The Luna buff is probably because of Zipcaster, since that special makes you spend a lot of time in the air. I tried it in the training room for a bit and it's pretty reliable now, even with only 1 or 2 subs of Intensify.
6:04 - As I already said under DUDE's video about 4.1, fixing Vac is so simple: you just make the vacuuming always active since it's summoned and ZR becomes the shot button. Swim mechanic would be mostly unchanged, they'd just have to add a bit of lag in the transition from swim form to walk form like any other weapon.
@@Inkachu I wouldn’t say I have an addiction to anything except something you don’t want to hear, but I do like tier lists. They simplify things but still give a lot of information.
I'm a tri stringer main who's been saying the weapon has always been solid and didn't need much buffs and even I admit that this buff made it feel SO much better and more consistent, the fact that it kills on 2 directs and an explosion instead of 98 damage is just so nice for the weapon and honestly might make it be seen way more
For Ink Vac: The RADIUS is 50% at min (25% at max) larger for the shot. That means the AREA will be at min fill 2.25x (~1.6x at max) larger. This will be EXTREMELY noticeable moving forward
i really hope that super chump becomes a special that can be used in a higher level environment, its super fun to use and the design has to be one of my favorites, also give chump to stamper now that it does 70 and 35 i need it so bad
When I played Painbrush, I thought it really needed better Ink Efficiency. I'm glad to see they improved that. I wish they had said "Challenges will now be 6 2 hour events on a day" though.
I love this patch since I like playing EVERY SINGLE WEAPON that was buffed Only thing I want is more buffs for Dynamo Roller, Sprinkler, and Goo Tuber For Dynamo let both flicks paint its feet and increase the roll over damage to 180, increase the painting range and fire rate of Sprinkler even further, and lastly increase the Goo Tuber charge speed even further
also Bow now 2 shots Crab even without OS 4.0 -> 105 direct + 84 explosion with 1.3x multiplier = 189 * 1.3 = 245.7 4.1 -> 105 direct + 90 explosion with 1.3x multiplier = 195 * 1.3 = 253.5
Seeing the gootuber reticle rework I'm confident they will rework squid surge with rollers so they don't vertical immediately but rather horizontal - definitely not a dynamo player
I feel that the devs are trying to avoid power creep in the weapons where everything is broken so they arent buffing weapons, subs, and specials as much. BUT I feel that is unfair because the buff that it needs wont make the weapon broken, and if it buff DOES make the weapon broken the devs have a month to figure out that the weapon is overpowered and will HOPEFULLY nerf it (looking at VSplash 200p). Overall I think that the patch is heading to the right direction but it does have random bumps that could affect the game negatively.
if you asked me, you should be able to hold R to crank up the power of the vacuum for a higher radius but the special gets chewed up more. Being able to go into the shot instantly just kinda defeats the point of the special imho. it wouldn't be the ink vac it would just be a one shot trizooka. I feel like that would be a happy middle ground
Just confused by the absolutely random Aerospray buff, I guess gold Aero will be more annoying in turf, with its 3 seconds extra strong-sprinkler mode, but.... Uh, yeah, funny, IG. I wish the devs would dare experiment a bit more 'dangerously' regarding nerfs and buffs, see what sticks, and what can be refined after the fact. If they wanted to allow not-so-popular weapons to be used, buff Undercover and splat brella. Give reefslider the same treatment as booyah bomb armor, after it explodes. (Though probs a bit less HP) Allow the use of special power up to reduce the explosion time of the chumps Idk, I can go on for a while.
Its been 8 patches and Splash is still 200p, yet Ballpoint shoots up and it immediately jumps to 210p Also Random Splattershot and N-Zap buffs Shooter privilege at its finest
I just dont get why 'shooter privilege' is instantly thought of as true. It's not ALL shooters who get the privilege. Look at the 96 gal for example. The hate train for shooters in the splatoon community is really starting to annoy me. It's not all of them for god's sake. It's splash privilege, NOT shooter privilege.
At first, I wasn’t sure what it meant with the “buff” for the Goo Tuber, but when I tried it last night, I was a bit surprised. They gave it another charge circle thing (the reticle that you see when charging a Splatling or Stringer). Honestly, it feels as if the Goo Tuber got a significant charge time buff, even though it’s the same.
it's because it feels like you get full charge when the first ring completes even though you're actually not all the way there. I'm a huge fan of the change, I don't play charger but it's just so cool
I think part of the issue is that they don't change enough things, like they have some arbitrary limit to how many changes per patch they can do, like what about Toxic Mist? What about Nova? What about more points for special changes? I get that drastically flipping the meta every patch is a bad idea but the rate changes are happening at feels glacial
The whole reason Splattershot and Zap were buffed is because of Splash. It completely outclassed them both and making them slightly more accurate to incentivize picking other shooters is a good thing. Ditto for the Pro even though it still needs a lot of work
A. Splash doesn't outclass zap, zap is at the same place in the meta right now, they're both really strong, and B. The pro buffs are actually good because it's a weak shooter that needs it but they need to buff the other weak shooters, not just the strong ones. I mean, I don't play any shooters and am fed up with shooter bias, but at this point its not even shooter bias, it's just splattershot, splash, nzap, and 52 gal bias, the weak shooters get no buffs and are just never worth using.
