could probably also use some changes. Bomb spam is miserable, especially in lower rankings where people have worse movement skills and it provides a low skill, low risk, high reward play style thats really unenjoyable to fight against. Personally though I'd rather see this rebalanced by increasing the cost and white ink frames for throwing bombs I'm repeated succession (kinda like how it gets harder to squidroll over and over) rather than through gear changes, but it could still be very interesting. I'd be really curious to see what gear adjustments you'd wanna make!
2:16 my dream kit this is what I've been preaching for the last year. Thank you for not saying zip I don't need squiff to have the worst 2 specials in the game
For the Goo Tuber, I thought it would be cool if its tap shoots were effective at close-range fighting. Imagine its tap shots work similar to the Squeezers shots. This would give it a niche as a charger with a completely unique playstyle
definitely a really cool series! the obvious answer is to do Brellas next, but i honestly think rollers as a whole could also use some love. and it'd give you another chance to rant about dynamo.
Everyone already knows what brellas need. They don’t need reworks, they just need more damage, better kits, and for their Shields to actually work. Luckily the second part is being fulfilled with sorella tent and the soon to be sorella splat
Make dynamo's vertical flick good and make it so you double tap zr to do it, making it a dynamic (haha) switch from horizontal flick to vertical, even allowing fake outs and both ground vertical flicks and jumping horizontal flicks. Also just buff its damage and range and stuff to match splatoon 1 dynamo, so this isnt out competed by flingza roller.
I know the point is to balance around the maps but I'm still gonna say that I'd much rather the maps be changed to have actual flanking routes. I'm pretty aggro as a charger, it's so fun playing up close, but long range being nerfed like that would just get kinda exhausting having to be much closer. Plus with the proposed changes I would never play eliter anymore lol, I already prefer splatterscope in this game for being able to kill up close.
honestly maybe we could see some shooter changes to possibly make every shooter feel unique in some way (im looking at you pro), im a jr main and it having bomb spam and painting makes me love it more than any shooter but maybe it could use a few little tweaks in order to serve its role better and not be outclassed by stuff like zap
I am actually not a fan of the changes for splat and eliter. Reducing the range will cause more problems for these weapons and for every player. If we keep the camping spots in mind, the current way to deal with a charger is with another charger, or by outplaying them, while the outplay part is already hard with the maps itself, if the chargers have less range, you actually have to get even closer to take care of the charger in the enemy team, making the attacking team more vulnerable to the enemies, since the sniper has to push with the team to reach the charger, while avoiding to be picked of from shooters. Even if the faster kill time might help with that, most people are already used to full charger kills since the beginning of splat 2 and after the 20% range nerf from splat 1, so not many will use it in the end. So, your changes chara, might backfire more, than people might know now, I could also be wrong, but that's my theory. Chargers are also still one of the slowest movement weapons when charging, something Splatling doesn't have problems with, what it's trading the range for. I still hope for map changes. I also hoped that the problems between scoped and non-scoped would be addressed, since scope has a lot of disadvantages to non-scope chargers, so giving scope something for the FOV and movement nerfs, besides the little range buff compared to non-scope would be nice. I like the ideas for the other chargers tho.
The rework for splat charger and liter is really interesting... I do like how partial charges is a special mechanic just for goo, but I'd be really interested to see a mod that patches in the rework for splat and liter cause it'd be fascinating to see how those weps would play with these changes. And yes squiffer should just be a lightweight weapon anyway
I'd love to see splatlings tackled next. It's sad to see the whole weapon class being so dominated by just ballpoint when there're lots of interesting mechanics with the rest of them.
Personally, I've thought for a long while that if SCharger and Eliter are allowed to kill from such farther ranges than every other weapon in the game, especially on flankless maps like these, then there should be a point-blank window where full charges can no longer one-shot people that manage to successfully get close to them. It's always historically been frustrating for me to finally approach a backliner after minutes of dealing with a full enemy team and open sightlines between us, only for them to still technically have a superior kill time before and after my weapon's range even becomes relevant. But your ideas of compromising between their range and fighting capabilities are also worth exploring.
definitely would be interested to see some roller reworks, as the only actually good roller is carbon deco (swig express is a zones only weapon) but these changes combined with map reworks that actually create options for movement would make chargers an actually healthy class for the game
they should turn a phone charger into a new charger
YES
Do we have a weapon based or with straws? Like, It would fit a lot
@@a-j-o-l-o-t-3big swig is kinda based on a straw, but the charger could be more of a paper straw instead of the big swig's weird plastic bendy type.
