The fact they made a Tri kit with Fizzy Bomb and Tacticooler and didn't call it Soda Tri-Slosher is perhaps the biggest fumble in weapon naming history
@@Dav-star-SS - Dynamo, Nautilus, Aerospray and Bamboozler are part of the Ammo Knights brand, their prefixes/suffixes are inconsistent but theme around either silver/gold (atomic numbers for nautilus, outright “gold” for dynamo), limited editions (for Aerospray) or editions (Bamboozler). They're inconsistent for a reason as they all fall under the same brand. - Swig Express falls under the “general brand” category. Express is a soda brand in-universe (that went unnamed until Swig Express was revealed) also partially responsible for tenta missiles. Swig itself is a “Splat” brand weapon, like Mini Splatling, the Splattershots and the like, and as such its second kit is a different brand collab, hence express. There is a lot of care put into the naming conventions (generally, there have been 2 localisation errors with Splattershot Jr and Neo Splatana Stamper), these edge cases are generally intentional.
@@desmondruhling The thing is: they DON'T make exceptions to the naming schemes for second kits. It's just something they don't do, and never have since the first game. Why would they just randomly do it just for one single thing here?
Chara: Explosher really needs something to help it be less vulnerable against long range specials that it can't defend itself from! Nintendo: Oh, like _triple splashdown?_
i think we should appreciate how logi's editing is PERFECT for this series also imo that blob buff is WAY too drastic, the shot velocity absolutely needs to be buffed but i think that 250% and 175% is way too fast, maybe they could increase the shot velocity by 100% and decrease the amount of time in between blobs launching ? i just think it'd be too difficult to control
It has a kit with angle shooter, the fastest thing in the game. A little practice using that and it wouldn't be too hard to learn. Also it already has a way to decrease spacing between blobs. Its called hold forward. Holding back increases spacing.
Chara DID nerf the ink consumption though. Even if the blob’s fast shots were uncontrollable, the increased downtime (or removed gear freedom) would make up for it.
Its def a lot, I might have toned it down a bit (and maybe if I revisit it I will) but that's the challenge of the series, reaching an ideal spot with a low tier that got a huge ink consumption nerf required a pretty sizeable buff.
I feel like the main thing that's annoying about blob is how the slightest bit of lag (which is in almost every single game) causes the hitbox to conpletely desync. It's practically luck based to avoid it because the area that it deals damage in is really just invisible. There has been too many times where the blobs don't even collide with my player and I still get OHKO'd. Unless the netcode actually gets improved, I think it also needs a slight hitbox size decrease to mediate this, and it wouldn't nerf it too hard with the increased shot velocity
This. Blob online is way to inconsistent. There's also times when the bubbles hit me DIRECTLY and I take no damage, leaving even me confused at what just happened. Blob kinda suffers from online in the same way brellas do
As a blob main, yelling 'ha, MATH!' from beyond the grave when my opponent gets spatted by a bounced bubble after he rushed me down is one of the joys. I wonder if the much faster velocity would make up for that.
@@diegoreckholder945 Yeah,, but my perspective is 100% casual, it has nothing to do with the weapon's reliability in the competitive scene ^^; wonder if the dev team has an 'oh let this be more for funsies' approach to some weapons.
Wow the editor killed it on this one. What a joy to watch. Lining up the relevant info and video to what's being said is so important to get across s change to a weapon. Especially when they're not real changes. Good job.
I honestly think that the Blob buff is WAY too drastic. It would make the weapon much harder to react to, and you'd end up getting splatted in just one slosh from like Dualie Squelcher range. A slight velocity increase would be good, but a 250% increase is just far too much.
Would practically invalidate H-3 as a main weapon too, and I don’t think point sensor cooler is beating sprinkler plus storm since there are better cooler options out there
Serious shoutouts to whoever's been designing the tri kits throughout the games. There hasn't been a single game where it's been held back by whatever kit its had, and even its worst kits in the series still feel like they have a use case (potential exception to S1 nouveau). Legitimately a contender for best kit luck of any weapon.
@@heroinhero Really? I feel like Tri slosher is one of the less synergistic with mist, fizzy does a better job helping its range and paint. Tristringer, CJS, Rapid Pro, and Neo Stamper work with mist, because mist trapping opponents can help combo their long range main attacks. Don't think it works with Zimi tbh
That bloblobber rework is kinda terrifying lol, not gonna lie. I could be wrong, but I think you might be sleeping on just how powerful that shot velocity would be. The reason Bloblobber is such a weird weapon in the first place is because it disregards the rules that every other weapon is balanced around. Every other weapon has a clear and distinct range that they want to play around, and they can never affect areas outside their range with their main weapon. The shorter that range is, the better their time to kill will be, and likewise the worse it is for longer range weapons. But bloblobber completely disregards all of this. If you land all 4 blobs it has a faster time to kill than tri-slosher, but then it also technically has more range than the explosher. It's actual swinging speed is only 3 frames slower than normal slosher even though it's the only slosher with access to a one-shot. It's extremely silly, and I think the only reason it's able to get away with this flagrant rule-breaking is because of it also having the worst shot velocity in the game. It's so slow that players just see the blobs coming and move out the way: the range where it can effectively kill is far worse than the range where it paints, leading to the spammy playstyle it's known for where it just abuses that. But if you increase its shot velocity, you're getting rid of the one thing holding it back, massively increasing its effective range and _potentially creating an absolute monster of a weapon the likes we haven't seen since Splatoon 2 ballpoint._ Maybe. I could be wrong and maybe it'd just be more fun to play, lol.
I’ve played blob a fair bit, and I agree, the shot velocity thing is maybe a bit too much. The nerfs make sense, increasing the ink consumption should give it a bit of downtime during prolonged fights, and I do agree firing all 4 blobs guaranteed is kinda stupid, and can make haunt in theory viable as an instant trade where it dies, and applies haunt just before all shots connect and lead to a trade which benefits blob a fair bit The damage buff is fine, makes combing off storm a bit easier, but it’s still already decently easy as is especially if you punish bad positioning. The velocity buff is stupidly over tuned and might make it top tier and even worse of a paint spammer as is. It was only mentioned the velocity changes, not distance, right? Well now you would have given bloblobber a much larger effective paint area, which off balances what the ink consumption was meant to do, reduce paint spam. In addition, that much velocity would be comparable to shooters. You remove the time to react to the first volley and if the blob player has good aim, you just die, comparable to H-3 or S-blast. This rework for blob would make it better, sure, but it also would make it even more unhealthy I think
@@penguinflames707 Well no, the distance of the shots would stay the same, meaning the paint also stays the same. It would be much more immediate paint with the buff, but that's far less impactful than the immediate damage that faster projectiles would bring. I get the idea Chara is going for, bring the blob more in-line with other weapons that don't do this weird thing where they paint from far away without actually pressuring anyone. But blob isn't like other weapons, it's strong painting is a result of it being the only weapon to paint outside of it's effective range. Increase the shot velocity and suddenly it doesn't need paint spam anymore because it can just kill at that range instead.
@@squiddler7731 maybe, but the shot velocity still gives opponents significantly less time to react to incoming projectiles. A play with good aim could be impossible to react to, similar to someone popping trizooka out. You see him but the shot comes out too fast to get out of the way
My favorite weapon you reworked in this video was explosher… all the changes felt super fair… and the new kit… * chef’s kiss * I just love crab with it, basically turning it into a better version of itself that can survive when it needs to, and mine would allow for some really cool combos!!