@@apersonwhomayormaynotexist9868 You have a point with the Zap but at the same time, the Splash is still listed in its own tier S while the Splattershot and N-Zap are both listed as A. A tighter spread won't hurt either of them and maybe the Splattershot and its variants might actually start seeing use in comps. On top of that, only one variant of Zap is seeing play at the very top level of competitive play. The buffs to Super Chump might actually help change that. I agree that the weaker shooters need buffs, but that illustrates a problem with the entire class. When a few shooters stand head and shoulders above the rest, something needs to be done. In the meantime though, there's nothing wrong with starting at the top and working their way down. That's why the Pro got a buff too.
by the end of this game splattershot will be a hydra that you don't need to charge up, and line marker/angle shooter will paint the entire map and do enough damage to 1 shot a king salmonid if you could use it in salmon run.
@@Ashsams splattershot will get more mobility buffs too like less waiting frames before coming out of ink and being able to shoot. shooters, which already have the best mobility are the only ones that get mobility buffs i swear.
Hey, dynamo got something. Nice. Also an idea that I heard and am now stealing is to make dynamo roller swing faster or something after performing a roll or surge. Another idea, allow you to buffer swim mode after swinging, and remove or reduce the time before being able to recover ink
As a forge Splattershot pro main, I don’t think the paint buff won’t make it higher then b or c tier. If it gets 190 (180 plz) it’ll definitely be a high tier weapon in my opinion! and machine will die for good 😊
Its not good to just kill a wep because it was op in the past (also in part thx to the garbage map-design), the weapon was op at spamming down chokepoints, and guess what, maps in this game are just a huge giant choke. 💀
This further proves that once a non-shooter becomes meta It gets instantly nerfed (machine, ball point, Kraken), we are almost One year in the game and splash Is still 200p
@@apersonwhomayormaynotexist9868 yeah but also crab was unbearable at launch, those nerf were deserved but it's unbelievably stupid how for those it took a month, crab took like 3 patches
12:40 Yes I would like to see that going forward of how impactful the buffs/nerfs were and what made me the most happy with this buff is the Chump buff as an 89 player though I will say that buff for the main weapon it got was not necessary at all 😂
I have this long-shot hope that the Luna buff is a suspect test to reduce the jump inaccuracy across all blasters. The team has mostly stuck to small changes so I can imagine them being hesitant to making a full class adjustment in one swoop.
Honestly shooter buffs aside I think this patch is solid, as someone who loves stringer I feel like im an actual treat to people now, landing that perfect angle to get a one shot isnt easy to do, I feel thats why almost nobody used it, the kill time was way too slow especially with the god awful ping this game tends to have, but hitting someone with arrows and having them explode is something anyone can do for the most part. Ive seen way more stringer use since the patch and that makes me happy, now if only they can make toxic mist not suck ass or give us a kit with a better sub
As a mini main, yeah I don't really care. 180 was already low for such a good painter. But still it's weird that the mini got nerfed at all. Like, it's the mini.
honestly when i first saw the shooter buffs i thought it made sense, splash is so good because of how accurate it is and i think buffing the shooters to be more accurate is just a quality of life improvement, i want my shots to hit, not that it was an issue before but it was possible, and now it just makes it less possible
Thats weird, Chara, you seem to have missed off the massive brella buff that they surely did, I mean, whats a more unpopular weapon than a brella right now right?
Ngl I'm SUPER happy about that Painbrush buff, yeah I wish the whiting frames were reduced but knowing that we don't have to run almost full main saver is a blessing
It was just plain stupid. I guess they don’t want it to be problem again which is fair enough but with the kits it got I don’t think it’s going to be a problem.
Anything that mostly makes a weapon easier or less frustrating to play without buffing it much is a W. Idk if I'm wrong but it would probably not hurt to change sloshers and H3+D3 to fire continously when holding down fire. The firing button on these does only 1 thing (unlike brushes and rollers and a few others) so it wouldn't change anything gameplay wise. Would be easier on the fingers and easier to use the weapons. Also as they are right now, you can prefire the button a little early to release the shots at the optimal time, that would have to be removed so you could control better how many shots you are gonna fire.
I'm glad you explained how big the tri stringer buff is, playing today I was able to handle more short range situations, actually take down 2 stamps, and higher splats than assists. Super nice for such a fun weapon
1:40 As a Luna main.. this buff really wasn't needed at all and doesn't change the weapon in any significant way. It would've been better to give the buff to range, or blaster, or hell even clash!! The ONE blaster that they improved the rng for.. is the one that did NOT need it...
