I’d like the idea of the reefslider turning like the motorcycle from Akira and crashing and then the inkling would jump transition into an additional optional splashdown
The Flipper Flopper reference would be a pretty neat thing to implement. Since it's the Reefslider itself that explodes, the ability to be instantly submerged in ink would help the player quickly move and avoid some punishes
Fun fact : inkstrike in S1 already had a hidden mechanic of not alowing you to build the next strike until the original strike has ended wich is why i’m surprised this mechanic didn’t return for S3’s tri-strike
The meter for S1 inkstrike empties completely the instant it launches. It doesn't allow you to charge it again until some time after launch, which ends up always being after the strike lands and finishes because it takes the same amount of time for it to land regardless of how far you were to the target location.
I wonder how impactful the next balance change will be. Based on the recent interview, previous changes were small since the devs first wanted players to get fully knowledgeable/used to the game's mechanics. And with the 3.1 update, it seems they now believe players have reached that point. Hopefully, we get some interesting stuff.
i think my personal biggest wishlist is that zipcaster lets you use sub weapons, giving you basically free reign to do whatever but the fact that zip uses your inktank you have to question if you want to use a sub to help a kill or keep the zipcaster going
Even if they moved zipping to the A button I'm not sure how they'd balance that. Zipcaster's whole gimmick is that it draws from your own ink tank and the special ends once you run out of ink, so by default if you used a sub weapon that would instantly use up over half of your special. Maybe they could tweak it to use less ink like they did with your main weapon, but go too far and then zipcaster could almost be like a mini bomb rush letting you throw 3-4 bombs in a row, and I don't think the devs want that.
Pwrsonally for reefslider, I would like to see splashdown implemented into it, like when you super jump in or you can jump up from it and back down on reefslider causing an explosion like splashdown, except you would have at least 50 armor of dmg, like ink armor, this would make reeflslider hopefully more fun& less likely to be an instant death button
I know it has already been suggested before for Toxic Mist, but giving it a one second lingering effect after you leave the cloud would be one way to make the sub weapon more viable, I also think that slightly increasing the radius would make it much better as a area denial tool.
Agreed lol. I also would like a buff to Point Sensor that may be a bit too powerful. Preventing players from refilling ink after they've been marked for the duration of tracking. Sounds excessive but people tend to just flat out ignore being marked and it honestly doesn't do anything to Chargers anyway. This at least forces them to play more defensively as well and to not just camp or willing run into the sensor's radius
My idea to buff Super Chump is to allow the user to super jump to any of the chumps when they use the special. Right now I feel like one of the coolest things about this special is it's ability to hide a super jump, but unless there's already someone in that area, it's super hard to do. By allowing the user to quickly super jump alongside the chumps, the opponents now have to worry about the chumps, and the possibility of someone jumping alongside them.
@@vincentngo3409 I'd say you could jump to anywhere in that area. The circular area you see when you launch the chumps. Anywhere that's in that circle is fair game.
That would be cool but also completly broken. The main reason though is because it would allow for some out of bounds, so it would have have some form of recall function and timer, so I think it wouldn't fit unfortunatly.
@@ProChara Dang, you're right. I didn't think of that. Still, I feel like they should lean a bit more into the whole "hiding your real super jump by launching a bunch of decoys" aspect a bit more. Not only because this ability is super unique and no other special does that. But it's literally in the name. Right now, most of the time the super jump decoy thing doesn't even come into play at all. They're just mini shields that explode, which isn't bad, of course, but it could be so much more.
Don't know how good this would be for Splatoon 3 but I think potentially buffing Ink Resistance Up to make it so you can recover health slightly faster after being hit by enemy ink could be a good change since even if you have even 1 main of Ink Resistance and are walking in enemy ink, you're kinda a sitting duck. This could make it easier that if you win an exchange, you can quickly get back to the fight without having to worry of you being at low health.
Dude that sounds like a sick idea, i like how rather than just making you slower to splat, you just recover way faster from being damaged so you can get back to fights faster.
@@saycap Yeah health recovery I would not mess with and if I remember correctly they had an ability with similar functions. Regardless base s2 started with 1.5s delay before health recovery, and it made any chip damage option insanely overpowered. This basically does the opposite, weapons that can kill fast or 1 shot get a major buff because its much easier to live slower kill time weapons. It's a cool concept just doesn't fit rn in my opinion.
I'm really hoping we get Line Marker on Undercover Brella since it's sort of like a throwable ink mine with stupid range, which is one of the weaknesses of the main weapon. It would synergize really well with the shield respawn dynamic due to the tracking, , like mine does. Ideally it'd get paired with Ink Storm.
Another kit I'd like to see would be Torpedo/Wavebreaker but since we got that on CJunior already it's less likely we'll see it. It'd be nice since both the sub and special would revolve around making people look away from you, which would help stall them long enough for you to take them out with your slow TTK or else would combo to take folks down fast. But of the two kits, Line Marker/Ink Storm is a much more unique one with more shield-healing synergy and the ability to annoy at a distance while being lethal in close, and would add more variety to the game.
I really want it on Reeflux. It is so prone to leaving opponents at 10 health with no way to quickly follow up and finish the job. Marker would be perfect for it while still requiring precision.
@@tylerharper5306 Tell me you don't understand how the weapon works without saying you don't understand how the weapon works. 🙃 Undercover Brella is the only weapon in the game that has a built-in mechanism that directly benefits from enemy tracking. If an enemy goes down while being tracked it counts as an assist. If you get a splat or assist with Undercover the shield regens to full health. Proper harnessing of the mechanic greatly extends your survivability to the point where any kit for Undercover that doesn't have a sub or special that involves tracking is a nerf. Line marker as-is does enough damage to replace 1x of the 3x directs you need for a splat, has insane range that compensates for the mediocre range of the main weapon, and makes it easy to keep tracking active.
