Nintendo making Splatoon 6 for the Nintendo 4DS, realizing that Splatana Stamper was good back when it came out in early S3 (they are going to give it a 90PFS nerf and a 50% damage reduction)
@@MeloniestNeonNintendo making Splatoon 26 for the Wii Y realizing 52 has been only A tier for the past decade (they’re gonna give it 100% faster fire rate and Burst bomb Zooka)
I slowly noticed that Splatoon 3 is the complete opposite of Splatoon 2 when comes to patches. Splatoon 2's patches were constant but they went way too far with buffing and nerfing stuff. With Splatoon 3, buffs and nerfs are more careful and smaller, but aren't that constant. Basically, we have 2 different extremes with doing patches.
And it feels like if they had gone the inverse of the buff/nerf levels they did for both, then both wouldve been great, because with frequent, small ones. players could potentially get a feel for how things are and help the devs gradually smooth out the balance curve, meanwhile with infrequent, but larger ones, it could potentially shake things up more than just a small duration nerf or slightly more special cost, allowing a potentially rocky busted meta to linger for at least a month longer
And tbh the problem of Splatoon 2 wasn’t the fact that they were overbuffing stuff, it’s the fact that they were over buffing the wrong stuff in the wrong way imo
I feel like they're scared of what they did in 2, that they're now waddling around thinking they'll cause a mess. They can just DON'T. PRESS. THE. SHOOTER. BUTTON.
While it still has the issues of "Overbuff random shooter(s) + randomly spin the wheel to see which turf war high (not top) tiers get nerfed for no real reason at all", this last patch did two things incredibly well; The dash-3 and Glooga buffs, making a unique change that not only fixes an issue with the three weapons, but also makes them much more unique in the way they function. They didn't just get a straight up range buff or damage buff; they got a wholly unique falloff buff that makes them not only kill more reliably (especially Gloogas) but makes them have that delicious over-cover chip damage that I think H-3 especially is gonna LOVE if it ever gets another good buff like this.
As someone who plays Salmon Run far more than any other game mode, I'd really like to see more patches like 4.0.0. The patch that turned the Dynamo Roller from an awkward but powerful roller into a real murder machine. The patch that brought all the brellas to a new level. The patch that catapulted the Snipewriter from one of the worst SR charger to one of the best, if not the best. The patch that made the Slosher and Big Swig actually good. And then we never got this many buffs again. Salmon Run is in a pretty good spot, but it's not like there aren't a bunch of weapons that could do with some serious buffs. Gootuber is literally a worse Splat Charger, Bamboo is still garbage, Gloogas are still really bad, Sloshing Machine should get its PvP nerfs reverted for SR, since no Salmon is going to complain about it, Blaster and Range Blaster should go from 250 to 300, because why should the S-Blast be the only one who does 300 a pop, and I'm probably forgetting a whole bunch of things. Salmon Run is a PvE mode, so they can do more and crazier buffs, since it won't destabilize the PvP meta. Do it, Nintendo.
i'd argue to make Horrorboros a tad easier - just a tad. like less DPS required to burst his bomb and all weapons do more damage if you hit his body - and some of the specials taking a whole lot of health from him (Booyah Bomb, to name 1). i've only slain 2 or 3 Horrorboros, to my recollection. every time i encounter him, it's a miserable failure - and i'm on the easiest difficulty the game allows me to be at (Go-Getter)! so i'd have a relatively easier time just trying to *reach* the damn beast. can i please have fun and not feel bad about losing instead of banging my fist on my desk in anger whenever i reach Horrorboros?
Honestly, I feel even when this game gets completed with its content cycle, there probably will still be 1 thing that is “broken” for the meta. Maybe it won’t be as bad though, but I feel it will be the case for S3 after we get everything. At the same time though, it’s kinda inevitable for almost any game tbh.
I like the idea of buffing weapons which need much dedication even if they are already good, but buffing lowtiers is way more important for me beacause they would surely bring so many new interactions into competitive
Agreed, I really hope we see a shift in mentality around the next game's patches, hopefully towards buffing more weak options and nerfing less top-tiers that are in a solid spot as is (Stamper, pre-220 Machine, ect.), while making more moves on stronger specials like Crab, Zooka or Inkjet more quickly.
The meta might be great right now, but I can't stress enough that I'd rather fight crabs that curl up at the first sign of danger instead of instant panic bazookas.
as someone who has mained explo for the past year every single patch has me on the hugest copium like “haha maybe next time in 3 months, they’ll realize how outplayed the weapon is” and it’s so annoying that if explo doesn’t get anything, we gotta wait like 45 more days HOPING, PRAYING to the devs to give it SOMETHING at least. it’s been a year and the weapon gets absolutely shit on when it’s not playing splat zones specifically
@@FridgemastersI feel like Explosher is in this weird spot where it's bad, but it's also incredibly annoying and slows down the pace of the game immensely for Splat Zones. If they wanted to buff it, they'd have to do some kind of change to its Splat Zones dominance first. Basically, if it got buffed to be even decent in any other mode, it would completely break Splat Zones. I'd argue it needs a rework, if anything.
as someone who recently picked up bamboozler, I realized just how cool of a weapon it actually is, and I started wondering why, throughout the entire time I'd been playing Splat3 until that point, I hadn't seen a single one. It's a genuinely really good weapon, and I'd love to see more players pick it up.
@@Whodjathink Toxic Mist should've been outright excluded from Splatoon 2 and 3 in the first place imo. It and the Disruptor which it is a direct successor to both represent something quite devisive within shooter games... a stun mechanic. The unfortunate reality of the toxic mist is it has to be underpowered in order to keep it fun. Strong stun mechanics are often very centralizing to a metagame, and thus, to keep them healthy, they must be weak. Essentially, the Toxic Mist has to stay weak because if it isn't, the sheer value of having a reliable stun mechanic will become a centerpiece to the meta, and you'd be seeing a *lot* of toxic mist spam.
@@MinoriGaming But there are ways to make it a tad more fair while having it remain useful. For instance if they kept Disruptor but made the sub move slowly in the air and breakable(don't ask why that wouldn't automatically activate it, game logic ha ha) then you'd see it still being powerful but nowhere near as oppressive as it once was
I think the balancing becomes difficult when you take into account the various skill levels. At lower skilled levels of play, weapons that are low tiers can easily be top tiers because less skilled players don't have the required skill to counter their gimmicks (Stamp, Brellas, Rollers, Brushes, etc.). This is a problem because I suspect that Nintendo is looking at the very general data from ALL games, and not any detailed data from higher level games. So Nintendo may not even be aware of how the weapons are tiered among higher skill levels. And even if they ARE aware, the difficulty of buffing a low tier weapon in a way that doesn't make it overpowered for less skilled players is pretty high, so chances are they might not do anything with it. I suspect this is why most of the tweaks have been either small, or broken. Because they are balancing across the board for ALL skill levels simultaneously, so that, at an AVERAGE skill level of play (around B rank), all of the weapons are balanced, but at higher levels of play, they feel it's okay for there to be less balance, because so few players ever get good enough for it to matter, and if they do, then they just make their main weapon look even better at their skill level (since most players just commit to a single weapon), skewing the statistics. Knowing what to balance (getting the right data) and how to balance it (understanding the interactions of the mechanics at all skill levels) is probably a much more difficult task than it first appears.
I honestly feel like they pretty much nailed it in Splatoon 1. Many weapons that currently suck were actually pretty threatening back in S1, like Blasters and Dynamo. S1 Dynamo seems dumb. "Oh, the ink from its horizontal flick touched you? You're just dead". If they put that in a balance patch (Increased Dynamo's horizontal flick minimum damage to 100.0) people would think they were nuts. But this is what it needed to be a legitimate threat, and it was by no means OP in S1. S1 had some minor issues with the ranked modes and special cheese but there weren't nearly as many kits that just felt bad as there have been in later games.