@@guillermocervisalmeron2209 I think it's paint is fine, but that would've definitely been a better buff than what Luna got this patch. Zipcaster def needs a buff tho, that's the main reason why I prefer Neo Luna over VLuna.. feels too janky and awkward to use
I started playing in the original splatoon and never picked up splatoon 2, I only recently got splatoon 3 with the game voucher and the second I got the chance I went back to the nzap, my original main weapon, glad to see its doing good this patch
It was kinda interesting with this patch for me as I was at a convention this week, the dorms opened on Wednesday some people who were going had added a Splatoon meetup to the convention schedule and obviously I went to it and we had planned to play a few games through the shoal(first time most of us had used the shoal) but about half of us had the new patch installed and the other half didn't and you can't play with people who have a different version, we couldn't get our switches connected to our mobile data so we had to sit through the process of updating our games using the "match game version to local switch" function which took a while. We still had fun but it was just a little unfortunate
I like the zap/splattershot buffs bc it feels more fun to play a weapon with lower rng, but then theres the issue of making already really good weapons even better, as you said, they should at least have slightly nerfed the weapons to make up for it.
Letting Inc Vac release early seems like a no-brainer to me that would really do a lot to help it. It’s not like there’s no precedent, since Stamp can also end at will.
The aerospray change feels so pointless. As an aerospray main, I would have rather them fixed it's accuracy, and improved on it's kill times, as I feel like that's where it struggled more.
@@warmblanket3394 All of the weapons are for killing, some are just better at it than others. To anyone who actively avoids going near an actual fight because they have a "painting weapon", you're the reason you keep losing.
I personally think that Dynamo is getting the right kind of buff in this update, just not enough and also not in the way I'd do it in. I'd make it have 15-20% higher ink efficiency, which I think is reasonable while also being helpful enough to make a good change
I hope they buff sprinkler to make it a bit more useful. I feel like something like when the sprinkler is active the player slowly regenerates special meter would just make it a bit better and more of a threat to the enemy.
I had a couple months of not playing splatoon, and I just played another series with my main weapon the tri stringer, and it felt so much stronger, like without even really trying I had no problems winning every match I played and being one of the top of my team each time. The weapon now is extremely strong.
7:25 Experimental idea 1: Use Super Chump to cut off one or more of the enemy's escape routes, forcing them to take the fight or turn back and clear the retreat Idea 2: Use Super Chump closer to your side of the team fight to give yourself meat shields to push more aggressively into the fight to gain/regain control
"Make less popular weapons to be bit closer to popular weapons" They mean turning other shooters into a Splash so original Splash will be a bit less popular
mans ending thoughts were literally what ive been commenting elsewhere, same wavelength on this one. 100% agree what they did is decent its what they didnt do this patch
As a Tri Nouveau main, the nerf it got is completely fair, 180p for a high-tier special on a weapon that paints pretty well is kinda crazy (Especially with how good Fizzy is on Tri) ...Or at least it would be fair if N-Zap, a weapon that paints significantly better than Tri, didn't have 180p for the same special. WHY ARE YOU BUFFING SHOOTERS SO MUCH NINTENDO
Yeah, I'm a tri nouveau one trick and I completely agree. Tri and Zap should compete with each other and we're pretty much on the same level before this patch. Nerfing both is fair, nerfing only one is not. Nerfing one while buffing the other is just rude.
because they think shooters aren't accessible enough, when you die to a shooter you can say you just didn't move fast enough but when you die to a slosher you can blame it on the class
Some of changes are kind of because of lower rank players. shot and nzap are like half exception because it seems like more of along the lines of these weapons with these specials got buff give us more data if we have to adjust it more.
I wonder if they should just shave a second from the inc vac's vacuum phase. It's not the most elegant solution but it'd make you less of a sitting duck.
The fact that they nerfed a niche option like tri-Noveu and buffed the main Tcooler weapon, while still refusing to make Splash a 210p weapon clearly shows that they have a meta in mind and they want only those weapons to be picked.
it feels like these patches start out way bigger, having a bunch of well crafted changes that slowly shift just about every weapon closer to the center of balance, then some A rank Exec comes along hot off a game where he got exclusively killed by a smurf account mini splatting and all hell breaks loose trying to meet his whims while keeping some semblance of good balance in the patch. That and I feel like there's probably some really dumb reasoning for continual shooter privilege, like some big white-board message in the balancing team's office that says something like "The least frustrating weapon to die to is a shooter." It's been there since mid splatoon 2 and they just can't erase it anymore.
Day 7 of asking Prochara for his opinion on the changes I would make to Big Bubbler. One problem Big Bubbler has that I would change is how many frames it takes to activate it. See, unlike other specials, Bubbler doesn't cancel the shooting of your main weapon to deploy. This means that if you're shooting, you have to go through all of those frames, and then it gives you the option to try and deploy it, then you have to go through the Bubbler's initial start up frames. If you're trying to set it up in front of your team and you don't have the high ground, you're usually dead by this time. It's not much of an opportunist kind of special weapon because of this. So I would first get rid of this. Another change I would make is changing how Kraken Royale's attacks interact with Big Bubbler's shield. Kraken has three attacks: the charge dash, the jump, and the parry. All three do damage to the Bubbler when they hit its shield. That is not the problem. The problem is that these attacks go straight through the shield, not even blocking the attack for the it's team. My solution for this is to give Kraken roller properties when interacting with Big Bubbler's shield. If any of Kraken's attacks hit the Bubbler's shield's hit box at all, it gets knocked back. Kraken can still swim through the shield and attack, it just can't charge through without getting knocked back. Let's say the distance of two and a half players. The last thing I would change would be nerfing how much damage most shooters, most splatlings, and most dualies do to the shield without object shredder. This is because most of the weapons in these three weapon classes have a very efficient special output. So if I am using either of the Splashes, either of the Splattershots, or a Ballpoint, and I see the enemy set up a Big Bubbler, I'm gonna use my Crab Tank, I'm gonna use my Trizooka, I'm gonna use my Tristrike, I am going to use my Inkjet to deny the enemy the ability to set up an attack around the Bubbler. That's assuming I am the one to deal with it. If I got something like a Tri-Stringer or a Stamper on my team, I am just gonna let them deal with it. So, in other words, some of the strongest weapon classes already got enough going for them where they don't need to be too amazing against Big Bubbler. I might also give this same nerf to Splatana Wiper. This would be enough of a change for now.
