imonlyhereforpikmin
imonlyhereforpikmin
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Pikmin has Balancing Issues
Pikmin has a bunch of Pikmin types but they haven't exactly been well balanced. This video will showcase how I would balance the types for an upcoming Pikmin 5
Просмотров: 10 985

Видео

Hey Pikmin is Pointless
Просмотров 17 тыс.14 дней назад
Pikmin 1, Pikmin 2, Pikmin 3 and Pikmin 4 are all beloved titles in the Pikmin franchise, however the Nintendo 3DS title, Hey Pikmin has a far less pristine reputation. This video delves into why that is.
Blue Pikmin are "Bad"
Просмотров 56 тыс.21 день назад
Blue Pikmin are one of the most famous types of Pikmin, yet despite that many people consider them some of the worst. This video will be going over Blue Pikmin and about how them being bad may have been fully intentional
The Strange Mods of Pikmin 2
Просмотров 29 тыс.Месяц назад
This is a video about various strange mods related to Pikmin 2. Thumbnail Artist: x.com/LiteMemeland Pikhacker's Website: pikhacker.github.io/ Pikmin 2 Yellow Edition: ruclips.net/video/PZI8FcS2rFc/видео.html This video discusses several Pikmin games, mods and romhacks such as Pikmin Wars which contains several gameplay styles similar to Doom, Mario Kart and Super Mario Sunshine. Olimar and Lou...
The Controversies and Outrages of Pikmin
Просмотров 14 тыс.Месяц назад
Despite Pikmin being a relatively niche franchise, there have been several controversies throughout it's history. From things like the 10 year wait for Pikmin 4 and Nintendo tripling the price of Pikmin 3, these are some of the most noteworthy outrages in Pikmin history.
Let's Discuss the Recent Pikmin Leak
Просмотров 16 тыс.Месяц назад
There has been a leak floating around the Pikmin community that Nintendo is working on a Pikmin spin-off and that it is set to release this fiscal year. This video is an in depth look at the authenticity of this leak and what a Pikmin spin-off would look like.
Can You Beat Pikmin 4 Without Killing Any Enemies?
Просмотров 24 тыс.2 месяца назад
We beat Pikmin 2 without killing any enemies, now it's time to do it for Pikmin 4. We'll have to utilise Oatchi and the Pikmin heavily in able to pull off this challenge but is it even possible?
The Worst Types of Pikmin
Просмотров 17 тыс.2 месяца назад
Nintendo has made several types of Pikmin over the franchise's history and with all of those different types of Pikmin, not all of them are guaranteed to be smash hits. This video will take a look at the bad types of Pikmin which are the Purple Pikmin and White Pikmin in Pikmin 3, who are some of the worst Pikmin Types in the franchise.
Ranking Every Area in Pikmin
Просмотров 22 тыс.2 месяца назад
Pikmin has had a countless amount of areas throughout it's history. This video will be a ranking/tier list of all the areas in the mainline Pikmin games.
How FAST Can You Beat Pikmin 2 with Just Red Pikmin?
Просмотров 16 тыс.2 месяца назад
Pikmin 2 has several types of Pikmin with the first one you unlock being the Red Pikmin. If we were to speedrun the entirety of Nintendo's Pikmin 2 with Red Pikmin, just how fast would you be able to do it? This video answers this question.
Can You Beat Pikmin 2 Without Killing Any Enemies?
Просмотров 55 тыс.2 месяца назад
Can You Beat Pikmin 2 Without Killing Any Enemies?
The Forgotten Mode of Pikmin 3
Просмотров 24 тыс.2 месяца назад
The Forgotten Mode of Pikmin 3
Pikmin 4's Difficulty is Horribly Designed
Просмотров 84 тыс.3 месяца назад
Pikmin 4's Difficulty is Horribly Designed
The Strangest Official Pikmin Games
Просмотров 23 тыс.3 месяца назад
The Strangest Official Pikmin Games
The Deathless Pikmin 1 Randomizer Experience
Просмотров 56 тыс.3 месяца назад
The Deathless Pikmin 1 Randomizer Experience
The Secrets and Mysteries of Pikmin
Просмотров 60 тыс.4 месяца назад
The Secrets and Mysteries of Pikmin
The Pikmin 2 Cave Music Ranking
Просмотров 22 тыс.4 месяца назад
The Pikmin 2 Cave Music Ranking
The Most Insane Pikmin Fan
Просмотров 26 тыс.4 месяца назад
The Most Insane Pikmin Fan
The Bad Enemies of Pikmin
Просмотров 69 тыс.4 месяца назад
The Bad Enemies of Pikmin
The Pikmin 2 Kaizo Experience
Просмотров 186 тыс.4 месяца назад
The Pikmin 2 Kaizo Experience
Ranking Every Type of Pikmin
Просмотров 36 тыс.6 месяцев назад
Ranking Every Type of Pikmin
The Glitches and Oddities of Pikmin
Просмотров 64 тыс.6 месяцев назад
The Glitches and Oddities of Pikmin
The Pikmin Type Iceberg
Просмотров 48 тыс.7 месяцев назад
The Pikmin Type Iceberg
Pikmin Bloom Is Doomed
Просмотров 22 тыс.7 месяцев назад
Pikmin Bloom Is Doomed
The Pikmin Short Movies Are Weird
Просмотров 23 тыс.8 месяцев назад
The Pikmin Short Movies Are Weird
Fiddlebert: The Full Story
Просмотров 22 тыс.8 месяцев назад
Fiddlebert: The Full Story
Pikmin Parody Articles are Insane
Просмотров 14 тыс.8 месяцев назад
Pikmin Parody Articles are Insane
The Lost Enemies Of Pikmin
Просмотров 101 тыс.9 месяцев назад
The Lost Enemies Of Pikmin
What's The Deal With Puffmin?
Просмотров 23 тыс.9 месяцев назад
What's The Deal With Puffmin?
The Terrible World of Pikmin Bootlegs (Ft: @Raggins)
Просмотров 14 тыс.9 месяцев назад
The Terrible World of Pikmin Bootlegs (Ft: @Raggins)