The editing on the video is insane! Loving the new high-quality style, and as usual I'd love to see most of these in the game. (Please nintendo just give us non-shooter weapon kits that aren't garbage PLEASE)
My changes, on top of the things chara said: Inkstrike really blocks sub-weapon use a lot. I wouldn't remove that entirely, but only make the first and last pulse of damage remove subs to allow for more pressure through the special, but not in the special, except burst and angle shooter still get removed each pulse. Reefslider needs hefty buffs, I agree. The damage zone in the super jump tech would be dangerous, but with the super jump tech there still should be some warning before the reefslider lands. One idea would be the super jump spot to change clearly visually and give a sound effect a bit before it lands. Curling bomb: the charging of the bomb should be significantly faster, but it should still be easily controllable how much you wanna charge it. Also, the more you charge it, the higher and longer you can throw the sub *if you jump while throwing it.* However it would take a bit longer to explode, and the *total distance it travels* would still get smaller the longer you charge and jump. It would make this sub have way more use cases and you could control easier how you use it, but it still shouldn't be a good option when a close range weapon is already locked on you, and it should still be somewhat reactable if you against it are in that range or a ledge above them. Honestly I still feel like about bamboo and writer that their object damage should be even slightly higher. But a full on piercing would be overtuned. They haven't done this before, but what if they could only pierce players? You could hit an object behind a player too but the shot would stop there, but you'd still get more done with these weapons and they would be a little more threatening in combat (they need better kits tho). It should be easy to implement since chargers are hitscan weapons. In salmon run, if they got piercing, their damage should be nerfed a bit. Or limit them to piercing a certain number of enemies.
I'd kill for a single player salmon run offline. Just for something to do on the go. Even more value when the servers inevitably go offline in the future.
@@a-j-o-l-o-t-3 Nintendo already added it for multiplayer maps, it’s the marigold outside of hotlantis in splatsville or right next to the train in inkopolis. recon mode is basically where you get an entire hour to mess around on the maps, without music, or players, it can come in handy when trying to find new squid surge/roll spots or details you might not notice during a regular game since it’s complete chaos majority of the time. Litterally all they have to do is add another marigold outside of salmon run and maybe have a orange sign instead of a blue one.
Not gonna lie, when I first heard of the Reefslider, my first thought was, "Can I do the Splashdown Super Jump thing with this special?" and immediately on my first time trying it out with the Reefslider I was disappointed that you can't drop and then detonate. It would be fun if the balance team would acually implement this. It'll be so cool.
One idea I had in balancing tristrike was to give access to swimming and your main weapon, but make the strikes reliant on your ink tank, similar to zipcaster. Each strike will consume 33% of the user's tank, such that any forced usage of the main weapon will drop the total amount of strikes from 3 to 2-1. This makes diving into the strike user more lucrative, as it will cripple the special itself by forcing the user to defend, yet gives counterplay to the user in that they can still throw strikes after a fight, though at a reduced number
Hoping all (or most) of these things happen in 4.0, mainly reefslider dynamo and brellas. Points for special changes all great as well. 4.0 will be a really crucial patch for this game imo as I think it ends right around the time the game turns a year old, so what ever the devs cook they’re probably gonna cook for a while
I have an idea for reefslider that would increase its usability and survivability. During the startup of the special, you can hold or press left or right to make it curve, effectively giving the special 5 movement options. Pressing would end up at around 22.5 degrees either direction and holding 45 and the line showing where the reefslider is going would change accordingly. Going forward would have increased speed and range, and holding to the side would be the opposite. The main reason this special suffers is because of how predictable and easy it is to counter it, and I think this is a fun way to solve that issue!
I think if you were able to launch yourself in the canon with the super chumps that would be super cool. But I have a feeling it would be op for certain modes and also put players in places they shouldn’t be.
I have an idea to buff under cover brella: what if it worked like a squeezer, if the first shot was stronger you could fire without opening the shield to have better range/damage
Still feel that Zip can get a duration buff, due to its high skill cap it has, it can be hard for newcomers and can be times where the zip runs out of time too early
For me,an interesting buff for line marker is to that if you soot in midair long enough it can become a temporary inkrail that last for 10 to 20 seconds,but you can only have one active at a time.
A really weird qol upgrade for undercover is if you kill someone and regain your shield, your shield is immune to their main weapon for 2 seconds. This would prevent you from recharging your shield just to lose it to their slightly laggy charger shot. (this change might need to be waived for sloshers because they have delayed shots by design)
Chara, did you forget to buff the splat brella special points from 200p to 190p ? 👀 Also if nerf fizzy ink consumption to 70% will that hurt something like tri nouveau, luna neo too much ? (I just don't like the current state for machine)
I think giving snipewriter a pierce is really good, but I think it may also need a bit more to be viable. If it could store 3 of its 5 shots from a full charge that would help greatly. Or alternatively, allow it to restore charged shots (potentially with an extra ink or time penalty) similar to ballpoint splatling. That would allow it to keep up consistent pressure instead of needing to take such a long time to refresh ink and charge another volley
I agree with your triple inkstrike buff about giving the player the ability to swim with it. Like you said, even if it had reduced swim speed, it would still be faster than running in kid form.
A few sub balance ideas i had: What if when you held sprinkler for a few seconds, it turned into a turret that tracked opponents (same accuracy as splashomatic, 20.0 damage per shot) i would also increase the health of the sprinkler My idea for line marker is that if an opponent walks into the line left behind, they get tripped (or stunned for .5 seconds) and if you get a direct, the opponent gets stunned for 1 second (would also buff damage to 45 and increase tracking effect on direct to 8 seconds) this change would give it more damage combos and would greatly increase the reward for hitting
my idea for a chump buff is increasing the size of the chumps by a bit. the coverage is a bit tough to take advantage of (partially because of the spacing mentioned in this video), plus if they're bigger i think that would easily justify a bigger explosion radius.
I still think the splashdown reef idea would feel a little weird, idk why though. I think I'd prefer if you could eject near the end to maybe launch over your opponents or maybe even backwards
The best thing undercover needs is to remove the damage cap on it. 40->48 It's more than Chara suggested, but I seriously question why it's there to begin with. Each pellet does 12 damage max, and yet it can't do more than 40 per shot. It'll still be a 3 shot. It'll just combo with things better.
One thing I would add is that the object damage multiplier for splatanas would be reduced on brella shields, cuz I recently played a match with Tenta brella and it was ridiculous how fast an enemy wiper could destroy my canopy with uncharged (!) slashes.