A projectile weapon that can 1-shot in 1 burst, do you play H-3 by any chance? Since this feel like it would be H-3, but with a much faster shot velocity that reduces your amount of time to react
Dread Wringer is made by Dolphin so it should be Dread Wringer Dolphin not Custom Dread Wringer BTW. But anyway, your Bloblobber rework is insane and I love it. Bloblobber is usually my go to Slosher, and while I like Tri-Slosher, I think a slight range nerf could work but nothing too insane.
Here's a random and very silly "buff" I would give Explo: If an opponent pops their Tenta Missiles but doesn't fire them, Explo can one-shot them. This is a Salmon Run reference.
That's actually a really cool nerf idea for Tenta Missiles, giving it essentially weapon specific damage multipliers despite it not having armor. I'd love to have seen that on a few other player modification specials, maybe even giving some armor (Ultra Stamp crying)
I think that blobs bubbles leaving after is just too drastic I actually like that feature I would just do a. Kit to defend it more I liked the wall for it and maybe a wave breaker for combos and location
I think the change to the shot velocity on blob is a bit too fast. Blob was never meant to be a fighting weapon, I think if anything it just needs a kit that can help it stay alive, and get players off of it. I do think having the bubbles disapear when they get splatted is a good change tho
Really anything "not a fighting weapon" just seems unacceptable to players of this game. They want to swim around and instantly press zr in the general direction of the opponent for fast splats. Anything that inhibits that at all is unfun and unhealthy. Blob while not good at it can be a fighting weapon shown with the only kit not forcing it to sit back uselessly, but the stats of the weapon just make sitting back uselessly an appealing playstyle right now. Holding forward helps one shots but any horizontal movements make aiming harder than just about every other weapon. Simply put to play it agressively makes it one of the hardest weapons in the game and making that easier would encourage that more.
That blob change is actually insane, there is no way that would be healthy for casual or comp. Blob is already overly hated for being passive, now you’re just making it even harder to react to. At least if a blob sat back in casual play, you can see where the bubbles are going and react. And in comp, now you just have near unreactable blob shots in smart positioning and coordination. You hate zooka falling from the heavens to instakill, well now you’d get blob doing that too
It would be mostly close range? And that comparison to zooka is meaningless, they would be nothing alike. Blob isn't AOE and doesn't even come close to the range of zooka.
I think it could be cool to give Wringer a way to delay the second shot making it easier to attack several opponents if you wanted to. Plus it could maybe allow you to be more selective about where your paint goes.
Absolutely would love mine on explosher. Spot on with the tank as well. Explosher really needs ways to defend itself and escape, especially against inkjets.
I feel like your blob rework brings it slightly closer to being a sniper. It might be similar to bamboo or pencil with a slower shot velocity at range, and probably have a closer fighting style to squiffer up close. It already has splat charger range on flat ground, and with height advantage even gets scoped liter range sometimes. While it would make the weapon better at keeping up I'm not sure that's a direction for buffs I'd enjoy. The ink efficiency nerf is a valid place for blob to take a nerf if it's getting any significant buffs, but it would change it's roll to less suppression and chipping space control. I know the full burst even after death is almost certainly just a quirk of how they programmed it, but it still "feels" like a bug and probably should go no matter what. Personally as a blob player I'd prefer having better damage up close that falls off to the normal 30, or possibly even lower long range damage depending on the close range damage buffs. If close range was super over buffed to be a 2 shot it could even get a slower burst fire rate or extra frames between sloshes to compensate on top of an ink efficiency nerf. Anything other than these two options really should be a rework of the weapon somehow imo. Shots that slow to a stop and float before popping, but become destructible. Later blobs in the burst having a faster move speed and combining with other blobs they touch to do little explosions. There are plenty of ideas to be had.
i like the idea of blob's bubbles getting slower the further they go, but that initial speed increase feels way too fast and kinda just hits all four bubbles instantly
The machine rework is perfection, the dread wringer kit is perfection, perfect explo changes. Ion think velocity is the right thing for blob tho and crab tank on bucket sounds ew.
I think torpedo would work with dread wringer a lot more than splat bomb. It wouldn’t be able to spam it a lot (since it’s so god damn ink hungry) but ANY hot from the torpedo (even the outside radius) will make it a 2-shot. (I mean I guess burst bomb works as well but torpedo locates to and I like it more than burst on dread wringer)
I think Torpedo would be the perfect sub for Dread. The 60 direct combos with either slosh (48 and 42) and even the 12 damage mini-blasts combo with the 90 from both sloshes combined. Granted, if they're running even a single sub of Sub Defense, the 42 wouldn't combo with the direct but I don't think it'd be a huge deal.
At least for blob my one complaint with it, that allows it to play far back just as easily is the fact that even the small blobs do 30 damage. I feel like as the blobs shrink in size, they should just do less damage cuz that’s kinda how it would in many other games
Blob is a weapon that is not good competitively but annoying as hell casually, Blob is my least favorite weapon to fight against but the map is also a big problem
omg yesterday I was thinking about the same issue with the bloblobber shooting all the shots even when it dies halfway through, it killed me more often than i'd like to believe
I think am interesting add-on for the blob rework would be the ability to cancel your slosh mid-slosh by going into squid form. This would help with mobility so much
random big bubbler buff idea: touching that thing inside the big bubbler refills your ink tank. this basicly allows for a speudo bomb rush. especially since most of these have relatively cheap subs. the weapons this would affect are jr / h-3D / splat roller / squiffer / zimi and blaster. out of these the only one that is REALLY problematic is jr. but after that the rest actually really benefit from that.
Tbh dread could really use some buffs first buff i would make dread winger faster by 2.5frames so can deal with ppl rushing it down next buff i would Increase its range by 4% and Next i would also changes the dmg of dread to make it more consistent by letting the First hit do 50dmg and the seacond hit do 40dmg so that dread has a easier time Killing the enemy
Blobs identity is angled shots and bubble persistence. You can flood an area with bubbles and make it a nightmare to do anything. You can do bank shots that no other weapon can do. I don't find it a back line weapon more that others. The current blob feels balanced to me, though I don't like any of its kits. I miss having wall, for example. Beacon would be interesting for it too. I would like to see blob variants like a tri-blob with 3 shots of 3 bubbles (9 bubbles) that spread but do less damage and go short range, and a big blob that is slower but shoots bigger bubbles that bounce and persist longer. I could see another one 'blob launcher' that shoots bubbles from a projectile shooter and has the behavior outlined in this video. It shoots 1 at a time with high initial speed followed by slow bounces. Maybe the shots don't paint much during the high speed part of the shot.