Комментарии

  • @wootmasterzorsx
    @wootmasterzorsx 13 минут назад

    I would agree to electricity being better suited to a quicker kill rather than instant kill, since that always felt like a weird discrepancy where every other elemental hazard is something you can save your Pikmin on but electricity kills. Maybe just have it where there’s electricity sparking over their leaves, to make it like other hazards. I do like the alternative idea for White Pikmin. Makes them a real risk versus reward type, and I think that does work for a game like Pikmin which is all about effective resource management. Maybe could even apply that to Winged Pikmin for balance purposes if we have to keep them around. Like, I would suggest Winged Pikmin can take shortcuts and all that, but they’re kinda slow since they’re already weak at combat. So translate that to their carrying strength by making them not much better than Purples for carry speed. That way, both Winged and White have reasons to use them for treasure transport, but not combat. But realistically, Winged are a huge pain to think of balance for, so they are probably the ones we can cut. Also, I have no real inclinations on Rock and Winged being late additions. I could see them having been an afterthought, but I also could just see Nintendo struggling to think of real good uses for all the types. All interesting ideas for balance, though. I especially liked the White and Purple balance suggestions.

  • @bbreadds
    @bbreadds Час назад

    pikmin video in 2024? im sat

  • @GBDupree
    @GBDupree Час назад

    My thoughts on future balancing and color reduction: Remove white Pikmin, and give their speed trait to blues when out of water (but its normal speed in water). Now Blues are more useful overall! Remove Pinks as a type, OR change them to be an extra ability to scout ahead. In this case, when there are underground sections it doesn't tell you what pikmin are most useful unless you send Pinks to scout ahead, and then after some time it will tell you what you need. This makes it easier to strategize, especially if they can be used to fill out your overworld map as well, so you can grab the right pikmin before leaving the onions. Or even before landing to a new area! Perhaps have the ability to move onions like in 4 be tied to Pinks as well? Basically, they are a tool and can't directly attack or collect treasure But don't count for your field limit. Maybe give Purples the ability to instaKO when eaten like with white Pikmin since they are removed. OR controversally remove Purples too and give rocks the strength of 5 Pikmin so they aren't as strong, but they still have other uses besides breaking crystals/glass. So rocks are better as well. Maybe counteract this with Rocks being harder to seed and sprout. Yellows can cling to each other, this way you can make the electricity lines like in 3, but more strategically as it can be used anywhere. And because it can be anywhere, they could be used to build temp bridges, or even ladders to climb up things! I have no clue about Ice (because I haven't played 4), but they kinda break the idea of Pikmin, they are usually based on colors with the ability to WITHSTAND elements, NOT generate them. Yellows can't electrocute enemies for example. Rock are the closest to also doing this but only because they aren't called Black Pikmin, and they are unique physically but they don't do something like create rocks, they are just tough so I'm more lenient about them. My best idea is just what you said, make them much worse at freezing, or they can only slow down enemies unless they have a weakpoint that lets you freeze them. Bulbmin replace Oatchi, now you get Pikmin that can take over enemies for a short time, allowing you to command a Bulborb like Oatchi, or flying creatures like Pinks, BUT they can't be used to grab treasure (except for Breadbugs!). Alternatively, Have oatchi, but make him optional and he is what forces the 3 type limit, but no limit without Oatchi! PikPikmin! They do nothing! But they are somehow the cutest!

  • @magnorum2094
    @magnorum2094 Час назад