OHHHHH when you say "92" you mean S-BLAST. I kept thinking you were talking about 92 Gal (now I realize it's actually 96 Gal) and I was so confused why, in your previous videos, you were comparing blasters to a Gal weapon.
The Stringers both need a buff for their midair charge speed. Reef ~50% Bow ~30% type beat. They've been continuously buffed in terms of their run speed while charging, but they clearly need another option to get their charge off, especially Bow.
As a VPro enjoyer much of my reaction to the patch is to huff the fresh copium thanks to the Angle Shooter and Paint output Buffs, overall happy with this patch, especially the Trizooka buff, it already feels so much better
Tbh, I think gootuber should’ve been in a middle tier by itself labeled QOL change instead of slight buff. I still max charge when I play with gootuber, but the change helps the fights where I need to kill quicker.
The Luna buff is probably because of Zipcaster, since that special makes you spend a lot of time in the air. I tried it in the training room for a bit and it's pretty reliable now, even with only 1 or 2 subs of Intensify.
i just didn‘t know why luna was the only blaster that got this buff but now it majes sense, thank you
@@PatPatych (edited this cause it was just me questioning what the banned guy said)
@@PatPatych what does that even mean?
@@rubix_cube32probably referencing something?
@@rubix_cube32 It's just a generic passive aggressive transphobic remark. That's it.
12:40 yes pls i like the chart, it also give us some info on how you think how impactful the buffs/nerfs were.
Yoooooo! A Heart From Chara! :D
6:04 - As I already said under DUDE's video about 4.1, fixing Vac is so simple: you just make the vacuuming always active since it's summoned and ZR becomes the shot button. Swim mechanic would be mostly unchanged, they'd just have to add a bit of lag in the transition from swim form to walk form like any other weapon.
I do like the tier list style summary of the changes; my vote goes towards keeping it.
this
the classic non tier list tier list
fr. For some reason I’m addicted to tier lists in general
@@Inkachu I wouldn’t say I have an addiction to anything except something you don’t want to hear, but I do like tier lists. They simplify things but still give a lot of information.
@@ParasitoBitumine-ov6btWhat are you addicted to that he doesnt want to hear, Ink? Shooter buffs? 🗿
honestly the super chump and tri-stringer buffs are enough to make happy
Happy Novasoup :D
I'm a tri stringer main who's been saying the weapon has always been solid and didn't need much buffs and even I admit that this buff made it feel SO much better and more consistent, the fact that it kills on 2 directs and an explosion instead of 98 damage is just so nice for the weapon and honestly might make it be seen way more
Its more super instead of a chump now
Tri-Stringer Main here and i'm Happy :3
Pfp Sauce (Artist)? 🗿
For Ink Vac: The RADIUS is 50% at min (25% at max) larger for the shot. That means the AREA will be at min fill 2.25x (~1.6x at max) larger. This will be EXTREMELY noticeable moving forward
i really hope that super chump becomes a special that can be used in a higher level environment, its super fun to use and the design has to be one of my favorites, also give chump to stamper now that it does 70 and 35 i need it so bad
Video 170 of commenting on Chara videos till brella gets fixed [properly]
Respectable
I admire your dedication
That is a lot of videos
This is great dedication
One more patch down, and still not fixed. Maybe one day.... just maybe...
When I played Painbrush, I thought it really needed better Ink Efficiency. I'm glad to see they improved that. I wish they had said "Challenges will now be 6 2 hour events on a day" though.
Painbrush feels a lot better. Shooter buffs are puzzling
L patch overall imho relatively compared to the others.