as much as ntri is in a good spot rn, having a 3rd tri kit that aims to be more agro would be cool, at opposed to ntri's more supportive playstyle with poking fizzies and cooler support. Yes vtri exists but toxic mist just does not feel right on that weap even though jet is good for it. Maybe something like splat bomb (s2 ntri worked well with it), and really any agro special
i feel like those blob changes are..... honestly pretty bad, 20% more ink consumption like thats completely insane, 5 to 10 percent thats a bit more understandable but 20 is far too much, it would basically require LDE in order to use it at all, stoping the bubbles from spawning after death would stop it from being a slosher???? thatd be like stoping explo shots in mid air just because the user died thats just too much, the object damage is nice enough i guess but with that ink consumption nerf no one would use it for that kinda stuff anyways, and the speed of the shots isnt really the problem of why blob cant get kills its an interesting thought but not really worth it to me, it would also give the weapon a lot of time where it wouldn't have bubbles on the field since you didnt lower its frames between shots which would make getting combos significantly harder as well as making it harder to have any sort of map control which is kinda the point of the weapon, i dont wanna sound like a dick just sharing my thoughts like you asked especially as someone who has well over a thousand hours with blob kinda feels like if anyone should say it its a blob main
20% ink reduction gives it down time which it needs to be less of a paint spammer, I’m personally fine with it No blobs after death I also agree with, that just stupid +1 damage per blob isn’t needed, since it still combos with storm pretty well The velocity buff if far too much and given someone with good aim would feel even more oppressive since you can’t approach it in a straight line of you just die instantly
@penguinflames707 those are all problems though, The blob is already considered a bad to subpar weapon by most of the community, giving the weapon more downtime does not fix or make it better, look at what happened to sloshing machine it went from a top tier to a high mid-tier simply with an extra 15 frames of slowness, and now you're taking the weapon as a whole and giving it way less shots a fifth less shots that's an insane reduction, and like I said taking away a shot when you've already fired your weapon would be ridiculous imagine if all of your shots for every weapon disappeared just cuz you died, you don't shoot extra shots when you die you shoot all four of your shots, no other machine would have that problem like if half of your shot disappears just because you died mid of it going out doesn't mean that that's a good thing that would be a terrible terrible thing it would encourage people to play way safer and not go near people because if they died their shots would not continue which is not how weapons work, The velocity thing wouldn't even be something you would have to worry about because of the amount of ink that it would be using, they would get so little shots and spend so long in the ink that they would no longer be able to play the role that they are supposed to be which is a supporter that helps with map control and chip damage, and you're only thinking about the vanilla kit this makes it significantly worse for the kraken kit since it would be way harder for that one to paint since it doesn't have sprinkler to help it and in the case of having that much more ink consumption The sprinkler would practically become required to get paint on the ground but that still adds to more downtime, nobody likes when weapons have more down time and since this is already a bad weapon by most people's standards making it even worse by making it not able to paint as much or as often and giving it only a slight speed upgrade to shots is terrible because it still doesn't change the fact that your shots don't move after you've shot it, it takes away all the skill of using angles and trying to trap people with your bubbles and instead would just turn it into a close range shooter with extreme precision requirements and nullify all other points of the weapon
As a bucket player myself I think these are some good changes. I still think dread needs some more buffs. maybe rebalancing the damage on the sloshes to 50 and 40 damage so that two main sloshes kill just for a little more reliability. I also think given how ink hungry it is, burst bomb wouldn't actually be broken. You would either need a direct with either slosh to combo or an indirect with both sloshes which is still a fairly slow kill and would drain ~ half your tank. I would love to see something like burst wail for a more offensive kit. Wail would be ideal for locating and getting the 10 damage needed to one shot.
As a blob main the changes made are perfect and not bad at all. I already run main saver anyways due to the fact it helps curb problems if I have to fight up close and the faster paint will definitely help with mobility and make moving around a little less labored so it feels like the midline it wants to be Although knowing Ninty this change does feel too drastic, so my compromise and something I’ve always asked for is to make the shot velocity better the lower you aim to the ground. This makes you choose between max range max linger but slow dps and attack speed, or minimal linger and range but very fast dps and paint. This still helps with getting rushed down and also adds some dynamic things you can do with the 2 firing speeds. It also ensures the blob user gets punished for sitting and spamming ZR still since if they fire wrong they’ll die like they normally do now. Ink efficiency nerf can still be applied and that’s pretty much the compromise. Very easy change for Nintendo to do
I think for explo it could use super chump pretty nicely, lots of stuff going on and with mine you could clear the area with chump and place mines in it when your team pushes
Love the Explo buffs and as an explo main I think it’d be just about perfect after. For the second kit, Ink Mine definitely cooks (and all of us Explo mains are begging for Crab Tank or Zooka lol), but I actually most wanna see it get Angle Shooter. A fast combo tool (to overcome the long time between shots and even finish off 90 damage hits) that tracks foes and even exceeds the range of the main? Yes please! Dart still needs buffs of course, but otherwise I think it’d be just as synergistic with Explo as it is with Rapid Pro
So Slosher: Chara: Says Tri-Strike isn’t good for it cause it lacks continuation because it is a sitting duck Also Chara: Gives it Crab Tank which also makes you a sitting duck and is just as vulnerable up close. Bruh
@@sagittariusa2145 Crab Tank can’t be positioned in the frontlines because it cannot defend itself that much Ball form is there sure but you’re also not counterattacking and endlag after it breaks is still punishing as it is. Crab just as Strikes likes being positioned in the backlines. Where it can rain fire while also staying safe, cause a lot of things can deal with Crab with ease. That’s why Crab isn’t as meta as it is rn. While it is still better than Strikes as an entry tool and just overall, it isn’t the continuation special Chara wants.
Something like Stamp, Inkjet, Bubble, Zipcaster(yes Ducket has this I know), and Trizooka in a way can fulfill the continuation that Chara desires that Strikes cannot offer imo.
i feel like explo should just flat out have better object damage in general, because for how sluggish the weapon is it’s really tedious and slow when it comes to breaking objects like chumps and wave breaker. maybe don’t buff it’s object damage against brella of course but to everything else it needs a lot more
I wonder how people can make those cool pose shots with the player holding weapons in their hand with a variety of emotes. I’m mostly down for the colour palette of the soda slosher since it looks nostalgic from the first game and how it remained consistent with its design, we only have to wait for the 3rd kit to see if they still go along with it lol
i personally think for blob, each individual bubble should paint, in the game right now, the first one covers most the ground and the rest only paint where they land
I think it might also be important to change how easy it is to parry explo because rn it's so easy to just squid roll, take 0 damage, and get out of the paint it's just placed
Ik your here to fix em but Vanilla tri-slosh is a really good kit no one’s talking about. Toxic mist is really good for walling off areas and slowing enemy’s down, spam this at the tower or rainmaker and the enemy team pretty much can’t do anything, it’s still good on zones but not as great. ink jet is already self explanatory with already being a really solid special right now and with this gives you an extra tool with range that your tri can’t output . Yk Just like splat dualies where despite having a good kit and being at the start of the game. No one was talking about it up until like 2-3 months ago, I feel like still no one’s talking about vanilla tri mostly because it’s overshadowed by its nouvoe kit with fizzy and tac. I recommend y’all try it cause it deserves WAY more attention.
so the change i personally would make to machine is that the ink efficiency is the bigger problem for machine than the frames. my proposal is to buff the efficiency by 10% while maintaining the nerfs to 220p and the 38 sloshing frames. given that it was side nerfed by the LDE nerf and other weapons with ok matchups against it doing really well now would be a good buff thatll bring back to its former ink saving ways
you should do stringers next! you pretty much only see reef getting serious comp play which is a little sad because its the freaking box art cover for the game!