@@whoopzdayz44 i thought Big Swig was based on other thing... What if they use that thing we all use like a water gun on the pool but is a tube? You know what I mean? I always thought about that and they never tried thatm
W idea
Man I really want bamboozler to be a high skill high reward, cause it seems like a very cool take on the typical chargers
All chargers are high skill high reward, as much as it doesn’t seem like it at times due to the horrendous map design, it still takes lots of mechanical skill to be able to get good value out of picking the class
@@tomatoblate2170the mechanical skill in question is literally just good aim. arguably predicting enemy movement but
every other weapon does that to a more precise extent, I wouldn't say chargers have high skill high reward so much as they have a somewhat high bar of entry.
@@oshawott5308yea and aiming is pretty darn hard
@@oshawott5308 The "high bar of entry" is having a good skill at aiming your shot. You also have to remember RSP, Flick shots and Jump shots as well, which can mess your aim up if you aren't used to them. I can't think of many classes that need as much practice as chargers. The only one that comes to mind are the Stringers.
You literally said "Chargers aren't high skill weapons, they're just high skill weapons"
Bamboo is so much fun. It's the best balance by far, in my opinion.
I would like to see Rollers next. They usually aren't meta, which is a shame because I find them to be a core piece of what makes Splatoon Splatoon. I'd also just be generally interested in what you'd do to make them better and more fun.
Totally agree. I always thought about rollers when thinking about splatoon before i started playing it myself and its the second most unique weapon class in splatoon compared to other games imo(i think bucket is the most unique one) its definitely the most famous weapon in splatoon especially for people who haven't played or not much(atleast with people i know/what i see on social media)
I'll be real, rollers was the class that made me want to play Splatoon in the first place. It was that idea of splatting people with a comically sized paint roller 😅
I REALLY want a Steam Roller sorta Splat Roller. Think Dynamo/Octo Samurai, where the intended combat option is actually Crushing your opponents with DISGUSTING Roll Speed!
The major issue (in this game specifically) chargers tend to have is 100% the maps where either they are way too good, or not that great. Granted that’s not everything holding them back but it is the most major thing
As a charger player, I feel like some maps need changes bc some maps for charger are horrible and other maps makes charger have the entire map control which I dislike, I think if Nintendo changed the map designs charger players can have more fun on maps without over powering themselves to the point where the other team can’t do much since the chargers have too much control
I think a fun buff for Gootuber would be to allow it to charge a shot and swim at the same time. That would help mitigate its long charge time, let it be more mobile, and really cement it as the charger that swims
Been thinking the same thing as well.
Sounds like a super fun gimmick and paired with fizzy it sounds like a beast lmao
Also because the idea of a charger that swims isn't inherently bad, it just wasn't made justice lol
Oooooh 👀
Personally I like the idea of holding a charge and getting buffs to its swim and run speed would be cool, make it show while charging but really fast while holding a full charge.
The pencil needing buffs aged like milk.
Y’a know where chargers thrive in a much healthier environment? Tableturf battle. Splat charger and Eliter un scoped are two top 10 cards due to their status as a 7 long and being really thin, and this makes them play best as very agressive cards, the opposite of main game. Squiffer is 6 long which is a downside, but in return your special block is much easier to activate which is really really helpful it’s much more niche than the first two, but it’s still a very solid card. Gootuber has some very good base combos, but can suffer from having a hard to activate special outside of those. However, it has a staircase on its end and this unique shape makes it highly versatile as a defensive card when you don’t need it for base combos. Snipewriter is splat charger, but worse. It has a worse special placement, a nub on both sides of it making agressive plays with it much harder, and overall, it just kinda blows. Eliter scoped is a seven long like eliter, but rather than having an agressive special block placement, It has a defensive one that’s set up to be easily activated. It’s very highly rated, but as a defensive card rather than offensive. Bamboo is a card that hasn’t really been experimented with, as a 5 long with its uniques shape, it’s very rough to use consistency agressively. However when we get it’s second kit, it will have the powerful attribute of them having the same block placement, but only different special placement. This will allow you to use it in base combos and have much higher odds of drawing it sooner. Scoped charger is the same as scoped eliter, but it’s outclassed by scope eliter due to its smaller block count. This makes it pretty bad imo.