That Superjump camp in 2:53 is "Painful ;)" to watch
The goo tuber indicator is actually way more intuitive than I expected
I'm just glad to know that no matter where the Meta goes, Wiper will always be a top tier.
dont say always cause nintendo could just nerf your weapon because they dont like it and buff 3 other shooters in the same patch
I'd be very sad
Squeezer is a weapon I wanted to try out but Trizooka made me change my mind. Now I'm very interested in Squeezer again
I love this patch since I like playing EVERY SINGLE WEAPON that was buffed
Only thing I want is more buffs for Dynamo Roller, Sprinkler, and Goo Tuber
For Dynamo let both flicks paint its feet and increase the roll over damage to 180, increase the painting range and fire rate of Sprinkler even further, and lastly increase the Goo Tuber charge speed even further
also Bow now 2 shots Crab even without OS
4.0 -> 105 direct + 84 explosion with 1.3x multiplier = 189 * 1.3 = 245.7
4.1 -> 105 direct + 90 explosion with 1.3x multiplier = 195 * 1.3 = 253.5
Seeing the gootuber reticle rework I'm confident they will rework squid surge with rollers so they don't vertical immediately but rather horizontal
- definitely not a dynamo player
😂😂😂
I feel that the devs are trying to avoid power creep in the weapons where everything is broken so they arent buffing weapons, subs, and specials as much. BUT I feel that is unfair because the buff that it needs wont make the weapon broken, and if it buff DOES make the weapon broken the devs have a month to figure out that the weapon is overpowered and will HOPEFULLY nerf it (looking at VSplash 200p). Overall I think that the patch is heading to the right direction but it does have random bumps that could affect the game negatively.
Glad that chara knows his stuff about tri stringer, and how impactful that 2 damage is
if you asked me, you should be able to hold R to crank up the power of the vacuum for a higher radius but the special gets chewed up more.
Being able to go into the shot instantly just kinda defeats the point of the special imho. it wouldn't be the ink vac it would just be a one shot trizooka.
I feel like that would be a happy middle ground
Just confused by the absolutely random Aerospray buff, I guess gold Aero will be more annoying in turf, with its 3 seconds extra strong-sprinkler mode, but.... Uh, yeah, funny, IG.
I wish the devs would dare experiment a bit more 'dangerously' regarding nerfs and buffs, see what sticks, and what can be refined after the fact.
If they wanted to allow not-so-popular weapons to be used, buff Undercover and splat brella.
Give reefslider the same treatment as booyah bomb armor, after it explodes. (Though probs a bit less HP)
Allow the use of special power up to reduce the explosion time of the chumps
Idk, I can go on for a while.
Its been 8 patches and Splash is still 200p, yet Ballpoint shoots up and it immediately jumps to 210p
Also Random Splattershot and N-Zap buffs
Shooter privilege at its finest
I just dont get why 'shooter privilege' is instantly thought of as true.
It's not ALL shooters who get the privilege. Look at the 96 gal for example.
The hate train for shooters in the splatoon community is really starting to annoy me. It's not all of them for god's sake.
It's splash privilege, NOT shooter privilege.
If you can't beat them, join them. Unfortunately, that's the motto I've resorted to.
At first, I wasn’t sure what it meant with the “buff” for the Goo Tuber, but when I tried it last night, I was a bit surprised. They gave it another charge circle thing (the reticle that you see when charging a Splatling or Stringer). Honestly, it feels as if the Goo Tuber got a significant charge time buff, even though it’s the same.
it's because it feels like you get full charge when the first ring completes even though you're actually not all the way there. I'm a huge fan of the change, I don't play charger but it's just so cool
Having played Painbrush a ton since it came out I very much appreciate the ink efficiency buff :D
I think part of the issue is that they don't change enough things, like they have some arbitrary limit to how many changes per patch they can do, like what about Toxic Mist? What about Nova? What about more points for special changes? I get that drastically flipping the meta every patch is a bad idea but the rate changes are happening at feels glacial
The whole reason Splattershot and Zap were buffed is because of Splash. It completely outclassed them both and making them slightly more accurate to incentivize picking other shooters is a good thing. Ditto for the Pro even though it still needs a lot of work
A. Splash doesn't outclass zap, zap is at the same place in the meta right now, they're both really strong, and B. The pro buffs are actually good because it's a weak shooter that needs it but they need to buff the other weak shooters, not just the strong ones. I mean, I don't play any shooters and am fed up with shooter bias, but at this point its not even shooter bias, it's just splattershot, splash, nzap, and 52 gal bias, the weak shooters get no buffs and are just never worth using.
@@apersonwhomayormaynotexist9868 You have a point with the Zap but at the same time, the Splash is still listed in its own tier S while the Splattershot and N-Zap are both listed as A. A tighter spread won't hurt either of them and maybe the Splattershot and its variants might actually start seeing use in comps. On top of that, only one variant of Zap is seeing play at the very top level of competitive play.
The buffs to Super Chump might actually help change that. I agree that the weaker shooters need buffs, but that illustrates a problem with the entire class. When a few shooters stand head and shoulders above the rest, something needs to be done. In the meantime though, there's nothing wrong with starting at the top and working their way down. That's why the Pro got a buff too.
The wording of the Line Marker buff mentioning directs makes me hopeful that they are working toward indirect “tripwire” damage.
1:56 I imagine that the Luna buff is intended to keep it relevant with the addition of s-blast, as s-blast basically just does luna's job but better.
Is still better
by the end of this game splattershot will be a hydra that you don't need to charge up, and line marker/angle shooter will paint the entire map and do enough damage to 1 shot a king salmonid if you could use it in salmon run.
Hmm, that still sounds weak. Better buff it even more!
@@Ashsams splattershot will get more mobility buffs too like less waiting frames before coming out of ink and being able to shoot. shooters, which already have the best mobility are the only ones that get mobility buffs i swear.
