the fact that fizzy outclasses curling in every way possible (damage, ink cost, poking power, etc.) and they havent even LOOKED at adjusting curling in any way is insane to me
Curling going slower can actually be really helpful because it can maintain pressure for longer. The sliding hitbox can be useful as well, for example on Reef Lux it combos with a 2 for 3. I agree fizzy is just better but not enough people experiment with the "cooking" function of curling as a mix up. I get plenty of kills with it.
Don’t forget the fact that angle shooter’s reticle is still broken and its placement under the main weapon reticle really hurts your chances of getting directs when tapping R
It's REALLY agonizing on Big Swig, where you need to aim in very particular ways if you want to get hits and damage with your flicks, and Angle Shooter is always, _always_ somewhere completely different. Bring it it into the training room at some time and see how awkward it is (as if it wasn't already that awkward with every other weapon it's on). Big Swig doesn't even WANT to spend time trying to combo with that thing, but you couldn't even do it if you wanted!
always aim up a little extra and when you are aiming at opponents above you aim extra high. Slosher deco taught me that (though I've been getting big into the new rapid pro since I already used vanilla rapid pro a lot, seriously underrated weapon)
@@ThatOneSomethinggt is certainly a side-effect of that yes, but the extra problem is that angle shooter comes out of the player’s hand instead of the weapon. If they were to adjust it so that the player flicks it at a height/angle that would match the main’s reticle (at least when aiming above when that is an issue), it would still solve a lot of problems. Or it could come out of the weapon itself, but that would likely require additional animation.
the thing is that the height of your reticle is based on your weapon and its range, the longer range the lower the reticle. angle shooter has a longer range than even the e-liter, meaning that it shoots at where its reticle should be. I agree it should be changed, but it's not a bug or something that needs to be "fixed," just a balance change. in the infamous words of... someone... "It's not a bug, it's a feature."
I also personally feel like the Sprinkler should always have it's Stage 1 active all the time since even with all these buffs, it's still a bit underwhelming
Only problem I see with them going that route is that it'd mean they'd be walking their development of the sub back to it's iteration from Splatoon 1, which I don't really see them doing and just giving up on their overhaul of it from 2
Honestly i'd rather make sub power up do more than just "stay in better stages longer", aka it would put a bigger paint glob when hitting the floor with a bigger radius
They should make it so that you can have up to 3 sprinklers active at once, and the third mode should be removed, so that it always paints at least decently. That way you could have a huge paint empire on the map, and Sprinkler weapons would ACTUALLY give their team a significant advantage in terms of paint, so there would be a reason to want one on your team. If your team has bad paint, just get a Sprinkler weapon and you're good to go.
@@bluegem8582But as it stands now was it really that op in 1? Actually nvm i just remembered paint in general was worse in that game lol, so yeah as it stands now in this game actually (and really 2 as well too) it’s a useless sub because all it does is paint and even if you just destroy it you can still just… paint over it??? even if you just keep it at level 1 you can just destroy it before it paints it the ground below or just… destroy it and paint over it even after it’s done??? Like yeah the paint is actually useless tbh and for how little area it paints it’s actually useless regardless if it’s at level 1/2/3 or not, other subs have immediate paint along with… y’know… an actual threat… Sprinkler was just good in 1 because paint in general was horrible i think so that helped with both painting and special output, but nvm i really don’t remember that much how it was the meta, maybe it really was just for special output but regardless it was good somehow back then so that’s something so now that the circumstances are different it’s really won’t be as “broken” good to how it was back then. Also Pfp Sauce (Artist)? 🗿
I think the change they need to make for Sprinkler is to, y’know, make it more similar to a real life water sprinkler. Y’know, the kind that generally shoots in one straight line as it slowly turns? That way, the sub can turn into a sort of turret area denial tool that is flexible since it can stick to walls. We can make it so that the range rivals Splattershot Pro or maybe even Squeezer, but only have the Sprinkler fire in a more fixed direction, making a sort of semi-circle or even triangular shot, instead of the full circle around it that we see in-game. Not only would that make it more similar to a real life sprinkler, but this also balances the new range that’d be given to it.
I think the main issue from that is the paint being spread out as it inks is part of what it lets works well. Having it slow down would reduce the paint for damage. Not saying it can't work but the trade off is there that could hurt other sprinkler weapons.
@@_CNT_I've had two ideas for sub weapons that I'd really like to see, one would be like a claymore that can instakill to bring back S1 ink mine mechanics, but it would be a sea urchin, it's kill radius would be small, and it can be destroyed by being shot. When it explodes it would shoot out a small spray of low damage spikes to extend it's radius and area control a bit, and it can stick to walls. As for the other, it would be a sentry gun that looks like what octotroopers ride. It would shoot projectiles at splattershot pro range, but they would function like octotrooper bullets and dissapear at a certain range, but be shot at a somewhat faster velocity and fire rate, but still slow enough it doesn't get really annoying.
Well, there’s Splash Wall for that… so i don’t think it’s a great idea tbh and you shouldn’t really rely on it, but at least it could be used you could use it as a last-resort move if anything and all else fails or if you just need a big desperation move lol.
I thought about how cool it could be if toxic mist also functioned as a smoke bomb. It's opaque at first (for the enemy team) then it becomes translucent until the mist dissipates. It would help with both fighting and escaping and make the sub more unique
honestly this seems a bit extreme and maybe something they could do for a special, but letting players in friendly mist have like ninja squid without swim speed reduction would be neat, it's already hard to see in it and it wouldn't be broken since the mist being there already kinda indicates that someone's in the area, but it'd be a nice little thing for it
I think pretty much all of your ideas are spot on, but unfortunately, I think they sort of "intend" for these sub weapons to be worse, so they can give them to kits to nerf them. It's unfortunate because I think many of the ideas you suggested would make many kits a lot more interesting (it's generally way more interesting to have a strong kit with strong tools rather than mediocre ones) but I'm skeptical that they'll change it.
Sometimes the devs' decisions in balancing this game baffle me, like do they seriously think that we'll have more fun if the weapons we play can't do their job well??
Tbh i really don’t think that’s the intended job intention of what they were trying to do but… y’know what? After thinking about it a little bit, maybe you’re actually right and they’re DEFINITELY just doing this to nerf kits……. But im optimistic they’ll eventually realize their mistake whether intentional or not and actually give us both balanced kits with both balanced subs and specials and main weapons. Like hey as long as it’s not an an a obviously too-broken kit with like an Eliter with Zipcaster (is that maybe why they haven’t given it and have since removed it from Squiffer back during the beta trailers???) or give us something more like a Carbon or Roller with both Torpedo and Missiles or again an Aerospray / with and Missiles as their special… okay maybe the Roller wouldn’t be too op especially since the main weapons are average at best given their garbage inconsistencies… and again the Aerospray too would just be mildly annoying at best but yeah… they haven’t really given any long-range weapon a Zipcaster, i may be onto something there….
I think it will be a really cool idea to make toxic mist into a MIST, blocking opposing team vision by making it opaque. That can make it dangerous to go through and apply pressure by blocking information from scouting and adding the ability for sneak attacks. Also, a bit of constant damage like storm would be nice.
One idea I had for a Speinkler rework was a Sprinkler-G. Basically a Destroyable Squee-G enemy that carries a sprinkler towards Enemy Ink. It moves more slowly than the one in single player and can be destroyed. It also does not destroy your teams ink.
Angle shooter is really interesting as a utility sub, it sucks that its underwhelming… I had 2 ideas of buffing it, (1. If the marker hits an opponent it will ricochet to another player closer to the opponent you hit.) (2. If the market hits a wall it’ll do a mini explosion and continue on it’s normal route.) I really like your ideas for Angle Shooter/Line Marker buffs as well!
If the market hits a wall it’ll do a mini explosion and continue on it’s normal route. That one is really nice. Tho maybe a bit op, with how the maps are in splatoon.
@@game4us_Splatuber True, it would make it a little op. But it’ll at least help out with chip damage. I had another weird/dumb idea for buffing it. Giving it triple the amount of object damage then it already has.
I think a fun buff for Sprinkler might be halving the ink cost and letting you have two out at a time. That way it could compete with bombs for painting power, and dividing the enemies attention between two different painting spots would be useful
Worth noting that they decided to give all the new kits this season utility subs but haven't even touched them balance-wise. Hopefully they'll actually get around to that in the mid season patch
I def think that Curling Bomb should be 45% of your ink tank, but remember that by lowering the trail it goes it has a bigger explosion, so I think the amount of ink used for curling should increase as you charge the bomb, up to 60%.
