Considering they're relegated only to mission mode, I wouldn't mind if they were still op. It's not like you'd always have them. Also kinda wished they made an appearance in side stories.
Exactly, they could have kept the Purple Pikmin mechanics for mission modes, like... Done missions with Purple without Red. Or few Purple, mostly Red, & no violet candypops buds.
@@skywhy16 yea but both of their designs were broken. MK being a sword fighter to being dash attack the character and purples being fighters to being basically useless in combat
I always thought purples being better than reds in combat was counterbalanced by the fact reds are much more easily obtainable. Since neither white or purple are in 3's story mode, they are still the only 2 pikmin you cannot create from an onion, and are required to sacrifice another color in order to create. Either way, I always thought the nerfs made in 3 were going WAY overboard as well.
@@woobgamer5210 not quite better, the innitial impact of rock pikmin only does 30 damage compared to Pikmin 2's Purple's 50 (part of their Pikmin 3 nerf was having the boosted impact damage completely stripped away) and then their charges only deal 20 which is the same amount as a Purple's normal attacks (even post nerf) but happens less frequently since they keep on bouncing off instead of sticking on. the only things Rock Pikmin have to make them better than Purples are the ability to shatter crystal and immunity to crushing and impalement.
Personally, I think that the issue is that Rock Pikmin are basically more balanced purple pikmin. They have the same "slam" idea you were talking about, but in the form of them doing lots of damage on impact, then being pretty pathetic at fighting after the initial impact. Maybe they should have a different approach. It could be cool if maybe they focused on them being strong at carrying things, like, perhaps the Purple pikmin are able to pick up stones, or rubble or something, and then throw that at enemies. Maybe they could also be temporary powers to pikmin, like a pikmin transforms into a Purple pikmin for a brief period of time before returning to their usual selves. Another idea could be that Purples are like tanks, where maybe they can resist more hits than other pikmin, so are good at distracting the enemies, or taking hits for other pikmin. Whatever they did, it'd have to differentiate Purples from Rock Pikmin.
Something I came up with on the spot to also highlight their strength, kinda also acting similar to Whites having an effect when eaten: When a Purple is being eaten by, say, a Bulborb, it takes it a bit more time, even if just a second or two, to eat it, because the Purple will physically hold the creature's mouth open. If other Pikmin are in the creature's mouth, this gives them time to possibly escape as the mouth is being held open. The Purple alwats dies, but it buys some extra time for the player to either kill the creature or its fellow Pikmin to escape Aside from that, make Wind a more prevalent hazard and make Purples immune to it... make paths blocked by piles of rubble that only Purples have the strength to lift and toss away, make old rusted machinery/buttons/levers/etc that only a squad containing Purples has the power to overcome, etc. Maybe even make them able to pick up small, 1-Pikmin items (gold nuggets, pebbles, berries, and even tiny enemies like Sheargrubs, even living ones!!) And toss them at other enemies?
I think purples should be used as a means of resetting the enemy. Like an enemy is about to eat your pikmin, so you chuck a purple and it resets it back to default, before your pikmin are eaten. You can free your pikmin if you hit hard enough, but some enemies either eat too fast or can take a beating before letting them go. It makes their stun more useful
Another option could be that they're all defense/support. Support being the slam works as a stun, but only when the enemy is in the act of eating pikmin. Defense being if an enemy grabs a number of pikmin, and enough of them happen to be purples, they can either significantly slow down the eating process, or break themselves and everyone else free of the grab, preventing the enemy from eating any pikmin. That would make them work in combat as both a potential rear guard, or vanguard, depending on the player's choice of strategy.
@@Invisibool I like your ideas, I think a good way to build off that last one is by leaning into the idea of them being the strong/heavy/slow pikmin as opposed to the strong slamming pikmin that the rocks are now. So I'm thinking when they latch onto enemies they wouldn't slam and they'd have a relatively low DPS as the hit slow, but they're harder to shake off and they weigh the enemy down making them slower, and if you pile on enough of them onto an enemy you could weigh them down completely and depending on the enemy this could lead to an instant death, or a stun, or my favorite, them being able to carry them while they're still alive, and maybe they'd be able to carry them to a hazard to toss them into or something. I got this image in my head of throwing like 20 on a bulborb and flipping him on the back and holding him like that while he kicks his legs in the air unable to do anything. I also feel like the mechanic where they save the other pikmin would be a bit to complicated and I think that might create situations where the best option people have is to intentionally feed a purple to an enemy, and IMO I think effects caused by Pikmin deaths should always be a minor bonus rather than something actively incentivized. I think instead having them hold the mouth open or whatever could go along with the idea of them being the tank, for purples being eaten could be treated almost like the elemental damages, where you have an short opportunity to whistle them away. This is the only way the concept of them being able to "resist more hits than other pikmin" makes sense as there is no way they'd ever give an individual pikmin a health bar.
They really should expand upon the idea of enemy Pikmin, the Puffstool in 1 was way too easy and you end up killing them way before they get the chance to convert your Pikmin to Puffmin
The worst part is that in Pikmin 3, purple Pikmin can be blown away by Puffy Blowhogs, even though in Pikmin 2 they were specifically resistant to their wind (even Withering Blowhogs didn’t knock them off their feet)
Yeah, I agree. I think the other Pikmin types got more development time due to being in Story Mode, but Purple and White probably were added later in development for Mission Mode. The fact that Purple Pikmin don't do damage when they body slam against an opponent (or even latch onto enemies) seems like it could have been an oversight. It doesn't make sense for them to be so incredibly unusable for combat purposes. I think like many others have said, but they need to differentiate Purple and Rock Pikmin characteristics for the next game (if they both make an appearance). Rock Pikmin seem like a more balanced version of the Purples in 2.
I agree, Purples sadly do feel watered down in Pikmin 3. It felt like Nintendo didn't really put much effort to them compared to the other types. I felt a tad disappointed that Purples and Whites weren't even in story mode, not even a cameo. I also even noticed that Purples don't have their wind knockback immunity, they couldn't be knocked back by Puffy Blowhogs in 2 whereas they can in 3.
I almost feel like if they were to fix purple pikmin, I’d say keep them how they were in pikmin 2 but significantly decrease the speed at which they can be thrown, they are heavier afterall
honestly the best way I feel would fix purple pikmin would just be to put a cooldown on the stun, give the enemy a decent chance to shake off move and attack before they can be stunned again.
I always rationalized it by thinking that Rock was an evolution or variant of the Purple & Winged the same of the White. But of course I love Purple & White & miss them being a Pikmin in story mode.
I've been wanting to get into Pikmin for a while, and I'm super glad that my dad finally let his 'no games for my daughter' rule down for Pikmin 3 Deluxe, but now I feel like I've missed out on a lot of context. Thank you for helping me feel more in the loop!
@@theblackgamer8103 i do b t agree with the parenting style, but I belive it may be a way to get kids into more productive and healthy habits. A kid that wants to go camping or sports will be more physically, socially and even mentally healthy than one that plays video games or watches TV more than 4 hours a day
Why did they even add a slam sound effect in pikmin 3? Even someone new to pikmin would think that purples have impact damage. Even the mission logs for pikmin info says that they are "10 times stronger than any other pikmin" This is false advertising at its finest. For newcomers to pikmin they would be confused as to what "10 times the strength" is referring to; attack strength or carrying strength. I have never thought purple pikmin did 10 times the damage, I was just speaking for new fans.
@@janewairimu6578 I meant that for newcomers who might think that "10 times strength" means damage as well. They might think this due to purples being bigger and having a pound sound effect when they land.
The DPS of purple pikmin is 3 times the amount of a Blue, Yellow, or White Its 2 times of Red and Rocks running into enemies And its the same damage as a thrown Rock pikmin
"Oh cool, Purple Pikmin! I remember these guys from Pikmin 2 and I thought they were gone in this game! Oh hey a Bulborb, this shouldn't be a problem for these guys!" **Paper Mario tink sound** **five Purples die** *"WHAT"*
Maybe they attack really damn slow have their stun mechanic not reapply till it wears off or hell make them so heavy the captain can only like two before tiring out and have to switch. Keep their carrying capacity though
@@mlpfanboy1701 they were completely OP in Pikmin 2 though, returning them to what they formerly were would basically make both Reds AND Rocks pointless
@@Weldedhodag then make them rare, and harder to keep around. sure theyre more useful. but you need high skill to keep them, and theres no easy way to get more
I think that instead of dealing more damage, Purples should have some kind of "debuff" when they're latched on. Maybe reducing an enemy's speed, or making them unable to attack for a second if you hit the right spot.
I'll never understand why they didn't use whites and purples in the Olimar's assignment missions. That was the perfect opportunity to give them some more love!
But since you needed 100 purples to 100% the game, the best way to play is to just reset the floor when one of them dies. And there's no reason not to bring 20+ purples for a cave, trivializing every single enemy.
I've been playing through Pikmin 2 for the first time recently and this exact question popped into my head, since I knew they introduced rock Pikmin in the third. Disappointed to see they just swept them under the rug, though I guess I'd rather they all-but removed them as they did instead of just jamming them in pointlessly.
I'd like to see these guys back in the main Story Mode, but because that's 7 Pikmin types, not considering any new types that might come as well; that's just too much to balance. Maybe have 2 separate story modes with the Pikmin types divided equally between them?