I had the same idea for the Line Marker/Angle Shooter's line dealing 20 damage. I would also however buff Toxic Mist to affect people that went into and left it to be penalized with the same debuff for about 1.4 seconds outside of it, that way it threatens more of an area and actually forces players to respect it a bit
One change I want for Tri-Strike is for all of them to be deployed at your feet if you get splatted before you are able to throw down all 3. I just find it very weird how whenever you use Tri-Strike and then die, they just don’t come back down. Not to mention this is also what happened in Splatoon 1 where if you tap the Gamepad screen, even if you get splatted in the middle of the animation, it still launches. And to go with your nerf, the special meter will also go down the moment you’re splatted.
Something that could open up Zipcaster potential as more kits come out would be to remove jump RNG entirely while it's active. Luna Blaster is currently the only weapon out of 5 that's even affected by it (so right now it's effectively just a Luna buff, which it could use even when you're not zipping around), but this would greatly increase the number of options it could realistically be paired with later down the line. Something to make Toxic Mist more powerful would be to have it drain special meter and to lock opponents out of their special while in the Mist. This would discourage relatively free approach plays with stuff like Booyah Bomb and give greater counterplay to teams just waiting for four specials for a retake. I like the idea of Angle Shooter increasing damage based on how many times it's bounced off of a surface; maybe something like +20 per bounce. This makes it much more impactful in corridors and would reward tricky bank shots way more. I could also see some utility in trying to bounce it off the ground right before it reaches the opponent, not unlike Hanzo's old Scatter Arrow in Overwatch.
I don't usually comment but chara, keep up the good work! As someone who's been following your videos for years I'm very happy to see the quality of your videos improving 👍
i agree with the Intensify vhange for blaster. currently running two mains on Range wishing I could put on something else. but hey, accuracy is important
For the chumps locating, I’d say it starts with a really low location time, like 1 seconds, and this time increases exponentially with every chumps damaging the player. (Like if someone completely ignored the special and got hit 5 times they get 8 seconds of detections
I can just imagine the person doing the reef slider during a super jump would do a back flip while pulling out the reef slider and then slamming it down
Tri Stringer main here, one buff I wanted for this weapon is growing hit box size for the weapons arc shots. Set it on a timer if in the air for a certain amount of time the Explosive Barbs increase in size, making arc shots a lot more reliable instead of a gamble, and trust me I LUV hitting them when they do connect but with how Nintendo Online is it’s just a harassment tool with the potential of one shot
CRazy idea regular shotguns can use buckshot or slugs. CHange all brellas to use SLug ammo instead of pellets. That way damage doesn't get spread around a bunch of pellets that half end up missing if you are more that two feet away from your opponent.
Man to bring back my personal favorite splashdown would've been nice but yeah the super jump version is way better than the normal one but that would be awesome for reefslider to have that alternate move. Brings me back memories when I got a team kill with superjump splashdown.
Ink storm should have a faster activation animation so you can use it more as a wall when people approach you and Sprinkler needs to remove the stupid thing where it disappears when you die
I was thinking the reefslider cod have a similar thing to inkjet and ninja squid (can't quite remember the name), but when it explodes, the user jumps back to where they started as a way to attack, while avoiding immediate punishment, that being its biggest weakness. I generally use tristrike, and I think the delay would be a fine balance even without the swim, but the need to swim is much needed
for reef slider for we throw a bomb at it in front while it’s starting up and while it’s moving it will explode like big bubbler and splash wall when it hits the object but won’t do damage but give a a shield affect for a second when it explode when you get hit by the bomb while using reef slider
*Specials* Super Chump - Teammates can shoot the chumps to increase their size and blast radius. Kraken Royale - Reduce the time it takes to transform into a Kraken, as well as increase Squid Surge distance when using Kraken. Zipcaster - Increase the tentacle's launching speed, for quick escapes. *Subs* Autobomb - Increase blast radius so it's between the blast radius' of Splatbomb and Suctionbomb. *Mains* Carbon Roller/Carbon Roller Deco - Give them the Splatershot Junior's ink capacity. Rollers - Paints the user's feet when flicking. *Special Charge* Carbon Roller - From 180 to 160. Carbon Roller Deco - From 190 to 180. *Abilities* *Intensify Action* Roller - Increases painting ability and damage consistency when using a roller's horizontal flick as well increase it's rolling acceleration. *Quick Respawn* Anarchy Battles and X Battles - Activates when the user's team is losing, with 20 points behind reducing your respawn time by half your combined Quick Respawn ability points and full ability points when 40 points behind. *Special Power Up* Reduces arch of each shot when firing the Trizooka.
I think with angle shooter, you have to compare it to burst bomb and ask why it’s outclassed by it. Burst bomb is just way more useful, easy, does more damage with a direct, paints, and so much more. Angle shooter can locate and has more range, but that’s about it. So to compensate, I think angle shooter should do >50 damage as a high risk high reward type of burst bomb. I think ink consumption would need to be increased but that’s really the only way I see it being viable compared to burst bomb or any other bomb for that matter.
one major buff i want to see ever since s2 was 96 to actually have better feet paint so here would be a small bit if what id change for 96 specifically -interval in which ink droplets on the players feet appear reduced from once every 5 shots to once every 3 shots (originally i thaught maybe once every 2 but given how acceptably fast it fires once per 3 is fine) -Base DMG increased from 62 to 65 to give it some of the treatening qualities by adding combos and improving some from close indirect burst bombs and Sword Horizontals it had with MPU in S2 without making all out broken like it would be with 70 damage while also slightly aiding with damage falloff where you go from 2 to 3 shot kills -additionally to vac buffs such as the instant shoot mechanic if it was done V96 would go down to 180p despite having sprinkler
What could be interesting if line marker’s lines did damage, making squid rolling through the lines parry the damage and not apply the tracker. That way if you get boxed in, you have a way to use the game’s featured movement mechanic to get out.
