EDIT: I meant to include this in the bonus section at the end but forgot until a week after posting the video OOPS: Super jumping with a Power Clam will now have a 40 frame (2/3rds of a second) delay before you can throw it, preventing clams cheese while allowing clam jumps to be a thing! Take everything we say with a grain of salt. We're not top level and we don't know EVERYTHING about the game, but we tried to be as inclusive as possible with this stuff 0:00 Intro 1:23 Main weapons 14:31 Sub weapons 15:43 Special weapons 21:06 Points for Special 22:51 Gear and Bonus Changes 27:02 Outtro
Its not bamboo specific it just afects it more due to its ectremely segmented paint. The ink doesen't spread to diferent surfaces in s3 and most of the time the surfaces have the same elevation so it makes some weird spots
It’s taken me way too long to realize that the actual shield part of Brella is so bad that I should stop using it and just use the regular shots. It’s like in Smash melee where Zelda players only play sheik
Really adore that you talked about Dynamo, the heavy roller, deserving high object-damage. -looks like a steamroller -deals less object damage than a paper cup roller -wth Nintendo is out of their minds A similiar change id like would be to heavily reduce knockback of dynamos roll, so that you can actually roll against bubble, crab or wall and dont get bumped away
Some of these changes would be really cool! I love the idea for hydra and I completely agree that respawn punisher needs a rework! There are some things that I don't agree with however: Custom Range Blaster I don't believe needs a pts/special nerf given its lack of fast paint output and unless you are really really good than it's hard not to die before charging your special with it. I also disagree with giving dynamo 220 damage given that parrying is already hard to do due to how the networking code interacts with it and it would already leave you with 20 hp. In fact, a change I would make would be reduce the damage of most special weapons below the 200 mark so parry isn't useless. The exceptions being reef slider and the direct hit from a ink-vac. I don't think parry should be as useless as it is, especially with the networking fighting with you on whether you actually did or did not parry. I also think wave breaker should not have a hp buff but rather a reduction in object multipliers. For most weapons its time to destroy is fine, it's just the outliers that need fixing such as wellstring or splatanas. The actual change to the waves is a cool idea though. Also what Ultra Stamp really needs is to firstly revert the buffs it got considering how many times it kills without even touching the victim and being way to unavoidable in way to many scenarios, then they need to make the game consider it a "projectile" and not an "object" so it believes the attacker rather than the defender on interactions leading to more consistent blocking. I also would not buff the damage of recycle considering 90 is already enough to combo with damage from any source and it wouldn't really fix the issues it has. One simple change I would also give the game is up the tickrate from 16 tps to 24 or even 30 tps, which would help fix a lot of lag discrepancies. It makes no sense that a Minecraft server (at 20 tps) sends and receives updates to/from a client faster than Splatoon. It would also assist Brellas because the time it takes for the shield to open on the attackers (attacking the Brella) would be reduced due to more frequent network updates. Sorry if this is long winded: I really love game design and I especially love Splatoon, and I feel very strongly about this games balance. These aren't all my thoughts but it would take too long to write all of my thoughts and nobody would want to read them anyway :P edit: I also don't like the idea of SplatterColor Screen actually blinding you considering it's already disorienting enough, but the sound and colors should definitely be fixed and maybe give some tool so it doesn't blind it's allies from seeing anything.
Lots of interesting ideas here. Thinking about it more I'm inclined to agree with the Range Blaster pick. I don't think Specials should be parried as easily as they could be in your suggestions. For Dynamo's, you have to be at Point Blank. Like pixels away from the Roller itself. Any sort of distance and it's back to 180. You shouldn't be THAT close to a dynamo in a situation like that Wave breaker yea I agree too. And the tps isn't really something that I think could be feasible in a balance patch. That's more of a switch hardware problem than a Splatoon problem from what I understand Not much else to add to everything else though. Always love long comments like these because I love game design discussion :)
@@OlmiOP In that case the dynamo buff isn't actually that bad, I just don't really like the nullification of the parry ability. With that specification it doesn't actually sound all that bad though. Thanks for reading my comment! Game design has always been really fun to talk about.