I personally like the idea that toxic mist becomes a smoke grenade. Increase the range of by like 20 or 15% and make the most for enemies a thick cloud that you can’t see through, while teammates see it less opaquely (same thickness as today’s mist). This would allow better team support for tri-stringer and more of an option for things like tri-sloshed.
One idea I like as a toxic mist buff is giving it the ability to do damage over time. But rather than just a flat amount of damage over time like ink storm, it should be based off movement speed and be non-lethal like standing in enemy ink (so imagine a player trying to speed through the cloud taking 20-30 damage, while standing still would do no damage and only drain ink). I think this would nicely compliment toxic mist's design as a tool for area denial, as currently it's far to easy for an opponent to just rush through it. With this change they would suffer a small but lingering punishment for it, one that's weak on it's own but could be vital for certain weapon combos or team fights. Additionally, I think angle shooter is actually the sub weapon that should get the effect of splatoon 1 disrupter on a direct hit. Like you said, the reward for landing a hit with the most difficult sub weapon in the game is painfully small, and though the damage and tracking could be increased I feel like there's never going to be a happy middle-ground where it's enough to be satisfying without also being kinda broken (looking at you burst bomb). With a disrupter effect though, even just 1-2 seconds of slowing down an enemy mid-fight can be really impactful without enabling sniping from across the map like we'd see if it did as much damage as burst bomb. And finally if they really wanted, they could also lean into the "angles" aspect by having the disruption time increase for every time the angle shooter bounces before hitting it's target.
I'd love to see a new mechanic that would make sprinkler focused on both painting and keeping a hold of that area for just a little longer. Maybe they could add a change where upon being destroyed it will have a breakdown animation and then cause a weak explosion of 60 damage, the radius of the explosion would be dependent on the strength phase it was on, where the first 5 seconds it's radius is a torpedo explosion (with pellets), the next 10 seconds would be a burst bomb radius, and the weakest would be an uncharged fizzy bomb. Of course this wouldn't apply to throwing another sprinkler, in which it would just disappear like normal. This would make sprinkler a little better for aggressive weapons and give other weapons a way to affect areas they normally can't if they don't have map control.
I would love sprinkler to have a burst fire period, maybe for the first 1-2 seconds that paints the area much faster. The effective time of the normal painting mode could be reduced to compensate for this, but it would make it possible to paint yourself an area while being aggressive
For toxic mist I would find it interesting if it works like point sensor. Like, we throw the mist and when the player is only touched by it, it got the same effects than it already have, but during a certain time. So the player can play, but is slow down and can't recharge his ink, even if he's not anymore in the mist. Maybe it would give it more usefulness.
An idea I had for the point sensor sub is that if an opponent that's already marked gets close to a teammate, then they will also get marked by the point sensor for a shorter duration. Kind of similar to how the bubbler worked with sharing it's shield
i have always thought that the direction at which sprinkler sprays ink should track opponents that enter its painting range allowing it to take on more of a "Turret" role and fit in better with weapons that want an aggressive sub and can combo off the 20 damage like light tetra
I mean honestly tho, just to be a peak contarian, i thought this before watchin’ the Pikadave guide on it back when slosher deco came out, but especially after watching him i legitimately believe Line Marker is a pretty good sub. Burst Bomb is a harsh comparison, i mean… They’ve had to tone down that damn thing ever since the first game and seem to continue to do it lol. But even then, you got a super low comital, very long range, instant speed projectile that can paint your feet while attacking far away enemies in the same line due to it bouncing at very shallow angles off floors, it’s the ACTUAL cheapest sub weapon now due to burst bomb’s nerfs, it’s not honestly too bad to hit people with, i’ve gotten a fair few kills. But even then, your constellation prize for missing is a lingering lil’ location, which is VERY nice for gettin’ accurate shots for somethin’ as precise as a slosher or rapid blaster. I think it IS worth the cost of using the marker alot of the time, (especially cuz ya know, it’s super cheap) it’s at least way better imo than stuff like curling bomb or sprinkler to me. Just throwin’ it put between every 3 or 4 sloshes just FEELS good.
I think that a good point sensor buff would be if it showed how much damage someone has on them while they're marked. It would have the thermal ink effect on the person, but only up to how much damage they've taken. For example: if someone marked by the point sensor has taken 50 damage (half health) then the thermal ink glow effect would be halfway up the enemy's body
Could… could they not just use the damage indicators used on the training dummies? It’d probably be both easier to implement and more useful that way. Otherwise it’s actually a really great idea.
@@TheLastPot do you mean how the training dummies have splotches of ink on them, or do you mean how the dummies show the exact damage above their head? If it's the latter, there's no way Nintendo would ever do that
i love how every issue w this game comes down to the map layouts 😭 really disappointing work by them that they haven’t done anything to address the maps radically
An idea I have for sprinkler is to turn it into a sentry. When a player is in its range it’ll start shooting at them and be a 5 shot to not make it busted. It’s vertical range will be smaller than its horizontal range to prevent certain sprinkler spots from being to broken
It is pretty disappointing that they haven’t touched the sun balance patch at all yet especially we have subs like sprinkler, line marker, and curling. As a dedicated explo main I know it’ll get a utility sub for its 2nd kit (probably sprinkler) I hope it gets changes soon so I won’t be totally disappointed.
I had an idea to make line marker better, or two separate ideas. The first idea is to have a line of paint underneath, maybe have a small explosion when hitting a player (similar to hitting a wall) The second idea is to make it like a throwing knife. Reduce the ink cost to 35 percent to 30, maybe even 25, percent. Then greatly reduce the end lag after throwing one, or something to allow you to rapidly throw them one after another. If that sounds too op, reduce the damage or the track time.
An idea for sprinkler to make it better with more aggressive weapons, give it an inside radius that if an enemy is in it will vaguely target them, not beam them or anything crazy, but help force the enemy to think a bit more and distract them potentially creating a needed opening to close distance and take a fight
Translated by Google: With the beacons you can as a "Teleporter Support" A tip for the beacon: Place beacons in unnoticed parts of the map to keep you and your allies on the move safely.
If toxic mist would ever recieve buffs, it shouldn't be more spammable. In lower levels (S and below) it can already be a menace bc people avoid it more. You can already deny 2 snipe areas without sub saver and block areas quite effectively or help teammates kill enemies, all more effective in lower level games. It needs buffs but they should try to make it better in higher level games
3 ideas for Curling: Charging curling bomb makes it go faster, with the fully charged version going twice or maybe even three times as fast Or, you could give curling bomb a sprinkler making it the ultimate inking tool, but make the end explosion less lethal OR, you could give curling a tiny bubble shield, allowing the user to safely do mix-ups
As for Toxic Mist and Line Marker I'd change it around a bit, Strengthen the effect for the former and have it disable Squid Roll/Surge, Instead putting the Distruptor effect on Line Marker as a reward for hitting a direct which allows it to pin down enemies trying to escape
Not only is curling among the most expensive at 70% it also has 20 more white ink frames than splat or suction. Curling is literally the highest cost sub in the game
A sprinkler buff I also had in mind would have been to give weapons 2 sprinkler (similar to beakons).That way, you at least have some more opportunities for map control and it might be pretty decent with another small buff on top of that.
Regarding toxic mist, if it’s meant to be an area denial tool, giving it a similar damage effect to ink storm would definitely help. While this is a relatively large overhaul of the sub, it would preform its job much better.
So I’ve got a wild idea for toxic mist. What if we gave it dps, like an actual poison effect? Nothing significant, but enough where if you stood in it for like 3/4 duration you’d be one shot away
Also for Line Marker, just make it aim with your reticle! It’s so unintuitive to have it aim underneath your weapon, especially with weapons that shoot in straight lines!
I also like Sprinkler but sadly I usually only toss if i'm spawning at base. The cost reduction and hp boost would be a huge help so people don't instantly kill it leaving us just short a huge chunk of ink.
I wonder if Nintendo’s idea of curling bomb is to be flexible between normal throwing it for mobility and charging it for poking with a larger AoE 1-shot. Here’s my idea While it does need to be cheaper, 45% feels too cheap. I think 55% will do for it, making it slightly cheaper than fizzy bomb. However, charging the curling bomb is faster, making it quicker to throw out a short fuse curling to poke. There would be a tiny delay before it begins to charge though, so you can still throw out a no charge curling for max distance by simply tapping the sub weapon button
Personally, I think a upgrade to toxic mist is it would be really cool if your vision is a bit blurry when in the mist and out of it for a few seconds!