Yknow, maybe make cooking the curling time increase the cost to 70%? So its 50% ink when its used for movement, but up to 70% if you're aiming to make use of the boom
If they're so set on reefslider being the completely horizontal special they should've given you some movement options at least. Let it turn at 90 degree angles to help mix up its movement or something
I think it'd be cool if all brellas got slightly increased damage while their shield is broken, like a comeback mechanic. it adds some depth to the class without being overpowered, isn't reliant on the netcode, and is practically a flat damage buff to undercover considering how often the shield breaks
I think Stringer could use a buff too. It’s main struggling point is to land a kill, which I know that’s not the stringer’s job, but usually when targeting a single person, any non-perfect shot can mostly be healed before the next time the Stringer can shoot again. So for buffs, I would make it so any damage stringers deal with a dart or explosion make it so that healing is slowed down after hitting one or multiple. This makes it more threatening as a long distance assist weapon and area denial, and damage against individual players becomes way more reliable. I would also increase the individual dart explosion damage from 28 to 32. It’s still less damage that landing the direct hit while also encouraging area denial, since I’m pretty sure that’s what Stringer is trying to be but is mediocre at it. I’ve also just always thought that landing 2 direct darts and then the following explosion dealing 98 damage instead of outright killing is bullshit, and even more so when the enemy can shrug it off pretty quick.
Flingza getting some damage buff would be nice too. Not actual damage up buff but damage scale buff, it's crazy how quickly the damage decreases in vertical flick as it goes away. With missiles finally nerfed, the weapon can't hold itself and should be buffed so it can actually be a threath by itself. Nothing too crazy, just a reliable vertical flick to kill and not just paint
I am a Bamboozler main, and if they give that thing the ability to pierce in Salmon Run it's going to be unstoppable. Compared to other chargers right now it has very high ranged on-demand damage for reacting to bosses, but struggles more against lessers. If you give it the ability to pierce lessers it'll instantly become the undisputed best charger in that mode.
I've though that giving slidera drop roller effect after the explosion would be cool. could make it a little more so it isnt a "press r stick to die" button
Just a few thoughts I had on some of your ideas. Most of them I agree with, though! *I doubt Reefslider can be saved as long as it has that monstrously long windup time. 1.5-2 seconds of windup is enough time to get the HELL out of the way of even the buffed explosion radius unless you're cornered in which case they shouldn't need to use the Slider against you. Splashdown is nice, but let's be honest, it's a gimmick. I actually like Splash Walls being able to slow down the Slider. *Super Chumps need more HP. Putting them in a tighter area means you can just wave your weapon around and deal with all the ones that MIGHT cause trouble even easier. Either that or a smaller retaliation explosion for popping them. *What if Angle Shooter directs imposed a 30% movespeed penalty for the duration of the tracking? I think it'd be funny to merk someone by lines alone, but that might be a bit silly. *I noticed that you didn't talk about Toxic Mist, which is (arguably) just as lackluster as Angle Shooter. What if it removed enemy ink to bare floor and prevented inking your feet while shooting? That way it can actually threaten mobile short range shooters which it really doesn't function against. *As long as weapons with bonus object damage exist *coughsplatanascough* Brellas don't have a reason to exist. Give it all the damage you want, it won't be enough when your canopy gets one shot. (Why DO splatanas need that much object damage anyway?) *Crutch-o-matic even at 210p won't budge it off meta, not even off the top tier. It's too mobile, efficient, accurate, and doesn't have much in the way of countering it. That very mobility and the higher speed of Splatoon3 over 2 is what prevents the viability of slower weapons like Brellas.
About reducing special cost, I'd add the ZF chargers to the list! 210p for a special is already pretty high on a shooter, but on a weapon that has poor painting ability, it just seems over the top :')
I like the idea of the reef slider diving in like how the salmon run flipper flopper attacks
I’d like the idea of the reefslider turning like the motorcycle from Akira and crashing and then the inkling would jump transition into an additional optional splashdown
The Flipper Flopper reference would be a pretty neat thing to implement. Since it's the Reefslider itself that explodes, the ability to be instantly submerged in ink would help the player quickly move and avoid some punishes
That would be awesome! Like how some other salmon run bosses are like specials!
I like this, it continues the idea of specials that mimic boss salmonoids
Funny how you mention Salmon Run. I personally feel the Wave Breaker is significantly more useful there, as it can revive multiple teammates at once.
Fun fact : inkstrike in S1 already had a hidden mechanic of not alowing you to build the next strike until the original strike has ended wich is why i’m surprised this mechanic didn’t return for S3’s tri-strike
Probably cus the strikes happen so fast.
Not to mention, the gauge drains pretty fast, forcing you to move fast with the ink strikes
The meter for S1 inkstrike empties completely the instant it launches. It doesn't allow you to charge it again until some time after launch, which ends up always being after the strike lands and finishes because it takes the same amount of time for it to land regardless of how far you were to the target location.
I wonder how impactful the next balance change will be. Based on the recent interview, previous changes were small since the devs first wanted players to get fully knowledgeable/used to the game's mechanics. And with the 3.1 update, it seems they now believe players have reached that point. Hopefully, we get some interesting stuff.
Where can one find the interview?
What interview?
@@4xzx4Same
There's something so hilarious about that little art of Chara looking at his list.
3:52 damn, that player has been using Machine since Splatoon 2, and is a true Machine player in Splatoon 3.
Pretty smexy player if you ask me.
the hype i felt at seeing a new chara sprite
Doctor: "Front-facing Chara isn't real, he can't hurt you."
Front-facing Chara: 6:56
@@Heavouslicious his angry sprite is front facing as well though? /lh
i got jumpscared by it LMAO but it looks good
i think my personal biggest wishlist is that zipcaster lets you use sub weapons, giving you basically free reign to do whatever but the fact that zip uses your inktank you have to question if you want to use a sub to help a kill or keep the zipcaster going
zipcaster beakon glitching galore
And which button will you use to throw a sub in Zipcaster form?
You could move the Zip to the A button, since you can't throw clams while zipping.
Even if they moved zipping to the A button I'm not sure how they'd balance that. Zipcaster's whole gimmick is that it draws from your own ink tank and the special ends once you run out of ink, so by default if you used a sub weapon that would instantly use up over half of your special. Maybe they could tweak it to use less ink like they did with your main weapon, but go too far and then zipcaster could almost be like a mini bomb rush letting you throw 3-4 bombs in a row, and I don't think the devs want that.