This is why we let fans design the game. Good stuff!! I'd love to play the game with these updates! (Small suggestion: Because I play Mini Splatling and I'm biased, what if got no charge penalty in the air like Squiffer and Reeflux?)
Mini is one of the weapons I'm least familiar with personally but it does sound like a cool Idea, and it gives it some consistency as a "lightweight charging weapons can do this" kinda thing
@OlmiOP yeah! Another thing is that Mini does tend to jump more than most other Splatlings since it's jump height is higher than others, so I think Mini charging full speed while airborne would be great for the weapon!
Finally, someone else sees the beauty of a pseudo-charge hold on Hydra! Love to see your interpretation of it, and I hope something similar to it is put into the game. It’d encourage Hydra to run both Run and Swim Speed to maximize both mobility while charging and how quickly they can reposition with swimming in order to minimize charge decay.
A fantastic video, I like the changes you're suggesting! The only thing I'd change about these balance changes would be the VDS and Nova Salmon Run specific changes, since that's the mode I play more of. A damage buff to 45 on Nova and VDS would be absurdly strong combined with their Salmon Run ink efficiency, they'd be pseudo Grizzco Weapons! Instead I'd increase their damage to 38, which is still a big increase but more in line with weapons like Jet, Dousers and Pro. I personally would also buff the damage of Blasters in Salmon Run, apart from S-Blast, mainly because ever since S-Blast was added and especially since the fire rate buff, every other Blaster feels underpowered by comparison. First off VBlaster and Luna will deal 150 throughout the indirect radius rather than 140-100, matching other blasters not having falloff within thier indirect radii, and will go from 200->250 Damage for directs, allowing them to 2-shot weaker bosses. Range will go from 250->300 for Directs and 150->180 for indirects since its now the slowest firing Blaster in Salmon Run and S-Blast dealing more damage while firing faster than it is kinda stupid. Rapid will go from 140->180 on Directs, 60->85 on Indirects, this buff is primarily for Steelheads, since not being able to one-cycle them with Rapid is so infuriating. Rapid Pro goes from 150->200 on directs, 75->100 on indirects, mainly to keep up with the VRapid changes. Finally Clash will go from 85->100 on Directs, 50->60 for indirects, this means a Clash can now 1-Shot Stinger Pots and makes it's DPS against bosses a lot more managable. Combined with your other changes it'd make blasters in Salmon Run and Salmon Run as a whole a hell of a lot more fun, without completely breaking the difficulty.
That's fair. We didn't wanna spend too long on Salmon since a good majority of weapons feel at least okay if you know how to use them. But from a purely balance perspective you are right on the Blasters
Notes on the salmon run buffs, the h3 70-80 doesnt change any interactions other than bosses over 500 hp which h3 was already great at. In salmon run shooters are generally more weak as they dont go by thresholds like other classes do or have lack of aoe. H3 major problem is that it cannot deal with lessers to save its soul and usually suffers because if it. You need to buff the dmg to 100 per shot so it instant kills any chum and can mow down cohocks that always gave it trouble. This will put it as a nice sidegrade to 96 gal which is the second best shooter in sr. Though hilarious of a buff 600 dmg goo is, it should more of 500 since the goo has a different gameplan to other chargers, tapshots. Each tap shot does 80 dmg which you can kill faster with a full charge to tap shot combo. The main fix is to make the first ring for 300 dmg and the full charge do 500. Eliter needs to have its nice on being the boss killer while goober can be the shooter charger hybrid. The dmg buffs to the rollers are nice but they are all still missing why rollers suck in sr, the rolls are super weak and all your aoe goes down the drain when a big body comes along. Make all roll dmg match flick dmg and for dynamo its dmg is going from 300 to 400 to match its roll. Groller is remaing untouched since its legitimately the only example of a roller being good in salmonrun. You touched inkbrush but not octo? Octobrush is almost as bad since its falloff was reverted from s2 making 60 dmg nonexistent outside of contact with the brush itself. Bump it up to 80 dmg since the the weapon does not match the hazard level and make the falloff worth something. There are other weapons that are severely underpowered in sr that i have yet to mention but heres a good idea, dread wringer exists in salmon, that normal weapon has the power of a grizzco weapon for normal play. It carries games by just existing and doing everything. You can be allowed to overtune some weapons with dedicated flaws.