Maybe a pikmin 1 style story mode and a pikmin 2 style story with separate pikmin types for each story where the final stretch of the game they unite and you get access to all the pikmin types? Kinda like a sonic adventure sorta thing
They could’ve done just that in the Switch port, especially because it’s Olimar and Louie venturing back on their own, it even makes more sense because they’re more used to Whites and Purples than they’re to Rocks and Winged
The new pikmin types were there to pretty much retcon purple/white pikmin. Purple pikmin had it's aggressive fighting trait moved to Rock pikmin, white pikmin became obsolete when you Flying pikmin took their place of fast -> versatility, since they share the same weak trait. Purple/White pikmin still keep two unique traits each, where Purple pikmin are equal to 10 pikmin, and have a slam(?) ability, and White pikmin keep how fast they can go and their natural immunity to poison. It really just seems like they couldn't think of new viable stuff within the team, and settled on moving specific traits around to fulfill the needs of their designs, where they also needed new pikmin to add into the game (2 types) but probably felt 7 types at once would be too much for this type of game. They really could of just had reasons where certain Pikmin could be toxic or freightened of a certain location/region, and then certain typed of pikmin would not come out of the onion, also giving the Pikmin a bit more character while keeping all types intact and playable throughout the main story.
I guess Nintendo realized how OP Purple Pikmin were. Also, I guess there wasn't a good enough part in story to add them, and thus, they didn't need to add them being overpowered. And I don't think you mentioned this, but White Pikmin were nerfed. They do less damage when eaten in 3.
Alright, I just wanna throw this out there because I love the mission mode in Pikmin 3, I'd even go as far as to say it's better than the main game, but Purple Pikmin are far from useless in Pikmin 3. I'd go as far as to say they have more of a clear cut use in Mission Mode than other types like Reds and Rocks. The 10x Carrying strength is great for carrying back heavy items, especially since you can't sprout new Pikmin in Collect Treasure, so dedicating only a few Pikmin to carry back items that would otherwise require half of all the Pikmin on the field is great. Managing your Purple Pikmin carefully is the difference between scoring a gold and platinum medal on stages like Silver Lake, Thirsty Desert Remix, Beastly Caverns, and especially Fortress of Festivity. However, in terms of their fighting capabilities, I think most people need to remember that combat is nowhere near as much of a focal point in Pikmin 3 as it was in Pikmin 2. Enemy design is less ambitious, and the charge command sort of auto-wins any fight so long as you have enough Pikmin. Purples being good fighters doesn't really matter in this regard, because frankly, defeating enemies quickly isn't very difficult anymore for any Pikmin type. Is it weird that their dive-bomb attack doesn't latch onto enemies? Yes, absolutely, but then again, Purples still retain their higher damage per hit compared to other Pikmin types, and you don't need to throw purples to latch them onto enemies. Just lock on and charge them like all other Pikmin types. That infamous Bulborb in Twilight Hallow can be defeated really easily this way with just purples a little bit of support from other Pikmin. It's a case where players got so fixated on using Purples in one way and one way only in Pikmin 2 that when they see it doesn't work exactly the same way in the sequel, they immediately assume Purples are worthless. Anyways, I've written way too much by now, but the point is, Purples have a clear-cut use in Pikmin 3 - handling heavy objects, and they're pretty good at what they do. Sure, they're not the killing machines they used to be, but that's not what they're designed for in this game. When you use something incorrectly, it's not going to work out well, so why complain about it?
What? ONCE good? ...but then went bad? being an adhd kid(and STILL have that as an adult), I can sort of relate... it wasn't exactly a smooth start at the beginning, but then it seemed like it got better with time. there WAS a time I was considered somewhat smart when I was in school... but now am an unemployed joke that lives with his mom. . . It's not all bad though. . maybe it was meant to be.
this is the perfect fix, for things affected by the plasm wraith, i would add in unanchored objects that require the purples because that mechanic with the water wraith has so much potential!
It would've been best if they didn't latch on and do a lot of damage with their pound, along with their strength ability. This would make the most sense to me, as you don't have many purple pikmin in mission mode, along with purples not latching on in smash brothers, which would be a cool reference. They would have a good attacking ability, but still be risky to use in general combat.
1:15 it seems the poison damage enemies get from eating them has been nerfed substantially Although you probably shouldn't do that anyway over being careful
They went from being excellent in combat, to literally unable to fight anything, I don’t care what people say, every Pikmin type should be capable of fighting in at least some scenarios, and the purples are meant to be like sumos yet they are worse in combat in every way compare to the worker bees known as Winged Pikmin!
i havnt played pikmin 2 in ages, but i still remember that purple pikmin could fold an emperor bulblax before it can even dig out of the ground. emporor might be really weak in the second game but he's still a boss getting one-shot in a game like pikmin.
If purple pikmin returns in pikmin 4 i think ive found the perfect balance for them , make them the same as pikmin 2 version but no stun , the slam simply does a massive inicial damage and the purples will do slow above average damage , basically a risk reward , high inicial damage but slow sequential damage, giving incentive to use reds as the quicker fighter , but let's give the slam a secondary purpose, scaring burrowing enemies, Essentially when thrown near a burrowing enemy the shock wave scares the enemy to the surface leaving it open to attack, which gives them another purpose in battle apart from the slow heavy hitter
Honestly when i first played these missions i thought that purples worked the same as in pikmin 2 but when i faced a bulborb with them, they barely did damage. I wish that they at least latched onto the enemies.
It's nice having a channel that consistently upload pikmin content. I've been missing that ever since dazzreviews left gaming. I'm just sad it took me this long to find you
With Yellows being unique to useless, I think another factor that made them useless was that electricity in Pikmin 3 behaves differently and doesn’t instantly kill your Pikmin on contact. I don’t even think electricity can kill your Pikmin in Pikmin 3 as far as I know. With Purple Pikmin, I think the best way to balance them is make them home onto enemies when thrown and deal a big amount of damage upon landing on them, but when they latch on, make their hits incredibly weak. That way red Pikmin still have the strongest attack. Another thing they could do is make it to where the purple can stun enemies for around 2-3 seconds, but it’s a very very rare probability of happening and it’s completely random. Pikmin 2 had a good system at making Pikmin unique, but Purples needed some tweaking to make them not overpowered. I still think bomb rocks should be yellow exclusive to differentiate them further. If Pikmin 4 comes out, I hope they take a lot of inspiration from Pikmin 2.
Yeah Pikmin 3 made electric hazards go from a mortal danger to a prank buzzer, I agree that electric hazards from 2 were way too overpowered compared to the other elements but they went overboard with the nerf. I think the ideal way to balance electric hazards is to make them not insta-kill, but to have a shorter latency period to save the Pikmin compared to other elemental effects. As for the Purple Pikmin, I disagree that their attack damage should be nerfed, even to 1.5 damage. They should keep their double damage, but with a caveat that hasn’t been done in Pikmin before; the latency period between each throw is doubled as well. This effectively means that although their damage is double, their effective damage-per-second (known as DPS) is the same as other Pikmin, making Red Pikmin reign supreme for overall DPS. That’s not to say Purple Pikmin would be obsoleted in combat though, every landing will still do a mini-stun and there’s a chance for a long-term stun, although since you throw them twice as slow, these chances will feel lower than they did in 2. As for Purple Pikmin attacking through a charge or through swarming, their slow speed and the lack of stun chance is a good enough setback to warrant them not needing a nerf for those attacks. I always thought it was weird that Purple Pikmin were slow to move, yet they’re able to be as spammed as fast as any other Pikmin, so I think this nerf would help define Purples to fit the tank archetype. I believe this nerf would also shift the strategy from solely using Purples to kill all enemies, to only using Purples initially to see if you can gamble for that stun chance, and you’ll have to switch to other types if you don’t get that lucky stun chance. In theory, this nerf should be good enough to distinguish them from Rock Pikmin so that there’s less overlap between the two, and so that Rock Pikmin aren’t just “Purple Pikmin but balanced”.
I never particularly liked the third pikmin game I have to admit, it was a one off experience for me and it felt like many of the mechanics werent thought out very well. In the first game the time mechanic made sense and it worked with the gameplay, pikmin 2 was a much bigger game with lots to explore and as important as paying off that debt is it just doesnt seem as urgent as a dying life support, so the choice to have no limit to how many days you could take getting to that point made sense. In pikmin 3 this changes, the issue is starvation which seems very urgent, but the act of playing the game actively rewards you with more time. So you work to grind up a safety net of time and then the story takes it away, then you do it again and the story takes it away again. It doesnt feel urgent anymore its a nuisance that keeps you from progressing in the story and the story punishes you for stockpiling so you better not play it too much lest you be punished harder. I found myself getting punished for taking my time and trying to enjoy myself despite never being challenged by the threat of starvation, it was never a factor but it still felt *bad* it was taking away your progress. Then you get into the new pikmin. Both the pink and rock pikmin feel like novelties they do one or two things help with a specific issue that was created specifically for them and nothing else. They werent fun to use. It was the same gate as always but now I have to run back to the onion and get the pink swarm of locusts to do it now, and I can promise I did have to make a trip because I never pulled out pink or rock pikmin unless I knew they were needed for a puzzle because they are *entirely* contextual even in this video you never fight with them if you can help it because then you would have to waste your time breeding more for the puzzles. What made this feel worse was the fact that they replaced the purple and white pikmin for the campaign and they both had battle and contextual uses and the only arguement to make against them seems to be that the purples were OP but that had its own check and balance! You could only breed purples with candypop buds and I remember it was always a slog to get even 100 purples total by the end of the story in pikmin 2 to get the heavy dumbbell in the extra level so if youre fighting with and losing them regularly unless you spend in game days diving into to each dungeon in turn doing nothing but breeding purples their strength is never something that becomes so overwhelming that reds get pushed to the wayside.