@@squiddler7731 I want that. I want the Spider Man Mini Bomb rush.
Pwrsonally for reefslider, I would like to see splashdown implemented into it, like when you super jump in or you can jump up from it and back down on reefslider causing an explosion like splashdown, except you would have at least 50 armor of dmg, like ink armor, this would make reeflslider hopefully more fun& less likely to be an instant death button
I’ve always thought about this. I’m glad it’s being acknowledged
I know it has already been suggested before for Toxic Mist, but giving it a one second lingering effect after you leave the cloud would be one way to make the sub weapon more viable, I also think that slightly increasing the radius would make it much better as a area denial tool.
Agreed lol. I also would like a buff to Point Sensor that may be a bit too powerful. Preventing players from refilling ink after they've been marked for the duration of tracking. Sounds excessive but people tend to just flat out ignore being marked and it honestly doesn't do anything to Chargers anyway. This at least forces them to play more defensively as well and to not just camp or willing run into the sensor's radius
Make it so sub power up actually helps it instead of increasing the range u throw it
My idea to buff Super Chump is to allow the user to super jump to any of the chumps when they use the special.
Right now I feel like one of the coolest things about this special is it's ability to hide a super jump, but unless there's already someone in that area, it's super hard to do.
By allowing the user to quickly super jump alongside the chumps, the opponents now have to worry about the chumps, and the possibility of someone jumping alongside them.
Exactly! I don't use the weapons that have it, but it SHOCKED ME to find out that you CAN'T DO THIS.
Like, it defeats the whole purpose IMO.
Would you got to choose a specific chump location or is it random?
@@vincentngo3409 I'd say you could jump to anywhere in that area.
The circular area you see when you launch the chumps. Anywhere that's in that circle is fair game.
That would be cool but also completly broken. The main reason though is because it would allow for some out of bounds, so it would have have some form of recall function and timer, so I think it wouldn't fit unfortunatly.
@@ProChara Dang, you're right. I didn't think of that.
Still, I feel like they should lean a bit more into the whole "hiding your real super jump by launching a bunch of decoys" aspect a bit more.
Not only because this ability is super unique and no other special does that. But it's literally in the name.
Right now, most of the time the super jump decoy thing doesn't even come into play at all. They're just mini shields that explode, which isn't bad, of course, but it could be so much more.
Don't know how good this would be for Splatoon 3 but I think potentially buffing Ink Resistance Up to make it so you can recover health slightly faster after being hit by enemy ink could be a good change since even if you have even 1 main of Ink Resistance and are walking in enemy ink, you're kinda a sitting duck. This could make it easier that if you win an exchange, you can quickly get back to the fight without having to worry of you being at low health.
Dude that sounds like a sick idea, i like how rather than just making you slower to splat, you just recover way faster from being damaged so you can get back to fights faster.
This also reduces the amount of time enemies have to combo you. So chip damage will become obsolete if this gets out of check.
@@saycap Yeah health recovery I would not mess with and if I remember correctly they had an ability with similar functions.
Regardless base s2 started with 1.5s delay before health recovery, and it made any chip damage option insanely overpowered. This basically does the opposite, weapons that can kill fast or 1 shot get a major buff because its much easier to live slower kill time weapons.
It's a cool concept just doesn't fit rn in my opinion.
I would love that intensify action to reduce the charge penalty while jumping.
This would be maybe good on bambu, snipewriter, and mini splatling
You're my hero.
I'm really hoping we get Line Marker on Undercover Brella since it's sort of like a throwable ink mine with stupid range, which is one of the weaknesses of the main weapon. It would synergize really well with the shield respawn dynamic due to the tracking, , like mine does. Ideally it'd get paired with Ink Storm.
Yeah that's my ideal kit too: Line marker and Ink storm
Another kit I'd like to see would be Torpedo/Wavebreaker but since we got that on CJunior already it's less likely we'll see it. It'd be nice since both the sub and special would revolve around making people look away from you, which would help stall them long enough for you to take them out with your slow TTK or else would combo to take folks down fast. But of the two kits, Line Marker/Ink Storm is a much more unique one with more shield-healing synergy and the ability to annoy at a distance while being lethal in close, and would add more variety to the game.
I really want it on Reeflux. It is so prone to leaving opponents at 10 health with no way to quickly follow up and finish the job. Marker would be perfect for it while still requiring precision.
Bros is tryin to make the worst weapon possible
@@tylerharper5306 Tell me you don't understand how the weapon works without saying you don't understand how the weapon works. 🙃
Undercover Brella is the only weapon in the game that has a built-in mechanism that directly benefits from enemy tracking. If an enemy goes down while being tracked it counts as an assist. If you get a splat or assist with Undercover the shield regens to full health. Proper harnessing of the mechanic greatly extends your survivability to the point where any kit for Undercover that doesn't have a sub or special that involves tracking is a nerf. Line marker as-is does enough damage to replace 1x of the 3x directs you need for a splat, has insane range that compensates for the mediocre range of the main weapon, and makes it easy to keep tracking active.
The editing on the video is insane! Loving the new high-quality style, and as usual I'd love to see most of these in the game. (Please nintendo just give us non-shooter weapon kits that aren't garbage PLEASE)
0:35 oh no hes becoming self aware
My changes, on top of the things chara said:
Inkstrike really blocks sub-weapon use a lot. I wouldn't remove that entirely, but only make the first and last pulse of damage remove subs to allow for more pressure through the special, but not in the special, except burst and angle shooter still get removed each pulse.
Reefslider needs hefty buffs, I agree. The damage zone in the super jump tech would be dangerous, but with the super jump tech there still should be some warning before the reefslider lands. One idea would be the super jump spot to change clearly visually and give a sound effect a bit before it lands.
Curling bomb: the charging of the bomb should be significantly faster, but it should still be easily controllable how much you wanna charge it. Also, the more you charge it, the higher and longer you can throw the sub *if you jump while throwing it.* However it would take a bit longer to explode, and the *total distance it travels* would still get smaller the longer you charge and jump. It would make this sub have way more use cases and you could control easier how you use it, but it still shouldn't be a good option when a close range weapon is already locked on you, and it should still be somewhat reactable if you against it are in that range or a ledge above them.