Personally I would change Tri Slosher by swapping it's damage values and calculations with Painbrush (probably would need more fine tuning tho to not just make Tri EVEN better) as to diversify Short Range AoE weapons a bit more and make it so Painbrush actually gets value from getting through the wind up time it thus allowing it to consistently 2 shot for the most part and giving Tri a reason for it's insane Firerate as it no longer 2 shots no matter where you hit it from. I know it's not perfect balance wise but it would help I feel
I think bloblobber should also be nerfed so where if the blobs travel a good amount they will become weaker, and the further they go, the less damage they do. That way it’s not always a easy 4 shot kill. This is just my opinion and I’m not sure if it will make the weapon reallly weak.
I think tri-slosh should have a reticle rework to know where the bigger sloshes are going. putting the same specials on multiple kits for one weapon class makes the game feel like it has less variety, so i would probably swap out the special of soda slosh and custom dread. Soda slosh could get a new special like superchump, soda had burst bomb launcher in s2 so that could fit. But soda could have like, splashdown or screen and i would aprove of those kits. And for dread, i would like wail, wavebreaker or screen to trip up the opponents. Anything other than reefslider would feel way better anyway lmao.
I don't believe that bobblobler should get that quick attacks, because there annoying for me to deal with, but they should get faster ones still, like 150% on the first bounce and 125% on the next bounce.
while i think the tri kits have decent specials as is, i find the tri slosher tends to rely almost entirely on how good its base firing is to the point the devs intentionally dont give them particularly good kits. i feel the sub weapons for both versions really could've benefited from sprinkler or wall.
The bolober buff I think would be way to over powered but if you just decrease the speed a little bit it would be a little more balanced but overall great reworks and kits
I’m high on copium for a good explo kit. Currently between all my mains I have 2 toxic mists, 1 angle shooter, 1 sprinkler and 1 point sensor. Give me something good nintendo please
Soda Slosher: I would hate it and it'd be miserable for anything slow to fight it. Tri Slosher: ok Sloshing Machine: GOOD. Always disliked it's aoe. Dreadwringer: Ehhh... might be like pencil and ruin any alternative support playstyles for midliners. Explosher: Velocity is fair, but a lot of weapons need reworked object damage - especially against Booyah. Also kit is... I dunno. Not a fan of crab on a backline weapon. Blob: Good nerfs, buff is... uh... annoying. Gonna be like S-Blast hitscan in my opinion.
I'd love an explo kit with mines and booyah. it just needs better survivability since its ink consumption is so terrible. kraken could also be really nice on it, even though I'm not a huge fan of the special.
The only problem I see with the Explosher kit is that even one slot of Sub Resistance Up would make the Ink Mine (45 dmg) + main shot (55 dmg) combo not 100% reliable. Therefore, you would either have to hope the enemy has no Sub Resistance or have the main shot land directly on the spot where the enemy is standing (90 dmg). I have an idea for a second kit. A Burst Bomb (60 dmg) + main shot combo would be 100% reliable, easier to pull off since Burst is less situational, and Burst could help with mobility by offering a quicker option for painting your feet or a wall. Big Bubbler, like Crab, could provide protection and allow the weapon to hold its ground. Please give your thoughts.
im a blob main ( not competitive just sweaty and got into S with it this and last season) and honestly the main weapon is fine it just really needs a mew kit and i think they remember it in splatoon 2 and dont want to make something meta so it gets the actually two worst subs. i like ur rework idea except for the no more blobs on death its really like having that for getting its jumps ambushed
I still have no idea why Tri-Slosher isn't a 3-shot weapon. I feel like buffing the attack speed (23 frames > 16 frames) while nerfing the damage (62 damage > 46 damage, max falloff either stays as-is at 35 or nerfed to 33 damage) would be a decent change. The total kill-time would be nerfed by 2 frames and the weapon itself would require a bit more aim and skill, but overall I think this would make it feel more fair to fight against. I think it would justify the slight range advantage it has while not killing the Tri-Slosher's viability - raise the skill floor a bit while also making the name fit better.
Here my hot take. I'm nearly a veteran player, watching video to improve my skills and understand why some weapons are currently better in competitive area. So, if you disagree what I say, it's fine! While Blobbloper is a very paint weapon for a slosher, it may also become a slayer weapon if we play very well with the bubbles. That is shoot, swim, shoot, slightly curly, etc... In my experience, I was kiled easily because there was too much bubbles around, especially if I play dualies. The nerf give me advantage and I tolerate the little damage buff, which as you point out, dealing 90 is not enough for a combo unless the kit is good. However, like I said, I'm easily be killed because of too much bubbles. One shoot is on k.o for me. I have to find a way to not hit those bubble, but the player is front of me can predict my movement. So I'm against the velocity buff. Because it will kill faster and easily, with one less bubbles. The bubbles must be slower so we can more easily avoid them. I wish to have tips against them if I haven't the hate toward this weapon. Thank for the video and hope Nintendo will at least take some of your idea.
The fact they made a Tri kit with Fizzy Bomb and Tacticooler and didn't call it Soda Tri-Slosher is perhaps the biggest fumble in weapon naming history
Tbf it's because it's the 2nd kit, it's the “weapon/gear/general brand” kit.
@@sonicrunn3r895yeah but they could have made an exception :c
@@sonicrunn3r895 They made an exception for swig express, gold dynamo, and aerospray rg and that was it... why not tri slosher?
@@Dav-star-SS
- Dynamo, Nautilus, Aerospray and Bamboozler are part of the Ammo Knights brand, their prefixes/suffixes are inconsistent but theme around either silver/gold (atomic numbers for nautilus, outright “gold” for dynamo), limited editions (for Aerospray) or editions (Bamboozler). They're inconsistent for a reason as they all fall under the same brand.
- Swig Express falls under the “general brand” category. Express is a soda brand in-universe (that went unnamed until Swig Express was revealed) also partially responsible for tenta missiles. Swig itself is a “Splat” brand weapon, like Mini Splatling, the Splattershots and the like, and as such its second kit is a different brand collab, hence express.
There is a lot of care put into the naming conventions (generally, there have been 2 localisation errors with Splattershot Jr and Neo Splatana Stamper), these edge cases are generally intentional.
@@desmondruhling The thing is: they DON'T make exceptions to the naming schemes for second kits. It's just something they don't do, and never have since the first game. Why would they just randomly do it just for one single thing here?
Chara: Explosher really needs something to help it be less vulnerable against long range specials that it can't defend itself from!
Nintendo: Oh, like _triple splashdown?_
I like playing agressive blob and those changes would make it hilariously strong against people who already struggle against it. I love it.
i think we should appreciate how logi's editing is PERFECT for this series
also imo that blob buff is WAY too drastic, the shot velocity absolutely needs to be buffed but i think that 250% and 175% is way too fast, maybe they could increase the shot velocity by 100% and decrease the amount of time in between blobs launching ? i just think it'd be too difficult to control
It has a kit with angle shooter, the fastest thing in the game. A little practice using that and it wouldn't be too hard to learn.
Also it already has a way to decrease spacing between blobs. Its called hold forward. Holding back increases spacing.
Chara DID nerf the ink consumption though. Even if the blob’s fast shots were uncontrollable, the increased downtime (or removed gear freedom) would make up for it.
Imagine blob players reaction to this, if this happened.
I think it would need a bit of am overall range reduction to go with that velocity increase, atleast
Its def a lot, I might have toned it down a bit (and maybe if I revisit it I will) but that's the challenge of the series, reaching an ideal spot with a low tier that got a huge ink consumption nerf required a pretty sizeable buff.