    For future games i think night missions can easily stay, therefore glow wont get the axe. Make winged pikmin the last type you can discover, so if you speedrun the game you get rewarded and you can come back to earlier parts and use them, or if you enjoy the game and play it normally you have no benefits other than being happy theyre in the game. I really hope for a "new game +" mode where you start with all the onions and collectables from previous files, that way you could speedrun with winged much easily. About rock pikmin i think they should do a bit more damage if thrown, but less if hoarded towards an enemy and yes the uncrushable mechanic should be more consistent, i dare to say uneatable too. For the whites i think they should make some enemies afraid of eating them, knowing that they're poisonous (like irl animals do), that way they can dodge enemies much easier, and not bring back the hidden treasures, its so dumb that i have to return to a cave with whites just for one or two treasures (if they keep the 3-types only per cave). What you said about ice pikmin is really cool, beign the only ones who can fight a frozen enemy is smart, but then you wouldnt have to nerf them, since they deal less damage and you wouldn't have a team with them only, keep the 5s stun but add a cooldown before another freezing. Make purple more for transport and puzzles, rather than brute force, maybe they can slow a bit enemies theyre attached to and have more transport power.

  • @NormalLunk
    @NormalLunk 2 часа назад

    3 limit is dumb, remove that Red: good as is, maybe ice instakill Yellow: also pretty good, just add back in 3s electrical puzzles poison is an instakill Blue: make sure there's enough water in the next game, electricity can be an instakill for these guys Puffmin: bring them back, might be a bit complicated but puffmin of different colours might be neat. Maybe add in a fake candy pop that converts to different colored puffmin, make them utile somehow so it's not just a prank. Purple: normalise damage levels and shorten stun time. Bring back the homing from 2. White: up movement speed, more poison puzzles, can see underground again. Bulbmin: bring them back, you can have them on the surface now. If they're around too long (maybe 3 days, or if they eat lots of nectar) they become adult bulbmin and eat your other dudes. Rock: crystals return, still do more damage than normal and can't latch on to enemies, but not as much damage as reds. Reds are 1.5, make rocks 1.2. also sinks super fast so can't save them from water. These and yellows both can keep faster dig speed, unless we get mole/dirt Pikmin or something. Wing: gets shortcuts and lift gates back, but even weaker in combat than is now so you'd pick yellows over them, and they have slower movement speed while carrying so you have to debate if you want shortcut wings or speedy whites. Alternative nerf is more spiderweb high up so white aren't affected, but you can kill all the spiders to use the really really fast shortcuts. Ice: winter level, frozen enemies can only be hurt by ice or rock Pikmin and explosives, fire is instakill. Glow: no caves, or if you spawn one in a cave it takes up a few conventional Pikmin to spawn it in so you get one powerful Pikmin in exchange for killing like 3 or 5 normal ones. Bubbles instakill. Dog: over powered, just replace it with one or two extra captains. Captain switching was a much better game mechanic that dog that solves every problem. Now imagine if you could walk area to area, including at night. You can find landing spots like in 4, but there's not really border walls and you gotta make sure the ship and onion aren't too far. Essentially Metroid Vania Pikmin rather than rts by day, tower defense at night.You can pull glow Pikmin at night, but normal Pikmin are scared of them (they're basically Pikmin ghosts) so you can't have both under the same captain at a time. Glow are immune to every hazard, but maybe refuse to stomp out fire guisers, can't freeze the jelly, don't care about poison spawners, etc. if they're not hurt by it, why remove it for others? so in night settings you have to choose if you want apathetic combat glow Pikmin, or industrial non-glow Pikmin.