I feel the need to point out that Pikmin 3 only takes away your juice supplies once when Louie steals them, once you beat the Quaggled Mireclops (which can easily be done within 3 days, the fruit in the new area that Louie unlocks should easily last you that long) you get all of them back I can kind of agree with you on Rock Pikmin, I feel like they're just a bit too different from other Pikmin types, especially in battle, I hate having to use them to fight. I only ever brought them out when I knew I'd need to break some crystal, I also kind of get the impression that Rock Pikmin simply weren't considered at all for the final boss since there's basically nothing it can do to reliably kill them. Winged Pikmin on the other hand are pretty interesting, while they seem to carry things slower than other Pikmin types the fact that they can simply fly over obstacles makes them pretty useful for carrying all kinds of things and can speed things up a lot, I found myself taking at least a small number of them everywhere since they can follow you no matter where you go (even if you go underwater they'll just fly above the surface) and I just found their flight to be super useful (it does kind of make the fact that Yellow Pikmin can be thrown higher a bit useless once you get Pikmin that can literally fly, there are several puzzles that can just be completely ignored if you wait until you get Pink Pikmin and then just charge them at the reward. admittedly they're pretty useless for fighting ground enemies (doing the same damage as post-nerf White Pikmin) but they're as damaging as Red Pikmin against air targets and the fact that you can just get them to charge up there instead of having to throw them one by one makes those fights a breeze.
I have to disagree with a lot of things in this comment, I’m gonna make it short but pikmin 3 was honestly the best game in the series, it was just so fun and I never got bored of it, and tbh winged and rock pikmin are literally the definition of perfectly made pikmins, not only do they have special cases for you to use them, like how winged pikmin are good for airborne battles and how the rock pikmin are basically purple pikmin done right, they also have special gates for them that you can make shortcuts with, say what you want about the third game but it’s still the most fun I had playing pikmin and the pikmin being balanced helped the experience
My guy, this is the worst take I've ever seen about Pikmin. Purples do push reds aside, why else do you need reds if even 30 purples are more than enough to kill a fiery bulblax, the only fire enemy that is kinda worth it? Whites were also kinda lame, you only need like 30 or less in total, and bring 5 or less for caves, since they're only useful for discovering burried treasures and destroying poison sprays, bc their speed is worthless since there's no time limit at caves. Also, it doesn't make anysense that there's no time limit for paying the debt. Don't you know how debts work? Lmao. Rock and winged aren't more contextual than any pikmin type. Generally you want to bring at least 20 rocks for fighting, amd they way you use them is trowing them at enemies, which is exactly the same way you use purples in pikmin 2. Yeah, crystals have been created for rocks, but so were objects with 100+ weight in Pikmin 2 for purples, so what's the difference? Oh yeah, that rocks are immune to piercing and crushing damage, which have been present since the first game. Winged on the other hand are more useful than whites. Aside from their few exclusive obstacles/ puzzles, their are arguably the best pikmin for fruit carrying, since they can head towards the base on a straight line, avoiding most hazards. Regarding the story, the Koppaians are sent to PNF 404 to gather a renewable source of food for their planet, but at the same time, they need food right now to survive their quest. Collecting fruits serves both purposes: seeds for Koppai and juice for the protagonists. There is no punishment to stockpiling. The more fruit you collect, Koppai will have more seeds and variety, and the protagonists will gain more time to explore the planet. And it doesn't matter if you have only one bottle before you find Olimar and leave the planet, since juice is only useful for the characters and not the rest of the population.
Here is my solution. Make purple Pikmin exactly the same overpowered fighters as they were in Pikmin 2 but make them show up as the very last Pikmin you get in the game. Get purples after you are 3/4 of the way through with everything else. That way, you have to use the Red Pikmin for combat for 75% of the game before you get the overpowered purples.
I think instead of the old slam and stun that let you just destroy anything you set your sights on (( Even without spicy berries, you can take out a Emperor Bulblax in 5 literal seconds )) They might be able to play into the big and heavy aspect of them. Maybe have them deal a little bit of damage for initially being thrown a target, and can actually slow down a creatures movement until they are shaken off. The exact amount would obviously need to very from creature to creature, but if I had to figure something out off the top of my head, maybe whatever amount of normal pikmin you would need to carry an object, would be the amount needed to slow something down? (( Bulborbs have a weight of 10, so you would need 10 purples to slow it down )) otherwise the amount of damage they would do would probably be on the lower side to help even things out.
I'd like to say that I feel that the stun property is not a "rare" occurrence, after playing through the game several times throughout the years, it has more to do with *where you hit the enemy*. For most enemies, the highest point on the body is where that sweet spot is, with the exception of the bulborb (breadbug/grub-dog) family. For those, the spot is usually the centre of the back, despite their eyes being the weakest point. I could be wrong, but this is just what I've observed personally.
The crazy thing is, poison is used in pikmin 3, the CEO w n tundra boss shoots out poison as one of its attacks, pikmin caught by the poison even play the same sound used in pikmin 2. And people say pikmin 2 is the worst one.
I think it would just make sense if they decreased the rate of damage. Slowing down the intervals that they hit makes the damage they can do in one go rather limited (and is fitting, given their weight). This would make them strong, but at a higher risk of dying or getting hurt (add flower damage back again please) as they are more likely to get shaken off before they can do too much damage, made more risky given their slowness. They could make the stun "weight based": smaller, lighter enemies like airborne things or sheargrubs would be decimated by a stun, but larger, heavier foes like bulborbs and snagrets would be stunned for only a few milliseconds, and for the sake of nerfing, make each impact knock nearby pikmin out of the way (or fall off an enemy). They would be best used against foes that are hard to swarm. That, plus all their resistances (wind and fear) could make them useful without stealing the shine from grays or reds. And of course give them back the ability to instantly knock down flying enemies from the sky. A snitchbug should not be completely unbothered having an obese grape latch onto its back. Honestly it shouldn't even be able to carry that. It would be funny to watch some flying creature try to snatch one up but fail, or at least struggle.
Opinion Changes I would like to see I think that purple pikmin's "Ground Pound" shouldn't do any damage, but it would always stun (for a short period of time) rock pikmin shouldn't attack after their initial throw at all, and instead return to you White pikmin should have their poison damage buffed (to about half the power of a bomb) This way... Yellow are good against flying Blue is good against water Pink is good against small Rock pikmin are good for mid And for large enemies you either use a combo of purple to stun, and red for dps, or if they are an eating type, sacrifice some whites I think this would make approaching enemies and fights a good bit more interesting, Thoughts?
Glad I scrolled the comments this far, this would be great and give all pikmin their own battle strategies. Also give yellows bomb rocks and electric immunity all in one game
I'm glad to see another Pikmin UA-camr you don't seem to get much attention but I really like your ideas about purples changing up how they work just a tiny bit to make it more fair for Reds I might stick around
My idea is that wind becomes a hazard similar to electricity in 3 and they lose their damage buff but keep a stun that lasts 0.2 seconds and keep their carrying strength and weight
For pikmin 4 how there are under water areas where the blues are there should be a fire area and electric area and whatever new or old other pikmin it would add extra use for the pikmin while giving them all extra special buffs
I do wish they added the purple and white pikmin, they were always my favourites. They could’ve even made the game even MORE interesting with adding them, for example the gas pipes you talked about, would’ve been extremely fun, I’m not sure what they would do with the purple ones, since they should be less powerful, to give red pikmin some room, but maybe they shouldve add a new ability?
This was my first play session of Pikmin for the gamecube: 1) get a bunch of pikmin 2) have them mass up on an enemy 3) watch enemy explode and cause a hundred to die at once 4) see their little ghosts drift away 5) slam my gamecube off and run crying to my mommy that I accidentally killed all of my pikmin
I like the idea of rock pikmin filling the burst damage role, but lacking the ability to do any latched on damage over time. It might be redundant if purples are basically the same. What if they instead leaned into the stun mechanic more? No burst damage, very little damage when latched, but a chance to stun the enemy for a bit. That, combined with their excellent carrying ability might make them actually balanced.
If they just remove the speed reduction they have and make them just beefy strong pikmin I think they would be good. The thump they do is to make them bad in combat, Delayed attacking. Me and my wife met and played pikmin together and really enjoy the game. To finds that deluxe has two player storyline was worth the purchase. We came up with our own ideas for unique pikmin. Orange pikmin in the shape of grapes are meant to be eaten, they addre slow and juicy looking. Burr once eaten they parasitize the predator and sprout a leaf on its head. A food meter appears and the creature must be fed pellets (which don't offer much food) or defeated foes. If it runs out the creature frenzies attacking anything nearby as if starved. These pikmin can use their host to knock down walls or shade your pikmin from sight or something. Grey pikmin would be brainy, they ate now the builders and tool users like bombs. If they accidentally trigger a bomb though they safely dispose of it to an empty area. They build bridges and stick ladders. One gray pikmin can allow all pikmin to build a project so long as it stays with them. Green pikmin cannot be plucked and once flowered pop out on there own. These pikmin are gardeners and if left near the onion they tend to the planted pikmin and make them flower faster. They also pluck a flowered pikmin. Brown pikmin have a wood-like exterior and once flowered grow thorns, if in a group when eaten the creature will spit out all other pikmin. The brown will stick to the creature's tongue causing it to lash in pain before spotting out the pikmin and retreating. After a few seconds it will continue attacking, using this ability causes the brown pikmin to revert to leaf again. Danger, grabbing this pikmin to throw it while it has thorns will cause you to take damage. Can't be thrown. They also float and can save one other pikmin from drowning(flotation device :D ) Crystal pikmin resemble rock pikmin but are clear bodied, these pikmin can reflect beams of light to solve puzzles and will distract foes with their shiny exterior. If damaged, these pikmin die but in all other ways act as rock pikmin.