Hey, dynamo got something. Nice.
Also an idea that I heard and am now stealing is to make dynamo roller swing faster or something after performing a roll or surge.
Another idea, allow you to buffer swim mode after swinging, and remove or reduce the time before being able to recover ink
As a forge Splattershot pro main, I don’t think the paint buff won’t make it higher then b or c tier. If it gets 190 (180 plz) it’ll definitely be a high tier weapon in my opinion! and machine will die for good 😊
Its not good to just kill a wep because it was op in the past (also in part thx to the garbage map-design), the weapon was op at spamming down chokepoints, and guess what, maps in this game are just a huge giant choke. 💀
This further proves that once a non-shooter becomes meta It gets instantly nerfed (machine, ball point, Kraken), we are almost One year in the game and splash Is still 200p
I did not know kraken was a weapon class
@@abdulrahiimliadi2002 neither Is inkjet, but both got nerfed not even a month before they were meta (which Is not a bad thing)
eh kraken was nerfed for very good reason, it wasn't meta for being good or strong it was just cheesy and unfightable on some objectives
@@apersonwhomayormaynotexist9868 yeah but also crab was unbearable at launch, those nerf were deserved but it's unbelievably stupid how for those it took a month, crab took like 3 patches
12:40 Yes I would like to see that going forward of how impactful the buffs/nerfs were and what made me the most happy with this buff is the Chump buff as an 89 player though I will say that buff for the main weapon it got was not necessary at all 😂
i hope that when chumps becomes strong, they give it angy eyebrows. and i really want to see vac meta one day even if only for a day XD
Lets gooooooooo, I think we were ALL waiting for a video about the patch notes
I have this long-shot hope that the Luna buff is a suspect test to reduce the jump inaccuracy across all blasters. The team has mostly stuck to small changes so I can imagine them being hesitant to making a full class adjustment in one swoop.
What I want for next patch : zap and splash 210, brella damage from 81 to 90
I want to see tri going back to before this patch.
Honestly shooter buffs aside I think this patch is solid, as someone who loves stringer I feel like im an actual treat to people now, landing that perfect angle to get a one shot isnt easy to do, I feel thats why almost nobody used it, the kill time was way too slow especially with the god awful ping this game tends to have, but hitting someone with arrows and having them explode is something anyone can do for the most part. Ive seen way more stringer use since the patch and that makes me happy, now if only they can make toxic mist not suck ass or give us a kit with a better sub
Mini doesn’t feel like it was nerfed tbh, it gets its Special really fast instead of every 5 milliseconds, not that big imo
It was also unnecessary, why does it feel like they’re trying to slowly sabotage it?
As a mini main, yeah I don't really care. 180 was already low for such a good painter. But still it's weird that the mini got nerfed at all. Like, it's the mini.
The comments on your videos are always chill and helpful towards each other. only channel I can say that about 🍻
im just gonna cope saying the reason Undercover didn't get buffed is bc it will have a insane kit next season
Fizzy Bomb and Tenta Missiles?
@@Aego384 im personally a more fizzy and storm kinda person but tenta missiles would also be nuts
i saw these when they first came out but man was i happy when tentatek got buffed
This is the first update in a while that didn't give Tacticooler a buff.
12:40 I would love to see you do charts like this in future patch videos, it summarizes how the patch changes things really well!!
honestly when i first saw the shooter buffs i thought it made sense, splash is so good because of how accurate it is and i think buffing the shooters to be more accurate is just a quality of life improvement, i want my shots to hit, not that it was an issue before but it was possible, and now it just makes it less possible
Thats weird, Chara, you seem to have missed off the massive brella buff that they surely did, I mean, whats a more unpopular weapon than a brella right now right?
Ngl I'm SUPER happy about that Painbrush buff, yeah I wish the whiting frames were reduced but knowing that we don't have to run almost full main
saver is a blessing
I was a Mini enjoyer in splat 2, then splat 3 gave it ultra stamp, then they nerfed its point for special. Guess i will play ballpoint instead now
No don’t leave the weapon ;-;. I’ve used it since the beginning of splat 3 (in splat 2 I was a heavy remix main). It may be kinda bad but it’s fun af.
You can see Chara is angry about the mini nerf😂
It was just plain stupid. I guess they don’t want it to be problem again which is fair enough but with the kits it got I don’t think it’s going to be a problem.
@@Walmartviolist I agree
The shooter privilege is real and this patch proves it
Anything that mostly makes a weapon easier or less frustrating to play without buffing it much is a W. Idk if I'm wrong but it would probably not hurt to change sloshers and H3+D3 to fire continously when holding down fire. The firing button on these does only 1 thing (unlike brushes and rollers and a few others) so it wouldn't change anything gameplay wise. Would be easier on the fingers and easier to use the weapons.
Also as they are right now, you can prefire the button a little early to release the shots at the optimal time, that would have to be removed so you could control better how many shots you are gonna fire.
ProChara,I have an idea to counter splash and ballpoint.Squeezer, it outranges splash, it has wall to deal with ballpoint.Has tri for crab and inkjet
The fact they buffed those shooters before making any good changes to brella means they truly believe brella is in a great state rn
Does hero shot get the buff too seeing how it's the same as vanilla splattershot?