I think that’s all of them, anyone with questions can ask me about them in the comments and I’ll try to respond.
Gootuber should absolutely have enhanced squid rolls
Goo should also have no charge hold glow when swimming.
This, and also stages it can use the Squid-surge on. It's the only Charger, near as I can tell, that even gets close to being able to squid-surge during a charge hold. That should be incentivized.
Meanwhile, chargers in any game I play:
0 kills, 10 deaths, 2 specials at most, no more than 400p...
I must be cursed or something
If they don't fix the map design, I would happily accept these changes since like pretty much every game that has a Sniper Rifle, they can be the most game changing if used under the right hands.
Also, I wouldn't mind if the Bamboozler had better painting capabilities since you need a full charge in order to paint compared to the other Chargers.
Quick answer: fix map design.
Then, both splatlings and chargers will be in a more fair state.
Splatlings were average in previous games because the more open, wider and "flanky" map design meant that the splatlings and chargers had to position themselves better than now in S3. With the actual map design (smaller maps with no flanks) they can just camp in the same spot and cover the entire map with basically no risk because you can't flank them and splat them.
PD: I wrote this before watching the video. Sorry if my comment becomes irrelevant after watching the video... and sorry for my bad English.
I'm pretty sure if this was a realistic solution then he would've just said that but it's not. The devs aren't going to fix the maps. So it would be more realistic for the devs to change the weapons according to the map design.
@@slurples149 We could storm the Nintendo Support en masse to ask for map changes: in Smash it actually worked for a bunch of character issues.
@@Dr_Nigi dont think nintendo of america can do anything about the things nintendo of japan does, they probably just said “sure we’ll look into it!” so they can stop being harassed lmao
@@slurples149tbf a lot of changes mentioned in the video are pretty unrealistic not because i think they would be bad or too hard to implement but because we're talking about Nintendo which is 1. Stubborn and 2. Not famous for fan support(basically point 1) and splatoon 3's track record hasn't been amazing thus far. Would still love if they fixed chargers and maps though.
Edit: both points about Nintendo aren't always true especially with smash ultimate lot of fan support with dlc characters.
@@slurples149 tho it may seem unrealistic, currently the whole Splatoon community is caring more about the maps itself cuz it affects every weapon class in either good or bad ways, so i think if ever, possibly changing the maps would be the most common denominator than giving big changes to snipers.
Man, if Snipewriter could store a charge I'd be so happy
Your idea for goo-tuber keeping its charge hold while using a sub was actually something I suggested for bow! I think toxic mist is really good for bow, and could help it to get more reliable 1 shots, but it takes so long to charge fully after throwing mist that it's still hard to pull off. If bow could charge, then throw special, then fire, that could be a lot of fun
For swiffer I’d like to see the inkjet back on it again. I’d prefer fizzy or splat bomb to be the sub weapon rather than suction bomb
Same here, though Idm zooka
@@Naito9874 I’m saying for a 3rd kit if we get one.
@@loganbaker007 Aight
Whaaat, but b i g bubbler is on the first kit, what else could you possibly want? Super op special that when placed automatically puts you in a disadvantageous position.
@@vincentngo3409 if only that maps were good and not hallways
We need a series where you make a single balance adjustment to each weapon that completely breaks it lol
While i definitely think brellas need an episode with how bad they are now, id love to see semi automatics specifically H3 and L3 since nobody talks about them
I think main weapon wise they’re fine but the kits they have are just horrible
i think respawn punisher should only work on the first few people you kill, then it goes back to normal but you only get the longer respawn time if you die while wearing it when you havent gotten the kills
Goober mains will never see the light of being meta relevant 😔
teehee goober :)
I think goo-tuber should be able to refill it's ink while doing a chanrge hold. I feel like that wouldn't be overpowered and would be a unique thing for the weapon
Idea for Goo Tuber: Allow it to charge while MOVING in ink at 2/3 the speed of regular charge, but it won't replenish ink while choosing to charge.