Hi chara, I also got some sub weapon buff ideas, Inkmine/beakon - if you could throw the mine/beakon a little bit further then curling bomb. so you could get them at higher and further away. And you could get it at beter and strategic places Curling bomb - if you make white frames shorter then you could use them more but you can't use two in a row. Sprinkler - if the sprinkler shot more horizontally and had a faster fire rate but had worse paint and had more HP it could be a real era denial weapon. Line marker - for line marker I think it is an interesting idea to make the utility better by making if you would walk through the line the you get targeted like stingray or Thermal Ink (maybe the same for point sensor) and make the line a DPS hit zone. Toxic mist - if the ink consument is les or if the white ink frames are less but there can only be 2 or 3 out at the same time then you can use them more and not make the to spamming. Sub weapons in general - the idea for having two sub weapons at the same time (one utility and one bomb) is still I think a great idea. I hope you maybe like some of my ideas. And I would love to hear a review of my buffs. Sorry for the bad grammar😅
its so funny and tragic that every single issue in this game is compounded by the map design being so one-note, and yet nintendo just refuses to fix it
Every since I started playing Splatoon 3 I have always said that line marker should have a trip wire function. I think that would make the sub actually useful. Hopefully the devs actually add that to the game
line marker. I love it, but on top of what you said: - Where the marker is thrown should be right in the center of your weapon's reticle for easy aim. - A larger beam radius would make it easier for enemies to step into and get chipped by the 20 damage. - and finally about 50 or 55 damage (instead of 40) plus that 10 seconds of location for a direct hit could make good aim seriously valuable. any buff to line marker would be a godsend because it's so much fun to use
Line marker is actually one of my favorite subs right now. It feels SO satisfying to snipe someone with it, especially when it lands a kill (which obviously doesn’t happen often). I think the sub is super weak still, but I love love using it.
I also think that lethal bombs need a better cue to let you know that you have one exploding next to you, i love the fact that they use sound instead of a visual indicator like every other game to reduce visual overload but a lot of times i think it’s not effective enough, and not everyone plays with headphones either because they can’t or just don’t want to and shouldn’t be expected to do so. I noticed that it’s worse in Splatoon 3 compared to 2, so maybe it has something to do with the worse latency and bombs just explode sooner that their audio cue, specially when the connection isn’t perfectly stable. Also i have ADHD so i just don’t immediately notice them lol, although I always found that Splatoon has always been really good at not being too much, always riding that sweet spot between lots of stimulation and overload
I miss Bomb Sniffer from Splatoon 1, I truly do. I mostly only started running it because I got sick of dying to Ink Mines (remember when those were lethal traps?), but it turned out to be really good for processing when you were close to enemy splat and suction bombs as well.
I think ink mine should still get a buff: -Imo it should go from 60% consumption to 50%. -you should be able to place 3 instead of two (like beacons) -and if the devs want to make it a great special having throwable mines would be amazing but that could make it op. The reason I say throwable mines is because the risk reward benefit isn't a lot for mines. You have to put it at a choke point or somewhere where someone will 100% cross or else you get no value and at that point then you basically have no sub. It's one if the few subs you can only use when you're actively safe and no where near harms way. The only weapon that has actual good utility with mines ino is inkbrush because it can put them anywhere meanwhile weapons like e liter and flingza get that as a "just in case" kind of sub.
Having a throwing marker that creates a small AOE ink blast similar to burst when it ricochets off of a solid surface, dealing 5 to 10 damage sounds like an interesting idea. Also, hitting an enemy directly with a point sensor should give off the thermal ink effect too, but the effect is only visible to you exclusively.
I think toxic mist should have a lingering effect of like 2 to 3 seconds after you leave it that way it can be a sub you actually might need to worry about
I have ideas for a Sprinkler buff, I think it would be cool if it got wheels when thrown on a large surface and travels back and forth a set distance, probably about the length of 1.5 Wahoo Poles, so it paints while it moves. If any of these changes were to actually happen I'd say to make the splatter of where it lands bigger, almost as large as Burst Bomb's, so it could have that nice utility without the damage. Remove the decaying modes of it, like how it was in Splat1, because that's pretty counterintuitive that the paint over time sub paints worse over time, and also increase the painting radius by 10% as well. But it may need high ink recovery lag, so it's not spammed. That's all my ideas that I think would make sense but if we're talking fever dreams, let's make it so if the sprinkler survives long enough (like 20 seconds) it stops painting to morph into a little cannon to start charging up and shooting Blaster shots at close targets with the power of a Rapid Blaster, range of a regular Blaster, and shoots them at the half the rate of Range. It also looks like the top of a hidden Drizzler, so you can tell where it's aiming. Same everything else, same movement and same HP. I like the idea of being able to place an actual sentry turret that threatens foes as your sub. Maybe not fitting for Sprinkler to do though. That's all
I honestly think the sprinkler paint should account for the decaying radius by starting out really wide in a ring and slowly filling in as the sprinkler decays, rewarding good positioning and lack of dying by giving tons of turf output. It seems like most weapons in S3 with sprinkler want you to use it to farm for specials so I think it would also be interesting to make turf covered by a sprinkler charge the special meter more than the main gun itself
i really love the angle shooter change idea because it doesnt just make the sub weapon more powerful, it also makes the unique aspects of its design more relevant you can hit cool ricochet shots with it currently, but its hard enough to just hit directs normally without also thinking about chaining it off of surfaces Theres no particular reward bouncing angle shooter off walls other than making it possible to hit people behind cover (guess what bombs already do REALLY well and way more easily for more reward) if the line itself did damage you would be incentivized to think not just about the final location of the dart, but the path it takes as well
For point sensor I propose we allow it to "mark" an oppenent that increases damage from all sources by 10% that breaks damage thresholds. What this would do includes: Benefit existing weapons - Naut and nova take 1 less shot to splat + Explo direct dealing 99 damage On demand object shredder - for helping to deal with crab and booyah Makes chip damage more dangerous Could work well with certain specials such as rain or wave It would make sensor the sub for weapons that want to improve their own weapon directly and i could see some brushes, rollers and stringers really wanting something like this.
I wanna use angle shooter so bad but i hate it not being lined up with the reticle, havent played in months but that change could be really helpful to try and get chip damage vs inkjet
this is the only change I really want for it, I wanted to pick up Rapid pro deco because the combo seemed cool but Its just such a headache trying to aim it reliably in a heated match
@@xaro9982a tip as a RBPD pocket, shots that you aim at the ground don't bounce back up, they run parallel with the ground, so if the person you want to hit is at a lower or same elevation as you, you can just fire for the ground in front of them and it becomes a much more lenient hit, plus the reticle height doesn't matter
I'd like any combination of three things for Toxic Mist: 1) Strongly improved duration 2) Strongly reduced ink cost 3) have the effects tuned up to be at least eqivalent to being stuck in enemy ink. It's a great area denial tool, but it's got two main issues: It's not a good barrier tool, the most it's going to do with slowing down anyone passing through it is mess up a clam throw. And it's too expensive (both in ink and attention) to keep up on an area. The disruptor effect on hit honestly feels lke it would feel better on line marker, both as a direct effect and as something applied when passing through the lingering wire.
I said it once and I will say it again, but the sizzle season introduced weapons that showed how you don’t need bombs (if you don’t count curling bomb) for a weapon’s kit to be good. However, it also showed how these weapons are and can be hold back by these under powered utility subs.
I miss and want back old OG Splatoon sprinkler. It didn't have the five seconds of high paint mode it dues currently, but it also never went into low power mode; staying in what we now call medium power mode endlessly until destroyed. Unpopular opinion: I really liked Saltspray Rig due to maining long range weapons back in the first game, and my favorite thing to do there was to pop a Sprinkler on the moving crane in the north area. It would almost always survive an obscene amount of time and get me high scores in turf wars despite not playing terribly paint-focused weapons like a lot of players were using back then.
ngl, I think suction bomb should be able to break a squid roll. It'd make it stand out a bit more instead of just being the tower control bomb. Maybe make it slightly more ink hungry as a trade off for the buff.
Thank you for making the comment at the end about how the community complains that competitive players like bombs too much. I think it’s important to keep narrating why comp players have their opinions and why those opinions don’t necessarily need to be adopted by the broader more casual community.
Toxic Mist idea 1: Make it drain Special Points too! A fully charged opponent could be setting up to use Crab or Inkjet for example, then gets hit with Toxic Mist. Now all of a sudden they are out of position with no special, poor movement and draining ink! Idea 2: If an opponent is Splatted whilst in the mist, they get hit with a respawn penalty similar to Respawn Punisher, or maybe they lose ALL special charge.