It did
I'd like to bring something up. Didn't Nintendo say in an interview that they actively IGNORE western feedback?
well that would explain alot...
where do I find the interviews
Come on part of Splatoon, that we all love is the chaos of how unbalanced it is
I'm glad you explained how big the tri stringer buff is, playing today I was able to handle more short range situations, actually take down 2 stamps, and higher splats than assists. Super nice for such a fun weapon
1:40
As a Luna main.. this buff really wasn't needed at all and doesn't change the weapon in any significant way. It would've been better to give the buff to range, or blaster, or hell even clash!! The ONE blaster that they improved the rng for.. is the one that did NOT need it...
Luna needs a painting buff and a zipcaster buff for real
@@guillermocervisalmeron2209 I think it's paint is fine, but that would've definitely been a better buff than what Luna got this patch.
Zipcaster def needs a buff tho, that's the main reason why I prefer Neo Luna over VLuna.. feels too janky and awkward to use
@@Rin_I_Guess Yeah im 100% with you
I started playing in the original splatoon and never picked up splatoon 2, I only recently got splatoon 3 with the game voucher and the second I got the chance I went back to the nzap, my original main weapon, glad to see its doing good this patch
It was kinda interesting with this patch for me as I was at a convention this week, the dorms opened on Wednesday some people who were going had added a Splatoon meetup to the convention schedule and obviously I went to it and we had planned to play a few games through the shoal(first time most of us had used the shoal) but about half of us had the new patch installed and the other half didn't and you can't play with people who have a different version, we couldn't get our switches connected to our mobile data so we had to sit through the process of updating our games using the "match game version to local switch" function which took a while. We still had fun but it was just a little unfortunate
I hadn’t seen the patch notes before this, I literally screamed in rage hearing splattershot and nzap got buffed
I like the zap/splattershot buffs bc it feels more fun to play a weapon with lower rng, but then theres the issue of making already really good weapons even better, as you said, they should at least have slightly nerfed the weapons to make up for it.
Letting Inc Vac release early seems like a no-brainer to me that would really do a lot to help it. It’s not like there’s no precedent, since Stamp can also end at will.
this is a random question but do you know which team you’re picking for next months splatfest Chara?
1:20
これは誤りです。
プライムシューターの塗り強化は着弾地点のみなので、映像の最奥の塗りのみが強化されています。
3:17
こちらは正しいです。
At this point I’m not surprised that brellas got no direct buffs
Undercover Meta when?
I’m glad Pro got something even if it isn’t much because it actually deserves buffs
I still can't get over how cursed the "chara with hands over head" png is
Weird weird patch. Double zap is honestly probably the new meta, one 85 and one 89 especially for Zones and Clams.
The aerospray change feels so pointless. As an aerospray main, I would have rather them fixed it's accuracy, and improved on it's kill times, as I feel like that's where it struggled more.
Literally just swap the Aerospray and Shot/Nzap buffs and this is a goated patch
I don't think aerospray is for killing
@@warmblanket3394 All of the weapons are for killing, some are just better at it than others.
To anyone who actively avoids going near an actual fight because they have a "painting weapon", you're the reason you keep losing.
Just play splattershot
@@warmblanket3394 I agree it is a support that may pick up a couple kills while painting lol
I personally think that Dynamo is getting the right kind of buff in this update, just not enough and also not in the way I'd do it in. I'd make it have 15-20% higher ink efficiency, which I think is reasonable while also being helpful enough to make a good change
"Modified less popular weapons to be a bit close to popular weapons"...? That Sprinkler buff is going to really help out Brella.
I was holding out hope for the brella class as a whole to be acknowledged but here were are update 4.1.0 and nothing
Nintendo on their way to make sure low tier weapons that became mid tier stay in low tier (not including shooters)
I hope since they buffed blob they will look at explo soon too… it just feels too slow and unimpactful for how fast everything moves now
I hope they buff sprinkler to make it a bit more useful. I feel like something like when the sprinkler is active the player slowly regenerates special meter would just make it a bit better and more of a threat to the enemy.
I had a couple months of not playing splatoon, and I just played another series with my main weapon the tri stringer, and it felt so much stronger, like without even really trying I had no problems winning every match I played and being one of the top of my team each time. The weapon now is extremely strong.
My goodness, these buffs make me want Tri-Stringer and Line Marker even more now. Put 'em together Nintendo!
7:25 Experimental idea 1: Use Super Chump to cut off one or more of the enemy's escape routes, forcing them to take the fight or turn back and clear the retreat
Idea 2: Use Super Chump closer to your side of the team fight to give yourself meat shields to push more aggressively into the fight to gain/regain control
me, a mini player who hasn't touched vanilla at all since zink came out: oh nooooo my miniiiiii
"Make less popular weapons to be bit closer to popular weapons" They mean turning other shooters into a Splash so original Splash will be a bit less popular
mans ending thoughts were literally what ive been commenting elsewhere, same wavelength on this one. 100% agree what they did is decent its what they didnt do this patch
I think ink vac should have an armor, like booyah bomb... and there's one special that needs an armor too in my opinion...