Pog moment. Omega Strikers Soundtrack used.
Sniper weapons are definitely hard to design around since they can either accidentally end up overpowered or underpowered
I feel like Brellas would be a fun one to do next, they definitely need some touch ups and I’d like to see how you’d buff them to match the meta of S3.
0:38 Dang, R.I.P. Arashi and Mecha. 🤣
Idea for ur dualie episode:
Squelchers gain an increase probability in paiting ur feet to allow gameplay flexibility since not all squelcher mains uses the jump tech to their advantage when playing the weapon and constantly having ourselves stuck in enemy ink in the most annoying times possible (myself included)
And ofc the ink efficiency increase cuz wth nintendo
Baboozer main, yeah you’re pretty spot on here imo. The weapon is totally fine, object damage isn’t even that big of an issue, it’s more just that its current kit isn’t synergistic or strong enough. A new kit (your suggestion is quite good tho I’d prefer wave or rain over chumps) and maybe a very sight paint buff/bugfix are all it needs to be good
I like the ideas for most of them but the basic charger, eliter and scopes changes just kinda kill the entire sniper playstyle that the weapons are used for and turns them more into slow long range shooters
I see what you mean but i have to disagree. Those sounded the most fun for me especially the 85% charge time to boost ttk (i used to play cod so i love getting sniper clips/feeds) and i think one shot range being longer then heavy splatling always felt unfair when i played one of them against the other (since you can't get in at all with heavy while e-liter can use its charge hold to get good angles on heavy) but I'm also not a charger main(i all-trick (every weapon on atleast 1 star and trying to get all on 3 for stickers) but most playtime with range blaster) and also not that high ranked ~2k average x power across all modes which is far from top players + i dont play any competitive so take my opinion with a grain of salt
@@CallMe_No_One one easy solution is to buff the splatlings range by a bit. if that happens it balances both the weapons out. Because splatlings have better coverage and area of effect than chargers. And painting and turf control is a huge important role in this game, snipers have weak painting capabilities and you are mostly dependent on your aim, if you miss, you are basically useless. i guess that makes it fair for chargers to one shot.
I agree. With that much nerf and so few changes you not only wouldn't want to take an eliter/vanilla into frontline, but you'd either pick squiffer or just not play charger at all.
tbh id much prefer a strafe speed buff for pencil, having a charge hold would completely change how the weapon is played, also it should get run speed stacking like splatlings, same for bamboo actually, or heck do this for all chargers, it would make them much more aggressive weapons
I would love to see sloshers next but I feel like we should wait for Dread Wringer first so I think Splatlings will work best
Splatoon1: Snipers worked, it's okay.
Splatoon2: Snipers unable to function due to ink armor, tenta missile spam, and stingrays.
Splatoon3: Screw it! We reign supreme now! Especially on... Mince, Bridge, Mahi, Brinewater, Scorch, Undertow... Yeah you get the point...
I don't usually comment on the editing but I really liked the vibe of this one, props to LogiCreates :D
❤
Picking the Blob over the Goo Tuber! 🤣 I still like my Blob. Can't wait for the next kit!
Eh naw, I disagree with these proposed splat+eliter changes. Opening the maps fixes far more than just these chargers, regardless of how unwilling the devs are to deviating from chokepoint philosophy. Shoutout to your previous video with FLC and BPsquid on changes to S3 map design.
No way he predicted the bamboo kit lol
when you get to shooters, i think you should increase the points for special on both splattershots
Really enjoying the new videos, would love to see your thoughts on what a slosher class rework would look like
my personal dream kit for bamboo would be fizzy bomb + ink storm , but i can see the distraction aspect of torpedo + super chump being useful for the weapon !
the mecha and arashi slander is crazy
Great video! I expect a lot of more boring changes that would balance chargers but make them less fun but this video wasn't that at all most changes sounded really good especially the less range for faster kills(kills at 85% charge) since i always thought that chargers ttk is slightly too long to get clips. Now i really want to test these changes... Anyway thanks a lot for this video! Really nice to imagine a version where playing with and against chargers is actually fun.(not trying to be mean to charger players i just never liked playing them except bamboo and squiffer)
an overall class change could be some kind of reward for moving
something like your charge time is a couple seconds faster after you move X distance, then goes back to normal after staying in one spot
That second kit for squiffer is so insane. Why would i play that when i play low tiers...