Some data I might calculate is to take your main, special, and sub lists and look at the correlation. Direct stats on which subs and specials have the most good weapons, which have the most poor weapons, etc.
An additional change I would like to see with Curling Bomb is that the more you hold it the more ink hungry the bomb is. So just using curling uses 45% and the more you hold it the more ink hungry it gets. I would say at max it would go to 65%. Plus this can also prevent double Hold R curling at lower levels.
ideas: Point sensor echolocates, but also gives everyone still in its radius the Thermal Ink effect where you can directly see the model through walls -gives more information on located enemies Sprinkler blows up like a torpedo when destroyed -annoying Curling starts its detonation right away if it hits an enemy -actual weapon functionality Toxic mist drains 8% special gauge per second to anyone using a special inside of it -crab and kraken counter Line marker slows an enemy down for 1 second after being hit -better combos
For the point sensor changes, the echo location is not necessary, it’s only a sub after all. How would enemies be able to avoid being sensored. Also it already indiacates enemy locations even when behind obstacles, what’s the point of the additional thermal ink effect
This is what i think point sensor, and sprinkler needs: Appart from giving more info about the enemy as chara said, it should be able to have the respawn punish effect if someone kills the enemy while detected the first 3 seconds. Now it has a strong punish capacity. I think that sprinkler needs an owerall improvment, it is supposed to be the painting sub and it doesn't do the job well. Way more hp, the enough so you have to take a while to break it, and it should be bigger, so we can improve that body shielding propiety. No levels at all, it stays in a in between level 1 and 2, and way more range.
you know how annoyingly efficient fish sticks are at covering turf? it's pretty difficult to paint over, right? i've always thought the sprinkler would be much better with this kind of paint, so on top of your changes, i'd like to see the individual paint droplets get a radius increase of about 40%. this would massively increase the consistency and speed of sprinkler's burst paint, especially with the extra staying power it has due to health increase.
So as a new player, what I'm getting out of this is that Nintendo is a lot like Morshu. "Bombs? Bombs? Bombs? You want it? It's yours my friend! As long as you have enough Power Eggs!"
the best way to buff sprinkler is to increase the fire rate massively, so that although it just paints over what it already has painted, it will actually be a threat and can take space.
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
I feel that even with the disruptor effect mist would still be kinda lower mid at best, while its slowing and draining effect is a deterrent to entering an area, it is not a denial like a bomb is simply because in the majority of cases it just means it takes a little longer to get from A to B (though in some cases it can cut off routes involving jumps). I personally think it should have a minor damage over time effect similar to standing in an opponents ink, offering a damaging effect that would make it more risky to enter for primarily the fear of getting combo’d by AOE damage like blasters, explosher, bombs, etc. I dont think it should be able to kill for fear of turning it into a knockoff bomb and defeating the purpose of specialization (also I dont think that having a rough equivalent to BF1’s gas grenade is a healthy thing for this game), but being able to bring people down to around 25-30 health would be a much greater deterrent to entering an area than simple slowness alone.
I actually disagree with the line marker change you proposed. I don’t want it to be easier to get the line value, I want it to just be stronger when hitting someone I would do the 40 damage thing still but instead of longer location, give it a ramping up slowing effect instead over 4 seconds. This would make it the best chasing sub in the game and give it a niche
I've always loved the idea of sprinkler, but its never QUITE done enough.... As somebody who plays a lot of Blob and Turf War, I kinda love Sprinkler as a pushing tool. Planting it right behind cover is a great way to ensure theres a sort of 'safe zone' where your feet are always covered. With this in mind, I've always wondered if Sprinkler could have a sort of buffing effect within its radius. I get that this would change it too drastically and never happen., but the idea of a small deployable mini buff sounds very fun to me, and Sprinkler needs SOMETHING. With increased ink output it would make players really choose how to use it.
A reasonable alteration I came up with for Sprinkler makes three changes: removing the third phase of the sub-weapon so it stays in the second phase indefinitely, increasing the time for the first phase so that it overtakes when the second phase is active in the current version of Sprinkler, and decreasing the ink cost to 50% as Chara suggested.
Toxic mist idea: being inside of it should also make you act as if you are standing in enemy ink completely ignoring IR in place of BD. Now passing through the cloud has guaranteed drawback.
I was, and still am, astonished that the Line Marker doesn't have trip wire mechanics on it. I mean, it does, but just not for damage. It's the least they can do to make it in any way better than it is right now.
Ur angle shooter buff is smart but I’m also thinking if 4 people ran that with subsaver they can just wall off an entire hallway for an entire match, and I guess people could swim under all 4 line markers but still. I think that would just be too broken and would ruin comp.
All of these changes are great, and I'd love to see all of them implemented. The only thing I'll say, though, is that line marker also needs another doubled paint radius. Because why not
The idea of Sprinkler forcing enemies to spend a little bit of time killing it before they can paint over something in a game so heavily dependent on space control is solid in theory. The question is how to make it worthwhile. The obvious niche for Sprinkler is to sit it somewhere so enemies have to kill it or kill you before they can move through a space while you do something else somewhere else, since bombs give damage on top of more immediate paint in an active firefight. I don't actually have a switch, but I do play Team Fortress 2, where the sentry gun serves a similar role as a powerful tool to give a place for your team to fall back to. So Chara's buff ideas seem sound to me. Some other buffs I could see on this basis would be: making the sprinkler give a message when it is destroyed or damaged, etc.
I had a random idea for a buff to the throwable Utility Subs (PS and TM) that direct collision would deal 5 damage, which isn't a lot, but does combo with weapons like Nova with its Point Sensor to make it a 4 shot
Yet another idea for curling bomb - make the charge throw go the full distance instead of shorter. Or distance could be controlled by angle similar to Super Chump, with charge time only affecting the explosion size. This would give it a lot more variety of uses.
I think I would actually rework sprinkler. Maybe change it in a way that it has some sort of countdown (duration similar to a splat bomb) during which it can be destroyed. Once that countdown is over, it outputs a big amount of ink at once and vanishes afterwards. I think it's biggest problem is its over time behaviour, which clearly is there because it would break zones otherwise but I think instead of keeping it paint over time, the devs should change it and fix the problem in zones.
Sprinkle buff: when placed on wall or ceiling the ink pelets can block main weappn shots but keeps decay. The ink pelet can block one shot. But the ink pelet will also be destroyed.
Nintendos gonna be laughing at this video once they give line marker enough paint to cover the map.
And it'll also be a 1 shot
@@stix_spl one could only dream
lol Just call it "Map Marker" at that point.
Then we will need to call it hack marker
One day it will
the fact that fizzy outclasses curling in every way possible (damage, ink cost, poking power, etc.) and they havent even LOOKED at adjusting curling in any way is insane to me
Curling going slower can actually be really helpful because it can maintain pressure for longer. The sliding hitbox can be useful as well, for example on Reef Lux it combos with a 2 for 3. I agree fizzy is just better but not enough people experiment with the "cooking" function of curling as a mix up. I get plenty of kills with it.
@@radaf4429I think getting even touched by the curling bomb itself puts you in 1-burst range for L-3
also the fact that it does this while being better at painting than the sub weapon that does nothing but paint, lol
Honestly, fizzy probably should go to 65%. It's just plain overtuned, and machine died for its sins. Oh, and curling bomb to 55%
Curling when fully cooked can be useful for splatting people on ledges nearby and can be used as non air stopping splat bombs.
Don’t forget the fact that angle shooter’s reticle is still broken and its placement under the main weapon reticle really hurts your chances of getting directs when tapping R
Unfortunately, it's a side effect of splatoon being a 3rd person game and angle shooter having the longest range in the game
It's REALLY agonizing on Big Swig, where you need to aim in very particular ways if you want to get hits and damage with your flicks, and Angle Shooter is always, _always_ somewhere completely different. Bring it it into the training room at some time and see how awkward it is (as if it wasn't already that awkward with every other weapon it's on).
Big Swig doesn't even WANT to spend time trying to combo with that thing, but you couldn't even do it if you wanted!
always aim up a little extra and when you are aiming at opponents above you aim extra high. Slosher deco taught me that (though I've been getting big into the new rapid pro since I already used vanilla rapid pro a lot, seriously underrated weapon)
@@ThatOneSomethinggt is certainly a side-effect of that yes, but the extra problem is that angle shooter comes out of the player’s hand instead of the weapon. If they were to adjust it so that the player flicks it at a height/angle that would match the main’s reticle (at least when aiming above when that is an issue), it would still solve a lot of problems. Or it could come out of the weapon itself, but that would likely require additional animation.
the thing is that the height of your reticle is based on your weapon and its range, the longer range the lower the reticle. angle shooter has a longer range than even the e-liter, meaning that it shoots at where its reticle should be.