I imagine they didn't want to put much focus on them since they were strictly part of what could be considered a "bonus" mode, the story being the bread and butter Pikmin experience, so giving them unique attributes wasn't really prioritized. Like, if Whites were still the best (or only) diggers then you wouldn't have access to that in story mode. And with Rock Pikmin being introduced, having Purples act the same doing upfront damage *and* also latching would just make them better Rocks. Which isn't great to immediately overshadow a new type, even if it's only in mission mode. I'm guessing they only included them in mission mode because at some point they were going to be in story mode (maybe before wing and rock Pikmin were added) so they had some work done, but once they cut them from story mode they weren't really focused on making them particularly balanced, so they left them in mission mode with their most basic unique attributes and called it a day. I'm fine with how they were handled considering their exclusivity to mission mode and their limited appearances even there. Carrying things particularly fast or without wasting more of your squad is a lot more meaningful in mission mode than it would be in story mode. If they were to be included in the main campaign of a future game then yeah, they'd need more work done for them than what they got in 3. Though assuming rocks also return I don't think Purples should get their slam back just because it's too similar and rocks honestly make more sense to deal upfront damage when thrown. Maybe purples could still have a short stun or be harder to shake off, maybe they could slow down whatever they're latched on, something unique.
Purple and white pikmin are pretty useful in some of the challenges in Pikmin 3 deluxe. Purple for being able to carry like 10 and white for their speed to move gold nuggets.
I honestly think just lowering the damage caused by the initial slam and shortening the stun time would've been enough to make purples fine, since they are difficult to obtain I feel they should still be more useful than the pikmin you can infinitely grow at an onion
once in my first play through of pikmin 3(wii u version), in the 3rd area aka alphs crash site, my pikmin were bringing back an avocado and another fruit, the pikmin carrying the other fruit pushed the avocado off the bridged and Charlie killing a lot of pikmin. the worst part is that i almost got all the stuff currently possible done for that area.
My idea of fixing purples is too add the stun apon hitting an enemy, is stuns it and the purple slides off and would then latch on from there you can kill the enemy. Their weigh returns with making flying enemy fall to the ground, but no stun as latching on the flying enemy would interrupt the ground pound.
I think that the a interesting thing for purple would be for them to be kind of the opposite of what you described make the slam make it so they kind of get stuck into their enemies requiring for them to need to be shaken off twice to be fully knocked off meaning they do high dps because they stay in and they don't just fall off but they would be bad against elemental enemies because they are stuck.
I've wondered for a long time what a good way to balance purples and reds is, and your idea sounds pretty good to me! I like to imagine that red use their "noses" as stabbing tools, which is why they're the best in combat. I totally get purples doing more damage with the pounding attack, and honestly, I might even keep their regular attacks a tad stronger than others (except reds), but make it a little slower as well
My idea is that the purple pikmin will not be able to latch onto an enemy for too long. But their ability is that they will slam themselves to an enemy trying to eat or squish a pikmin smaller than the purple. It would be cool if a purple pikmin would throw another purple to a monsters face before the monster snacks on the pikmin. It would be like a bodyguard
Now that we know all 7 previous types are here including new types of Pikmin (Ice Pikmin look really interesting too) it'll be neat to see exactly what they do with Purples.
i think the absence of poison hazards in pikmin 3 actually helps balance white pikmin a lot. before, they were quick AND could dig AND could resist poison A N D would heavily damage enemies who ate them which is way more pros than any other pikmin type without any cons (other than they have no onion of their own) but in the mission modes they still have their uses as being very quick and damaging enemies that eat them. maybe it'd be nice if they retained their digging ability but it wouldn't make sense since bc other pikmin types need to do that in the main story mode, and it would be confusing for them to suddenly Not be able to in mission mode, though it would be perhaps nice for them to stay the Best diggers in mission mode (and in story mode instead of yellows being great diggers just have all pikmin dig equally well (maybe a little faster than current default if that makes sense))
I think purple will finily find their place when they get an exclusive Hazard they're imune too, just like Yellow and electricity. Make a new kind of obstacle and/or enemie that needs the purples's stomp to destroy and tada, same level of usefulnes as all other Pikmin in Pikmin 3 (except White, not having poison enemies or hazards made then the same level as Yellow in Pikmin 1)
They definitely should do some balancing, so they're not too op. Also, am I the only one who thinks Pikmin 4 would be perfectly fine if they just brought back Purples and Whites, along with the Rocks and Wings? No new Pikmin necessary, just bring them back.
@@mikee2725 I’ve thought that too, but it makes sense that you can’t, since once the bulbmin mature, they act more and more like bulborbs, in other words, trying to eat the Pikmin, and captains
I never usually relied on purple Pikmin all that much in Pikmin 2. Since they were scarce and needed for one specific treasure I often opted against taking them, as to avoid risking purple casualties.
Alternate idea: Purples are so heavy they can't hold on to enemies. Let em keep the ministun and good dps but they cant latch onto the enemy. High risk gameplay sorta thing.
When Bulbmins went from GOD to Extinct.
Bring back bulbmin in Pikmin 4
Yeah #BringBackBulbmin
I would alway convert my bulbmin first because no Pikmin left behind
@@bigbuffboy1118 Same bro. I always felt bad leaving any Pikmin behind, let alone Bulbmin. So I would convert them all.
@@FredChuck64 same
Considering they're relegated only to mission mode, I wouldn't mind if they were still op. It's not like you'd always have them. Also kinda wished they made an appearance in side stories.
Exactly, they could have kept the Purple Pikmin mechanics for mission modes, like...
Done missions with Purple without Red.
Or few Purple, mostly Red, & no violet candypops buds.
If mabye thet add them in story they uld stronged
@@alexanderdahms4001 "they uld stronged"
They’re also in bingo battle, in some stages
Like maybe one or two buds in Olimar’s Assignment, but they still had the stun and damage affect from the second game.
Purple pikmin got the meta knight treatment
Yup
Top tier to dumpster is always a hellish fall.
Meta knights case wasnt this bad he just got balanced
@@skywhy16 yea but both of their designs were broken. MK being a sword fighter to being dash attack the character and purples being fighters to being basically useless in combat
Both had that treatment going from a wii game to a wii u game coincidentally enough.
I always thought purples being better than reds in combat was counterbalanced by the fact reds are much more easily obtainable. Since neither white or purple are in 3's story mode, they are still the only 2 pikmin you cannot create from an onion, and are required to sacrifice another color in order to create.
Either way, I always thought the nerfs made in 3 were going WAY overboard as well.
Plus, Rock Pikmin took their exact damn jobs anyway, but better so...
@@woobgamer5210 not quite better, the innitial impact of rock pikmin only does 30 damage compared to Pikmin 2's Purple's 50 (part of their Pikmin 3 nerf was having the boosted impact damage completely stripped away) and then their charges only deal 20 which is the same amount as a Purple's normal attacks (even post nerf) but happens less frequently since they keep on bouncing off instead of sticking on. the only things Rock Pikmin have to make them better than Purples are the ability to shatter crystal and immunity to crushing and impalement.
I think a good why why to fix them is to be able to stun enemy but lower the attack damage.
Personally, I think that the issue is that Rock Pikmin are basically more balanced purple pikmin. They have the same "slam" idea you were talking about, but in the form of them doing lots of damage on impact, then being pretty pathetic at fighting after the initial impact.
Maybe they should have a different approach. It could be cool if maybe they focused on them being strong at carrying things, like, perhaps the Purple pikmin are able to pick up stones, or rubble or something, and then throw that at enemies. Maybe they could also be temporary powers to pikmin, like a pikmin transforms into a Purple pikmin for a brief period of time before returning to their usual selves. Another idea could be that Purples are like tanks, where maybe they can resist more hits than other pikmin, so are good at distracting the enemies, or taking hits for other pikmin.
Whatever they did, it'd have to differentiate Purples from Rock Pikmin.
I think your last idea is pretty cool, but the roles would have to be switched around.
Something I came up with on the spot to also highlight their strength, kinda also acting similar to Whites having an effect when eaten: When a Purple is being eaten by, say, a Bulborb, it takes it a bit more time, even if just a second or two, to eat it, because the Purple will physically hold the creature's mouth open. If other Pikmin are in the creature's mouth, this gives them time to possibly escape as the mouth is being held open. The Purple alwats dies, but it buys some extra time for the player to either kill the creature or its fellow Pikmin to escape
Aside from that, make Wind a more prevalent hazard and make Purples immune to it... make paths blocked by piles of rubble that only Purples have the strength to lift and toss away, make old rusted machinery/buttons/levers/etc that only a squad containing Purples has the power to overcome, etc.