Please continue to use Street Fighter music, Rashid’s SF6 theme is hella slept on.
Video 185 of commenting on Chara videos till brella gets fixed [properly]
Comment 13 of replying magic3734’s comments until a new Stringer gets added [not a new kit but a new main weapon]
[[when it actually happens I’ll change it to “Until a new Semi-Shooter gets added”]]
Should be “till splatana stamper gets a kit”
I still love how so many of these weapons can be fixed if they just made the maps better
Dude can I say you have great music taste
OMEGA STRIKERS MUSIC IN THE VIDEO WOOOOOOOO
Tbh I think one of the major issues is when doing solo que, you tend to get into matches where your team just has 0 ways to deal with the Splatcharger/Eliter. Be it in the form of the game not giving you a long range splatling/displacement or even a counter charger leading to these awful matches where if your weapon isn't decently fast to avoid the charger, you just have to watch and not engage in that chunk of the map.
one additional change I'd like is giving snipewriter a 6th shot so that you can get 3 kills on a full charge instead of 2.5 kills given you land every shot
Imagine land every shot
They definitely won't do that but I don't mind the 5 shots, it incentives playing more around chip dmg with your team instead of going for straight up kills
and to give sniperwriter better kits, burst bomb and booyah bomb or crab tank would be nice to buff the weapon somehow and also the ability to store a charge for amazing 2 click jump shots
What do you mean when you say that chargers being stally force people to play around their specials?
I very much enjoy this series
Squiffer zipcaster is the only kit I will accept
Chara needs to work at Nintendo.
Okay but the video quality tho? Fucking amazing
Another general change would be improved maps with actual flanks and methods of getting closer to long range chargers
I haven’t watched the video yet but my guess on how to fix chargers would be to fix the maps lol.
I just randomly wondered how many parts is there gonna be for the shooter balance
Man I just really hope they radically fix the map design. I kinda miss the big splat 1&2 maps ngl.
I’ve been thinking about that snipewriter change FOR SO LONG
I love this series! Just getting unrealistic and making a sort of perfect splatoon is a really cool concept. Props to you! I think the next class should be rollers due to the fact there is heavy rework potential. I also think that perhaps the smaller classes like brushes and brellas, or stringers and splatanas could be merged into 1 video.
one thing that i would like for the scoped versions is faster zoom in. Mostly because im used to that in other shooters such as team fortress 2 and apex.
Always thought its weard to have a slow zoom would like if it instantly scoped in not saying they should change charge time just a QoL change
As a scoped charger player since Splatoon 1 that would horribly cripple many player's muscle memories lol. You ideally want the scope to zoom as late as possible in the charge because you still have awareness of what's around you while charging. There's a technique people use, jumping while charging, to actually delay the charge so they stay in that un-scoped state as long as possible while still charging so they can acquire a target and finish the charge.
@@MoonyTheBat ohh yeah now that makes sense i useally try my best not to hard scope (which is kinda bad but my cod muscle memory doesn't allow me to do that) so i never thought about not seeing enemies while scoping(since i only scope after i have a target) but that makes sense. Never thought about it that way since i don't play chargers that much.
im a squiffer main, and would really like to see an agressive kit on it again. GIVE ME BACK MY FRESH SQUIFFER!!!!
I was just talking with a friend the other day about the bamboozler. He was convinced it was just bad as a weapon, and like, yeah it ain't in a good spot but that's not all on the weapon itself.
The E-liter change just made sense the way you worded it, and it seems appropriate considering map sizes and respawn punisher being so useful on them currently. This is similar to how Overwatch recently balanced their snipers for the new maps and 5v5 format, where they have less effective range, but skillful players are able to use faster kill times as compensation. I think this worked well because snipers became a lot less oppressive and easier to coordinate a push against, Aswell as making snipers take more aggressive positioning more often that weakens their role on the enemy team's backline. I would love to see this change and I could see it being more fun for both the E-liter and the person up against them.
Charge holds should be a unique gimmick for squiffer and goo (and maybe snipewriter). It's just not fair how splat charger and eliter have more range and also better mobility than hydra.