I personally disagree with difficult things needing to be stronger than less difficult things - the problem if you do this is that you create a strong divide where technically if you do anything other than one-trick the more difficult thing, you are being suboptimal; which is a huge problem for competitive play. More horizontal power (versatility) tends to be less of an issue however as you can still opt to master a versatile thing, or multiple non-versatile ones and have similar results. I would much rather see slight tap downs on the absolute top of the meta, and very significant buffs to the bottom tiers to add more viable options.
In Splatoon 2 we had an Issue of game harming buffs (Sting ray shockwaves) In Splatoon 3 we have Devs that really seem like they never touched the internet and seem to have never played a Sploon game before so they do wacky changes and while the small buffs system is cool, the issue becomes Ok but then we have the Make it bigger issue then the already tiny buff gets booted also random pfs nerfs and the fact they take turf meta into account
Another weapon that should be buffed alongside the skillful weapons that you mentioned is the H3 for how hard it takes to master it but it sure is satisfying when you do well with it especially when you hear the 3 burst sound effect when it hits an enemy. I’m not that great with the buff ideas for the H3 but at least I think increasing it’s range to what it used to be in Splatoon 1 would be nice and might as well do the same with the Pro too it would benefit it a lot and deserves it since it also used to have better range too in Splatoon 1.
My biggest issue with the patches recently is that it just doesn’t feel like much changed- outside of a few changes to a few weapons, it just doesn’t feel like enough that should be changed actually changed (so basically what you were saying around the middle of the video… longer patch notes would be nice)
If we're talking about weapons that demand commitment in order to use, I nominate the inkbrush. Thing is so hard to use, most people can't even use the thing to kill optimally without hurting themselves, and that's before working with it's weakness of having no range in a shooting game.
As a Dualie Squelcher main mayself, it always warms my heart to hear people advocate for DS buffs 🤧🤧 I love how VDS feels and I hope it gets improved even more one day
The reason that Ultra Stamp didn't become overtuned is because they buffed the wrong hitbox. Had they buffed the protection hitbox instead of the splash damage shockwave, then maybe it would work reliably.
From the balance changes in Splatoon 3 I particularily like the buffs to Tri-Stringer and the movement buff to the Splatana Wiper talked about in the video. The buff to Killer Wail 5.1's targetting was also massive for it's useablility/QOL. I feel like there's two main ways to properly deal with the utility subs in Splatoon 3. One would be to give each of them massive buffs (Ironically, one of the things that would legitimately help Toxic Mist alot is a severe radius buff), and the other would be to give each weapon 2 subs that you toggle between using the left and right directional buttons (which are currently unused) the way you would in Hero Mode. A good start at buffing, which I've noticed after getting used to Sprinkler with the Inkline Tri-Stringer, would be to remove all white-ink frames from utility subs. Increase how doable it is to keep dotting down a sprinkler when moving, or keeping a snipe covered in Mist without having to tune each sub individually. If (when) we get Splatoon 4 I hope they do a ground up rework of the Subs, and quite possibly the main and special weapons as well. I figure building the individual weapons up from the basic concept is something that would be healthy for a game like this with new additions built to fit into a current meta/balance and then 2 years later everything's changed 3 times.
Honestly buffing and Nerfing has been the hard things for Nintendo too do and that shows across all there game but it shows worse in multiplayer games They either over/under buff weapons and same with nerfs But honestly with having a casual and competitive playerbase its hard to find a medium for both sides As for patches be so empty I thought this was bc a general amount of resources were going into side order
I kinda think that it's easy to take the benefits of the patch cycle for granted. The general balance has mostly been good -> better throughout the life of 3 thus far, and I feel like the choice to move forward cautiously has in no small part led to that kind of improvement. While having a lot more changes could be exciting and when we imagine it we only imagine those changes making the game better, faster - but it's also worth considering that doing that could increase the odds that changes that make the game worse happen more often. The game's in a state where little changes can make something weak become something meta defining and the game's complex enough that its difficult for even the devs or top players to immediately see it all. I suppose what I'm trying to say is I've seen a lot of the seemingly dissapointing patches do a lot of unexpected good and I've seen some noticeably impactlful changes make the game worse - see the Zooka meta. I'm not nearly as sold on the idea that them making more changes than they do is necessarily going to mean the game will be better and more exciting. I'd rather they be careful. I also think this way since I'm more of a 'leave well enough alone and don't fly too close to the sun' sort of person. For instance I think there's an extremely fine line between "zooka is an unreliable entry tool" and "zooka's so good you should run 2/3", and I'd rather sit on the former than push into the latter trying to find that middle ground. Perhaps a hot take, but that's what I think
For the random buffs of things like Line Marker, I feel it comes from the sub not really knowing what it wants to do. Because they've made it both bigger and deal more damage, but both of those things still don't really give it a sense of identity. Do they want it to be a precise damage dealer? Or do they want it to be a nifty location tool. The thing is, we don't know and neither does the dev team it feels like. Also can't wait for them to buff Reefslider's radius AGAIN after this challenge, def gonna be in the A-tier range after this
Vshot is the new splash; pointlessly buffed early on (In splash's case literally before release by swapping out Burst/Zip for Burst/Crab), only to find itself with the strongest special in its meta that the devs refuse to nerf, meanwhile more niche picks that happen to be good at the same time get stomped into the ground (Machine, Stamper, likely soon to be CDS and/or Tri Nouveau)
yoooo sea of stars music 🎶 also yes I would love to see them bump up weapons like dualie squelchers, that weapon in particular I feel like is SO close to being incredible, it just needs some small tweaks to make it perfect imo
I think the worst part of s3 balancing is the over centralizing shooter love. A lot of weapons fall out of favor because they can't compete with the raw effectiveness of fairly homegenous all rounders or they have a bad shooter matchup and just can't expect to reliably win the game when 5/8 players in queue are on shooters. I think the serious lack of problems on shooters is really holding the game back. Like why are they so mobile they outclass dedicated mobility classes like dailies? Why so they kill so quickly they outclass ambush weapons like rollers? Why do they paint so well that painting weapons have no place in the game? Why do they have infinite ink efficiency? I understand not wanting to make the most beginner friendly weapons bad, and they are a cool high skill cap class of weapons. But the lack of weaknesses leave no room for niche weapons in the game.they even struggle to differentiate within their class for the same reason and you often only care about the kits as a result. In fighting game terms they're super shotos it's the classic arcsys protag at launch with amazing buttons, great defensive tools, and massive damage that invalidate most of he cast. Except for whatever reason Nintendo seems to balance towards instead away from this.
As a bamboozler main I'd never say no to a buff, but I also kinda feel like the weapon doesn't even need it. All it needs is a better kit (after waiting 14 months it still only has the one). Also please for the love of god don't give it toxic mist again, anything but that
I've always been underwhelmed by the patches and whenever I say anything everyone's usually like " the meta is the best it's ever been" or like "the game is in a good spot rn" but like I DONT CARE. I just want then to buff the weaker weapons because so many weapons just have terrible matchups. I don't want like ground breaking buffs but like I just think devs need to focus on some weaker weapons from time to time. Idk I know there will always be a high tier and a low tier but I feel like the range between high tier and low tier is so vast that it sucks. I feel like low tiers are some of the more fun or unique weapons but just can't survive with how the gane is played nowadays.
I'd love to see some slight buffs to explosher and remove it from being basically just certain maps zone cheese. Or even just a fun kit. I know they never would, but fizzy/burst bomb and inkjet would be so fun. It'd be nice to see something as high risk as sploosh also get some more viability, or at least another super niche but strong rainmaker kit. I really hope we get bare minimum 3 kits for all weapons, it'd be so miserable if not.
I love the brella class, specifically Sorella Brella (and Kensa Undercover from Splatoon 2), but I've tanked my Anarchy rank and X Power because I wanted to practice Sorella. And it's at the point where it feels unrewarding to play with it in solo. (ps: devs please give brellas a big buff soon, and give Sorella undercover a good supportive kit)
my theory is that the balance patches are so lackluster because, for whatever reason, the dev team is locked into the month-and-a-half update schedule, and don’t want to accidentally wreck the game’s meta and be unable to fix it for over a month.