Even as a vBucket main, the burst bait has me audibly saying no LMAO
as a vBucket main aswell, the burst bait had me audibly saying yes LMAO
I feel like the main thing that's annoying about blob is how the slightest bit of lag (which is in almost every single game) causes the hitbox to conpletely desync. It's practically luck based to avoid it because the area that it deals damage in is really just invisible. There has been too many times where the blobs don't even collide with my player and I still get OHKO'd. Unless the netcode actually gets improved, I think it also needs a slight hitbox size decrease to mediate this, and it wouldn't nerf it too hard with the increased shot velocity
This. Blob online is way to inconsistent. There's also times when the bubbles hit me DIRECTLY and I take no damage, leaving even me confused at what just happened. Blob kinda suffers from online in the same way brellas do
So high ping Blob is a strat is what im hearing..
As a blob main, yelling 'ha, MATH!' from beyond the grave when my opponent gets spatted by a bounced bubble after he rushed me down is one of the joys. I wonder if the much faster velocity would make up for that.
this was exactly what I thought 🤣 as a Blob main, it's one of the joys of using the weapon, yes, and a trade-off for not being a perfect weapon
@@diegoreckholder945 Yeah,, but my perspective is 100% casual, it has nothing to do with the weapon's reliability in the competitive scene ^^; wonder if the dev team has an 'oh let this be more for funsies' approach to some weapons.
@@DraNchan yeah, I'm not a competitive player at all. Very casual, just enjoying the stress of maining the Blob lol
God I love bloblobber
Wow the editor killed it on this one. What a joy to watch. Lining up the relevant info and video to what's being said is so important to get across s change to a weapon. Especially when they're not real changes.
Good job.
❤
@@LogiCreatesI always appreciate your edits on this channel since they are so incredibly good. You are the best editor on this channel by far!
I honestly think that the Blob buff is WAY too drastic. It would make the weapon much harder to react to, and you'd end up getting splatted in just one slosh from like Dualie Squelcher range. A slight velocity increase would be good, but a 250% increase is just far too much.
Would practically invalidate H-3 as a main weapon too, and I don’t think point sensor cooler is beating sprinkler plus storm since there are better cooler options out there
Yeahh thats getting kinda close to just straight up normal shot velocity. Also holy shit its suspicious temmie
Serious shoutouts to whoever's been designing the tri kits throughout the games. There hasn't been a single game where it's been held back by whatever kit its had, and even its worst kits in the series still feel like they have a use case (potential exception to S1 nouveau). Legitimately a contender for best kit luck of any weapon.
idk if toxic mist is exactly what it needs tho
@user-bl8cd2xd4g Sure, but at least that kit actually has synergy unlike every other weapon they put toxic mist on
@@heroinhero Really? I feel like Tri slosher is one of the less synergistic with mist, fizzy does a better job helping its range and paint.
Tristringer, CJS, Rapid Pro, and Neo Stamper work with mist, because mist trapping opponents can help combo their long range main attacks.
Don't think it works with Zimi tbh
@@heroinhero tristringer works well with mist though.
That bloblobber rework is kinda terrifying lol, not gonna lie. I could be wrong, but I think you might be sleeping on just how powerful that shot velocity would be.
The reason Bloblobber is such a weird weapon in the first place is because it disregards the rules that every other weapon is balanced around. Every other weapon has a clear and distinct range that they want to play around, and they can never affect areas outside their range with their main weapon. The shorter that range is, the better their time to kill will be, and likewise the worse it is for longer range weapons.
But bloblobber completely disregards all of this. If you land all 4 blobs it has a faster time to kill than tri-slosher, but then it also technically has more range than the explosher. It's actual swinging speed is only 3 frames slower than normal slosher even though it's the only slosher with access to a one-shot. It's extremely silly, and I think the only reason it's able to get away with this flagrant rule-breaking is because of it also having the worst shot velocity in the game. It's so slow that players just see the blobs coming and move out the way: the range where it can effectively kill is far worse than the range where it paints, leading to the spammy playstyle it's known for where it just abuses that. But if you increase its shot velocity, you're getting rid of the one thing holding it back, massively increasing its effective range and _potentially creating an absolute monster of a weapon the likes we haven't seen since Splatoon 2 ballpoint._
Maybe. I could be wrong and maybe it'd just be more fun to play, lol.
I’ve played blob a fair bit, and I agree, the shot velocity thing is maybe a bit too much.
The nerfs make sense, increasing the ink consumption should give it a bit of downtime during prolonged fights, and I do agree firing all 4 blobs guaranteed is kinda stupid, and can make haunt in theory viable as an instant trade where it dies, and applies haunt just before all shots connect and lead to a trade which benefits blob a fair bit
The damage buff is fine, makes combing off storm a bit easier, but it’s still already decently easy as is especially if you punish bad positioning.
The velocity buff is stupidly over tuned and might make it top tier and even worse of a paint spammer as is. It was only mentioned the velocity changes, not distance, right? Well now you would have given bloblobber a much larger effective paint area, which off balances what the ink consumption was meant to do, reduce paint spam. In addition, that much velocity would be comparable to shooters. You remove the time to react to the first volley and if the blob player has good aim, you just die, comparable to H-3 or S-blast. This rework for blob would make it better, sure, but it also would make it even more unhealthy I think
@@penguinflames707 Well no, the distance of the shots would stay the same, meaning the paint also stays the same. It would be much more immediate paint with the buff, but that's far less impactful than the immediate damage that faster projectiles would bring.
I get the idea Chara is going for, bring the blob more in-line with other weapons that don't do this weird thing where they paint from far away without actually pressuring anyone. But blob isn't like other weapons, it's strong painting is a result of it being the only weapon to paint outside of it's effective range. Increase the shot velocity and suddenly it doesn't need paint spam anymore because it can just kill at that range instead.
@@squiddler7731 maybe, but the shot velocity still gives opponents significantly less time to react to incoming projectiles. A play with good aim could be impossible to react to, similar to someone popping trizooka out. You see him but the shot comes out too fast to get out of the way
My favorite weapon you reworked in this video was explosher… all the changes felt super fair… and the new kit… * chef’s kiss *
I just love crab with it, basically turning it into a better version of itself that can survive when it needs to, and mine would allow for some really cool combos!!
i play vanilla explosher a lot and u are correct
I do love the idea of Blob as, you know, a PROJECTILE WEAPON rather than a hitbox generator!
A projectile weapon that can 1-shot in 1 burst, do you play H-3 by any chance? Since this feel like it would be H-3, but with a much faster shot velocity that reduces your amount of time to react
Plus just give Explo the ability to exist in this game without being countered by everything
That soda slosher kit would be a dream!
“Noooo! Don’t let a blob have fast bullet travel! It’s too long range!”
Chargers, Splatlings, and Squeezer: 👀
Dread Wringer is made by Dolphin so it should be Dread Wringer Dolphin not Custom Dread Wringer BTW.
But anyway, your Bloblobber rework is insane and I love it. Bloblobber is usually my go to Slosher, and while I like Tri-Slosher, I think a slight range nerf could work but nothing too insane.
tri slosher has horrible range getting close would be even more difficult, decreasing the range more would be a death sentence i think
Wouldnt it be the Dread-D Wringer?
@@woahitsfranco5286not necessarily because Squiffer also made by Dolphin.
It probably wouldn’t be dolphin probably would just have a D at the end. It also could just get a complete rebrand and similar to the krack on roller.