I agree it should be changed, but it's not a bug or something that needs to be "fixed," just a balance change. in the infamous words of... someone... "It's not a bug, it's a feature."
I also personally feel like the Sprinkler should always have it's Stage 1 active all the time since even with all these buffs, it's still a bit underwhelming
Only problem I see with them going that route is that it'd mean they'd be walking their development of the sub back to it's iteration from Splatoon 1, which I don't really see them doing and just giving up on their overhaul of it from 2
Honestly i'd rather make sub power up do more than just "stay in better stages longer", aka it would put a bigger paint glob when hitting the floor with a bigger radius
They should at least remove the third painting mode.
They should make it so that you can have up to 3 sprinklers active at once, and the third mode should be removed, so that it always paints at least decently.
That way you could have a huge paint empire on the map, and Sprinkler weapons would ACTUALLY give their team a significant advantage in terms of paint, so there would be a reason to want one on your team. If your team has bad paint, just get a Sprinkler weapon and you're good to go.
@@bluegem8582But as it stands now was it really that op in 1? Actually nvm i just remembered paint in general was worse in that game lol, so yeah as it stands now in this game actually (and really 2 as well too) it’s a useless sub because all it does is paint and even if you just destroy it you can still just… paint over it??? even if you just keep it at level 1 you can just destroy it before it paints it the ground below or just… destroy it and paint over it even after it’s done??? Like yeah the paint is actually useless tbh and for how little area it paints it’s actually useless regardless if it’s at level 1/2/3 or not, other subs have immediate paint along with… y’know… an actual threat… Sprinkler was just good in 1 because paint in general was horrible i think so that helped with both painting and special output, but nvm i really don’t remember that much how it was the meta, maybe it really was just for special output but regardless it was good somehow back then so that’s something so now that the circumstances are different it’s really won’t be as “broken” good to how it was back then.
Also Pfp Sauce (Artist)? 🗿
I think the change they need to make for Sprinkler is to, y’know, make it more similar to a real life water sprinkler. Y’know, the kind that generally shoots in one straight line as it slowly turns? That way, the sub can turn into a sort of turret area denial tool that is flexible since it can stick to walls. We can make it so that the range rivals Splattershot Pro or maybe even Squeezer, but only have the Sprinkler fire in a more fixed direction, making a sort of semi-circle or even triangular shot, instead of the full circle around it that we see in-game. Not only would that make it more similar to a real life sprinkler, but this also balances the new range that’d be given to it.
I think the main issue from that is the paint being spread out as it inks is part of what it lets works well. Having it slow down would reduce the paint for damage.
Not saying it can't work but the trade off is there that could hurt other sprinkler weapons.
@@ProChara fair point. I still need more game design experience lol
Also there are absolutely real life sprinklers that function like the one in Splatoon, just an aside.
A sentry-like sub could be cool, but it should be a new subweapon, the idea seems to differ too much from what the sprinkler is supposed to do
@@_CNT_I've had two ideas for sub weapons that I'd really like to see, one would be like a claymore that can instakill to bring back S1 ink mine mechanics, but it would be a sea urchin, it's kill radius would be small, and it can be destroyed by being shot. When it explodes it would shoot out a small spray of low damage spikes to extend it's radius and area control a bit, and it can stick to walls. As for the other, it would be a sentry gun that looks like what octotroopers ride. It would shoot projectiles at splattershot pro range, but they would function like octotrooper bullets and dissapear at a certain range, but be shot at a somewhat faster velocity and fire rate, but still slow enough it doesn't get really annoying.
make the sprinkler itself bigger i want it to have more opportunities to be used as a shield
such a cool use of it but looks so inconsistent
Well, there’s Splash Wall for that… so i don’t think it’s a great idea tbh and you shouldn’t really rely on it, but at least it could be used you could use it as a last-resort move if anything and all else fails or if you just need a big desperation move lol.
@@SimoneBellomonteI love multi use weapons though thats whats cool abt this game anyway
I thought about how cool it could be if toxic mist also functioned as a smoke bomb. It's opaque at first (for the enemy team) then it becomes translucent until the mist dissipates. It would help with both fighting and escaping and make the sub more unique
honestly this seems a bit extreme and maybe something they could do for a special, but letting players in friendly mist have like ninja squid without swim speed reduction would be neat, it's already hard to see in it and it wouldn't be broken since the mist being there already kinda indicates that someone's in the area, but it'd be a nice little thing for it
I think pretty much all of your ideas are spot on, but unfortunately, I think they sort of "intend" for these sub weapons to be worse, so they can give them to kits to nerf them. It's unfortunate because I think many of the ideas you suggested would make many kits a lot more interesting (it's generally way more interesting to have a strong kit with strong tools rather than mediocre ones) but I'm skeptical that they'll change it.
I agree, and it infuriates me. I hate the idea of holding a weapon back because it can’t get a sub or special
That absolutely sounds like something Nintendo would do
Sometimes the devs' decisions in balancing this game baffle me, like do they seriously think that we'll have more fun if the weapons we play can't do their job well??
Tbh i really don’t think that’s the intended job intention of what they were trying to do but… y’know what? After thinking about it a little bit, maybe you’re actually right and they’re DEFINITELY just doing this to nerf kits…….
But im optimistic they’ll eventually realize their mistake whether intentional or not and actually give us both balanced kits with both balanced subs and specials and main weapons.
Like hey as long as it’s not an an a obviously too-broken kit with like an Eliter with Zipcaster (is that maybe why they haven’t given it and have since removed it from Squiffer back during the beta trailers???) or give us something more like a Carbon or Roller with both Torpedo and Missiles or again an Aerospray / with and Missiles as their special… okay maybe the Roller wouldn’t be too op especially since the main weapons are average at best given their garbage inconsistencies… and again the Aerospray too would just be mildly annoying at best but yeah… they haven’t really given any long-range weapon a Zipcaster, i may be onto something there….
I think it will be a really cool idea to make toxic mist into a MIST, blocking opposing team vision by making it opaque. That can make it dangerous to go through and apply pressure by blocking information from scouting and adding the ability for sneak attacks. Also, a bit of constant damage like storm would be nice.
Imo, Toxic Mist should AT LEAST halt health regeneration like it does for ink
One idea I had for a Speinkler rework was a Sprinkler-G. Basically a Destroyable Squee-G enemy that carries a sprinkler towards Enemy Ink. It moves more slowly than the one in single player and can be destroyed. It also does not destroy your teams ink.
Little roomba friend with a small turret on top, i like it!
@@game4us_SplatuberClaymore Roomba
Angle shooter is really interesting as a utility sub, it sucks that its underwhelming… I had 2 ideas of buffing it, (1. If the marker hits an opponent it will ricochet to another player closer to the opponent you hit.) (2. If the market hits a wall it’ll do a mini explosion and continue on it’s normal route.) I really like your ideas for Angle Shooter/Line Marker buffs as well!
If the market hits a wall it’ll do a mini explosion and continue on it’s normal route. That one is really nice. Tho maybe a bit op, with how the maps are in splatoon.
Imagine if the ink trail was special and acted like a pressure sensor to alert you someone stepped in the line marker ink.
@@game4us_Splatuber True, it would make it a little op. But it’ll at least help out with chip damage. I had another weird/dumb idea for buffing it. Giving it triple the amount of object damage then it already has.
I think a possible buff to angle and locator is to make a effect where marked oppents take more damage
I think a fun buff for Sprinkler might be halving the ink cost and letting you have two out at a time. That way it could compete with bombs for painting power, and dividing the enemies attention between two different painting spots would be useful
I love that idea and no I wish it were real
Worth noting that they decided to give all the new kits this season utility subs but haven't even touched them balance-wise. Hopefully they'll actually get around to that in the mid season patch
I def think that Curling Bomb should be 45% of your ink tank, but remember that by lowering the trail it goes it has a bigger explosion, so I think the amount of ink used for curling should increase as you charge the bomb, up to 60%.
nah, the tradeoff is that u have to charge it up. it makes sense that its stronger bc u have to invest time into it, its slower.
Also in this case I'd want more range per charge cause it doesn't go anywhere if you actually try to use it like a bomb
I personally like the idea that toxic mist becomes a smoke grenade. Increase the range of by like 20 or 15% and make the most for enemies a thick cloud that you can’t see through, while teammates see it less opaquely (same thickness as today’s mist). This would allow better team support for tri-stringer and more of an option for things like tri-sloshed.