Maybe even make them able to pick up small, 1-Pikmin items (gold nuggets, pebbles, berries, and even tiny enemies like Sheargrubs, even living ones!!) And toss them at other enemies?
I think purples should be used as a means of resetting the enemy. Like an enemy is about to eat your pikmin, so you chuck a purple and it resets it back to default, before your pikmin are eaten. You can free your pikmin if you hit hard enough, but some enemies either eat too fast or can take a beating before letting them go. It makes their stun more useful
Another option could be that they're all defense/support. Support being the slam works as a stun, but only when the enemy is in the act of eating pikmin. Defense being if an enemy grabs a number of pikmin, and enough of them happen to be purples, they can either significantly slow down the eating process, or break themselves and everyone else free of the grab, preventing the enemy from eating any pikmin. That would make them work in combat as both a potential rear guard, or vanguard, depending on the player's choice of strategy.
@@Invisibool I like your ideas, I think a good way to build off that last one is by leaning into the idea of them being the strong/heavy/slow pikmin as opposed to the strong slamming pikmin that the rocks are now. So I'm thinking when they latch onto enemies they wouldn't slam and they'd have a relatively low DPS as the hit slow, but they're harder to shake off and they weigh the enemy down making them slower, and if you pile on enough of them onto an enemy you could weigh them down completely and depending on the enemy this could lead to an instant death, or a stun, or my favorite, them being able to carry them while they're still alive, and maybe they'd be able to carry them to a hazard to toss them into or something.
I got this image in my head of throwing like 20 on a bulborb and flipping him on the back and holding him like that while he kicks his legs in the air unable to do anything.
I also feel like the mechanic where they save the other pikmin would be a bit to complicated and I think that might create situations where the best option people have is to intentionally feed a purple to an enemy, and IMO I think effects caused by Pikmin deaths should always be a minor bonus rather than something actively incentivized. I think instead having them hold the mouth open or whatever could go along with the idea of them being the tank, for purples being eaten could be treated almost like the elemental damages, where you have an short opportunity to whistle them away. This is the only way the concept of them being able to "resist more hits than other pikmin" makes sense as there is no way they'd ever give an individual pikmin a health bar.
THEY CANNOT EVEN DESTROY EGGS IN ONE HIT!!!! WHY NINTENDO WHY!!!!!!!
Cannot
Rock pikmin :_
purple pikmin
*slams table*
HERESY!
Everyone here saying that the Bulbmin had it worse, but everyone knows that Puffmin have been shafted since 2
They really should expand upon the idea of enemy Pikmin, the Puffstool in 1 was way too easy and you end up killing them way before they get the chance to convert your Pikmin to Puffmin
Aren't those just infected Pikmin?
@@sonoftheway3528 Yes, but they are still Pikmin nonetheless.
@@purplepikmin3533 but they aren't really a ''type''
@@sonoftheway3528 Not a type that can be used, no. But they are still a type.
The worst part is that in Pikmin 3, purple Pikmin can be blown away by Puffy Blowhogs, even though in Pikmin 2 they were specifically resistant to their wind (even Withering Blowhogs didn’t knock them off their feet)
They most definitely weren’t finished
Yeah, I agree. I think the other Pikmin types got more development time due to being in Story Mode, but Purple and White probably were added later in development for Mission Mode. The fact that Purple Pikmin don't do damage when they body slam against an opponent (or even latch onto enemies) seems like it could have been an oversight. It doesn't make sense for them to be so incredibly unusable for combat purposes.
I think like many others have said, but they need to differentiate Purple and Rock Pikmin characteristics for the next game (if they both make an appearance). Rock Pikmin seem like a more balanced version of the Purples in 2.
People talk about purple pikmin being nerfed but what about my boy the bulbmin he not even in the pikmin 3 duexle
Puffmin crying in the background.
Yes also puffmin
@@prestonthemetapod1484 Puffmin aren't even a pikmin type. They're just infected zombified pikmin
@@Pikm4n A Pikmin is a Pikmin
Rat
I agree, Purples sadly do feel watered down in Pikmin 3. It felt like Nintendo didn't really put much effort to them compared to the other types. I felt a tad disappointed that Purples and Whites weren't even in story mode, not even a cameo.
I also even noticed that Purples don't have their wind knockback immunity, they couldn't be knocked back by Puffy Blowhogs in 2 whereas they can in 3.
I almost feel like if they were to fix purple pikmin, I’d say keep them how they were in pikmin 2 but significantly decrease the speed at which they can be thrown, they are heavier afterall
honestly the best way I feel would fix purple pikmin would just be to put a cooldown on the stun, give the enemy a decent chance to shake off move and attack before they can be stunned again.
This is the only comment that actually is plausible. They’d still be a little OP but they’re a lot more hard to obtain than reds so it balances out
I always rationalized it by thinking that Rock was an evolution or variant of the Purple & Winged the same of the White. But of course I love Purple & White & miss them being a Pikmin in story mode.
This is a pretty accurate comparison, one that makes a lot of sense.
I've been wanting to get into Pikmin for a while, and I'm super glad that my dad finally let his 'no games for my daughter' rule down for Pikmin 3 Deluxe, but now I feel like I've missed out on a lot of context. Thank you for helping me feel more in the loop!
wait why does your dad not let you play games?
@@theblackgamer8103 i do b t agree with the parenting style, but I belive it may be a way to get kids into more productive and healthy habits. A kid that wants to go camping or sports will be more physically, socially and even mentally healthy than one that plays video games or watches TV more than 4 hours a day
@@theblackgamer8103 She doesn’t want to reply so we will never know 😭
@@williamcothrum9199I feel like a game like Pikmin is pretty mentally stimulating. way better than playing some shitty soulless mobile game imo
Why did they even add a slam sound effect in pikmin 3? Even someone new to pikmin would think that purples have impact damage. Even the mission logs for pikmin info says that they are "10 times stronger than any other pikmin"
This is false advertising at its finest.
For newcomers to pikmin they would be confused as to what "10 times the strength" is referring to; attack strength or carrying strength. I have never thought purple pikmin did 10 times the damage, I was just speaking for new fans.
@@janewairimu6578 I meant that for newcomers who might think that "10 times strength" means damage as well. They might think this due to purples being bigger and having a pound sound effect when they land.
Pretty sure the 10 times stronger is referring to carrying stuff.
The DPS of purple pikmin is 3 times the amount of a Blue, Yellow, or White
Its 2 times of Red and Rocks running into enemies
And its the same damage as a thrown Rock pikmin
Yay talk obout those Pikmin Ugh Who even likes Yellow Pikmin ):
@@lucas4291 i cant tell if you’re being serious or not
The 2nd gen Pikmin were peak in both design and function
You may not like it, but this is what peak pikmin performance looks like
makes me hope for a Pikmin 2 Deluxe
@@blazzzeboy There is a ROM hack for the GameCube version that fills your needs... coming soon
So did predators
"Oh cool, Purple Pikmin! I remember these guys from Pikmin 2 and I thought they were gone in this game! Oh hey a Bulborb, this shouldn't be a problem for these guys!"
**Paper Mario tink sound**
**five Purples die**
*"WHAT"*
I think purple and white pikmin are extinct in story mode
@@user-ru9yt9ko9v they are only found in caves, which the koppaites never visit, so they could still be alive
They never showed Olimar and Louie taking the purple and white out of the ship, did they take them with them for some reason?
In Pikmin 4 They should balance them, not too strong and op and not weak
Maybe they attack really damn slow have their stun mechanic not reapply till it wears off or hell make them so heavy the captain can only like two before tiring out and have to switch. Keep their carrying capacity though
Pikmin...4!?!
Yeah in 20 years lmao
NO, NO NO NO. Return them to the pikmin 2 strenght, that kind of attitude is what led to this stupidity in the first place
@@mlpfanboy1701 they were completely OP in Pikmin 2 though, returning them to what they formerly were would basically make both Reds AND Rocks pointless
@@Weldedhodag then make them rare, and harder to keep around. sure theyre more useful. but you need high skill to keep them, and theres no easy way to get more
I think that instead of dealing more damage, Purples should have some kind of "debuff" when they're latched on. Maybe reducing an enemy's speed, or making them unable to attack for a second if you hit the right spot.
I'll never understand why they didn't use whites and purples in the Olimar's assignment missions. That was the perfect opportunity to give them some more love!
Shines a different light on Reggie when he said he felt like a purple pikmin, dont it🤔?
Yellow pikmin have always been the fastest diggers. The in-game reason being their scoopy ears.
I thought they were gliders to display height?
@@weshannum4961 maybe both
That is so fucking cute
Considering Purple Pikmin can only come from Candypops I think it’s warranted to just let them be OP.
@@lol-ih1tl but in hey pikmin they don’t exist even white and not even bingo
But since you needed 100 purples to 100% the game, the best way to play is to just reset the floor when one of them dies. And there's no reason not to bring 20+ purples for a cave, trivializing every single enemy.
@@capitanpastabase6342 you can grind out purples in subterrean complex pretty easily, resetting anytime you lose a purple is pretty dumb
I've been playing through Pikmin 2 for the first time recently and this exact question popped into my head, since I knew they introduced rock Pikmin in the third. Disappointed to see they just swept them under the rug, though I guess I'd rather they all-but removed them as they did instead of just jamming them in pointlessly.