  • @shadoremi9808
    @shadoremi9808 2 часа назад

    I think the charging mechanic is making a lot of Pikmin overpowered, especially Winged Pikmin and Rock Pikmin. With Winged Pikmin, they have the added benefit of being able to charge along a third axis, which is HUGELY game-breaking for a lot of enemies and puzzles. All 100 Pikmin are latched on immediately.

  • @Ze_N00B
    @Ze_N00B 2 часа назад

    Rock Pikmin should be slower to throw, either having a small delay prior to the throw, or a delay after the fact. This way, they can keep the impact damage but would no longer be as powerful.

  • @dylanw3000
    @dylanw3000 2 часа назад

    Blues, as long as it is easy conceptually and aesthetically to have whole swaths of levels filled with water, I don't think they are fundamentally flawed. They are weak, but I really don't believe they warrant a change for anyone but the most hardcore Pikmin players, who actually care about that weakness. And at that point, honestly... cope. It's good enough for all the casuals, it's good enough for you. Reds, their biggest sin is just that they get outclassed. I don't think they *should* get any special frills, though if truly deemed necessary, I'd argue for a burn DoT after they get flung off. Though I really don't foresee anything that of that magnitude getting added anytime soon. Yellows, if you want to claim their relative balance in Pikmin 1 wasn't massively influenced by bomb rock carrying, then I don't believe you. Every color has specific treasures that only they are supposed to get (ignoring all the exploits to throw other colors to high ledges), Yellows aren't unique in this regard. Pikmin 2 adding electric gates gave them a much more defined role in unlocking the map for every other color, but coming forward to modern day there's an elemental barrier for every color (except one...), so Yellow's always going to suffer unless the caves are made annoyingly, lethally electric. Which I'm not a fan of. Purples, they're the only type who don't have a specific gate to break through. In fact, the only 2 places you absolutely need purples are Water Wraith and Dumbbell/Gold Bar. The thing is, people tend to be REALLY willing to overlook a lack of resistances and elementally-coded gatesmashing when Pikmin tend to just... absolutely die anyway. I don't think there's any sort of not-extremely-aggravating way to show off these defensive weaknesses in a way that competes with the endorphin rush of "hehe purple go slam into 10x", and we *could* try to strip out those existing strengths in the pursuit of "perfect balance", but for player enjoyment purposes I just think purples are destined to always be a super unit. Not intended to be "balanced", just intended to be "fun". Whites, please don't attach "sense buried treasure" to them again. I agree they should go faster - they're extremely effective units now that we have treasure piles, and my main concern is that they simply need to *clearly* be the better pile-collector when there isn't a wall to fly over. Combat-wise, I like the gimmick of them being efficient snackrifices, but both their poison and their speed only become attractive options if you can just spam the dudes. My biggest white buff? Give us their onion relatively early in the game. Let us dedicate squad space to these combat-anemic transport-legendary dudes. Rock, they are a very weird thing to think through - their main gimmicks are "super fun to throw" and "super hard to kill", but over a 5-second period any other pikmin will outdamage them via latching on, and most enemies can eat them to kill them anyway. Your proposal to coat enemies in crystal again addresses a symptom of the rocks - therefore giving them a lot of relevance again - but any area without a crystallized concentration of threats will continue to suffer the baseline problem. That could also be said for yellows lacking purpose if you place zero circuits or Anode Beetles and... yeah, both of these are much more dependent on specific map design additions than the others (no, I still don't think blues are fundamentally flawed because