I never understood why all chargers have the charge hold except one but only one splatling has it, they are way stronger with their longer range and they get to have additional mobility with a lethal shot ready to fire? If anything that should be an option for splatlings so they can combat chargers by charging behind cover and then swimming closer to a charger with the held charge ready to fire them.
@@TheFrantastic idk maybe because of the new diverse splattling variants? i guess they decided to make better and different splattlings to hold charges, while snipers just had one new variant this game, the snipewriter and it dosent even hold a charge which makes it weak. only 4 sniping weapons in the game can hold charges, with 2 of them only being long ranged. In the same time i dont think it would'nt make much sense to give hydra and splattling variants the ability to hold charges
@@TheFrantasticI’ll tel you the reason.
It didn’t matter in the first game cuz chargers could splat on a partial charge similar to how splatlings can still fight well on partial charges. Even if their match up against charges suck , it still isn’t nearly as life threatening for them against most other weapons of them miss a couple bullets. But ever since splat 2 charges ( other than goo) can’t do that anymore.
They need the mechanic to help them be more versatile, defend them selves better when being rushed, and most importantly it lets them play riskier and more agressive without losing too much value out of their missed shots.
The charge storage mechanic was a great addition to the almost whole class and it makes them way more fun and engaging.
Dang this video was great, it actually showed what the changes would look like
Goo tuber being a continious beam when fired rather than just a regular shot would be neat. Like it has to squeeze out all the stored ink so its like a tiny stingray without the wallhacks or massive aoe.
the editors need a raise
Make the sightlines work. Half the time I get killed by a charger whose sightline is half a stage away.
Sometimes I'm glad the Splatoon Devs don't listen to their community, imagine having a minigun outrange your fucking sniper...oof
I’d love to see an episode for stringers with this change I would love to see happening: giving both stringers full charge speed in the air like Squiffer
Stringers are very similar to chargers so giving them a mechanic that makes them different enough from chargers would make the class more unique as well as making them able to play around the vertical shot a lot, but I mean A LOT more while being more mobile than ever on the map
I still wish they just made goo tuber intro a stringer between games like they did with dule squelcher
I just want all chargers to pierce through the salmonids in salmon run
Love that kit idea for bamboo.
Loving the series so far!
I'd like to see what you do to give brellas a chance once again
Chargers prolly won’t even need too many reworks if Nintendo fixes the maps
I'd love to see unique gear abilities rebalanced or gear abilities in general
Personally I feel ninja squid is massively overtuned for the soloque experience. I expect its not as bad in a team setting where you can communicate and try to play around it but in solo que its incredibly oppressive, especially when you loose map control. When multiple people on the enemy team are running it, you can kinda expect at lower X rankings that you're just gonna watch everyone on your team die in isolated 1v1s over and over, and get sharked every time you try to push back in. I know they're trying to make it the answer to back line being able to abuse the map design, but I think its a solution to the problem that's less fun for everyone involved than just having viable flanks- playing back line into ninja squid SUUUUUCKS. personally I think they should have kept the speed debuff, making ninja squid teams slower, and/or increasing their gear dependency
Respawn punisher also obviously needs some work- I'd love to see it reworked in a way that encourages the player to have a really big impact on the match instead of just playing hyper-safe and making individual picks more valuable.
Last ditch effort could probably also use some changes. Bomb spam is miserable, especially in lower rankings where people have worse movement skills and it provides a low skill, low risk, high reward play style thats really unenjoyable to fight against. Personally though I'd rather see this rebalanced by increasing the cost and white ink frames for throwing bombs I'm repeated succession (kinda like how it gets harder to squidroll over and over) rather than through gear changes, but it could still be very interesting.
I'd be really curious to see what gear adjustments you'd wanna make!
2:16 my dream kit this is what I've been preaching for the last year. Thank you for not saying zip I don't need squiff to have the worst 2 specials in the game
Estelle theme in BG of intro❤
For the Goo Tuber, I thought it would be cool if its tap shoots were effective at close-range fighting. Imagine its tap shots work similar to the Squeezers shots. This would give it a niche as a charger with a completely unique playstyle
ye ngl i was hooked on bamboo in splat 2 but for this one its just uninteresting
easiest fix is: "Nintendo, make better maps!"