I imagine purple does less damage because rock kinda took that extra damage on impact, so they put the 2 important abilities into different pikmin
I'd like to see these guys back in the main Story Mode, but because that's 7 Pikmin types, not considering any new types that might come as well; that's just too much to balance. Maybe have 2 separate story modes with the Pikmin types divided equally between them?
Maybe a pikmin 1 style story mode and a pikmin 2 style story with separate pikmin types for each story where the final stretch of the game they unite and you get access to all the pikmin types? Kinda like a sonic adventure sorta thing
@@Weldedhodag that sounds pretty awesome
They could’ve done just that in the Switch port, especially because it’s Olimar and Louie venturing back on their own, it even makes more sense because they’re more used to Whites and Purples than they’re to Rocks and Winged
The new pikmin types were there to pretty much retcon purple/white pikmin. Purple pikmin had it's aggressive fighting trait moved to Rock pikmin, white pikmin became obsolete when you Flying pikmin took their place of fast -> versatility, since they share the same weak trait. Purple/White pikmin still keep two unique traits each, where Purple pikmin are equal to 10 pikmin, and have a slam(?) ability, and White pikmin keep how fast they can go and their natural immunity to poison.
It really just seems like they couldn't think of new viable stuff within the team, and settled on moving specific traits around to fulfill the needs of their designs, where they also needed new pikmin to add into the game (2 types) but probably felt 7 types at once would be too much for this type of game. They really could of just had reasons where certain Pikmin could be toxic or freightened of a certain location/region, and then certain typed of pikmin would not come out of the onion, also giving the Pikmin a bit more character while keeping all types intact and playable throughout the main story.
I dunno why this was in my recommendations but I’ll watch it
I guess Nintendo realized how OP Purple Pikmin were.
Also, I guess there wasn't a good enough part in story to add them, and thus, they didn't need to add them being overpowered.
And I don't think you mentioned this, but White Pikmin were nerfed. They do less damage when eaten in 3.
White also deal less damage directly, same as winged, And their special abilities were all removed. They’re just fast and that’s it
The devs didn't want players to kill enemies by feeding them white Pikmin as a strategy, that's why!
Alright, I just wanna throw this out there because I love the mission mode in Pikmin 3, I'd even go as far as to say it's better than the main game, but Purple Pikmin are far from useless in Pikmin 3. I'd go as far as to say they have more of a clear cut use in Mission Mode than other types like Reds and Rocks.
The 10x Carrying strength is great for carrying back heavy items, especially since you can't sprout new Pikmin in Collect Treasure, so dedicating only a few Pikmin to carry back items that would otherwise require half of all the Pikmin on the field is great. Managing your Purple Pikmin carefully is the difference between scoring a gold and platinum medal on stages like Silver Lake, Thirsty Desert Remix, Beastly Caverns, and especially Fortress of Festivity.
However, in terms of their fighting capabilities, I think most people need to remember that combat is nowhere near as much of a focal point in Pikmin 3 as it was in Pikmin 2. Enemy design is less ambitious, and the charge command sort of auto-wins any fight so long as you have enough Pikmin. Purples being good fighters doesn't really matter in this regard, because frankly, defeating enemies quickly isn't very difficult anymore for any Pikmin type. Is it weird that their dive-bomb attack doesn't latch onto enemies? Yes, absolutely, but then again, Purples still retain their higher damage per hit compared to other Pikmin types, and you don't need to throw purples to latch them onto enemies. Just lock on and charge them like all other Pikmin types. That infamous Bulborb in Twilight Hallow can be defeated really easily this way with just purples a little bit of support from other Pikmin. It's a case where players got so fixated on using Purples in one way and one way only in Pikmin 2 that when they see it doesn't work exactly the same way in the sequel, they immediately assume Purples are worthless.
Anyways, I've written way too much by now, but the point is, Purples have a clear-cut use in Pikmin 3 - handling heavy objects, and they're pretty good at what they do. Sure, they're not the killing machines they used to be, but that's not what they're designed for in this game. When you use something incorrectly, it's not going to work out well, so why complain about it?
Pikmin 4 has been "in-progress" for nearly 6 years now, and not a peek of an update since. What's the deal Miyamoto?
Fans want it too badly.
What if pikmin 4 was hey pikmin?
Pikmin 4 was the pikmin we made along the way😔(Yes I know it's released I 100%ed it.)@@azure4622
"Hey where the white Pikmin at?!"
white pikmin are probably my favorite just because I hate to wait for things to get carried
I feel just like a purple pikmin :’(
What? ONCE good? ...but then went bad? being an adhd kid(and STILL have that as an adult), I can sort of relate... it wasn't exactly a smooth start at the beginning, but then it seemed like it got better with time. there WAS a time I was considered somewhat smart when I was in school... but now am an unemployed joke that lives with his mom. . .
It's not all bad though. . maybe it was meant to be.
this is the perfect fix, for things affected by the plasm wraith, i would add in unanchored objects that require the purples because that mechanic with the water wraith has so much potential!
It would've been best if they didn't latch on and do a lot of damage with their pound, along with their strength ability. This would make the most sense to me, as you don't have many purple pikmin in mission mode, along with purples not latching on in smash brothers, which would be a cool reference. They would have a good attacking ability, but still be risky to use in general combat.
The Purples in 3 feel like the devs hadn't used them in 2.
1:15 it seems the poison damage enemies get from eating them has been nerfed substantially
Although you probably shouldn't do that anyway over being careful
They went from being excellent in combat, to literally unable to fight anything, I don’t care what people say, every Pikmin type should be capable of fighting in at least some scenarios, and the purples are meant to be like sumos yet they are worse in combat in every way compare to the worker bees known as Winged Pikmin!
i havnt played pikmin 2 in ages, but i still remember that purple pikmin could fold an emperor bulblax before it can even dig out of the ground. emporor might be really weak in the second game but he's still a boss getting one-shot in a game like pikmin.
thats why the white pikmin in those gummies had salmonella
If purple pikmin returns in pikmin 4 i think ive found the perfect balance for them , make them the same as pikmin 2 version but no stun , the slam simply does a massive inicial damage and the purples will do slow above average damage , basically a risk reward , high inicial damage but slow sequential damage, giving incentive to use reds as the quicker fighter , but let's give the slam a secondary purpose, scaring burrowing enemies, Essentially when thrown near a burrowing enemy the shock wave scares the enemy to the surface leaving it open to attack, which gives them another purpose in battle apart from the slow heavy hitter
Anyone here remember this old thing called "poison"? Pikmin doesn't. Also, bring back puffmin and bulbmin!
"Effective" is honestly an understatement on purple pikmin's fighting power
Honestly when i first played these missions i thought that purples worked the same as in pikmin 2 but when i faced a bulborb with them, they barely did damage. I wish that they at least latched onto the enemies.
It's nice having a channel that consistently upload pikmin content. I've been missing that ever since dazzreviews left gaming. I'm just sad it took me this long to find you
With Yellows being unique to useless, I think another factor that made them useless was that electricity in Pikmin 3 behaves differently and doesn’t instantly kill your Pikmin on contact. I don’t even think electricity can kill your Pikmin in Pikmin 3 as far as I know.
With Purple Pikmin, I think the best way to balance them is make them home onto enemies when thrown and deal a big amount of damage upon landing on them, but when they latch on, make their hits incredibly weak. That way red Pikmin still have the strongest attack. Another thing they could do is make it to where the purple can stun enemies for around 2-3 seconds, but it’s a very very rare probability of happening and it’s completely random.
Pikmin 2 had a good system at making Pikmin unique, but Purples needed some tweaking to make them not overpowered. I still think bomb rocks should be yellow exclusive to differentiate them further. If Pikmin 4 comes out, I hope they take a lot of inspiration from Pikmin 2.
Yeah Pikmin 3 made electric hazards go from a mortal danger to a prank buzzer, I agree that electric hazards from 2 were way too overpowered compared to the other elements but they went overboard with the nerf. I think the ideal way to balance electric hazards is to make them not insta-kill, but to have a shorter latency period to save the Pikmin compared to other elemental effects.
As for the Purple Pikmin, I disagree that their attack damage should be nerfed, even to 1.5 damage. They should keep their double damage, but with a caveat that hasn’t been done in Pikmin before; the latency period between each throw is doubled as well. This effectively means that although their damage is double, their effective damage-per-second (known as DPS) is the same as other Pikmin, making Red Pikmin reign supreme for overall DPS. That’s not to say Purple Pikmin would be obsoleted in combat though, every landing will still do a mini-stun and there’s a chance for a long-term stun, although since you throw them twice as slow, these chances will feel lower than they did in 2. As for Purple Pikmin attacking through a charge or through swarming, their slow speed and the lack of stun chance is a good enough setback to warrant them not needing a nerf for those attacks.
I always thought it was weird that Purple Pikmin were slow to move, yet they’re able to be as spammed as fast as any other Pikmin, so I think this nerf would help define Purples to fit the tank archetype. I believe this nerf would also shift the strategy from solely using Purples to kill all enemies, to only using Purples initially to see if you can gamble for that stun chance, and you’ll have to switch to other types if you don’t get that lucky stun chance. In theory, this nerf should be good enough to distinguish them from Rock Pikmin so that there’s less overlap between the two, and so that Rock Pikmin aren’t just “Purple Pikmin but balanced”.
bruh I aint ever played a Pikmin game but you got me invested. I really feel like I missed out brushing off this series as a kid
I never particularly liked the third pikmin game I have to admit, it was a one off experience for me and it felt like many of the mechanics werent thought out very well. In the first game the time mechanic made sense and it worked with the gameplay, pikmin 2 was a much bigger game with lots to explore and as important as paying off that debt is it just doesnt seem as urgent as a dying life support, so the choice to have no limit to how many days you could take getting to that point made sense.