water isn't a terribly specific hazard on most maps. I'd say it's a pretty generalized hazard). Winged... in both Pikmin they've been in, yeah they're good. It turns out low attack power means very little if you can just send 100 out at once to nuke down a bulborb. Pikmin 4 actually had a chance to play with that by making Winged an option while you have a flarlic cap of like 30, but like... look, idk a way to balance out pinks against the others. Frankly, in 4 I felt they were much less egregious than in 3 due to the lower number of flying shortcuts, the inability ability to clear a map from fire/ice/water/poison, and the 3-type squad limit. I felt it was actively correct to NOT take winged pikmin because they suck at actually opening up the map in the first place. They only felt like a good value for me in Dandori challenges with conveyor belts. And I actively know you hate the thought of pinks existing at all, to say nothing of their balance hinging on squad type restrictions, so I'm with you that I want them axed. (As an aside, while Winged had unique gates in 3, they are the only pikmin in 4 alongside Purples who has no defined way to open up more of a map. Their entire impact on 100%ing the game is "there is one particular treasure only you can collect," just like the gold bar. So take that for what it's worth.) Ice, I like them. They suck at actually getting a kill (except against fliers who crash down) because their attack damage is abysmal, which made me constantly balance them against the rest of my squad who deal actual damage during the freeze. Which is far better interplay than any other pikmin type. If anything HAS to be changed, I'd reduce the damage amp on other pikmin during the freeze, but absolutely crank up the damage with rocks vs frozen enemies. You want to shatter something, you use a rock. Utility- and transport-wise, their main benefit is freezing bodies of water for other pikmin to cross which, while I only really use it in the ~1 cave and ~2 Dandori missions which made it relevant, is something I could see organically improving in future Pikmin entries as puddles show up in greater frequency. Give me a map where I can sacrifice 10 ice to freeze a path for all my shenanigans, or alternatively route it so I just pull out Blues instead as active carriers while the rest of my squad takes the back entrance back to the ship. I just, I love the future potential of Ice so much more than any other pikmin in the series. Glow, THEY GLOW BAYBEEE 20/10. And unlike farming purple/white in 2, Glows actually manage to earn their "super status via scarcity" because they have to disappear when you leave the cave you're exploring. It's not hard to do another night level to farm back up, but it instils an actual feeling of "earned power" because you know it's a temporary deal with the devil.

  • @ecronoss
    @ecronoss 2 часа назад

    Instead of freezing enemies, ice pikmin could apply a stacking slow effect to enemies based on how many are latched to their target. The more latched onto an enemy, the slower the enemy's animations and speed are. This allows the player to carefully select how many ice pikmin they want in conjunction to red pikmin to slow an enemy down just enough to one cycle it. They would never be useless in a fight, regardless of how many you have in your squad, and they would enhance combat rather than become an instant win button.

  • @pookiethepoo
    @pookiethepoo 2 часа назад

    I feel like if you removed wings you could still use them for cosmetic reasons like say if they added something like a fast travel it would be a cutscene of the wings taking you from point a to point b

  • @pookiethepoo
    @pookiethepoo 2 часа назад

    I like how you just bassically suggested that we min max white pikmen like it's a rougelike

  • @lazyavatar2479
    @lazyavatar2479 3 часа назад

    I feel like the winged pikmin should work like bulbmin and have them only in caves or mission mode or whatever, then make them the absolutely most busted broken pikmin in the game like how bulbmin are really good but only in caves