Some changes I would like to see: -Increase range by 35% -Increase lethal range by 20% -Decrease swing time (both types) by 10 frames -Decrease ink consumption by 10% -Increase paint density/amount by 25% -Increase paint spread by 15% -Increase roll acceleration and speed by 5% -Increase base damage to 140 and roll damage to 180 I know this may seem like a lot, but Dynamo Roller is in a pretty bad spot right now. (Also, I'm not a competitive player lol)
I'd argue what Dynamo needs is just higher minimum damage on both it's flicks, so the one hit kill range is larger, and even when it doesn't one shot, it's a guaranteed two shot that deals heavy damage. Also make vertical flick deal like, 80 damage minimum. That move is so slow and hard to hit, it deserves to hit like a truck. Basically, it should still be slow, since that's kind of its whole thing. It's supposed to be the slow but strong juggernaut of this game, but for that to work, it has to ACTUALLY be strong.
My big problem with 3 is that they gave some weapons such good kits that they had to destroy them (vMachine and Stamper as examples). Why not just buff other things so they're easier to counter? I don’t have a problem with Shot being the best weapon in the game, I have a problem with the fact that it's the ONLY weapon good enough to solo-carry. I think more weapons should be able to do that.
I actually talked about the last point made with my best friend, but about Inkbrush, which I one-trick. I talked about how it feels like you have to play too hard just to be average. I mentioned how unfair and physically taxing it is to play it. In addition to better movement, you have to mash faster than they shoot to be effective and that gets WAY too tiring. You need to take frequent breaks and stretch, which means less time actually playing to get better. Too slow or falter slightly and you'll die or trade at best. Meanwhile all other "melee" weapons have a oneshot up close, do more damage, have more range, or can dodge. In order to be effective you need to mash four times as fast as possible, maybe more depending on your position. And that puts a strain on your hand. The only way to avoid this is to invest in a turbo controller which is expensive in the country I live. Compounded by the depency on map design which is something I can't count on, it feels really rough playing it sometimes. I don't even know how I would buff Inkbrush to be honest. I don't even know if it really needs a buff or if this is a personal gripe and I just need to 'git gud', but playing Inkbrush feels taxing and it doesn't feel like I get the reward for the extra effort.
I think v-under should be like squeezer so the first shot would be buffed to have longer range and more damage and it would have a slight fire rate buff making it paint a little more. This would add an insensitive to keep the shield down adding more depth
Nintendo also has a problem with only buffing mid-tier stuff and ignoring low tier stuff, especially with specials. They just buffed the everliving shit out of kracken, wail, and zooka, but reefslider is still borderline unusable, and hammer is only good in uncoordinated environments with several weapons that struggle to kill it like sloshers, blasters, brellas (which because Nintendo refuses to let them be generically good and versatile, generally shouldn't happen anyway) Also, splatershot getting a buff while they barely touch brellas, dynamo, etc. Is completely insane. In what world did it need to be better?? Who looked at it and made that choice?? And then they refused to Nerf its zooka output. Sometimes they just seem to decide something should be the best possible way to play the game, like splash and shot, and then they give buffs where they don't belong, and act super cagey about nerfing them in any meaningful way. And its always shooters 🙃 Personally I'd much rather see sub weapons balanced by nerfing bombs (I want increased white ink frames and cost after each bomb thrown when they're thrown in quick succession), than by buffing utility subs. Sub weapon spam is WAY too strong at lower levels because players don't have strong enough movement skills yet to deal with lots of bombs, but it requires no skill and little risk to spam your bomb over and over. Utility subs are cool and largely healthy for the game at their current strength, bombs are just way too valuable for them to compete
9 times out of 10 the problem with weapon viability has nothing to do with the weapon itself, but from the kit it has. Sorella brella proved that problem single handedly. The game would be 10x better with some form of customizable kits. Maybe not access to all subs and all specials, but something categorized like if a weapon has a lethal bomb, you can switch it to another lethal bomb, (Splat, Suction, and Auto) or bombs primarily used for combos (Burst, Fizzy, Torpedo). If you could change ultra stamp to kraken or reefslider to booyah bomb so many weapons would become viable just like that, and the developers would balance specials based on their individual properties rather than which weapons they are attached to
I don't think you realize the absolute nightmare this could cause for balancing, more on the dev's side rather than ours. They're likely already trying to keep both competitive AND casual play styles in mind. Surely it seems understandable somewhat that a month and a half of that doesn't let them do all that much. And essentially you wanna nearly triple the amount of kits in the game.
@@squiddu are you kidding? The devs balance almost exclusively subs and specials anyway, and this is under the assumption that the devs aren’t occupied with side order. Think about how many weapons get screwed over by bad kit design, or how many are so close to having perfect kits but are held back by a mediocre sub or special. Of course, shooters don’t have this problem, but literally every other class in the game does. The only obstacle I can see is balancing points for special, but even then that can be solved by giving a default value to specials and making adjustments based on weight class.
I like the point of making difficult weapons worth the time investment. I'd say the L-3 used to be one of those weapons, back when it had mpu and an inkjet, but now, it's like, an okay weapon that's significantly harder to use compared to other shooters. There's just not enough to incentivise choosing to learn it when you could just pick up a normal shooter and find success much more easily. And what did they do? Slightly buff its falloff damage, a minor buff to a weakness it never really had. yay
the fact that there are like five interesting, skill expressive weapons that can run cooler, most of which have what should be serviceable subs, and they just aren’t up to snuff, is one of the big signs that nintendo seems to be somewhat afraid of high skill ceiling weapons. on paper vapple should be totally bonkers: a close brawly highly mobile weapon that can place beakons in highly advantageous and aggressive positions while running cooler as a source for gear independent QR reads as something that should be fantastic, but its just not up to snuff. h3 and dynamo both have juice with a sub that should be at *least* serviceable yet I’ve not heard a peep about anyone playing them since launch. its just a shame, I wish nintendo would take an ever slightly heavier hand towards weapon balance most of all.
yeah, weapons with a lot of depth to their skill expression really should be buffed enough to be high tiers. making some of them top tier could be unhealthy to the game so there are limitations to what the devs can do, but even some weapons at lower tiers like the tri stringer should stand at a level where developing and improving all these techniques is actually rewarding
Too many "skill reduction" buffs. I know people don't want their weapon to always be hard but sometimes a difficulty curve is good for long term skill building. Shot spread reduction is the biggest mistake of the buffs.
one thing that annoys me is it feels like sometimes they don't know how to buff a main weapon so they just reduce its points for special cost and call it a day
I'd like to see more major buffs/ nerfs more akin to reworks than slight number changes. Don't get me wrong, a large majority of these weapons are okay where they're at and only need slight number adjustments, but certain specials and weapons need a complete overhaul to make them more fun to play with or against.
Not really related to the overall topic but it's weird that we have "utility subs" (sub-abilities on gear that are basically needed) and "utility subs" (sub-weapons that are non-lethal). Feels like one of them should have a different name.
In summary: the patches *are* good enough, but they’re not enough good. In long: what we get in the patches is really good. They’re buffing most weapons in ways that make them good but not overpowered and seem to focus more on improving their strengths rather than their weaknesses, which usually rewards those who dedicate themselves to the weapons (for some like Dynamo, it needs either crazy strength buffs or they need to lessen its weaknesses, but that’s a topic for another comment section). However, the good we get is in such low quantity that it rarely makes a difference despite being really impactful on paper. If they want to have fewer patches, they need to make the few patches really feel important rather than “here’s a buff to our favorite child the Splattershot, no I haven’t heard of the Undercover Brella, what’s that?”