I would absolutely love to see Brellas or Splatlings next.
definitely a really cool series! the obvious answer is to do Brellas next, but i honestly think rollers as a whole could also use some love. and it'd give you another chance to rant about dynamo.
Everyone already knows what brellas need. They don’t need reworks, they just need more damage, better kits, and for their Shields to actually work. Luckily the second part is being fulfilled with sorella tent and the soon to be sorella splat
Make dynamo's vertical flick good and make it so you double tap zr to do it, making it a dynamic (haha) switch from horizontal flick to vertical, even allowing fake outs and both ground vertical flicks and jumping horizontal flicks.
Also just buff its damage and range and stuff to match splatoon 1 dynamo, so this isnt out competed by flingza roller.
2:55 I saw that transition. Clever little Chara.
I know the point is to balance around the maps but I'm still gonna say that I'd much rather the maps be changed to have actual flanking routes. I'm pretty aggro as a charger, it's so fun playing up close, but long range being nerfed like that would just get kinda exhausting having to be much closer. Plus with the proposed changes I would never play eliter anymore lol, I already prefer splatterscope in this game for being able to kill up close.
honestly maybe we could see some shooter changes to possibly make every shooter feel unique in some way (im looking at you pro), im a jr main and it having bomb spam and painting makes me love it more than any shooter but maybe it could use a few little tweaks in order to serve its role better and not be outclassed by stuff like zap
I mean it’s already unique in the way that your ink tank is 10% larger than everyone else’s.
This weapon class was not designed with this games maps in mind they really do need a rework
i dont want liter or splat charger to change, i know its probably unhealthy for the game, but i like it just how it is 😭
The ultimate life form is back
I love these changes! Please make more of this series!
babe wake up new prochara upload dropped
I am actually not a fan of the changes for splat and eliter.
Reducing the range will cause more problems for these weapons and for every player.
If we keep the camping spots in mind, the current way to deal with a charger is with another charger, or by outplaying them, while the outplay part is already hard with the maps itself, if the chargers have less range, you actually have to get even closer to take care of the charger in the enemy team, making the attacking team more vulnerable to the enemies, since the sniper has to push with the team to reach the charger, while avoiding to be picked of from shooters.
Even if the faster kill time might help with that, most people are already used to full charger kills since the beginning of splat 2 and after the 20% range nerf from splat 1, so not many will use it in the end.
So, your changes chara, might backfire more, than people might know now, I could also be wrong, but that's my theory.
Chargers are also still one of the slowest movement weapons when charging, something Splatling doesn't have problems with, what it's trading the range for.
I still hope for map changes.
I also hoped that the problems between scoped and non-scoped would be addressed, since scope has a lot of disadvantages to non-scope chargers, so giving scope something for the FOV and movement nerfs, besides the little range buff compared to non-scope would be nice.
I like the ideas for the other chargers tho.
The rework for splat charger and liter is really interesting... I do like how partial charges is a special mechanic just for goo, but I'd be really interested to see a mod that patches in the rework for splat and liter cause it'd be fascinating to see how those weps would play with these changes. And yes squiffer should just be a lightweight weapon anyway
I’d love to see rollers next.I know they aren’t used much in competitive play but nonetheless,rollers are cool
I agree with most of your takes, except range.
If anything, I'd give the Eliter even more range.
I'd love to see splatlings tackled next. It's sad to see the whole weapon class being so dominated by just ballpoint when there're lots of interesting mechanics with the rest of them.
Personally, I've thought for a long while that if SCharger and Eliter are allowed to kill from such farther ranges than every other weapon in the game, especially on flankless maps like these, then there should be a point-blank window where full charges can no longer one-shot people that manage to successfully get close to them. It's always historically been frustrating for me to finally approach a backliner after minutes of dealing with a full enemy team and open sightlines between us, only for them to still technically have a superior kill time before and after my weapon's range even becomes relevant. But your ideas of compromising between their range and fighting capabilities are also worth exploring.
definitely would be interested to see some roller reworks, as the only actually good roller is carbon deco (swig express is a zones only weapon) but these changes combined with map reworks that actually create options for movement would make chargers an actually healthy class for the game
Squiffer kit idea, Splatoon 2’s fresh squiffer.