One idea I like as a toxic mist buff is giving it the ability to do damage over time. But rather than just a flat amount of damage over time like ink storm, it should be based off movement speed and be non-lethal like standing in enemy ink (so imagine a player trying to speed through the cloud taking 20-30 damage, while standing still would do no damage and only drain ink). I think this would nicely compliment toxic mist's design as a tool for area denial, as currently it's far to easy for an opponent to just rush through it. With this change they would suffer a small but lingering punishment for it, one that's weak on it's own but could be vital for certain weapon combos or team fights.
Additionally, I think angle shooter is actually the sub weapon that should get the effect of splatoon 1 disrupter on a direct hit. Like you said, the reward for landing a hit with the most difficult sub weapon in the game is painfully small, and though the damage and tracking could be increased I feel like there's never going to be a happy middle-ground where it's enough to be satisfying without also being kinda broken (looking at you burst bomb). With a disrupter effect though, even just 1-2 seconds of slowing down an enemy mid-fight can be really impactful without enabling sniping from across the map like we'd see if it did as much damage as burst bomb. And finally if they really wanted, they could also lean into the "angles" aspect by having the disruption time increase for every time the angle shooter bounces before hitting it's target.
I'd love to see a new mechanic that would make sprinkler focused on both painting and keeping a hold of that area for just a little longer. Maybe they could add a change where upon being destroyed it will have a breakdown animation and then cause a weak explosion of 60 damage, the radius of the explosion would be dependent on the strength phase it was on, where the first 5 seconds it's radius is a torpedo explosion (with pellets), the next 10 seconds would be a burst bomb radius, and the weakest would be an uncharged fizzy bomb. Of course this wouldn't apply to throwing another sprinkler, in which it would just disappear like normal. This would make sprinkler a little better for aggressive weapons and give other weapons a way to affect areas they normally can't if they don't have map control.
Nintendo is gonna make line marker one shot and paint the entire map and will still be F tier.
I would love sprinkler to have a burst fire period, maybe for the first 1-2 seconds that paints the area much faster. The effective time of the normal painting mode could be reduced to compensate for this, but it would make it possible to paint yourself an area while being aggressive
For toxic mist I would find it interesting if it works like point sensor. Like, we throw the mist and when the player is only touched by it, it got the same effects than it already have, but during a certain time. So the player can play, but is slow down and can't recharge his ink, even if he's not anymore in the mist. Maybe it would give it more usefulness.
An idea I had for the point sensor sub is that if an opponent that's already marked gets close to a teammate, then they will also get marked by the point sensor for a shorter duration. Kind of similar to how the bubbler worked with sharing it's shield
i have always thought that the direction at which sprinkler sprays ink should track opponents that enter its painting range allowing it to take on more of a "Turret" role and fit in better with weapons that want an aggressive sub and can combo off the 20 damage like light tetra
I mean honestly tho, just to be a peak contarian, i thought this before watchin’ the Pikadave guide on it back when slosher deco came out, but especially after watching him i legitimately believe Line Marker is a pretty good sub. Burst Bomb is a harsh comparison, i mean… They’ve had to tone down that damn thing ever since the first game and seem to continue to do it lol. But even then, you got a super low comital, very long range, instant speed projectile that can paint your feet while attacking far away enemies in the same line due to it bouncing at very shallow angles off floors, it’s the ACTUAL cheapest sub weapon now due to burst bomb’s nerfs, it’s not honestly too bad to hit people with, i’ve gotten a fair few kills. But even then, your constellation prize for missing is a lingering lil’ location, which is VERY nice for gettin’ accurate shots for somethin’ as precise as a slosher or rapid blaster. I think it IS worth the cost of using the marker alot of the time, (especially cuz ya know, it’s super cheap) it’s at least way better imo than stuff like curling bomb or sprinkler to me. Just throwin’ it put between every 3 or 4 sloshes just FEELS good.
Omega Strikers music is soooo cool during your explanations 😍
I think that a good point sensor buff would be if it showed how much damage someone has on them while they're marked. It would have the thermal ink effect on the person, but only up to how much damage they've taken. For example: if someone marked by the point sensor has taken 50 damage (half health) then the thermal ink glow effect would be halfway up the enemy's body
Could… could they not just use the damage indicators used on the training dummies? It’d probably be both easier to implement and more useful that way. Otherwise it’s actually a really great idea.
@@TheLastPot do you mean how the training dummies have splotches of ink on them, or do you mean how the dummies show the exact damage above their head? If it's the latter, there's no way Nintendo would ever do that
i love how every issue w this game comes down to the map layouts 😭 really disappointing work by them that they haven’t done anything to address the maps radically
An idea I have for sprinkler is to turn it into a sentry. When a player is in its range it’ll start shooting at them and be a 5 shot to not make it busted. It’s vertical range will be smaller than its horizontal range to prevent certain sprinkler spots from being to broken
It is pretty disappointing that they haven’t touched the sun balance patch at all yet especially we have subs like sprinkler, line marker, and curling. As a dedicated explo main I know it’ll get a utility sub for its 2nd kit (probably sprinkler) I hope it gets changes soon so I won’t be totally disappointed.
line marker is useful
it's to scare off the enemy e-liter 4K. And that's all it can do.
I had an idea to make line marker better, or two separate ideas.
The first idea is to have a line of paint underneath, maybe have a small explosion when hitting a player (similar to hitting a wall)
The second idea is to make it like a throwing knife. Reduce the ink cost to 35 percent to 30, maybe even 25, percent. Then greatly reduce the end lag after throwing one, or something to allow you to rapidly throw them one after another.
If that sounds too op, reduce the damage or the track time.
An idea for sprinkler to make it better with more aggressive weapons, give it an inside radius that if an enemy is in it will vaguely target them, not beam them or anything crazy, but help force the enemy to think a bit more and distract them potentially creating a needed opening to close distance and take a fight
the roller clip from 8:37 was extremely satisfying
Translated by Google:
With the beacons you can as a
"Teleporter Support"
A tip for the beacon:
Place beacons in unnoticed parts of the map to keep you and your allies on the move safely.
If toxic mist would ever recieve buffs, it shouldn't be more spammable. In lower levels (S and below) it can already be a menace bc people avoid it more. You can already deny 2 snipe areas without sub saver and block areas quite effectively or help teammates kill enemies, all more effective in lower level games. It needs buffs but they should try to make it better in higher level games
I think making it a 55 percent and making sub saver stack worse on it would be a good balance
When I first saw Line Marker, I jokingly thought to myself that it looked like an ink rail. Do with this headcanon what you will.
3 ideas for Curling:
Charging curling bomb makes it go faster, with the fully charged version going twice or maybe even three times as fast
Or, you could give curling bomb a sprinkler making it the ultimate inking tool, but make the end explosion less lethal
OR, you could give curling a tiny bubble shield, allowing the user to safely do mix-ups
As for Toxic Mist and Line Marker I'd change it around a bit, Strengthen the effect for the former and have it disable Squid Roll/Surge, Instead putting the Distruptor effect on Line Marker as a reward for hitting a direct which allows it to pin down enemies trying to escape
I swear the shrugging chara(cter) pic is gonna be one of, if not the, most used for your vids. I see it everytime
Not only is curling among the most expensive at 70% it also has 20 more white ink frames than splat or suction. Curling is literally the highest cost sub in the game
White ink frames?
That would be Beakon actually, curling is second
@@batofdestiny white ink frames means the amount of frames after using a sub or main that you cant recover ink
@@osiohanu8166 fair lol, tho its not like you use beakon in combat
A sprinkler buff I also had in mind would have been to give weapons 2 sprinkler (similar to beakons).That way, you at least have some more opportunities for map control and it might be pretty decent with another small buff on top of that.
Regarding toxic mist, if it’s meant to be an area denial tool, giving it a similar damage effect to ink storm would definitely help. While this is a relatively large overhaul of the sub, it would preform its job much better.
I'm not always on board with some of your suggestions, but you're on absolute fire recently.
So I’ve got a wild idea for toxic mist. What if we gave it dps, like an actual poison effect? Nothing significant, but enough where if you stood in it for like 3/4 duration you’d be one shot away
Also for Line Marker, just make it aim with your reticle! It’s so unintuitive to have it aim underneath your weapon, especially with weapons that shoot in straight lines!