I agree that for too many patches they do too little, or make changes that even have us Casuals going "Okay, but why though?" Most of the latter happen with the Special Points changes, but man there's been some weirdness. When the most significant buffs in the entire game came in the form of Salmon Run weapon buffs...you know you're doing too little with the PvP modes. Also, for the love of Cod, THEY NEED TO STOP TREATING SHOOTERS WITH KID GLOVES. They RARELY if ever nerf the damn things when it's needed in S3. That initial comment about how Splash never got 210? I still want them to do that ON PRINCIPLE. Splash isn't even meta anymore, it's about actually nerfing Shooters for once in their flipping lives! I don't care that shooters are the most populous and prolific weapon type. I don't care that they're what people coming from other FPS or TPS games will gravitiate towards, I don't care if a dev or manager loves the class to bits and has unhealthy favoritism towards it. If anything, THOSE ARE REASONS FOR THEM TO BE NERFED. I'm not saying they should get the Machine treatment, but Shooters should be Okay. Middle of the road. Not bad, but not dominating. They should be fine, bog standard weapons that can act as jacks-of-all-trades, masters of NONE. They should NOT be topping Meta charts, they should NOT be getting unneeded buffs to already strong ones (Looking at you 52 Gal, the weapon with the fastest kill time in the game taking all factors into consideration). They should NOT be overpowered. SHOOTERS DO NOT MAKE SPLATOON SPLATOON. SO FUCKING NERF THEM DEVS!!! Put Splash at 210 and give it a 5-10% Ink Efficiency Nerf. Increase the Points on the Splattershot so it can't get Trizooka as often. Stop avoiding the shooter weapons when it comes to nerfs, it reeks of bias and is unhealthy for Splatoon's identity IMO. *Why even have all the non-shooter weapon classes in the game if they're not allowed to be better at their specialties?* The other classes specialize, let them be good at it, dammit! *Sigh*...Rant aside, my own hot take is that I wanna see a buff to Rollers, specifically letting Run Speed Up affect Roll Speed. This hasn't been a thing for so long and would help a lot. The obvious counter argument is they'd be way too OP at inking the map and controlling space. My Counter to that Counter: You have the Rollers run out of ink faster. You know...like they realistically would if moving at a faster pace? The tradeoff for moving faster when rolling would thus be an equivalent ink consumption increase based on how much faster you're going. That way you need to balance your Run Speed Rolling usage so you're not tapping out too soon. This buff also is Gear dependent so it requires experimentation with one's gear loadout, and doesn't impact the base weapons parameters. And I know detractors are gonna give me the evil eye while pointing at Big Swig, but come on. Swing doesn't one-shot when rolling and only the Express kit is very good in a fight. "But Carbon could end up faster than Inkbrush!" Only if you devote a bunch of Run Speed and ISM to it, which lets the Inkbrush be less gear dependent for similar or better results, and most Carbons tend to Shark over rolling anyways and also leave a way more noticeable trail of ink on the map and also run out faster than Inkbrushes do when zooming. Plus they can fine-tune the scaling per roller if it genuinely ends up being a problem with one or two. I personally feel it would help the class more than hurt and feel like there's a built-in counter balance given things like opportunity cost. That...and be honest, how many rollers do you see in competitive outside of Carbon Deco? And that one's not up there for its rolling, it's up there because of it's capabilities and Trizooka. Seriously, buffing the literal name of the class in a way that should be self-balancing would not be the end of the world and give even ones with bad kits a possible niche. Not like Zones Cheese isn't already a thing as mentioned in the video and...oh yeah, it's cheesing by SPECIALS. Not really rollers. It'd do the class a world of good IMO.
Hey Chara you might not see this but, i have an idea for a video; you can talk about your ideas for the newest brella design coming in later seasons and discuss them with other brella players. Example design: The Banner Brella, using a banner as the shield it never actually releases and drains little ink when being shot at. The shield itself is bigger than splat brella but smaller then tenta brella, grounded the shield stays horizontal, when jumping the shield goes vertical making it easier for the user to catch bombs. The shield fully opens slower than splat, but faster than tent. The brella also features 2 shot types, when tap firing the brella fires a 40 damage choked shot with shot spread similar to mini splatling and range similar to tent. When pressing and holding the trigger it fires the choke then fires a 45 damage spread shot with range less than splat brella, afterward the shield is fully open. Its kit features toxic mist and zipcaster, to help take on mid range fights and challenge enemy anchors/backliners. I wanted to design a brella that could play a midline slayer without taking away the niche of other weapons.
I feel like stringers definitely should have some kind of buff. Tristringer less so, since it has aoe, but reeflux is a hard to use weapon with short range but it doesn't really reward you more than using a squiffer would
Very valid video. I tried bamboo for a bit and couldn't win a single game. It, Swiffer, and the platanas are some of the hardest weapons for me to use.
In my dream season for splatoon 3, Dynamo is overbuffed savagely. What I mean by that is that one of the buffs for it probably just breaks the weapon all together. Here is the buff. Quote; the speed of which the vertical flick consult is increased by 15%, and always deals 500 damage (without falloff damage)
I absolutely agree. I believe that some such high-skill weapons should be more powerful than they are, regardless if they're in the upper half of tiers or not. I'm saying this as a roller main, where despite being in a good spot right now because of big bubbler, the main weapon isn't as rewarding as I wish it is. The recent buffs (to the main weapon) didn't do much unfortunately.
Chara is a real one for mention the one thing me and probably every other DS players wants, something to just slightly help with it’s inconsistent kill potential
I would sugest to, not balance weapons around SHOOTERS ffs. Bias is serious problem at this point. Nintendo tends to buff any shooter if it isn't doing well, but when it does something way to good (i.e. spamming crab or tacticooler) they won't nerf painting/cost of those weapons but decide to nerf whole special. Making weaker weapons with those special even worse.
Slow content updates means we aren't getting 3rd kits but this frequency gives a good time for people to take breaks from the game and come back when its fresh
Honestly with your point at the beginning I think Tri is like the special that should be able to “cheese” zones just cause that feels like it’s what it was made for
nintendo finding out a weapon is good 27 years after it being good and therefore has to nerf it into the ground (unless its a shooter)
Nintendo making Splatoon 6 for the Nintendo 4DS, realizing that Splatana Stamper was good back when it came out in early S3 (they are going to give it a 90PFS nerf and a 50% damage reduction)
@@MeloniestNeonNintendo making Splatoon 26 for the Wii Y realizing 52 has been only A tier for the past decade (they’re gonna give it 100% faster fire rate and Burst bomb Zooka)
Ah yes i love me some splatoon in 1996
hi rat :3
@@EvilLarry123 hi
I slowly noticed that Splatoon 3 is the complete opposite of Splatoon 2 when comes to patches. Splatoon 2's patches were constant but they went way too far with buffing and nerfing stuff. With Splatoon 3, buffs and nerfs are more careful and smaller, but aren't that constant.
Basically, we have 2 different extremes with doing patches.
And it feels like if they had gone the inverse of the buff/nerf levels they did for both, then both wouldve been great, because with frequent, small ones. players could potentially get a feel for how things are and help the devs gradually smooth out the balance curve, meanwhile with infrequent, but larger ones, it could potentially shake things up more than just a small duration nerf or slightly more special cost, allowing a potentially rocky busted meta to linger for at least a month longer
And tbh the problem of Splatoon 2 wasn’t the fact that they were overbuffing stuff, it’s the fact that they were over buffing the wrong stuff in the wrong way imo
@@TorayNixthey also nerfed too many stuff making it the slow gameplay that we got in final tournaments
I feel like they're scared of what they did in 2, that they're now waddling around thinking they'll cause a mess. They can just DON'T. PRESS. THE. SHOOTER. BUTTON.
And I don't think either way is good..
While it still has the issues of "Overbuff random shooter(s) + randomly spin the wheel to see which turf war high (not top) tiers get nerfed for no real reason at all", this last patch did two things incredibly well; The dash-3 and Glooga buffs, making a unique change that not only fixes an issue with the three weapons, but also makes them much more unique in the way they function. They didn't just get a straight up range buff or damage buff; they got a wholly unique falloff buff that makes them not only kill more reliably (especially Gloogas) but makes them have that delicious over-cover chip damage that I think H-3 especially is gonna LOVE if it ever gets another good buff like this.
As someone who plays Salmon Run far more than any other game mode, I'd really like to see more patches like 4.0.0. The patch that turned the Dynamo Roller from an awkward but powerful roller into a real murder machine. The patch that brought all the brellas to a new level. The patch that catapulted the Snipewriter from one of the worst SR charger to one of the best, if not the best. The patch that made the Slosher and Big Swig actually good.