  • @ThJakester897
    @ThJakester897 3 часа назад

    I might be looked at crazy for saying this, but I don't think balancing the types is nearly as important as people think. Purples are supposedly the poster child for an unbalanced type, but if you actually think about it, there are no instances where you'd actually want to bring a squad of 100 Purples into a cave. This is because you sometimes need the abilities of other types like Blues' water immunity, Yellows' throw height, and Whites' digging to get to some treasures, and you also likely want a reasonable number of Pikmin that aren't as slow as molasses for certain combat scenarios. The actual sin in Pikmin 2 is Reds, and it's not really because they're underpowered, as they're better than Whites, Yellows, and Blues in the majority of combat scenarios. The problem is that they're rarely actually necessary for dealing with fire. A type being necessary for something is sufficient to exercise the resource management skills of a player. To succeed, you have to weigh needs against nice-to-haves, and it doesn't necessarily matter if each type has the same amount of them. Furthermore, challenge mode proves that even if you entirely remove the aspect of selecting Pikmin to bring with you, the gameplay is still interesting. Obviously, the makeup of your squad will affect how you play to some extent, but no matter how overpowered or underpowered a Pikmin is, it is still a resource that you need to allocate smartly to optimize your Dandori, and so I think the importance of type balance is drastically overvalued by a lot of people in the Pikmin community. Plus, it's a single-player game. It's not like the Pikmin are fighting game characters and one type being meta is going to ruin the fun.

  • @Dionaea_floridensis
    @Dionaea_floridensis 3 часа назад

    An original Cob??

  • @pipinghotanddisgusting
    @pipinghotanddisgusting 4 часа назад

    Maybe something that could balance wing is that you need 2 to count as a single pickmin for carrying objects and reduce their health. Maybe they can’t deal direct damage at all but can lift and drop smaller enemies.

  • @Brunoxby
    @Brunoxby 5 часов назад

    i want the first type to be introduced in the next pikmin game to NOT be one of the main 3 from pikmin1

  • @jykatyk567
    @jykatyk567 5 часов назад

    Great video and I'm pissing and shiting myself with excitement for the 251 video

  • @Dubuhgubuh
    @Dubuhgubuh 6 часов назад

    honestly hate being able to lock on in general

  • @mydude-j1g
    @mydude-j1g 6 часов назад

    Shoutout to the Pokemon Colosseum music in the background I feel like one of the biggest reasons Ice Pikmin are so strong is Pikmin 4 is that they're both the best users for spicy spray as well as the best way of getting it. I think the spray drops from frozen enemies should be nerfed. The Purple Pikmin idea is interesting but I don't think it would work in a game with Ice Pikmin because their freeze is already a stun that doesn't rely on chance and gives you goodies. I think Purple Pikmin should also be able to slow down enemies when clinging to them. That way they have a niche that Ice Pikmin don't have and can contribute even if you get unlucky with the stun.

  • @Auggie902
    @Auggie902 6 часов назад

    I'd rather be stuck with 100 Red Pikmin for the entire game and never get another type.

  • @shadybadger7896
    @shadybadger7896 6 часов назад

    Petition to allow white pikmin to succ in phat clouds of poison and expel them on enemies like a real carcinoma chad

  • @skakee10
    @skakee10 6 часов назад

    i get winged pikmin are very broken but if your proposed solution to making them more fair is just cut them from the game i feel like you failed to make a 'what if each pikmin type was more balanced' video

  • @fuzzydude64
    @fuzzydude64 7 часов назад

    I'm just not down with the Purple nerf. It hurts me. Tell you what, what if instead we tie their attack power to their leaves. Raw power when flowered, ×1 or ×0.8 at bud, and ×0.8 or ×0.5 at leaf. This way, Purples don't like being knocked down themselves and suffer more from shake off attacks without proper timing. OR swap the order: ×Raw Power at leaf, ×1 at bud, and ×0.8 at leaf. Making them about trading speed for power, but leaving them more vulnerable in combat. High risk, high reward. Maybe Purples smell different and agro enemies more than other types too.