Video 155 of commenting on Chara videos till brella gets fixed [properly]
lol good luck
I also like Sprinkler but sadly I usually only toss if i'm spawning at base. The cost reduction and hp boost would be a huge help so people don't instantly kill it leaving us just short a huge chunk of ink.
I wonder if Nintendo’s idea of curling bomb is to be flexible between normal throwing it for mobility and charging it for poking with a larger AoE 1-shot. Here’s my idea
While it does need to be cheaper, 45% feels too cheap. I think 55% will do for it, making it slightly cheaper than fizzy bomb. However, charging the curling bomb is faster, making it quicker to throw out a short fuse curling to poke. There would be a tiny delay before it begins to charge though, so you can still throw out a no charge curling for max distance by simply tapping the sub weapon button
Personally, I think a upgrade to toxic mist is it would be really cool if your vision is a bit blurry when in the mist and out of it for a few seconds!
Hi chara, I also got some sub weapon buff ideas,
Inkmine/beakon - if you could throw the mine/beakon a little bit further then curling bomb. so you could get them at higher and further away. And you could get it at beter and strategic places
Curling bomb - if you make white frames shorter then you could use them more but you can't use two in a row.
Sprinkler - if the sprinkler shot more horizontally and had a faster fire rate but had worse paint and had more HP it could be a real era denial weapon.
Line marker - for line marker I think it is an interesting idea to make the utility better by making if you would walk through the line the you get targeted like stingray or Thermal Ink (maybe the same for point sensor) and make the line a DPS hit zone.
Toxic mist - if the ink consument is les or if the white ink frames are less but there can only be 2 or 3 out at the same time then you can use them more and not make the to spamming.
Sub weapons in general - the idea for having two sub weapons at the same time (one utility and one bomb) is still I think a great idea.
I hope you maybe like some of my ideas. And I would love to hear a review of my buffs.
Sorry for the bad grammar😅
its so funny and tragic that every single issue in this game is compounded by the map design being so one-note, and yet nintendo just refuses to fix it
Great vid, loved It wasnt a normal tier list
Every since I started playing Splatoon 3 I have always said that line marker should have a trip wire function. I think that would make the sub actually useful. Hopefully the devs actually add that to the game
line marker. I love it, but on top of what you said:
- Where the marker is thrown should be right in the center of your weapon's reticle for easy aim.
- A larger beam radius would make it easier for enemies to step into and get chipped by the 20 damage.
- and finally about 50 or 55 damage (instead of 40) plus that 10 seconds of location for a direct hit could make good aim seriously valuable.
any buff to line marker would be a godsend because it's so much fun to use
Line marker is actually one of my favorite subs right now. It feels SO satisfying to snipe someone with it, especially when it lands a kill (which obviously doesn’t happen often). I think the sub is super weak still, but I love love using it.
Am I the only one who loves procharas outro?
I also think that lethal bombs need a better cue to let you know that you have one exploding next to you, i love the fact that they use sound instead of a visual indicator like every other game to reduce visual overload but a lot of times i think it’s not effective enough, and not everyone plays with headphones either because they can’t or just don’t want to and shouldn’t be expected to do so. I noticed that it’s worse in Splatoon 3 compared to 2, so maybe it has something to do with the worse latency and bombs just explode sooner that their audio cue, specially when the connection isn’t perfectly stable. Also i have ADHD so i just don’t immediately notice them lol, although I always found that Splatoon has always been really good at not being too much, always riding that sweet spot between lots of stimulation and overload
I miss Bomb Sniffer from Splatoon 1, I truly do. I mostly only started running it because I got sick of dying to Ink Mines (remember when those were lethal traps?), but it turned out to be really good for processing when you were close to enemy splat and suction bombs as well.
I think ink mine should still get a buff:
-Imo it should go from 60% consumption to 50%.
-you should be able to place 3 instead of two (like beacons)
-and if the devs want to make it a great special having throwable mines would be amazing but that could make it op. The reason I say throwable mines is because the risk reward benefit isn't a lot for mines. You have to put it at a choke point or somewhere where someone will 100% cross or else you get no value and at that point then you basically have no sub. It's one if the few subs you can only use when you're actively safe and no where near harms way. The only weapon that has actual good utility with mines ino is inkbrush because it can put them anywhere meanwhile weapons like e liter and flingza get that as a "just in case" kind of sub.
Having a throwing marker that creates a small AOE ink blast similar to burst when it ricochets off of a solid surface, dealing 5 to 10 damage sounds like an interesting idea.
Also, hitting an enemy directly with a point sensor should give off the thermal ink effect too, but the effect is only visible to you exclusively.
I think toxic mist should have a lingering effect of like 2 to 3 seconds after you leave it that way it can be a sub you actually might need to worry about
I have ideas for a Sprinkler buff, I think it would be cool if it got wheels when thrown on a large surface and travels back and forth a set distance, probably about the length of 1.5 Wahoo Poles, so it paints while it moves. If any of these changes were to actually happen I'd say to make the splatter of where it lands bigger, almost as large as Burst Bomb's, so it could have that nice utility without the damage. Remove the decaying modes of it, like how it was in Splat1, because that's pretty counterintuitive that the paint over time sub paints worse over time, and also increase the painting radius by 10% as well. But it may need high ink recovery lag, so it's not spammed.
That's all my ideas that I think would make sense but if we're talking fever dreams, let's make it so if the sprinkler survives long enough (like 20 seconds) it stops painting to morph into a little cannon to start charging up and shooting Blaster shots at close targets with the power of a Rapid Blaster, range of a regular Blaster, and shoots them at the half the rate of Range. It also looks like the top of a hidden Drizzler, so you can tell where it's aiming. Same everything else, same movement and same HP.
I like the idea of being able to place an actual sentry turret that threatens foes as your sub. Maybe not fitting for Sprinkler to do though.
That's all
I honestly think the sprinkler paint should account for the decaying radius by starting out really wide in a ring and slowly filling in as the sprinkler decays, rewarding good positioning and lack of dying by giving tons of turf output. It seems like most weapons in S3 with sprinkler want you to use it to farm for specials so I think it would also be interesting to make turf covered by a sprinkler charge the special meter more than the main gun itself
i really love the angle shooter change idea because it doesnt just make the sub weapon more powerful, it also makes the unique aspects of its design more relevant
you can hit cool ricochet shots with it currently, but its hard enough to just hit directs normally without also thinking about chaining it off of surfaces
Theres no particular reward bouncing angle shooter off walls other than making it possible to hit people behind cover (guess what bombs already do REALLY well and way more easily for more reward)
if the line itself did damage you would be incentivized to think not just about the final location of the dart, but the path it takes as well
add the ability to ride inside the curling bomb in squid mode, so that you can go fast without needing swim speed up
For point sensor I propose we allow it to "mark" an oppenent that increases damage from all sources by 10% that breaks damage thresholds. What this would do includes:
Benefit existing weapons - Naut and nova take 1 less shot to splat + Explo direct dealing 99 damage
On demand object shredder - for helping to deal with crab and booyah
Makes chip damage more dangerous
Could work well with certain specials such as rain or wave
It would make sensor the sub for weapons that want to improve their own weapon directly and i could see some brushes, rollers and stringers really wanting something like this.
Nintendo just need to sought out the balance of them then we’d all be fine. Especially line marker, sprinkler
I wanna use angle shooter so bad but i hate it not being lined up with the reticle, havent played in months but that change could be really helpful to try and get chip damage vs inkjet
this is the only change I really want for it, I wanted to pick up Rapid pro deco because the combo seemed cool but Its just such a headache trying to aim it reliably in a heated match
@@xaro9982a tip as a RBPD pocket, shots that you aim at the ground don't bounce back up, they run parallel with the ground, so if the person you want to hit is at a lower or same elevation as you, you can just fire for the ground in front of them and it becomes a much more lenient hit, plus the reticle height doesn't matter
2:02 This bomb is practical in large airspaces it takes IQ to know how to use it.👍👍 my opinion A tier
I'd like any combination of three things for Toxic Mist:
1) Strongly improved duration
2) Strongly reduced ink cost
3) have the effects tuned up to be at least eqivalent to being stuck in enemy ink.
It's a great area denial tool, but it's got two main issues: It's not a good barrier tool, the most it's going to do with slowing down anyone passing through it is mess up a clam throw. And it's too expensive (both in ink and attention) to keep up on an area.
The disruptor effect on hit honestly feels lke it would feel better on line marker, both as a direct effect and as something applied when passing through the lingering wire.
I said it once and I will say it again, but the sizzle season introduced weapons that showed how you don’t need bombs (if you don’t count curling bomb) for a weapon’s kit to be good. However, it also showed how these weapons are and can be hold back by these under powered utility subs.