And then we never got this many buffs again.
Salmon Run is in a pretty good spot, but it's not like there aren't a bunch of weapons that could do with some serious buffs. Gootuber is literally a worse Splat Charger, Bamboo is still garbage, Gloogas are still really bad, Sloshing Machine should get its PvP nerfs reverted for SR, since no Salmon is going to complain about it, Blaster and Range Blaster should go from 250 to 300, because why should the S-Blast be the only one who does 300 a pop, and I'm probably forgetting a whole bunch of things.
Salmon Run is a PvE mode, so they can do more and crazier buffs, since it won't destabilize the PvP meta. Do it, Nintendo.
i'd argue to make Horrorboros a tad easier - just a tad.
like less DPS required to burst his bomb and all weapons do more damage if you hit his body - and some of the specials taking a whole lot of health from him (Booyah Bomb, to name 1).
i've only slain 2 or 3 Horrorboros, to my recollection. every time i encounter him, it's a miserable failure - and i'm on the easiest difficulty the game allows me to be at (Go-Getter)! so i'd have a relatively easier time just trying to *reach* the damn beast.
can i please have fun and not feel bad about losing instead of banging my fist on my desk in anger whenever i reach Horrorboros?
make inkbrush not pure suffering to your fingers
tetras. just tetras
Honestly, I feel even when this game gets completed with its content cycle, there probably will still be 1 thing that is “broken” for the meta. Maybe it won’t be as bad though, but I feel it will be the case for S3 after we get everything. At the same time though, it’s kinda inevitable for almost any game tbh.
The fact that they buffing every shooter for no reason tells me the "broken" weapon will be intentional
@@guillermocervisalmeron2209 the shooter class has the most weapons in the game ofc at least ONE of them will see a buff in patches
@@unl3ash3d95 All has been buffed (except sploosh, splash and L-3) :|
@@unl3ash3d95I’m still waiting for a buff to the bad chooters and not a buff to fucking 52
I like the idea of buffing weapons which need much dedication even if they are already good, but buffing lowtiers is way more important for me beacause they would surely bring so many new interactions into competitive
Agreed, I really hope we see a shift in mentality around the next game's patches, hopefully towards buffing more weak options and nerfing less top-tiers that are in a solid spot as is (Stamper, pre-220 Machine, ect.), while making more moves on stronger specials like Crab, Zooka or Inkjet more quickly.
Yup I agree
The meta might be great right now, but I can't stress enough that I'd rather fight crabs that curl up at the first sign of danger instead of instant panic bazookas.
and then there’s weapons like the explosher, which quite literally haven’t been affected other than the slight ink storm buff
as someone who has mained explo for the past year every single patch has me on the hugest copium like “haha maybe next time in 3 months, they’ll realize how outplayed the weapon is” and it’s so annoying that if explo doesn’t get anything, we gotta wait like 45 more days HOPING, PRAYING to the devs to give it SOMETHING at least. it’s been a year and the weapon gets absolutely shit on when it’s not playing splat zones specifically
@@Fridgemasters EXACTLY. AT LEAST GIVE US A NEW KIT OR SOMETHING
@@FridgemastersI feel like Explosher is in this weird spot where it's bad, but it's also incredibly annoying and slows down the pace of the game immensely for Splat Zones.
If they wanted to buff it, they'd have to do some kind of change to its Splat Zones dominance first.
Basically, if it got buffed to be even decent in any other mode, it would completely break Splat Zones.
I'd argue it needs a rework, if anything.
as someone who recently picked up bamboozler, I realized just how cool of a weapon it actually is, and I started wondering why, throughout the entire time I'd been playing Splat3 until that point, I hadn't seen a single one. It's a genuinely really good weapon, and I'd love to see more players pick it up.
splat2 bamboo mains were hard carried by the 1 shot so now that it doesn’t have a one shot nobody uses it
with the amount of weapons that have gotten utility sub in the last year, i'm hopeful that they'll buff them
Toxic Mist fans still waiting for a sliver of a buff
@@Whodjathink Toxic Mist should've been outright excluded from Splatoon 2 and 3 in the first place imo. It and the Disruptor which it is a direct successor to both represent something quite devisive within shooter games... a stun mechanic. The unfortunate reality of the toxic mist is it has to be underpowered in order to keep it fun. Strong stun mechanics are often very centralizing to a metagame, and thus, to keep them healthy, they must be weak. Essentially, the Toxic Mist has to stay weak because if it isn't, the sheer value of having a reliable stun mechanic will become a centerpiece to the meta, and you'd be seeing a *lot* of toxic mist spam.
@@MinoriGaming But there are ways to make it a tad more fair while having it remain useful. For instance if they kept Disruptor but made the sub move slowly in the air and breakable(don't ask why that wouldn't automatically activate it, game logic ha ha) then you'd see it still being powerful but nowhere near as oppressive as it once was
All toxic mist really needs is bigger area coverage and slightly longer duration.
I think the balancing becomes difficult when you take into account the various skill levels. At lower skilled levels of play, weapons that are low tiers can easily be top tiers because less skilled players don't have the required skill to counter their gimmicks (Stamp, Brellas, Rollers, Brushes, etc.).
This is a problem because I suspect that Nintendo is looking at the very general data from ALL games, and not any detailed data from higher level games. So Nintendo may not even be aware of how the weapons are tiered among higher skill levels. And even if they ARE aware, the difficulty of buffing a low tier weapon in a way that doesn't make it overpowered for less skilled players is pretty high, so chances are they might not do anything with it.
I suspect this is why most of the tweaks have been either small, or broken. Because they are balancing across the board for ALL skill levels simultaneously, so that, at an AVERAGE skill level of play (around B rank), all of the weapons are balanced, but at higher levels of play, they feel it's okay for there to be less balance, because so few players ever get good enough for it to matter, and if they do, then they just make their main weapon look even better at their skill level (since most players just commit to a single weapon), skewing the statistics.
Knowing what to balance (getting the right data) and how to balance it (understanding the interactions of the mechanics at all skill levels) is probably a much more difficult task than it first appears.
I hope they truly figure out how balance this game franchise at some point.
Can't wait for the third dev team swap for Splatoon 4 to see if we get another good, competent team like Splatoon 1!
It’s really pathetic to see that the devs of the game are the people who don’t understand their game in the slightest in terms of balancing
@@MeloniestNeon All maps will now be straight lines and the only weapons will be snipers with tenta missile specials.
I honestly feel like they pretty much nailed it in Splatoon 1. Many weapons that currently suck were actually pretty threatening back in S1, like Blasters and Dynamo. S1 Dynamo seems dumb. "Oh, the ink from its horizontal flick touched you? You're just dead". If they put that in a balance patch (Increased Dynamo's horizontal flick minimum damage to 100.0) people would think they were nuts. But this is what it needed to be a legitimate threat, and it was by no means OP in S1. S1 had some minor issues with the ranked modes and special cheese but there weren't nearly as many kits that just felt bad as there have been in later games.
I personally disagree with difficult things needing to be stronger than less difficult things - the problem if you do this is that you create a strong divide where technically if you do anything other than one-trick the more difficult thing, you are being suboptimal; which is a huge problem for competitive play. More horizontal power (versatility) tends to be less of an issue however as you can still opt to master a versatile thing, or multiple non-versatile ones and have similar results.
I would much rather see slight tap downs on the absolute top of the meta, and very significant buffs to the bottom tiers to add more viable options.
5:18 BOOGA CAMEO⁉️
How does Chara always manage to find the best editors, the editing from every single one of them is just absolutely amazing
In Splatoon 2 we had an Issue of game harming buffs (Sting ray shockwaves)
In Splatoon 3 we have Devs that really seem like they never touched the internet and seem to have never played a Sploon game before so they do wacky changes and while the small buffs system is cool, the issue becomes Ok but then we have the Make it bigger issue then the already tiny buff gets booted also random pfs nerfs and the fact they take turf meta into account
Another weapon that should be buffed alongside the skillful weapons that you mentioned is the H3 for how hard it takes to master it but it sure is satisfying when you do well with it especially when you hear the 3 burst sound effect when it hits an enemy. I’m not that great with the buff ideas for the H3 but at least I think increasing it’s range to what it used to be in Splatoon 1 would be nice and might as well do the same with the Pro too it would benefit it a lot and deserves it since it also used to have better range too in Splatoon 1.