Come on people, the name has Dread in it, its made by Dolphin, its meant to be scary... D-Dread Wringer is RIGHT THERE!!!
That vSlosher kit sounds AMAZING. Torpedo seems like it would be super fun on it.
Here's a random and very silly "buff" I would give Explo:
If an opponent pops their Tenta Missiles but doesn't fire them, Explo can one-shot them.
This is a Salmon Run reference.
That's actually a really cool nerf idea for Tenta Missiles, giving it essentially weapon specific damage multipliers despite it not having armor. I'd love to have seen that on a few other player modification specials, maybe even giving some armor (Ultra Stamp crying)
I think that blobs bubbles leaving after is just too drastic I actually like that feature I would just do a. Kit to defend it more I liked the wall for it and maybe a wave breaker for combos and location
I think the change to the shot velocity on blob is a bit too fast. Blob was never meant to be a fighting weapon, I think if anything it just needs a kit that can help it stay alive, and get players off of it. I do think having the bubbles disapear when they get splatted is a good change tho
Really anything "not a fighting weapon" just seems unacceptable to players of this game. They want to swim around and instantly press zr in the general direction of the opponent for fast splats. Anything that inhibits that at all is unfun and unhealthy. Blob while not good at it can be a fighting weapon shown with the only kit not forcing it to sit back uselessly, but the stats of the weapon just make sitting back uselessly an appealing playstyle right now. Holding forward helps one shots but any horizontal movements make aiming harder than just about every other weapon.
Simply put to play it agressively makes it one of the hardest weapons in the game and making that easier would encourage that more.
That blob change is actually insane, there is no way that would be healthy for casual or comp. Blob is already overly hated for being passive, now you’re just making it even harder to react to. At least if a blob sat back in casual play, you can see where the bubbles are going and react. And in comp, now you just have near unreactable blob shots in smart positioning and coordination. You hate zooka falling from the heavens to instakill, well now you’d get blob doing that too
It would be mostly close range? And that comparison to zooka is meaningless, they would be nothing alike. Blob isn't AOE and doesn't even come close to the range of zooka.
i agree with the explo kit, but i think kraken would be really fun for it too
I think it could be cool to give Wringer a way to delay the second shot making it easier to attack several opponents if you wanted to. Plus it could maybe allow you to be more selective about where your paint goes.
Absolutely would love mine on explosher. Spot on with the tank as well. Explosher really needs ways to defend itself and escape, especially against inkjets.
I was gonna watch this in the bsckground of some sr but then i remembered how well edited these videos are so im watching it on its own. Very nice
I feel like your blob rework brings it slightly closer to being a sniper. It might be similar to bamboo or pencil with a slower shot velocity at range, and probably have a closer fighting style to squiffer up close. It already has splat charger range on flat ground, and with height advantage even gets scoped liter range sometimes. While it would make the weapon better at keeping up I'm not sure that's a direction for buffs I'd enjoy. The ink efficiency nerf is a valid place for blob to take a nerf if it's getting any significant buffs, but it would change it's roll to less suppression and chipping space control. I know the full burst even after death is almost certainly just a quirk of how they programmed it, but it still "feels" like a bug and probably should go no matter what.
Personally as a blob player I'd prefer having better damage up close that falls off to the normal 30, or possibly even lower long range damage depending on the close range damage buffs. If close range was super over buffed to be a 2 shot it could even get a slower burst fire rate or extra frames between sloshes to compensate on top of an ink efficiency nerf.
Anything other than these two options really should be a rework of the weapon somehow imo. Shots that slow to a stop and float before popping, but become destructible. Later blobs in the burst having a faster move speed and combining with other blobs they touch to do little explosions. There are plenty of ideas to be had.
8:10 chara must of been on some wild drugs wtf
i like the idea of blob's bubbles getting slower the further they go, but that initial speed increase feels way too fast and kinda just hits all four bubbles instantly
Nintendo should turn a blender into a slosher
waaaaaait let em cook?
I would really like these Explosher buffs, or at least the Shot Velocity one.
I dont care if it s good or balanced : soda slosher needs fizzy and tacticooler for ultimate sugar rush
Not surprised to hear Angel Island, since Splatoon reminds me of Sonic.
The machine rework is perfection, the dread wringer kit is perfection, perfect explo changes. Ion think velocity is the right thing for blob tho and crab tank on bucket sounds ew.
Can Nintendo hire this mf already? 🔥💪
I think torpedo would work with dread wringer a lot more than splat bomb. It wouldn’t be able to spam it a lot (since it’s so god damn ink hungry) but ANY hot from the torpedo (even the outside radius) will make it a 2-shot. (I mean I guess burst bomb works as well but torpedo locates to and I like it more than burst on dread wringer)
Give it Burst Bomb Nintendo, make the earth quake with fear...
Probably a bad idea, but blober shots could have a small amount of knockback to help it prevent rush downs from players
Only at close range though
I think Torpedo would be the perfect sub for Dread. The 60 direct combos with either slosh (48 and 42) and even the 12 damage mini-blasts combo with the 90 from both sloshes combined.
Granted, if they're running even a single sub of Sub Defense, the 42 wouldn't combo with the direct but I don't think it'd be a huge deal.
At least for blob my one complaint with it, that allows it to play far back just as easily is the fact that even the small blobs do 30 damage. I feel like as the blobs shrink in size, they should just do less damage cuz that’s kinda how it would in many other games
“Blob can’t be good”
*makes blob unbelievably op*
0:08 that moment was… elegant!
As a blobber player I gotta say I like alot of the ideas but can't help to feel it's alittle extreme. It would be interesting tho to say the least.
Blob is a weapon that is not good competitively but annoying as hell casually, Blob is my least favorite weapon to fight against but the map is also a big problem
omg yesterday I was thinking about the same issue with the bloblobber shooting all the shots even when it dies halfway through, it killed me more often than i'd like to believe
I would love to see a video like this talking about rollers. I think almost every weapon in that class needs a buff to help it.
There's one already...
Obligatory “This is a bucket” reference
As a Blobber enjoyer, the nerfs hurt a bit, but the other buffs are freaking crazy, i love it.
I think am interesting add-on for the blob rework would be the ability to cancel your slosh mid-slosh by going into squid form. This would help with mobility so much
random big bubbler buff idea:
touching that thing inside the big bubbler refills your ink tank.
this basicly allows for a speudo bomb rush. especially since most of these have relatively cheap subs.
the weapons this would affect are jr / h-3D / splat roller / squiffer / zimi and blaster. out of these the only one that is REALLY problematic is jr. but after that the rest actually really benefit from that.
Tbh dread could really use some buffs first buff i would make dread winger faster by 2.5frames so can deal with ppl rushing it down next buff i would Increase its range by 4% and Next i would also changes the dmg of dread to make it more consistent by letting the First hit do 50dmg and the seacond hit do 40dmg so that dread has a easier time Killing the enemy
A dread kit with torpedo and tristrike would make it a BEAST in zones and tower control. I’m a proud supporter of Tornado Dread Wringer
Blobs identity is angled shots and bubble persistence. You can flood an area with bubbles and make it a nightmare to do anything. You can do bank shots that no other weapon can do. I don't find it a back line weapon more that others. The current blob feels balanced to me, though I don't like any of its kits. I miss having wall, for example. Beacon would be interesting for it too. I would like to see blob variants like a tri-blob with 3 shots of 3 bubbles (9 bubbles) that spread but do less damage and go short range, and a big blob that is slower but shoots bigger bubbles that bounce and persist longer. I could see another one 'blob launcher' that shoots bubbles from a projectile shooter and has the behavior outlined in this video. It shoots 1 at a time with high initial speed followed by slow bounces. Maybe the shots don't paint much during the high speed part of the shot.