I watched some Salmon Run tier lists and based off a lot of the Salmon changes from there. We originally had L-3 on the script too before realizing it's actually not that bad, but we're significantly less familiar with Salmon meta compared to PVP meta. Yes we know the weapons at the top (Stamper, Sploosh, Dread), but near the bottom things get blurry and how to buff them always felt like a weird one to tackle Def gonna miss some stuff there but wanted to make sure at least it was mentioned to bring up some discussion, thank you for your input!
@@OlmiOP if you ever need details on how a salmon run weapon is good or not im happy to detail it. There is just a lot of factors that i cant describe in text without having an essay. Stuff like a weapon being a good glue or having to be played around or playing around the team. Stuff like thresholds and the amount of aoe you can have. Dmg for ink consumption trade offs or a weapon being good despite massive drawbacks. Weapons that a lot of players think is bad but is realistically good but needs a different playstyle or map. You’d be surprised on how many people say explo is good but pretty much everyone at high or top level say its a liability outside of mudmouths. Having good mobility is one thing but its not the end all be all. Are you a good painter? Are you a good painter that can still paint while being under pressure. Is your weapon completely useless in this night mode or is it amazing but only in this night mode. Undercover is actually pretty much a good starting point on if a weapon is good or not. It’s perfectly average with a good niche but doesnt go the extra mile.
@@Aegisdex I'm at least somewhat familiar with this stuff. I've known for a while that Explo isn't as good as most people would think. I'm aware Undercover's decent. I'm a believer of Tent being Insanely good I can recognize the sleeper high tiers without worrying too much, it's just the closer you move to the bottom the more fuzzy it becomes for me But I definitely love learning more about this type of stuff!
Changes I'd Add, Glooga 47.5 standard damage and 52.5 turret or 40 base, and 60 turret damage Hydra damage increase from 40->45 and shoot 2-5 more shots extending the duration BigBubbler now has Sub Power up letting you jump to it really fast
@@DESMal Neutral on Glooga. It'd help but I'm kinda scared of Glooga becoming another K52 via power creep. But this alone wouldn't overdo it (Keep 52.5 since it's called Kelvin 525 in some regions) Hydra... don't think it's necessary. Damage and shot amount are already insane, and the charge hold should be enough to make it better Bubbler Beakon I'm down for though hell yeah
@@OlmiOP I just miss the old combo from MPU where one normal fire and one turret fire could combo to kill. feels really strange when I land 1 shot, then go into turret and still need to hit 2 shots to get the kill but ya... I'd love the charge hold on Hydra as I've mained it since splat 1, but I feel like it'd be really late to implement it this late into the series... and since I don't really see them increasing it's move or charge speed, Go down on it's damage... but ya there's not much else they could do... (Still wish they gave it bubble or crab for the memes sad) But ya I've always been surprised they never gave Bubble beacon faster jump speed, seeing as you can get faster jump with sub power up on normal squeakons, but neither sub or special up can decrease the time, only Quick Super jump can.... which I found strange
That means you can't just SPAM Super Chumps, which would be very unhealthy if you could It'd be like if Missiles could be charged right after use-oh wait
hot take as a dynamo main i think that there's 2 ways the vertical can be fixed, buff frame data, or make it do 100 damage at max range, like the weapon could actually function as a backline that's scary if the vertical flick functioned.
@@orestesmihalyiii1015 frame data buff goes against the point of it and 100 damage at max range might be a bit ridiculous since it can cover a LARGE space
@@OlmiOPyeah that's fair im obviously super biased bc its my main lol. i do think that the frame data buff isn't that crazy tho. the weapon's speed is the main thing that makes it hard to pick rn given how much faster other skirmisher/backlines rotate. also s3 is just a faster game so slower weapons in general i feel should be made faster to compensate. the faster vertical flick could also make its two hit actually out dps healing in ink and make it less easy to just parry.