My biggest issue with the patches recently is that it just doesn’t feel like much changed- outside of a few changes to a few weapons, it just doesn’t feel like enough that should be changed actually changed (so basically what you were saying around the middle of the video… longer patch notes would be nice)
5:18 BOOGA MY BELOVED LETS GOOOOOOOO
If we're talking about weapons that demand commitment in order to use, I nominate the inkbrush. Thing is so hard to use, most people can't even use the thing to kill optimally without hurting themselves, and that's before working with it's weakness of having no range in a shooting game.
As a Dualie Squelcher main mayself, it always warms my heart to hear people advocate for DS buffs 🤧🤧
I love how VDS feels and I hope it gets improved even more one day
VDS SUPREMACY
The reason that Ultra Stamp didn't become overtuned is because they buffed the wrong hitbox. Had they buffed the protection hitbox instead of the splash damage shockwave, then maybe it would work reliably.
From the balance changes in Splatoon 3 I particularily like the buffs to Tri-Stringer and the movement buff to the Splatana Wiper talked about in the video. The buff to Killer Wail 5.1's targetting was also massive for it's useablility/QOL.
I feel like there's two main ways to properly deal with the utility subs in Splatoon 3. One would be to give each of them massive buffs (Ironically, one of the things that would legitimately help Toxic Mist alot is a severe radius buff), and the other would be to give each weapon 2 subs that you toggle between using the left and right directional buttons (which are currently unused) the way you would in Hero Mode.
A good start at buffing, which I've noticed after getting used to Sprinkler with the Inkline Tri-Stringer, would be to remove all white-ink frames from utility subs. Increase how doable it is to keep dotting down a sprinkler when moving, or keeping a snipe covered in Mist without having to tune each sub individually.
If (when) we get Splatoon 4 I hope they do a ground up rework of the Subs, and quite possibly the main and special weapons as well. I figure building the individual weapons up from the basic concept is something that would be healthy for a game like this with new additions built to fit into a current meta/balance and then 2 years later everything's changed 3 times.
Honestly buffing and Nerfing has been the hard things for Nintendo too do and that shows across all there game but it shows worse in multiplayer games
They either over/under buff weapons and same with nerfs
But honestly with having a casual and competitive playerbase its hard to find a medium for both sides
As for patches be so empty I thought this was bc a general amount of resources were going into side order
I kinda think that it's easy to take the benefits of the patch cycle for granted. The general balance has mostly been good -> better throughout the life of 3 thus far, and I feel like the choice to move forward cautiously has in no small part led to that kind of improvement. While having a lot more changes could be exciting and when we imagine it we only imagine those changes making the game better, faster - but it's also worth considering that doing that could increase the odds that changes that make the game worse happen more often. The game's in a state where little changes can make something weak become something meta defining and the game's complex enough that its difficult for even the devs or top players to immediately see it all.
I suppose what I'm trying to say is I've seen a lot of the seemingly dissapointing patches do a lot of unexpected good and I've seen some noticeably impactlful changes make the game worse - see the Zooka meta. I'm not nearly as sold on the idea that them making more changes than they do is necessarily going to mean the game will be better and more exciting. I'd rather they be careful. I also think this way since I'm more of a 'leave well enough alone and don't fly too close to the sun' sort of person. For instance I think there's an extremely fine line between "zooka is an unreliable entry tool" and "zooka's so good you should run 2/3", and I'd rather sit on the former than push into the latter trying to find that middle ground. Perhaps a hot take, but that's what I think
5:18 OMG ITS BOOGA
Anyone else noticed the booga profile picture at 5:24 ?
I just want to get to a point where we aren't going "NOOOO! *insert new kit* GOT *insert sub/special*" all the damn time.
Top tier music choice. Great analysis as usual, too.
I still remember in Splatoon 2, the devs ultra buffed baller and in turf war so many people were using golden areospray
Im mostly sad that we get like 50 thousand Shooter weapons and every other class definitely doesnt get as many variants in comparison
Yes, Booga would love some fun balance patches)
For the random buffs of things like Line Marker, I feel it comes from the sub not really knowing what it wants to do. Because they've made it both bigger and deal more damage, but both of those things still don't really give it a sense of identity. Do they want it to be a precise damage dealer? Or do they want it to be a nifty location tool. The thing is, we don't know and neither does the dev team it feels like.
Also can't wait for them to buff Reefslider's radius AGAIN after this challenge, def gonna be in the A-tier range after this
“the balance is really good” vshot in the corner:
Vshot is the new splash; pointlessly buffed early on (In splash's case literally before release by swapping out Burst/Zip for Burst/Crab), only to find itself with the strongest special in its meta that the devs refuse to nerf, meanwhile more niche picks that happen to be good at the same time get stomped into the ground (Machine, Stamper, likely soon to be CDS and/or Tri Nouveau)
5:20 Omg! Booga hii
thank you prochara for inking the turf
Here's hoping we get a good inkbrush kit someday
yoooo sea of stars music 🎶
also yes I would love to see them bump up weapons like dualie squelchers, that weapon in particular I feel like is SO close to being incredible, it just needs some small tweaks to make it perfect imo
THE BOOGA CAMEO!!!!!!!!!!!
5:18 B O O G A
I think the worst part of s3 balancing is the over centralizing shooter love. A lot of weapons fall out of favor because they can't compete with the raw effectiveness of fairly homegenous all rounders or they have a bad shooter matchup and just can't expect to reliably win the game when 5/8 players in queue are on shooters.
I think the serious lack of problems on shooters is really holding the game back.
Like why are they so mobile they outclass dedicated mobility classes like dailies? Why so they kill so quickly they outclass ambush weapons like rollers? Why do they paint so well that painting weapons have no place in the game? Why do they have infinite ink efficiency?
I understand not wanting to make the most beginner friendly weapons bad, and they are a cool high skill cap class of weapons. But the lack of weaknesses leave no room for niche weapons in the game.they even struggle to differentiate within their class for the same reason and you often only care about the kits as a result.
In fighting game terms they're super shotos it's the classic arcsys protag at launch with amazing buttons, great defensive tools, and massive damage that invalidate most of he cast. Except for whatever reason Nintendo seems to balance towards instead away from this.
As a bamboozler main I'd never say no to a buff, but I also kinda feel like the weapon doesn't even need it. All it needs is a better kit (after waiting 14 months it still only has the one).
Also please for the love of god don't give it toxic mist again, anything but that
burst bomb
🙏🙏🙏
It really just needs its paint fixed and a new kit really
I've always been underwhelmed by the patches and whenever I say anything everyone's usually like " the meta is the best it's ever been" or like "the game is in a good spot rn" but like I DONT CARE. I just want then to buff the weaker weapons because so many weapons just have terrible matchups. I don't want like ground breaking buffs but like I just think devs need to focus on some weaker weapons from time to time. Idk I know there will always be a high tier and a low tier but I feel like the range between high tier and low tier is so vast that it sucks. I feel like low tiers are some of the more fun or unique weapons but just can't survive with how the gane is played nowadays.
I'd love to see some slight buffs to explosher and remove it from being basically just certain maps zone cheese. Or even just a fun kit. I know they never would, but fizzy/burst bomb and inkjet would be so fun. It'd be nice to see something as high risk as sploosh also get some more viability, or at least another super niche but strong rainmaker kit. I really hope we get bare minimum 3 kits for all weapons, it'd be so miserable if not.