I’ve always wanted crab on slosher, this would rock :D
As a bucket enthusiast, this videos makes me so happy!
as much as ntri is in a good spot rn, having a 3rd tri kit that aims to be more agro would be cool, at opposed to ntri's more supportive playstyle with poking fizzies and cooler support. Yes vtri exists but toxic mist just does not feel right on that weap even though jet is good for it. Maybe something like splat bomb (s2 ntri worked well with it), and really any agro special
we all know that Explo is going to recieve smt like angle shooter + triple splashdown ;-;
i feel like those blob changes are..... honestly pretty bad, 20% more ink consumption like thats completely insane, 5 to 10 percent thats a bit more understandable but 20 is far too much, it would basically require LDE in order to use it at all, stoping the bubbles from spawning after death would stop it from being a slosher???? thatd be like stoping explo shots in mid air just because the user died thats just too much, the object damage is nice enough i guess but with that ink consumption nerf no one would use it for that kinda stuff anyways, and the speed of the shots isnt really the problem of why blob cant get kills its an interesting thought but not really worth it to me, it would also give the weapon a lot of time where it wouldn't have bubbles on the field since you didnt lower its frames between shots which would make getting combos significantly harder as well as making it harder to have any sort of map control which is kinda the point of the weapon, i dont wanna sound like a dick just sharing my thoughts like you asked especially as someone who has well over a thousand hours with blob kinda feels like if anyone should say it its a blob main
20% ink reduction gives it down time which it needs to be less of a paint spammer, I’m personally fine with it
No blobs after death I also agree with, that just stupid
+1 damage per blob isn’t needed, since it still combos with storm pretty well
The velocity buff if far too much and given someone with good aim would feel even more oppressive since you can’t approach it in a straight line of you just die instantly
@penguinflames707 those are all problems though, The blob is already considered a bad to subpar weapon by most of the community, giving the weapon more downtime does not fix or make it better, look at what happened to sloshing machine it went from a top tier to a high mid-tier simply with an extra 15 frames of slowness, and now you're taking the weapon as a whole and giving it way less shots a fifth less shots that's an insane reduction, and like I said taking away a shot when you've already fired your weapon would be ridiculous imagine if all of your shots for every weapon disappeared just cuz you died, you don't shoot extra shots when you die you shoot all four of your shots, no other machine would have that problem like if half of your shot disappears just because you died mid of it going out doesn't mean that that's a good thing that would be a terrible terrible thing it would encourage people to play way safer and not go near people because if they died their shots would not continue which is not how weapons work, The velocity thing wouldn't even be something you would have to worry about because of the amount of ink that it would be using, they would get so little shots and spend so long in the ink that they would no longer be able to play the role that they are supposed to be which is a supporter that helps with map control and chip damage, and you're only thinking about the vanilla kit this makes it significantly worse for the kraken kit since it would be way harder for that one to paint since it doesn't have sprinkler to help it and in the case of having that much more ink consumption The sprinkler would practically become required to get paint on the ground but that still adds to more downtime, nobody likes when weapons have more down time and since this is already a bad weapon by most people's standards making it even worse by making it not able to paint as much or as often and giving it only a slight speed upgrade to shots is terrible because it still doesn't change the fact that your shots don't move after you've shot it, it takes away all the skill of using angles and trying to trap people with your bubbles and instead would just turn it into a close range shooter with extreme precision requirements and nullify all other points of the weapon
As a bucket player myself I think these are some good changes. I still think dread needs some more buffs.
maybe rebalancing the damage on the sloshes to 50 and 40 damage so that two main sloshes kill just for a little more reliability. I also think given how ink hungry it is, burst bomb wouldn't actually be broken. You would either need a direct with either slosh to combo or an indirect with both sloshes which is still a fairly slow kill and would drain ~ half your tank. I would love to see something like burst wail for a more offensive kit. Wail would be ideal for locating and getting the 10 damage needed to one shot.
Then they add the Heavy Crab Ball.
I'd probably give Soda Slosher Kraken Royale as a closer Splat 1 reference. Also we could use some more Kraken kits.
As a blob main the changes made are perfect and not bad at all. I already run main saver anyways due to the fact it helps curb problems if I have to fight up close and the faster paint will definitely help with mobility and make moving around a little less labored so it feels like the midline it wants to be
Although knowing Ninty this change does feel too drastic, so my compromise and something I’ve always asked for is to make the shot velocity better the lower you aim to the ground. This makes you choose between max range max linger but slow dps and attack speed, or minimal linger and range but very fast dps and paint. This still helps with getting rushed down and also adds some dynamic things you can do with the 2 firing speeds. It also ensures the blob user gets punished for sitting and spamming ZR still since if they fire wrong they’ll die like they normally do now. Ink efficiency nerf can still be applied and that’s pretty much the compromise. Very easy change for Nintendo to do
The only way I will casually play sloshers is by giving bloblobber fizzy. Please nintendo allow my bathtub to have drinks built in
I think for explo it could use super chump pretty nicely, lots of stuff going on and with mine you could clear the area with chump and place mines in it when your team pushes
Love the Explo buffs and as an explo main I think it’d be just about perfect after. For the second kit, Ink Mine definitely cooks (and all of us Explo mains are begging for Crab Tank or Zooka lol), but I actually most wanna see it get Angle Shooter. A fast combo tool (to overcome the long time between shots and even finish off 90 damage hits) that tracks foes and even exceeds the range of the main? Yes please! Dart still needs buffs of course, but otherwise I think it’d be just as synergistic with Explo as it is with Rapid Pro
Finally someone thinks of making my blob do more damage...even if its just one more damage
So Slosher:
Chara: Says Tri-Strike isn’t good for it cause it lacks continuation because it is a sitting duck
Also Chara: Gives it Crab Tank which also makes you a sitting duck and is just as vulnerable up close.
Bruh
How is crab tank a sitting duck, it gives you tons of hp and a machine gun right?
@@sagittariusa2145 Crab Tank can’t be positioned in the frontlines because it cannot defend itself that much
Ball form is there sure but you’re also not counterattacking and endlag after it breaks is still punishing as it is.
Crab just as Strikes likes being positioned in the backlines. Where it can rain fire while also staying safe, cause a lot of things can deal with Crab with ease.
That’s why Crab isn’t as meta as it is rn.
While it is still better than Strikes as an entry tool and just overall, it isn’t the continuation special Chara wants.
Something like Stamp, Inkjet, Bubble, Zipcaster(yes Ducket has this I know), and Trizooka in a way can fulfill the continuation that Chara desires that Strikes cannot offer imo.