You missed a very important detail on the carbonator in which its slash does not line up with thre reticule and infact is slightly below it. In pvp its a hassle from terrain but its horrible in sr since you can line up a shot on a steelhead and just miss because your projectile was below what you were aiming for. Making it match would be so much better
I have buffs for goo and recycled! For goo: - make the tapshot velocity actually good - ink consumption would be alot less and you can recover a small ammount of ink while hiding in ink (like half of the full charge) - the glow effect should be harder to see for opponents, not by much though For recycled: - opening and launching the shield wont use any ink at all - you can jump better while opening the brella (same with undercover) like, you opened the shield first without jumping
Remove paint fallof: main weapons paint decrease when you are slightly higher, it's even more annoying for brushes and rollers. .52 gal: on top of the rng nerf, its ink consumption is increased so it has 52 shots. Pro: it was hella nerfed in splatoon 2; All the mpu nerfs are now reveresed, give it s1 range and s1 shot velocity. Nova: give it the same rng as splattershot and increase damage to 28 (dual squelsher is now back). Agree for l-3, idk why it has rng H-3: on top of the firerate buff give it 10% more ink efficiency and the same range as .96 gal. Squeezer: tap shot firerate is 1 frame slower per shot, tap shot ink consuption is also increased by 2%. idc about the tap fire change, as long as it is an option we can turn off. I agree with the rollers and brush changes,but i would add 2 things: add a melee hitbox that deals max damage and can overlap with bullets (like splatanas, particularly usefull for brushes and big swig) and make damage take a bit longer to decrease. Big swig: vertical hitbox is wider to match the arrows. Squiffer doesn't need more range, making it light weight is enough. Pencil: give it splat charger range, give it *1 object damage multipliers. Bamboozler: give it *1 object damage multipliers. Gootuber: 1st charge is 15 frames faster and has 1/2 of a line more range than squiffer, 2nd charge is 5 frames faster and has bamboo range. The charging speed is overall 20 frames faster. Your changes can be a nice bonus. Give blasters the same IA curve than every other weapons. S-blast: long range mode has the same range as squiffer. Clash blaster: I want to make it a short range rapid blaster by decreasing its blast radius to match rapid and by increasing its damage so indirects deal 32 damage and directs deal 65 damage. Trislosher: fill in the holes on the hitbox. Sloshing machine: on top of your changes, remove fallof damage; Machine's direct projectile has fallof except if you aim upwards, it breaks combos and punish you for being good at the game. Give it 5% more ink efficiency, decrease aoe by 10% and make the RNG lines match the aoe (the circle at the center matches the direct hit, but the aoe as no reticle and the RNG lines are useless. This add a reticle for the aoe while giving a use to the RNG lines.). Agree with blob, you can also take the (very similar) prochara route. Explosher: agree with you but I will add other changes: the direct does 65 damage to combo with the explosion, the explosion's radius is decreased by 20% and the range is slightly increased to cover the aoe nerf. Agree with the splatling changes, but the ink depleting during the charge hold is unecessary for hydra Mini splatling: give it full charge speed in the air and decrease its jump RNG. Ballpoint splatling (this one is similar to your tap shot idea): revese it's recent RNG nerf. Firing modes lasts the entire charge, to switch modes you need to charge again (it matches really well with BP's abillity to charge while firing, that way you can use a mode as long as you want while switching almost instantly to the other mode). Agree with the dualies changes Dualie squelchers: revert all of its mpu nerfs (and not just the dodge roll ink consumption). Glooga dualies:15% more range for all modes, normal damage increased to 48.5, so it can 2-shot with turret mode while being a 3-shot. I agree with most brella changes, however the splatana and stringer damage part is unneeded. Splat and recicled can have a 20% better ink efficiency. You can also give recicled a 100 hp stronger shield. Agree with stringer changes Wellstring: damage increases on the first charge (like the other stringers) and not on the second charge; this will allow better 1-shot oportunities at close range. the arrows unite right at the beginning of the second charge and not slightly before the second charge (again, better 1-shot opportunities). (fun fact; a fully charged shot consumes barely more ink than a tap shot, so you only have 3 more tap shots than fully charged