I love the brella class, specifically Sorella Brella (and Kensa Undercover from Splatoon 2), but I've tanked my Anarchy rank and X Power because I wanted to practice Sorella. And it's at the point where it feels unrewarding to play with it in solo. (ps: devs please give brellas a big buff soon, and give Sorella undercover a good supportive kit)
my theory is that the balance patches are so lackluster because, for whatever reason, the dev team is locked into the month-and-a-half update schedule, and don’t want to accidentally wreck the game’s meta and be unable to fix it for over a month.
Thanks for the Sea of Stars BGM :)
Some changes I would like to see:
-Increase range by 35%
-Increase lethal range by 20%
-Decrease swing time (both types) by 10 frames
-Decrease ink consumption by 10%
-Increase paint density/amount by 25%
-Increase paint spread by 15%
-Increase roll acceleration and speed by 5%
-Increase base damage to 140 and roll damage to 180
I know this may seem like a lot, but Dynamo Roller is in a pretty bad spot right now. (Also, I'm not a competitive player lol)
I'd argue what Dynamo needs is just higher minimum damage on both it's flicks, so the one hit kill range is larger, and even when it doesn't one shot, it's a guaranteed two shot that deals heavy damage.
Also make vertical flick deal like, 80 damage minimum. That move is so slow and hard to hit, it deserves to hit like a truck.
Basically, it should still be slow, since that's kind of its whole thing. It's supposed to be the slow but strong juggernaut of this game, but for that to work, it has to ACTUALLY be strong.
My big problem with 3 is that they gave some weapons such good kits that they had to destroy them (vMachine and Stamper as examples). Why not just buff other things so they're easier to counter? I don’t have a problem with Shot being the best weapon in the game, I have a problem with the fact that it's the ONLY weapon good enough to solo-carry. I think more weapons should be able to do that.
I actually talked about the last point made with my best friend, but about Inkbrush, which I one-trick. I talked about how it feels like you have to play too hard just to be average. I mentioned how unfair and physically taxing it is to play it. In addition to better movement, you have to mash faster than they shoot to be effective and that gets WAY too tiring. You need to take frequent breaks and stretch, which means less time actually playing to get better. Too slow or falter slightly and you'll die or trade at best. Meanwhile all other "melee" weapons have a oneshot up close, do more damage, have more range, or can dodge. In order to be effective you need to mash four times as fast as possible, maybe more depending on your position. And that puts a strain on your hand.
The only way to avoid this is to invest in a turbo controller which is expensive in the country I live. Compounded by the depency on map design which is something I can't count on, it feels really rough playing it sometimes.
I don't even know how I would buff Inkbrush to be honest. I don't even know if it really needs a buff or if this is a personal gripe and I just need to 'git gud', but playing Inkbrush feels taxing and it doesn't feel like I get the reward for the extra effort.
I think v-under should be like squeezer so the first shot would be buffed to have longer range and more damage and it would have a slight fire rate buff making it paint a little more. This would add an insensitive to keep the shield down adding more depth
Nintendo also has a problem with only buffing mid-tier stuff and ignoring low tier stuff, especially with specials. They just buffed the everliving shit out of kracken, wail, and zooka, but reefslider is still borderline unusable, and hammer is only good in uncoordinated environments with several weapons that struggle to kill it like sloshers, blasters, brellas (which because Nintendo refuses to let them be generically good and versatile, generally shouldn't happen anyway)
Also, splatershot getting a buff while they barely touch brellas, dynamo, etc. Is completely insane. In what world did it need to be better?? Who looked at it and made that choice?? And then they refused to Nerf its zooka output. Sometimes they just seem to decide something should be the best possible way to play the game, like splash and shot, and then they give buffs where they don't belong, and act super cagey about nerfing them in any meaningful way. And its always shooters 🙃
Personally I'd much rather see sub weapons balanced by nerfing bombs (I want increased white ink frames and cost after each bomb thrown when they're thrown in quick succession), than by buffing utility subs. Sub weapon spam is WAY too strong at lower levels because players don't have strong enough movement skills yet to deal with lots of bombs, but it requires no skill and little risk to spam your bomb over and over. Utility subs are cool and largely healthy for the game at their current strength, bombs are just way too valuable for them to compete
9 times out of 10 the problem with weapon viability has nothing to do with the weapon itself, but from the kit it has. Sorella brella proved that problem single handedly. The game would be 10x better with some form of customizable kits. Maybe not access to all subs and all specials, but something categorized like if a weapon has a lethal bomb, you can switch it to another lethal bomb, (Splat, Suction, and Auto) or bombs primarily used for combos (Burst, Fizzy, Torpedo). If you could change ultra stamp to kraken or reefslider to booyah bomb so many weapons would become viable just like that, and the developers would balance specials based on their individual properties rather than which weapons they are attached to
Maybe letting weapons mix and match between 3 kits worth of sub and special weapons?
@@JakoBpyroTech that would be the ideal way to do it to justify having multiple variants of a weapon
I don't think you realize the absolute nightmare this could cause for balancing, more on the dev's side rather than ours. They're likely already trying to keep both competitive AND casual play styles in mind. Surely it seems understandable somewhat that a month and a half of that doesn't let them do all that much.
And essentially you wanna nearly triple the amount of kits in the game.
@@squiddu are you kidding? The devs balance almost exclusively subs and specials anyway, and this is under the assumption that the devs aren’t occupied with side order. Think about how many weapons get screwed over by bad kit design, or how many are so close to having perfect kits but are held back by a mediocre sub or special. Of course, shooters don’t have this problem, but literally every other class in the game does. The only obstacle I can see is balancing points for special, but even then that can be solved by giving a default value to specials and making adjustments based on weight class.
I like the point of making difficult weapons worth the time investment. I'd say the L-3 used to be one of those weapons, back when it had mpu and an inkjet, but now, it's like, an okay weapon that's significantly harder to use compared to other shooters. There's just not enough to incentivise choosing to learn it when you could just pick up a normal shooter and find success much more easily.
And what did they do? Slightly buff its falloff damage, a minor buff to a weakness it never really had. yay
Very well worded and great video, hoping we only go up from here with patches and balance speed.
Hot Take: Clash should have a second, even shorter range blast that does 15 damage on outside and 35 damage direct.
5:18 OMG BOOGA HIIIIIIII
As a Dualie Squelchers player this made me feel seen 🙏🏼
it really feels like the points for special changes in this game are made at complete random lmao
5:18 Booga spotted
the fact that there are like five interesting, skill expressive weapons that can run cooler, most of which have what should be serviceable subs, and they just aren’t up to snuff, is one of the big signs that nintendo seems to be somewhat afraid of high skill ceiling weapons. on paper vapple should be totally bonkers: a close brawly highly mobile weapon that can place beakons in highly advantageous and aggressive positions while running cooler as a source for gear independent QR reads as something that should be fantastic, but its just not up to snuff. h3 and dynamo both have juice with a sub that should be at *least* serviceable yet I’ve not heard a peep about anyone playing them since launch. its just a shame, I wish nintendo would take an ever slightly heavier hand towards weapon balance most of all.
Vapple? Sorry I'm an ultra casual, which weap is that?
"How can we improve this special, boss?" "Uh, make it, uh,. . .BEEG"
yeah, weapons with a lot of depth to their skill expression really should be buffed enough to be high tiers. making some of them top tier could be unhealthy to the game so there are limitations to what the devs can do, but even some weapons at lower tiers like the tri stringer should stand at a level where developing and improving all these techniques is actually rewarding
Too many "skill reduction" buffs. I know people don't want their weapon to always be hard but sometimes a difficulty curve is good for long term skill building. Shot spread reduction is the biggest mistake of the buffs.
5:20 the pretend casual player had the booga image as a pfp
i love that
If we're buffing weapons that require more dedicated play to master, buff Bloblobber.
Video 217 of commenting on Chara videos till undercover gets fixed
one thing that annoys me is it feels like sometimes they don't know how to buff a main weapon so they just reduce its points for special cost and call it a day
They should make Slosher Deco better by giving it 120p special.
This is a joke but it's actually a really fun and difficult weapon.
5:18 Booga!!!!