@@spiral3578 Thank you for the explanation! I understand better now.
i feel like explo should just flat out have better object damage in general, because for how sluggish the weapon is it’s really tedious and slow when it comes to breaking objects like chumps and wave breaker. maybe don’t buff it’s object damage against brella of course but to everything else it needs a lot more
I think that the ideal special for explo would be kilerwail since it locates people and usually does enough damage to combo with the 90 damage
I wonder how people can make those cool pose shots with the player holding weapons in their hand with a variety of emotes. I’m mostly down for the colour palette of the soda slosher since it looks nostalgic from the first game and how it remained consistent with its design, we only have to wait for the 3rd kit to see if they still go along with it lol
that wringer kit would make it a viable option,i like that as i main the current wringer
Soda slosher needs to come back. Wave breaker soda slosher would be the most fun, but that may just be my opinion.
i personally think for blob, each individual bubble should paint, in the game right now, the first one covers most the ground and the rest only paint where they land
These are really cool and i think theyd be interesting to play with
And unrelated but sloshers are hell on tricolor crableg
I think it might also be important to change how easy it is to parry explo because rn it's so easy to just squid roll, take 0 damage, and get out of the paint it's just placed
can we just make chara a splatoon dev at this point bc he cooks every time with buffs/nerfs to weapons
Ik your here to fix em but Vanilla tri-slosh is a really good kit no one’s talking about. Toxic mist is really good for walling off areas and slowing enemy’s down, spam this at the tower or rainmaker and the enemy team pretty much can’t do anything, it’s still good on zones but not as great. ink jet is already self explanatory with already being a really solid special right now and with this gives you an extra tool with range that your tri can’t output . Yk Just like splat dualies where despite having a good kit and being at the start of the game. No one was talking about it up until like 2-3 months ago, I feel like still no one’s talking about vanilla tri mostly because it’s overshadowed by its nouvoe kit with fizzy and tac. I recommend y’all try it cause it deserves WAY more attention.
so the change i personally would make to machine is that the ink efficiency is the bigger problem for machine than the frames. my proposal is to buff the efficiency by 10% while maintaining the nerfs to 220p and the 38 sloshing frames. given that it was side nerfed by the LDE nerf and other weapons with ok matchups against it doing really well now would be a good buff thatll bring back to its former ink saving ways
When he didn’t give blob a new kit😔
you should do stringers next! you pretty much only see reef getting serious comp play which is a little sad because its the freaking box art cover for the game!
Personally I would change Tri Slosher by swapping it's damage values and calculations with Painbrush (probably would need more fine tuning tho to not just make Tri EVEN better) as to diversify Short Range AoE weapons a bit more and make it so Painbrush actually gets value from getting through the wind up time it thus allowing it to consistently 2 shot for the most part and giving Tri a reason for it's insane Firerate as it no longer 2 shots no matter where you hit it from. I know it's not perfect balance wise but it would help I feel
I think bloblobber should also be nerfed so where if the blobs travel a good amount they will become weaker, and the further they go, the less damage they do. That way it’s not always a easy 4 shot kill. This is just my opinion and I’m not sure if it will make the weapon reallly weak.
I think tri-slosh should have a reticle rework to know where the bigger sloshes are going.
putting the same specials on multiple kits for one weapon class makes the game feel like it has less variety, so i would probably swap out the special of soda slosh and custom dread. Soda slosh could get a new special like superchump, soda had burst bomb launcher in s2 so that could fit. But soda could have like, splashdown or screen and i would aprove of those kits.
And for dread, i would like wail, wavebreaker or screen to trip up the opponents. Anything other than reefslider would feel way better anyway lmao.
I don't believe that bobblobler should get that quick attacks, because there annoying for me to deal with, but they should get faster ones still, like 150% on the first bounce and 125% on the next bounce.
while i think the tri kits have decent specials as is, i find the tri slosher tends to rely almost entirely on how good its base firing is to the point the devs intentionally dont give them particularly good kits. i feel the sub weapons for both versions really could've benefited from sprinkler or wall.
The bolober buff I think would be way to over powered but if you just decrease the speed a little bit it would be a little more balanced but overall great reworks and kits
If I got these explo buffs I would go crazy with this and bp
I’m high on copium for a good explo kit. Currently between all my mains I have 2 toxic mists, 1 angle shooter, 1 sprinkler and 1 point sensor. Give me something good nintendo please
i feel like the blob rework would be hell for casual players who dont know how to counter blob
This is a bucket
Blob continuing its blobs once you kill it explains a lot to me that I didn't know
I want aggro blob to be real 😢
All I care about is if Explo's Crab-ball can do the instant kill combo Baller could.
Soda Slosher: I would hate it and it'd be miserable for anything slow to fight it.
Tri Slosher: ok
Sloshing Machine: GOOD. Always disliked it's aoe.
Dreadwringer: Ehhh... might be like pencil and ruin any alternative support playstyles for midliners.
Explosher: Velocity is fair, but a lot of weapons need reworked object damage - especially against Booyah. Also kit is... I dunno. Not a fan of crab on a backline weapon.
Blob: Good nerfs, buff is... uh... annoying. Gonna be like S-Blast hitscan in my opinion.
As a slosher main, I agree thay need this
I'd love an explo kit with mines and booyah. it just needs better survivability since its ink consumption is so terrible. kraken could also be really nice on it, even though I'm not a huge fan of the special.
id also add a direct sound to explosher just so u know how much damage youre doing
The only problem I see with the Explosher kit is that even one slot of Sub Resistance Up would make the Ink Mine (45 dmg) + main shot (55 dmg) combo not 100% reliable. Therefore, you would either have to hope the enemy has no Sub Resistance or have the main shot land directly on the spot where the enemy is standing (90 dmg). I have an idea for a second kit. A Burst Bomb (60 dmg) + main shot combo would be 100% reliable, easier to pull off since Burst is less situational, and Burst could help with mobility by offering a quicker option for painting your feet or a wall. Big Bubbler, like Crab, could provide protection and allow the weapon to hold its ground. Please give your thoughts.
im a blob main ( not competitive just sweaty and got into S with it this and last season) and honestly the main weapon is fine it just really needs a mew kit and i think they remember it in splatoon 2 and dont want to make something meta so it gets the actually two worst subs. i like ur rework idea except for the no more blobs on death its really like having that for getting its jumps ambushed
I still have no idea why Tri-Slosher isn't a 3-shot weapon. I feel like buffing the attack speed (23 frames > 16 frames) while nerfing the damage (62 damage > 46 damage, max falloff either stays as-is at 35 or nerfed to 33 damage) would be a decent change. The total kill-time would be nerfed by 2 frames and the weapon itself would require a bit more aim and skill, but overall I think this would make it feel more fair to fight against.
I think it would justify the slight range advantage it has while not killing the Tri-Slosher's viability - raise the skill floor a bit while also making the name fit better.
It might cause the same problem that Squeezer / brushes have, in which it causes pain or carpal tunnel
Here my hot take. I'm nearly a veteran player, watching video to improve my skills and understand why some weapons are currently better in competitive area. So, if you disagree what I say, it's fine!
While Blobbloper is a very paint weapon for a slosher, it may also become a slayer weapon if we play very well with the bubbles. That is shoot, swim, shoot, slightly curly, etc... In my experience, I was kiled easily because there was too much bubbles around, especially if I play dualies.
The nerf give me advantage and I tolerate the little damage buff, which as you point out, dealing 90 is not enough for a combo unless the kit is good.
However, like I said, I'm easily be killed because of too much bubbles. One shoot is on k.o for me. I have to find a way to not hit those bubble, but the player is front of me can predict my movement.
So I'm against the velocity buff. Because it will kill faster and easily, with one less bubbles. The bubbles must be slower so we can more easily avoid them.
I wish to have tips against them if I haven't the hate toward this weapon. Thank for the video and hope Nintendo will at least take some of your idea.