Honestly I still feel like about bamboo and writer that their object damage should be even slightly higher. But a full on piercing would be overtuned. They haven't done this before, but what if they could only pierce players? You could hit an object behind a player too but the shot would stop there, but you'd still get more done with these weapons and they would be a little more threatening in combat (they need better kits tho). It should be easy to implement since chargers are hitscan weapons. In salmon run, if they got piercing, their damage should be nerfed a bit. Or limit them to piercing a certain number of enemies.
For brellas, I’d also reduce the damage mod that bombs do to it. It’s really dumb that a quick bomb can completely negate the brella canopies.
Day 56 of asking Nintendo to add recon mode for salmon run
Yeah... that gonna take a while...
@@crochetingxsplatoon Splatoon 4 update😭
I'd kill for a single player salmon run offline. Just for something to do on the go. Even more value when the servers inevitably go offline in the future.
Recon Mode? What is that? The hability to see your matches after playing them?
@@a-j-o-l-o-t-3 Nintendo already added it for multiplayer maps, it’s the marigold outside of hotlantis in splatsville or right next to the train in inkopolis. recon mode is basically where you get an entire hour to mess around on the maps, without music, or players, it can come in handy when trying to find new squid surge/roll spots or details you might not notice during a regular game since it’s complete chaos majority of the time. Litterally all they have to do is add another marigold outside of salmon run and maybe have a orange sign instead of a blue one.
Not gonna lie, when I first heard of the Reefslider, my first thought was, "Can I do the Splashdown Super Jump thing with this special?" and immediately on my first time trying it out with the Reefslider I was disappointed that you can't drop and then detonate. It would be fun if the balance team would acually implement this. It'll be so cool.
One idea I had in balancing tristrike was to give access to swimming and your main weapon, but make the strikes reliant on your ink tank, similar to zipcaster. Each strike will consume 33% of the user's tank, such that any forced usage of the main weapon will drop the total amount of strikes from 3 to 2-1. This makes diving into the strike user more lucrative, as it will cripple the special itself by forcing the user to defend, yet gives counterplay to the user in that they can still throw strikes after a fight, though at a reduced number
Hoping all (or most) of these things happen in 4.0, mainly reefslider dynamo and brellas. Points for special changes all great as well.
4.0 will be a really crucial patch for this game imo as I think it ends right around the time the game turns a year old, so what ever the devs cook they’re probably gonna cook for a while
4:49 that sprite of Chara reading a book/off a notepad is adorable ^ w ^
“Snipewriter can be 190p” this aged well
Frrrr
I have an idea for reefslider that would increase its usability and survivability. During the startup of the special, you can hold or press left or right to make it curve, effectively giving the special 5 movement options. Pressing would end up at around 22.5 degrees either direction and holding 45 and the line showing where the reefslider is going would change accordingly. Going forward would have increased speed and range, and holding to the side would be the opposite.
The main reason this special suffers is because of how predictable and easy it is to counter it, and I think this is a fun way to solve that issue!
I think if you were able to launch yourself in the canon with the super chumps that would be super cool. But I have a feeling it would be op for certain modes and also put players in places they shouldn’t be.
The "say the line, Bart!" Part though.
Crazy how one really good patch makes such a big difference
Shoutouts to the Omega Strikers track. I got major whiplash, just finishing playing the game and now hearing it in a video
9:06 my shield combo suggestion never dies
I have an idea to buff under cover brella: what if it worked like a squeezer, if the first shot was stronger you could fire without opening the shield to have better range/damage
6:56 DAMN CHARA GOT THAT RIZZ STARE
got me hooked once the “say the line bart” played lmaoooo
Still feel that Zip can get a duration buff, due to its high skill cap it has, it can be hard for newcomers and can be times where the zip runs out of time too early
That Bart clip was perfection
The “say the line bart” bit was hilarious
I can't believe Chara forgot the most important buff that needs to be added...
Please make the brella shields functional
having it so priority goes to the brella user like they did with ultra stamp's hits yes
Unfortunately I think that part is doomed with splat 3s trash netcode
If they make it so the shield pops up a frame or two faster, itd improve its consistency a bunch
For me,an interesting buff for line marker is to that if you soot in midair long enough it can become a temporary inkrail that last for 10 to 20 seconds,but you can only have one active at a time.
That could lead to tremendous abuse. The idea is cool though.
I love the new little icons of ur character, it’s so cute
Logi went unfathomablely insane on the splashdowns. This is hype!
A really weird qol upgrade for undercover is if you kill someone and regain your shield, your shield is immune to their main weapon for 2 seconds. This would prevent you from recharging your shield just to lose it to their slightly laggy charger shot. (this change might need to be waived for sloshers because they have delayed shots by design)
Chara, did you forget to buff the splat brella special points from 200p to 190p ? 👀
Also if nerf fizzy ink consumption to 70% will that hurt something like tri nouveau, luna neo too much ?
(I just don't like the current state for machine)
I think giving snipewriter a pierce is really good, but I think it may also need a bit more to be viable. If it could store 3 of its 5 shots from a full charge that would help greatly. Or alternatively, allow it to restore charged shots (potentially with an extra ink or time penalty) similar to ballpoint splatling. That would allow it to keep up consistent pressure instead of needing to take such a long time to refresh ink and charge another volley
I agree with your triple inkstrike buff about giving the player the ability to swim with it. Like you said, even if it had reduced swim speed, it would still be faster than running in kid form.
A few sub balance ideas i had:
What if when you held sprinkler for a few seconds, it turned into a turret that tracked opponents (same accuracy as splashomatic, 20.0 damage per shot) i would also increase the health of the sprinkler
My idea for line marker is that if an opponent walks into the line left behind, they get tripped (or stunned for .5 seconds) and if you get a direct, the opponent gets stunned for 1 second (would also buff damage to 45 and increase tracking effect on direct to 8 seconds) this change would give it more damage combos and would greatly increase the reward for hitting
Great job on this video, also I love the new Chara characters in the bottom left, with the clipboard and laughing (at least i think they're new)
my idea for a chump buff is increasing the size of the chumps by a bit. the coverage is a bit tough to take advantage of (partially because of the spacing mentioned in this video), plus if they're bigger i think that would easily justify a bigger explosion radius.