Idk what everyone's talking about, Sprinkler is clearly OP! Why else would it be the most common sub weapon in the game?
I miss and want back old OG Splatoon sprinkler. It didn't have the five seconds of high paint mode it dues currently, but it also never went into low power mode; staying in what we now call medium power mode endlessly until destroyed.
Unpopular opinion: I really liked Saltspray Rig due to maining long range weapons back in the first game, and my favorite thing to do there was to pop a Sprinkler on the moving crane in the north area. It would almost always survive an obscene amount of time and get me high scores in turf wars despite not playing terribly paint-focused weapons like a lot of players were using back then.
ngl, I think suction bomb should be able to break a squid roll. It'd make it stand out a bit more instead of just being the tower control bomb. Maybe make it slightly more ink hungry as a trade off for the buff.
Thank you for making the comment at the end about how the community complains that competitive players like bombs too much. I think it’s important to keep narrating why comp players have their opinions and why those opinions don’t necessarily need to be adopted by the broader more casual community.
Toxic Mist idea 1: Make it drain Special Points too! A fully charged opponent could be setting up to use Crab or Inkjet for example, then gets hit with Toxic Mist. Now all of a sudden they are out of position with no special, poor movement and draining ink!
Idea 2: If an opponent is Splatted whilst in the mist, they get hit with a respawn penalty similar to Respawn Punisher, or maybe they lose ALL special charge.
GENIUS!!
I think that 2nd change would be better if on point sensor
Some data I might calculate is to take your main, special, and sub lists and look at the correlation. Direct stats on which subs and specials have the most good weapons, which have the most poor weapons, etc.
Excellent Video. Even if no redesign, make the utility subs cheaper.. that would go a long way to helping them balance bombs
An additional change I would like to see with Curling Bomb is that the more you hold it the more ink hungry the bomb is. So just using curling uses 45% and the more you hold it the more ink hungry it gets. I would say at max it would go to 65%. Plus this can also prevent double Hold R curling at lower levels.
ideas:
Point sensor echolocates, but also gives everyone still in its radius the Thermal Ink effect where you can directly see the model through walls
-gives more information on located enemies
Sprinkler blows up like a torpedo when destroyed
-annoying
Curling starts its detonation right away if it hits an enemy
-actual weapon functionality
Toxic mist drains 8% special gauge per second to anyone using a special inside of it
-crab and kraken counter
Line marker slows an enemy down for 1 second after being hit
-better combos
For the point sensor changes, the echo location is not necessary, it’s only a sub after all. How would enemies be able to avoid being sensored. Also it already indiacates enemy locations even when behind obstacles, what’s the point of the additional thermal ink effect
For line marker I think it would be cool to make it do extra damage to scanned enemies
This is what i think point sensor, and sprinkler needs:
Appart from giving more info about the enemy as chara said, it should be able to have the respawn punish effect if someone kills the enemy while detected the first 3 seconds. Now it has a strong punish capacity.
I think that sprinkler needs an owerall improvment, it is supposed to be the painting sub and it doesn't do the job well.
Way more hp, the enough so you have to take a while to break it, and it should be bigger, so we can improve that body shielding propiety. No levels at all, it stays in a in between level 1 and 2, and way more range.
you know how annoyingly efficient fish sticks are at covering turf? it's pretty difficult to paint over, right? i've always thought the sprinkler would be much better with this kind of paint, so on top of your changes, i'd like to see the individual paint droplets get a radius increase of about 40%. this would massively increase the consistency and speed of sprinkler's burst paint, especially with the extra staying power it has due to health increase.
Ink*
So as a new player, what I'm getting out of this is that Nintendo is a lot like Morshu. "Bombs? Bombs? Bombs? You want it? It's yours my friend! As long as you have enough Power Eggs!"
the best way to buff sprinkler is to increase the fire rate massively, so that although it just paints over what it already has painted, it will actually be a threat and can take space.
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
I feel that even with the disruptor effect mist would still be kinda lower mid at best, while its slowing and draining effect is a deterrent to entering an area, it is not a denial like a bomb is simply because in the majority of cases it just means it takes a little longer to get from A to B (though in some cases it can cut off routes involving jumps). I personally think it should have a minor damage over time effect similar to standing in an opponents ink, offering a damaging effect that would make it more risky to enter for primarily the fear of getting combo’d by AOE damage like blasters, explosher, bombs, etc. I dont think it should be able to kill for fear of turning it into a knockoff bomb and defeating the purpose of specialization (also I dont think that having a rough equivalent to BF1’s gas grenade is a healthy thing for this game), but being able to bring people down to around 25-30 health would be a much greater deterrent to entering an area than simple slowness alone.
I actually disagree with the line marker change you proposed. I don’t want it to be easier to get the line value, I want it to just be stronger when hitting someone
I would do the 40 damage thing still but instead of longer location, give it a ramping up slowing effect instead over 4 seconds. This would make it the best chasing sub in the game and give it a niche
I've always loved the idea of sprinkler, but its never QUITE done enough.... As somebody who plays a lot of Blob and Turf War, I kinda love Sprinkler as a pushing tool. Planting it right behind cover is a great way to ensure theres a sort of 'safe zone' where your feet are always covered.
With this in mind, I've always wondered if Sprinkler could have a sort of buffing effect within its radius. I get that this would change it too drastically and never happen., but the idea of a small deployable mini buff sounds very fun to me, and Sprinkler needs SOMETHING. With increased ink output it would make players really choose how to use it.
A reasonable alteration I came up with for Sprinkler makes three changes: removing the third phase of the sub-weapon so it stays in the second phase indefinitely, increasing the time for the first phase so that it overtakes when the second phase is active in the current version of Sprinkler, and decreasing the ink cost to 50% as Chara suggested.
I also had the idea of removing the low power phase
Toxic mist idea: being inside of it should also make you act as if you are standing in enemy ink completely ignoring IR in place of BD. Now passing through the cloud has guaranteed drawback.
I was, and still am, astonished that the Line Marker doesn't have trip wire mechanics on it. I mean, it does, but just not for damage. It's the least they can do to make it in any way better than it is right now.
Ur angle shooter buff is smart but I’m also thinking if 4 people ran that with subsaver they can just wall off an entire hallway for an entire match, and I guess people could swim under all 4 line markers but still. I think that would just be too broken and would ruin comp.
All of these changes are great, and I'd love to see all of them implemented. The only thing I'll say, though, is that line marker also needs another doubled paint radius. Because why not
Line marker on it's way to turn into map marker right here
The idea of Sprinkler forcing enemies to spend a little bit of time killing it before they can paint over something in a game so heavily dependent on space control is solid in theory. The question is how to make it worthwhile. The obvious niche for Sprinkler is to sit it somewhere so enemies have to kill it or kill you before they can move through a space while you do something else somewhere else, since bombs give damage on top of more immediate paint in an active firefight. I don't actually have a switch, but I do play Team Fortress 2, where the sentry gun serves a similar role as a powerful tool to give a place for your team to fall back to. So Chara's buff ideas seem sound to me. Some other buffs I could see on this basis would be: making the sprinkler give a message when it is destroyed or damaged, etc.
Ok but you don't count the fact that point sensor acts like a flash bang as part of its utility
Good video the usual
But the Omega Strikers music Jumpscared me 😭
Last resort Omega Strikers when? /j
I had a random idea for a buff to the throwable Utility Subs (PS and TM) that direct collision would deal 5 damage, which isn't a lot, but does combo with weapons like Nova with its Point Sensor to make it a 4 shot
burst bomb is useless on mini splatling you can’t change my mind
What I've wished for sprinkler is having a cap of 2 instead of 1 so it can actually be used for painting
Yet another idea for curling bomb - make the charge throw go the full distance instead of shorter. Or distance could be controlled by angle similar to Super Chump, with charge time only affecting the explosion size. This would give it a lot more variety of uses.
But then would it be a lot like fizzy
I think I would actually rework sprinkler. Maybe change it in a way that it has some sort of countdown (duration similar to a splat bomb) during which it can be destroyed. Once that countdown is over, it outputs a big amount of ink at once and vanishes afterwards.
I think it's biggest problem is its over time behaviour, which clearly is there because it would break zones otherwise but I think instead of keeping it paint over time, the devs should change it and fix the problem in zones.
Sprinkle buff: when placed on wall or ceiling the ink pelets can block main weappn shots but keeps decay. The ink pelet can block one shot. But the ink pelet will also be destroyed.