In pikmin 3 this changes, the issue is starvation which seems very urgent, but the act of playing the game actively rewards you with more time. So you work to grind up a safety net of time and then the story takes it away, then you do it again and the story takes it away again. It doesnt feel urgent anymore its a nuisance that keeps you from progressing in the story and the story punishes you for stockpiling so you better not play it too much lest you be punished harder. I found myself getting punished for taking my time and trying to enjoy myself despite never being challenged by the threat of starvation, it was never a factor but it still felt *bad* it was taking away your progress.
Then you get into the new pikmin. Both the pink and rock pikmin feel like novelties they do one or two things help with a specific issue that was created specifically for them and nothing else. They werent fun to use. It was the same gate as always but now I have to run back to the onion and get the pink swarm of locusts to do it now, and I can promise I did have to make a trip because I never pulled out pink or rock pikmin unless I knew they were needed for a puzzle because they are *entirely* contextual even in this video you never fight with them if you can help it because then you would have to waste your time breeding more for the puzzles.
What made this feel worse was the fact that they replaced the purple and white pikmin for the campaign and they both had battle and contextual uses and the only arguement to make against them seems to be that the purples were OP but that had its own check and balance! You could only breed purples with candypop buds and I remember it was always a slog to get even 100 purples total by the end of the story in pikmin 2 to get the heavy dumbbell in the extra level so if youre fighting with and losing them regularly unless you spend in game days diving into to each dungeon in turn doing nothing but breeding purples their strength is never something that becomes so overwhelming that reds get pushed to the wayside.
I feel the need to point out that Pikmin 3 only takes away your juice supplies once when Louie steals them, once you beat the Quaggled Mireclops (which can easily be done within 3 days, the fruit in the new area that Louie unlocks should easily last you that long) you get all of them back
I can kind of agree with you on Rock Pikmin, I feel like they're just a bit too different from other Pikmin types, especially in battle, I hate having to use them to fight. I only ever brought them out when I knew I'd need to break some crystal, I also kind of get the impression that Rock Pikmin simply weren't considered at all for the final boss since there's basically nothing it can do to reliably kill them.
Winged Pikmin on the other hand are pretty interesting, while they seem to carry things slower than other Pikmin types the fact that they can simply fly over obstacles makes them pretty useful for carrying all kinds of things and can speed things up a lot, I found myself taking at least a small number of them everywhere since they can follow you no matter where you go (even if you go underwater they'll just fly above the surface) and I just found their flight to be super useful (it does kind of make the fact that Yellow Pikmin can be thrown higher a bit useless once you get Pikmin that can literally fly, there are several puzzles that can just be completely ignored if you wait until you get Pink Pikmin and then just charge them at the reward. admittedly they're pretty useless for fighting ground enemies (doing the same damage as post-nerf White Pikmin) but they're as damaging as Red Pikmin against air targets and the fact that you can just get them to charge up there instead of having to throw them one by one makes those fights a breeze.
I have to disagree with a lot of things in this comment, I’m gonna make it short but pikmin 3 was honestly the best game in the series, it was just so fun and I never got bored of it, and tbh winged and rock pikmin are literally the definition of perfectly made pikmins, not only do they have special cases for you to use them, like how winged pikmin are good for airborne battles and how the rock pikmin are basically purple pikmin done right, they also have special gates for them that you can make shortcuts with, say what you want about the third game but it’s still the most fun I had playing pikmin and the pikmin being balanced helped the experience
My guy, this is the worst take I've ever seen about Pikmin. Purples do push reds aside, why else do you need reds if even 30 purples are more than enough to kill a fiery bulblax, the only fire enemy that is kinda worth it? Whites were also kinda lame, you only need like 30 or less in total, and bring 5 or less for caves, since they're only useful for discovering burried treasures and destroying poison sprays, bc their speed is worthless since there's no time limit at caves. Also, it doesn't make anysense that there's no time limit for paying the debt. Don't you know how debts work? Lmao.
Rock and winged aren't more contextual than any pikmin type. Generally you want to bring at least 20 rocks for fighting, amd they way you use them is trowing them at enemies, which is exactly the same way you use purples in pikmin 2. Yeah, crystals have been created for rocks, but so were objects with 100+ weight in Pikmin 2 for purples, so what's the difference? Oh yeah, that rocks are immune to piercing and crushing damage, which have been present since the first game. Winged on the other hand are more useful than whites. Aside from their few exclusive obstacles/ puzzles, their are arguably the best pikmin for fruit carrying, since they can head towards the base on a straight line, avoiding most hazards.
Regarding the story, the Koppaians are sent to PNF 404 to gather a renewable source of food for their planet, but at the same time, they need food right now to survive their quest. Collecting fruits serves both purposes: seeds for Koppai and juice for the protagonists. There is no punishment to stockpiling. The more fruit you collect, Koppai will have more seeds and variety, and the protagonists will gain more time to explore the planet. And it doesn't matter if you have only one bottle before you find Olimar and leave the planet, since juice is only useful for the characters and not the rest of the population.
I love the Bulborb's perfectly cut "Oh crap!" at the end.
Purple Pikmin are OP again in Pikmin 4
Here is my solution. Make purple Pikmin exactly the same overpowered fighters as they were in Pikmin 2 but make them show up as the very last Pikmin you get in the game.
Get purples after you are 3/4 of the way through with everything else. That way, you have to use the Red Pikmin for combat for 75% of the game before you get the overpowered purples.
Makes sense.
Those darn golden nuggets.
Me having one nugget left in mission mode
I think instead of the old slam and stun that let you just destroy anything you set your sights on (( Even without spicy berries, you can take out a Emperor Bulblax in 5 literal seconds )) They might be able to play into the big and heavy aspect of them. Maybe have them deal a little bit of damage for initially being thrown a target, and can actually slow down a creatures movement until they are shaken off. The exact amount would obviously need to very from creature to creature, but if I had to figure something out off the top of my head, maybe whatever amount of normal pikmin you would need to carry an object, would be the amount needed to slow something down? (( Bulborbs have a weight of 10, so you would need 10 purples to slow it down )) otherwise the amount of damage they would do would probably be on the lower side to help even things out.
my 2nd favorite pikmin why do people hate him he is a cute little chungus and reggie love him
Nintendo: Nerfs purple pikmin into the ground
Also Nintendo: Having trouble in Mario, here's an Invincibility Leaf...
I never knew that purple and white pikmin existed until the mission mode in pikmin 3 deluxe. Now I have more info on them!
I'd like to say that I feel that the stun property is not a "rare" occurrence, after playing through the game several times throughout the years, it has more to do with *where you hit the enemy*. For most enemies, the highest point on the body is where that sweet spot is, with the exception of the bulborb (breadbug/grub-dog) family. For those, the spot is usually the centre of the back, despite their eyes being the weakest point.
I could be wrong, but this is just what I've observed personally.
The crazy thing is, poison is used in pikmin 3, the CEO w n tundra boss shoots out poison as one of its attacks, pikmin caught by the poison even play the same sound used in pikmin 2. And people say pikmin 2 is the worst one.
Who says Pikmin 2 is the worst one?
I think it would just make sense if they decreased the rate of damage. Slowing down the intervals that they hit makes the damage they can do in one go rather limited (and is fitting, given their weight). This would make them strong, but at a higher risk of dying or getting hurt (add flower damage back again please) as they are more likely to get shaken off before they can do too much damage, made more risky given their slowness. They could make the stun "weight based": smaller, lighter enemies like airborne things or sheargrubs would be decimated by a stun, but larger, heavier foes like bulborbs and snagrets would be stunned for only a few milliseconds, and for the sake of nerfing, make each impact knock nearby pikmin out of the way (or fall off an enemy). They would be best used against foes that are hard to swarm. That, plus all their resistances (wind and fear) could make them useful without stealing the shine from grays or reds.
And of course give them back the ability to instantly knock down flying enemies from the sky. A snitchbug should not be completely unbothered having an obese grape latch onto its back. Honestly it shouldn't even be able to carry that. It would be funny to watch some flying creature try to snatch one up but fail, or at least struggle.
It's kind of sad how you are able to one-shot a dwarf bulborb and all of its kind with any pikmin but the purple ones.
Opinion
Changes I would like to see
I think that purple pikmin's "Ground Pound" shouldn't do any damage, but it would always stun (for a short period of time)
rock pikmin shouldn't attack after their initial throw at all, and instead return to you
White pikmin should have their poison damage buffed (to about half the power of a bomb)
This way...
Yellow are good against flying
Blue is good against water
Pink is good against small
Rock pikmin are good for mid
And for large enemies you either use a combo of purple to stun, and red for dps, or if they are an eating type, sacrifice some whites
I think this would make approaching enemies and fights a good bit more interesting,
Thoughts?