REEFSLIDER
Forge is used a lot in casual play in my experience. For example, it's my current main.
As a Tri Nouveau main, the nerf it got is completely fair, 180p for a high-tier special on a weapon that paints pretty well is kinda crazy
(Especially with how good Fizzy is on Tri)
...Or at least it would be fair if N-Zap, a weapon that paints significantly better than Tri, didn't have 180p for the same special. WHY ARE YOU BUFFING SHOOTERS SO MUCH NINTENDO
Yeah, I'm a tri nouveau one trick and I completely agree.
Tri and Zap should compete with each other and we're pretty much on the same level before this patch. Nerfing both is fair, nerfing only one is not. Nerfing one while buffing the other is just rude.
*were, not *we're
because they think shooters aren't accessible enough, when you die to a shooter you can say you just didn't move fast enough but when you die to a slosher you can blame it on the class
Some of changes are kind of because of lower rank players. shot and nzap are like half exception because it seems like more of along the lines of these weapons with these specials got buff give us more data if we have to adjust it more.
I wonder if they should just shave a second from the inc vac's vacuum phase. It's not the most elegant solution but it'd make you less of a sitting duck.
The fact that they nerfed a niche option like tri-Noveu and buffed the main Tcooler weapon, while still refusing to make Splash a 210p weapon clearly shows that they have a meta in mind and they want only those weapons to be picked.
Love the chart! Best part of the video!
it feels like these patches start out way bigger, having a bunch of well crafted changes that slowly shift just about every weapon closer to the center of balance, then some A rank Exec comes along hot off a game where he got exclusively killed by a smurf account mini splatting and all hell breaks loose trying to meet his whims while keeping some semblance of good balance in the patch.
That and I feel like there's probably some really dumb reasoning for continual shooter privilege, like some big white-board message in the balancing team's office that says something like "The least frustrating weapon to die to is a shooter." It's been there since mid splatoon 2 and they just can't erase it anymore.
Day 7 of asking Prochara for his opinion on the changes I would make to Big Bubbler.
One problem Big Bubbler has that I would change is how many frames it takes to activate it. See, unlike other specials, Bubbler doesn't cancel the shooting of your main weapon to deploy. This means that if you're shooting, you have to go through all of those frames, and then it gives you the option to try and deploy it, then you have to go through the Bubbler's initial start up frames. If you're trying to set it up in front of your team and you don't have the high ground, you're usually dead by this time. It's not much of an opportunist kind of special weapon because of this. So I would first get rid of this. Another change I would make is changing how Kraken Royale's attacks interact with Big Bubbler's shield. Kraken has three attacks: the charge dash, the jump, and the parry. All three do damage to the Bubbler when they hit its shield. That is not the problem. The problem is that these attacks go straight through the shield, not even blocking the attack for the it's team. My solution for this is to give Kraken roller properties when interacting with Big Bubbler's shield. If any of Kraken's attacks hit the Bubbler's shield's hit box at all, it gets knocked back. Kraken can still swim through the shield and attack, it just can't charge through without getting knocked back. Let's say the distance of two and a half players. The last thing I would change would be nerfing how much damage most shooters, most splatlings, and most dualies do to the shield without object shredder. This is because most of the weapons in these three weapon classes have a very efficient special output. So if I am using either of the Splashes, either of the Splattershots, or a Ballpoint, and I see the enemy set up a Big Bubbler, I'm gonna use my Crab Tank, I'm gonna use my Trizooka, I'm gonna use my Tristrike, I am going to use my Inkjet to deny the enemy the ability to set up an attack around the Bubbler. That's assuming I am the one to deal with it. If I got something like a Tri-Stringer or a Stamper on my team, I am just gonna let them deal with it. So, in other words, some of the strongest weapon classes already got enough going for them where they don't need to be too amazing against Big Bubbler. I might also give this same nerf to Splatana Wiper. This would be enough of a change for now.
Idk I almost like that only Luna got that buff. It gives it an identity that other blasters don’t have
OHHHHH when you say "92" you mean S-BLAST.
I kept thinking you were talking about 92 Gal (now I realize it's actually 96 Gal) and I was so confused why, in your previous videos, you were comparing blasters to a Gal weapon.
If I wasn't subscribed already for the daily Splatoon content I would have subscribed solely for the mini nerf joke.
Splatoon 3 Brellas have become Smash 4 Jigglypuff.
The Stringers both need a buff for their midair charge speed. Reef ~50% Bow ~30% type beat. They've been continuously buffed in terms of their run speed while charging, but they clearly need another option to get their charge off, especially Bow.
As a VPro enjoyer much of my reaction to the patch is to huff the fresh copium thanks to the Angle Shooter and Paint output Buffs, overall happy with this patch, especially the Trizooka buff, it already feels so much better
We're creeping towards line marker dealing 100 damage because if you can hit that stupid thing you might as well kill
Chara is so invested in the statistics and details in this game as a pro player, he definitely should be a dev.
Tbh, I think gootuber should’ve been in a middle tier by itself labeled QOL change instead of slight buff. I still max charge when I play with gootuber, but the change helps the fights where I need to kill quicker.