0:34 I was thinking this meme everytime you say that
Good lip sync for that Bart line, props to the editor 😁
I still think the splashdown reef idea would feel a little weird, idk why though. I think I'd prefer if you could eject near the end to maybe launch over your opponents or maybe even backwards
1:38 I didn't realise you could throw the curling bomb up the truck on mincemeat like that. That's wild
The best thing undercover needs is to remove the damage cap on it.
40->48
It's more than Chara suggested, but I seriously question why it's there to begin with. Each pellet does 12 damage max, and yet it can't do more than 40 per shot. It'll still be a 3 shot. It'll just combo with things better.
What do you think about also giving reefslider a jump? It could lead into the flipper flopper attack thing sort of like splashdown
One thing I would add is that the object damage multiplier for splatanas would be reduced on brella shields, cuz I recently played a match with Tenta brella and it was ridiculous how fast an enemy wiper could destroy my canopy with uncharged (!) slashes.
Yes, just yes.
(Splatanas are a bit overtuned now anyways, in my opinion)
Imagine one day Reefslider being the best special
Can I jast say that bomb kill at 9:02 was real smooth. 😊
well… speaking about splashdown
I had the same idea for the Line Marker/Angle Shooter's line dealing 20 damage. I would also however buff Toxic Mist to affect people that went into and left it to be penalized with the same debuff for about 1.4 seconds outside of it, that way it threatens more of an area and actually forces players to respect it a bit
One change I want for Tri-Strike is for all of them to be deployed at your feet if you get splatted before you are able to throw down all 3. I just find it very weird how whenever you use Tri-Strike and then die, they just don’t come back down. Not to mention this is also what happened in Splatoon 1 where if you tap the Gamepad screen, even if you get splatted in the middle of the animation, it still launches. And to go with your nerf, the special meter will also go down the moment you’re splatted.
Dude that angle shooter buff is exactly what I want for it
Something that could open up Zipcaster potential as more kits come out would be to remove jump RNG entirely while it's active. Luna Blaster is currently the only weapon out of 5 that's even affected by it (so right now it's effectively just a Luna buff, which it could use even when you're not zipping around), but this would greatly increase the number of options it could realistically be paired with later down the line.
Something to make Toxic Mist more powerful would be to have it drain special meter and to lock opponents out of their special while in the Mist. This would discourage relatively free approach plays with stuff like Booyah Bomb and give greater counterplay to teams just waiting for four specials for a retake.
I like the idea of Angle Shooter increasing damage based on how many times it's bounced off of a surface; maybe something like +20 per bounce. This makes it much more impactful in corridors and would reward tricky bank shots way more. I could also see some utility in trying to bounce it off the ground right before it reaches the opponent, not unlike Hanzo's old Scatter Arrow in Overwatch.
I don't usually comment but chara, keep up the good work! As someone who's been following your videos for years I'm very happy to see the quality of your videos improving 👍
I agree with what you said about snipe rider and bamboozler as a Splatoon 2 veteran.
Just wanted to say I love how this video is cut :)
The new drawings of Chara in the video worked really well!
i agree with the Intensify vhange for blaster.
currently running two mains on Range wishing I could put on something else.
but hey, accuracy is important
Gotta say, the tent buffs you gave were perfect
For Blasters I would like to see them make it so that there's not as much lag between shooting and diving back into your ink.
I always figured you should be able to swim with tri-strike, seeing how you can swim holding the inkstorm throwable for no obvious reason
No one’s talking about this part but is halirious 0:34
For the chumps locating, I’d say it starts with a really low location time, like 1 seconds, and this time increases exponentially with every chumps damaging the player. (Like if someone completely ignored the special and got hit 5 times they get 8 seconds of detections
I can just imagine the person doing the reef slider during a super jump would do a back flip while pulling out the reef slider and then slamming it down
Tri Stringer main here, one buff I wanted for this weapon is growing hit box size for the weapons arc shots. Set it on a timer if in the air for a certain amount of time the Explosive Barbs increase in size, making arc shots a lot more reliable instead of a gamble, and trust me I LUV hitting them when they do connect but with how Nintendo Online is it’s just a harassment tool with the potential of one shot
CRazy idea regular shotguns can use buckshot or slugs. CHange all brellas to use SLug ammo instead of pellets. That way damage doesn't get spread around a bunch of pellets that half end up missing if you are more that two feet away from your opponent.
W Video, The special point changes are just perfect
Man to bring back my personal favorite splashdown would've been nice but yeah the super jump version is way better than the normal one but that would be awesome for reefslider to have that alternate move. Brings me back memories when I got a team kill with superjump splashdown.
Ink storm should have a faster activation animation so you can use it more as a wall when people approach you and Sprinkler needs to remove the stupid thing where it disappears when you die
I just now realized that the sprinkler is the only deployable sub weapon that disappears when you get splatted and you can only have 1 on the field.
I was thinking the reefslider cod have a similar thing to inkjet and ninja squid (can't quite remember the name), but when it explodes, the user jumps back to where they started as a way to attack, while avoiding immediate punishment, that being its biggest weakness. I generally use tristrike, and I think the delay would be a fine balance even without the swim, but the need to swim is much needed
for reef slider for we throw a bomb at it in front while it’s starting up and while it’s moving it will explode like big bubbler and splash wall when it hits the object but won’t do damage but give a a shield affect for a second when it explode when you get hit by the bomb while using reef slider
Can't wait for every main to have a burst bomb kit
*Specials*
Super Chump - Teammates can shoot the chumps to increase their size and blast radius.
Kraken Royale - Reduce the time it takes to transform into a Kraken, as well as increase Squid Surge distance when using Kraken.
Zipcaster - Increase the tentacle's launching speed, for quick escapes.
*Subs*
Autobomb - Increase blast radius so it's between the blast radius' of Splatbomb and Suctionbomb.
*Mains*
Carbon Roller/Carbon Roller Deco - Give them the Splatershot Junior's ink capacity.