Yeah I’m sick of Low tier weapons getting the short end of the stick especially Dapples
I'd like to see more major buffs/ nerfs more akin to reworks than slight number changes. Don't get me wrong, a large majority of these weapons are okay where they're at and only need slight number adjustments, but certain specials and weapons need a complete overhaul to make them more fun to play with or against.
Really like the sea of stars soundtrack :D
Sea of Stars soundtrack!
Not really related to the overall topic but it's weird that we have "utility subs" (sub-abilities on gear that are basically needed) and "utility subs" (sub-weapons that are non-lethal). Feels like one of them should have a different name.
Sea of Stars bg music is based choice
I think the balancing is fine for now
In summary: the patches *are* good enough, but they’re not enough good.
In long: what we get in the patches is really good. They’re buffing most weapons in ways that make them good but not overpowered and seem to focus more on improving their strengths rather than their weaknesses, which usually rewards those who dedicate themselves to the weapons (for some like Dynamo, it needs either crazy strength buffs or they need to lessen its weaknesses, but that’s a topic for another comment section).
However, the good we get is in such low quantity that it rarely makes a difference despite being really impactful on paper. If they want to have fewer patches, they need to make the few patches really feel important rather than “here’s a buff to our favorite child the Splattershot, no I haven’t heard of the Undercover Brella, what’s that?”
I see you found the Sea of Stars OST lol.
I noticed that too. Such a good game
I agree that for too many patches they do too little, or make changes that even have us Casuals going "Okay, but why though?" Most of the latter happen with the Special Points changes, but man there's been some weirdness. When the most significant buffs in the entire game came in the form of Salmon Run weapon buffs...you know you're doing too little with the PvP modes.
Also, for the love of Cod, THEY NEED TO STOP TREATING SHOOTERS WITH KID GLOVES. They RARELY if ever nerf the damn things when it's needed in S3. That initial comment about how Splash never got 210? I still want them to do that ON PRINCIPLE. Splash isn't even meta anymore, it's about actually nerfing Shooters for once in their flipping lives!
I don't care that shooters are the most populous and prolific weapon type. I don't care that they're what people coming from other FPS or TPS games will gravitiate towards, I don't care if a dev or manager loves the class to bits and has unhealthy favoritism towards it. If anything, THOSE ARE REASONS FOR THEM TO BE NERFED. I'm not saying they should get the Machine treatment, but Shooters should be Okay. Middle of the road. Not bad, but not dominating. They should be fine, bog standard weapons that can act as jacks-of-all-trades, masters of NONE. They should NOT be topping Meta charts, they should NOT be getting unneeded buffs to already strong ones (Looking at you 52 Gal, the weapon with the fastest kill time in the game taking all factors into consideration). They should NOT be overpowered. SHOOTERS DO NOT MAKE SPLATOON SPLATOON. SO FUCKING NERF THEM DEVS!!! Put Splash at 210 and give it a 5-10% Ink Efficiency Nerf. Increase the Points on the Splattershot so it can't get Trizooka as often. Stop avoiding the shooter weapons when it comes to nerfs, it reeks of bias and is unhealthy for Splatoon's identity IMO. *Why even have all the non-shooter weapon classes in the game if they're not allowed to be better at their specialties?* The other classes specialize, let them be good at it, dammit!
*Sigh*...Rant aside, my own hot take is that I wanna see a buff to Rollers, specifically letting Run Speed Up affect Roll Speed. This hasn't been a thing for so long and would help a lot. The obvious counter argument is they'd be way too OP at inking the map and controlling space. My Counter to that Counter: You have the Rollers run out of ink faster. You know...like they realistically would if moving at a faster pace? The tradeoff for moving faster when rolling would thus be an equivalent ink consumption increase based on how much faster you're going. That way you need to balance your Run Speed Rolling usage so you're not tapping out too soon. This buff also is Gear dependent so it requires experimentation with one's gear loadout, and doesn't impact the base weapons parameters. And I know detractors are gonna give me the evil eye while pointing at Big Swig, but come on. Swing doesn't one-shot when rolling and only the Express kit is very good in a fight. "But Carbon could end up faster than Inkbrush!" Only if you devote a bunch of Run Speed and ISM to it, which lets the Inkbrush be less gear dependent for similar or better results, and most Carbons tend to Shark over rolling anyways and also leave a way more noticeable trail of ink on the map and also run out faster than Inkbrushes do when zooming. Plus they can fine-tune the scaling per roller if it genuinely ends up being a problem with one or two. I personally feel it would help the class more than hurt and feel like there's a built-in counter balance given things like opportunity cost. That...and be honest, how many rollers do you see in competitive outside of Carbon Deco? And that one's not up there for its rolling, it's up there because of it's capabilities and Trizooka. Seriously, buffing the literal name of the class in a way that should be self-balancing would not be the end of the world and give even ones with bad kits a possible niche. Not like Zones Cheese isn't already a thing as mentioned in the video and...oh yeah, it's cheesing by SPECIALS. Not really rollers. It'd do the class a world of good IMO.
I submitted a comment on your community post for this video.
Hey Chara you might not see this but, i have an idea for a video; you can talk about your ideas for the newest brella design coming in later seasons and discuss them with other brella players.
Example design: The Banner Brella, using a banner as the shield it never actually releases and drains little ink when being shot at. The shield itself is bigger than splat brella but smaller then tenta brella, grounded the shield stays horizontal, when jumping the shield goes vertical making it easier for the user to catch bombs. The shield fully opens slower than splat, but faster than tent.
The brella also features 2 shot types, when tap firing the brella fires a 40 damage choked shot with shot spread similar to mini splatling and range similar to tent. When pressing and holding the trigger it fires the choke then fires a 45 damage spread shot with range less than splat brella, afterward the shield is fully open.
Its kit features toxic mist and zipcaster, to help take on mid range fights and challenge enemy anchors/backliners.
I wanted to design a brella that could play a midline slayer without taking away the niche of other weapons.
Sea of stars background music ❤
I feel like stringers definitely should have some kind of buff. Tristringer less so, since it has aoe, but reeflux is a hard to use weapon with short range but it doesn't really reward you more than using a squiffer would
They both need imo:
1- The squiffer trait
2- Slightly longer range
3- Better paint
Very valid video. I tried bamboo for a bit and couldn't win a single game. It, Swiffer, and the platanas are some of the hardest weapons for me to use.
"Make it bigger"
Proceeds to make the pic bigger
Lol
BOOGA SPOTTED
OMG SEA OF STARS BACKGROUND MUSIC!!!! AAAAA
In my dream season for splatoon 3, Dynamo is overbuffed savagely.
What I mean by that is that one of the buffs for it probably just breaks the weapon all together. Here is the buff.
Quote; the speed of which the vertical flick consult is increased by 15%, and always deals 500 damage (without falloff damage)
I absolutely agree. I believe that some such high-skill weapons should be more powerful than they are, regardless if they're in the upper half of tiers or not. I'm saying this as a roller main, where despite being in a good spot right now because of big bubbler, the main weapon isn't as rewarding as I wish it is. The recent buffs (to the main weapon) didn't do much unfortunately.
Kinda ironic how the game with a theme of chaos has very orderly patches
They should just combine mist and dart, make it like s1 disrupter but actually balanced
Chara is a real one for mention the one thing me and probably every other DS players wants, something to just slightly help with it’s inconsistent kill potential
Guys its the professional character talking about the balance patch 😮
5:20 booga spotted
I would sugest to, not balance weapons around SHOOTERS ffs.
Bias is serious problem at this point.
Nintendo tends to buff any shooter if it isn't doing well, but when it does something way to good (i.e. spamming crab or tacticooler) they won't nerf painting/cost of those weapons but decide to nerf whole special. Making weaker weapons with those special even worse.
I appreciate the buff dualie squelcher propaganda very much
Slow content updates means we aren't getting 3rd kits but this frequency gives a good time for people to take breaks from the game and come back when its fresh
Honestly with your point at the beginning I think Tri is like the special that should be able to “cheese” zones just cause that feels like it’s what it was made for
I completely agree with this. There are some weapons that could be so much better if they got more constant buffs.