Glad I scrolled the comments this far, this would be great and give all pikmin their own battle strategies. Also give yellows bomb rocks and electric immunity all in one game
I'm glad to see another Pikmin UA-camr you don't seem to get much attention but I really like your ideas about purples changing up how they work just a tiny bit to make it more fair for Reds I might stick around
My idea is that wind becomes a hazard similar to electricity in 3 and they lose their damage buff but keep a stun that lasts 0.2 seconds and keep their carrying strength and weight
The bruh sound effect killed me🤣
For pikmin 4 how there are under water areas where the blues are there should be a fire area and electric area and whatever new or old other pikmin it would add extra use for the pikmin while giving them all extra special buffs
Just an idea
Fun video! I love in depth analysis of game mechanics & stuff like this! Thanks for uploading!
Also the bulbmin are cute:3
I do wish they added the purple and white pikmin, they were always my favourites. They could’ve even made the game even MORE interesting with adding them, for example the gas pipes you talked about, would’ve been extremely fun, I’m not sure what they would do with the purple ones, since they should be less powerful, to give red pikmin some room, but maybe they shouldve add a new ability?
White and purples are both front and centre in the pikmin 4 box art, so it gives me hope they'll be useful again in it!
This was my first play session of Pikmin for the gamecube:
1) get a bunch of pikmin
2) have them mass up on an enemy
3) watch enemy explode and cause a hundred to die at once
4) see their little ghosts drift away
5) slam my gamecube off and run crying to my mommy that I accidentally killed all of my pikmin
First impression -- really like your content! Big fan of Pikmin as well. Thanks for making this.
I like the idea of rock pikmin filling the burst damage role, but lacking the ability to do any latched on damage over time. It might be redundant if purples are basically the same. What if they instead leaned into the stun mechanic more? No burst damage, very little damage when latched, but a chance to stun the enemy for a bit. That, combined with their excellent carrying ability might make them actually balanced.
If they just remove the speed reduction they have and make them just beefy strong pikmin I think they would be good. The thump they do is to make them bad in combat, Delayed attacking.
Me and my wife met and played pikmin together and really enjoy the game. To finds that deluxe has two player storyline was worth the purchase.
We came up with our own ideas for unique pikmin. Orange pikmin in the shape of grapes are meant to be eaten, they addre slow and juicy looking. Burr once eaten they parasitize the predator and sprout a leaf on its head. A food meter appears and the creature must be fed pellets (which don't offer much food) or defeated foes. If it runs out the creature frenzies attacking anything nearby as if starved. These pikmin can use their host to knock down walls or shade your pikmin from sight or something.
Grey pikmin would be brainy, they ate now the builders and tool users like bombs. If they accidentally trigger a bomb though they safely dispose of it to an empty area. They build bridges and stick ladders. One gray pikmin can allow all pikmin to build a project so long as it stays with them.
Green pikmin cannot be plucked and once flowered pop out on there own. These pikmin are gardeners and if left near the onion they tend to the planted pikmin and make them flower faster. They also pluck a flowered pikmin.
Brown pikmin have a wood-like exterior and once flowered grow thorns, if in a group when eaten the creature will spit out all other pikmin. The brown will stick to the creature's tongue causing it to lash in pain before spotting out the pikmin and retreating. After a few seconds it will continue attacking, using this ability causes the brown pikmin to revert to leaf again. Danger, grabbing this pikmin to throw it while it has thorns will cause you to take damage. Can't be thrown. They also float and can save one other pikmin from drowning(flotation device :D )
Crystal pikmin resemble rock pikmin but are clear bodied, these pikmin can reflect beams of light to solve puzzles and will distract foes with their shiny exterior. If damaged, these pikmin die but in all other ways act as rock pikmin.
Now they’re great again 😆
I imagine they didn't want to put much focus on them since they were strictly part of what could be considered a "bonus" mode, the story being the bread and butter Pikmin experience, so giving them unique attributes wasn't really prioritized.
Like, if Whites were still the best (or only) diggers then you wouldn't have access to that in story mode. And with Rock Pikmin being introduced, having Purples act the same doing upfront damage *and* also latching would just make them better Rocks. Which isn't great to immediately overshadow a new type, even if it's only in mission mode.
I'm guessing they only included them in mission mode because at some point they were going to be in story mode (maybe before wing and rock Pikmin were added) so they had some work done, but once they cut them from story mode they weren't really focused on making them particularly balanced, so they left them in mission mode with their most basic unique attributes and called it a day.
I'm fine with how they were handled considering their exclusivity to mission mode and their limited appearances even there. Carrying things particularly fast or without wasting more of your squad is a lot more meaningful in mission mode than it would be in story mode.
If they were to be included in the main campaign of a future game then yeah, they'd need more work done for them than what they got in 3. Though assuming rocks also return I don't think Purples should get their slam back just because it's too similar and rocks honestly make more sense to deal upfront damage when thrown. Maybe purples could still have a short stun or be harder to shake off, maybe they could slow down whatever they're latched on, something unique.
Purple and white pikmin are pretty useful in some of the challenges in Pikmin 3 deluxe.
Purple for being able to carry like 10 and white for their speed to move gold nuggets.
I want Ice Pikmin for Pikmin 4!
I honestly think just lowering the damage caused by the initial slam and shortening the stun time would've been enough to make purples fine, since they are difficult to obtain I feel they should still be more useful than the pikmin you can infinitely grow at an onion
once in my first play through of pikmin 3(wii u version), in the 3rd area aka alphs crash site, my pikmin were bringing back an avocado and another fruit, the pikmin carrying the other fruit pushed the avocado off the bridged and Charlie killing a lot of pikmin. the worst part is that i almost got all the stuff currently possible done for that area.
My idea of fixing purples is too add the stun apon hitting an enemy, is stuns it and the purple slides off and would then latch on from there you can kill the enemy. Their weigh returns with making flying enemy fall to the ground, but no stun as latching on the flying enemy would interrupt the ground pound.
Bulborb: "I sleep."
Bulborb after Purple Pikmin being thrown on or next to it: "Real shi*FREEZE*"
In Pikmin 3 they also deal the same amount of damage of red ones so fighting is better just using red since they start attacking enemies faster
well this shows how recently I first played Pikmin...
But there are more types of pikmin... I did not know that.
I think that the a interesting thing for purple would be for them to be kind of the opposite of what you described make the slam make it so they kind of get stuck into their enemies requiring for them to need to be shaken off twice to be fully knocked off meaning they do high dps because they stay in and they don't just fall off but they would be bad against elemental enemies because they are stuck.
I've wondered for a long time what a good way to balance purples and reds is, and your idea sounds pretty good to me! I like to imagine that red use their "noses" as stabbing tools, which is why they're the best in combat. I totally get purples doing more damage with the pounding attack, and honestly, I might even keep their regular attacks a tad stronger than others (except reds), but make it a little slower as well
My idea is that the purple pikmin will not be able to latch onto an enemy for too long. But their ability is that they will slam themselves to an enemy trying to eat or squish a pikmin smaller than the purple. It would be cool if a purple pikmin would throw another purple to a monsters face before the monster snacks on the pikmin. It would be like a bodyguard
My idea for Purples is to give their pound a crushing effect for certain parts of enemies, doing more targeted spot damage, rather than overall dps
the worst part is that in pikmin 3 reds arent even the strongest fighters, rock pikmin are
Now that we know all 7 previous types are here including new types of Pikmin (Ice Pikmin look really interesting too) it'll be neat to see exactly what they do with Purples.
i think the absence of poison hazards in pikmin 3 actually helps balance white pikmin a lot. before, they were quick AND could dig AND could resist poison A N D would heavily damage enemies who ate them which is way more pros than any other pikmin type without any cons (other than they have no onion of their own) but in the mission modes they still have their uses as being very quick and damaging enemies that eat them. maybe it'd be nice if they retained their digging ability but it wouldn't make sense since bc other pikmin types need to do that in the main story mode, and it would be confusing for them to suddenly Not be able to in mission mode, though it would be perhaps nice for them to stay the Best diggers in mission mode (and in story mode instead of yellows being great diggers just have all pikmin dig equally well (maybe a little faster than current default if that makes sense))
I think purple will finily find their place when they get an exclusive Hazard they're imune too, just like Yellow and electricity. Make a new kind of obstacle and/or enemie that needs the purples's stomp to destroy and tada, same level of usefulnes as all other Pikmin in Pikmin 3 (except White, not having poison enemies or hazards made then the same level as Yellow in Pikmin 1)
They definitely should do some balancing, so they're not too op.
Also, am I the only one who thinks Pikmin 4 would be perfectly fine if they just brought back Purples and Whites, along with the Rocks and Wings? No new Pikmin necessary, just bring them back.
I'm so glad I'm not the only one with this wish.
@@mikee2725 I’ve thought that too, but it makes sense that you can’t, since once the bulbmin mature, they act more and more like bulborbs, in other words, trying to eat the Pikmin, and captains
Me who hasn’t played this game a day in my life: *interesting* 👁👄👁
Having played none of the l
Pikmen games but still getting this video recommended to me, I do concur.
White pikmin will forever be my favorite they are fast and kill things that eat them when i dont realize something is assassinating my pikmin
Feel they better this way with rock pikmin now able hurt someone by be thrown at (and be crush proof on top that)
I never usually relied on purple Pikmin all that much in Pikmin 2. Since they were scarce and needed for one specific treasure I often opted against taking them, as to avoid risking purple casualties.
Alternate idea: Purples are so heavy they can't hold on to enemies. Let em keep the ministun and good dps but they cant latch onto the enemy. High risk gameplay sorta thing.