Rollers - Paints the user's feet when flicking.
*Special Charge*
Carbon Roller - From 180 to 160.
Carbon Roller Deco - From 190 to 180.
*Abilities*
*Intensify Action*
Roller - Increases painting ability and damage consistency when using a roller's horizontal flick as well increase it's rolling acceleration.
*Quick Respawn*
Anarchy Battles and X Battles - Activates when the user's team is losing, with 20 points behind reducing your respawn time by half your combined Quick Respawn ability points and full ability points when 40 points behind.
*Special Power Up*
Reduces arch of each shot when firing the Trizooka.
I think with angle shooter, you have to compare it to burst bomb and ask why it’s outclassed by it. Burst bomb is just way more useful, easy, does more damage with a direct, paints, and so much more. Angle shooter can locate and has more range, but that’s about it. So to compensate, I think angle shooter should do >50 damage as a high risk high reward type of burst bomb. I think ink consumption would need to be increased but that’s really the only way I see it being viable compared to burst bomb or any other bomb for that matter.
one major buff i want to see ever since s2 was 96 to actually have better feet paint so here would be a small bit if what id change for 96 specifically
-interval in which ink droplets on the players feet appear reduced from once every 5 shots to once every 3 shots (originally i thaught maybe once every 2 but given how acceptably fast it fires once per 3 is fine)
-Base DMG increased from 62 to 65 to give it some of the treatening qualities by adding combos and improving some from close indirect burst bombs and Sword Horizontals it had with MPU in S2 without making all out broken like it would be with 70 damage while also slightly aiding with damage falloff where you go from 2 to 3 shot kills
-additionally to vac buffs such as the instant shoot mechanic if it was done V96 would go down to 180p despite having sprinkler
as a bamboo main all i want is the paint trail to work
What could be interesting if line marker’s lines did damage, making squid rolling through the lines parry the damage and not apply the tracker. That way if you get boxed in, you have a way to use the game’s featured movement mechanic to get out.
Wait a minute! Zentaro's theme!
Yknow, maybe make cooking the curling time increase the cost to 70%? So its 50% ink when its used for movement, but up to 70% if you're aiming to make use of the boom
0:33 got me that was so funny
If they're so set on reefslider being the completely horizontal special they should've given you some movement options at least. Let it turn at 90 degree angles to help mix up its movement or something
For line marker, it should also increase the size of the marker so it is easier to hit someone
I think it'd be cool if all brellas got slightly increased damage while their shield is broken, like a comeback mechanic. it adds some depth to the class without being overpowered, isn't reliant on the netcode, and is practically a flat damage buff to undercover considering how often the shield breaks
I think Stringer could use a buff too. It’s main struggling point is to land a kill, which I know that’s not the stringer’s job, but usually when targeting a single person, any non-perfect shot can mostly be healed before the next time the Stringer can shoot again.
So for buffs, I would make it so any damage stringers deal with a dart or explosion make it so that healing is slowed down after hitting one or multiple. This makes it more threatening as a long distance assist weapon and area denial, and damage against individual players becomes way more reliable.
I would also increase the individual dart explosion damage from 28 to 32. It’s still less damage that landing the direct hit while also encouraging area denial, since I’m pretty sure that’s what Stringer is trying to be but is mediocre at it. I’ve also just always thought that landing 2 direct darts and then the following explosion dealing 98 damage instead of outright killing is bullshit, and even more so when the enemy can shrug it off pretty quick.
Flingza getting some damage buff would be nice too. Not actual damage up buff but damage scale buff, it's crazy how quickly the damage decreases in vertical flick as it goes away. With missiles finally nerfed, the weapon can't hold itself and should be buffed so it can actually be a threath by itself. Nothing too crazy, just a reliable vertical flick to kill and not just paint
I am a Bamboozler main, and if they give that thing the ability to pierce in Salmon Run it's going to be unstoppable. Compared to other chargers right now it has very high ranged on-demand damage for reacting to bosses, but struggles more against lessers. If you give it the ability to pierce lessers it'll instantly become the undisputed best charger in that mode.
Thanks for giving snipewriter and tent the buffs they never got
Bro, when I heard Cammy's theme from street fighter 6 I was like, yay the game is ACTUALLY known.
I've though that giving slidera drop roller effect after the explosion would be cool. could make it a little more so it isnt a "press r stick to die" button
Just a few thoughts I had on some of your ideas. Most of them I agree with, though!
*I doubt Reefslider can be saved as long as it has that monstrously long windup time. 1.5-2 seconds of windup is enough time to get the HELL out of the way of even the buffed explosion radius unless you're cornered in which case they shouldn't need to use the Slider against you. Splashdown is nice, but let's be honest, it's a gimmick. I actually like Splash Walls being able to slow down the Slider.
*Super Chumps need more HP. Putting them in a tighter area means you can just wave your weapon around and deal with all the ones that MIGHT cause trouble even easier. Either that or a smaller retaliation explosion for popping them.
*What if Angle Shooter directs imposed a 30% movespeed penalty for the duration of the tracking? I think it'd be funny to merk someone by lines alone, but that might be a bit silly.
*I noticed that you didn't talk about Toxic Mist, which is (arguably) just as lackluster as Angle Shooter. What if it removed enemy ink to bare floor and prevented inking your feet while shooting? That way it can actually threaten mobile short range shooters which it really doesn't function against.
*As long as weapons with bonus object damage exist *coughsplatanascough* Brellas don't have a reason to exist. Give it all the damage you want, it won't be enough when your canopy gets one shot. (Why DO splatanas need that much object damage anyway?)
*Crutch-o-matic even at 210p won't budge it off meta, not even off the top tier. It's too mobile, efficient, accurate, and doesn't have much in the way of countering it. That very mobility and the higher speed of Splatoon3 over 2 is what prevents the viability of slower weapons like Brellas.
LMAO the bart part was so accurate
I really wanna fly in the sky on an explosive shark. That would be SO cool and hilarious.
About reducing special cost, I'd add the ZF chargers to the list! 210p for a special is already pretty high on a shooter, but on a weapon that has poor painting ability, it just seems over the top :')