shots) I'm neutral ont the splatana changes Decavitator: reduce the charged slash startup by 10 frames I agree with the curling and utility changes, but bombs can stay the same. for mist, my idea is to give it a disruptor effect for its first frame, it doesn't stack with the mist effect, with this change it will stay at 60% of your ink tank. Agree with most special changes Ink Storm: give it permanent ink resistance (like the ink brush), so the healing buff would be more consistent. Kraken: it should be able to super jump like in s1, Swim Speed Up, Ninja Squid and QSJ affect its movement/jump speed Tri strike: the object multipliers still aplies to the booyah bomb user (like the splatana tech). Splashdown: explosion radius decreased by 7%, outside radius decreased by 20%. Inc Vac: you can cancel into shot mode whenever you want (like ultra stamp). Tacticooler: make it breakable and revert its throw/grab range buffs. With the range nerf, the special saver nerf is overkill. Trizooka is a mess of a code: It has no data for startup lag, so my guess is to make its starting animation longer on top of more firerate lag. It has 3 projectiles that spawn at a different time and appears at the same angle from the previous one (that is moving and is already away from its base position) creating desync from the other shots and a weird hitbox; My guess is to make one big projectile or to make them apear at the same time (and even then it still has a lot of unmentionned junk). Ultra Stamp: like you said, give it front invincibility and revert the shockwave buff. Wavebreaker: the wave thing is horrible up close and it just needs a bit more hp. Points for special (per weapon class) Nzap 89: 190p Aerospray/Sploosh/sploosh neo/tentatek/junior/custom junior/.52 gal deco/jet squelcher/custom jet squelcher/foil squeezer: 200p Splash/neo splash/.52 gal: 210p Gold aerospray:220p Pencil:220p Try nouveau: 200p Slosher/Sloshing machine: 210p Heavy edit: 210p Splat dualies: 200p Rapid blaster deco: 200p Custom range blaster: 210p I'm neutral concerning the other weapons I agree with the gear changes, RP and Haunt should also give you the stolen mobility (1 main of run speed and swim speed) for 20 more seconds I agree with the salmon stuff, splattershot pro should do 50 damage I agree with most of the miscellenaeous changes. Concerning the mashing change, H-3 and L-3 Don't need it, it will turn them away from semi autos into burst fire weapons(similar to blasters) and they will lose their identity. Sorry for the previous comment, I will delete it later, here are my thoughts and ideas for other changes. We actually agree on a lot of things and I apologise for my comment.
Lots of changes here. Some I don't agree with, some I do (particularly that S-Blast range buff has my interest). I really like seeing other people's perspective on this sort of thing And thank you for the apology, glad to see people able to realize their mistakes and grow from it :)
@@OlmiOP what stuff do you agree with or not? What I said to your friend wasn't nice (i didn't insulted her but still), I disagree regarding the chargers but I should have worded it better.
@@jp_nona they do different damage in PVP too but I get why this comment was made. I knew this but straight up oversight on my part to not talk about it. Assume verticals get a buff similar to their horizontals (so Flingza Vertical would go up by 25%, from 300 to 375)
screen is maybe the worst special they have ever designed, not in the gamplay way but in the way it interacts with players who have disorders like epilepsy or colorblindness (just like me), i think that only putting big splats of ink on your screen is enough and it will definitely remove the part of the special who were problematic
Undercover really isn't a weapon that runs out of ink often though, so I don't know if that'd even do much Plus I like that being exclusive to Jr, since that's the first weapon new players are guaranteed to use
@@OlmiOP I would agree in terms of the vanilla kit. Since Mine is a deployable sub, you can recover your ink before starting a fight that makes use of it, so the extra ink wouldn't make a big difference for it. Sorella Undercover really likes to use its Torpedo in fights though, and most builds for it on Sendou spec into a ton of sub saver and ink recovery for this reason. The extra ink would really help there, and if in a future game Undercover were to ever get Splat Bomb again (like with S2 Sorella), it would also greatly benefit from that. At least that's my reasoning. I can understand if you disagree though.
You know what, I think toxic mist sould halve the object damage of enemies when they are inside it. Here is why I think this would be a good change: 1. Toxic mist will be picked alond with weapons that have wall (squeezer, pencil and 52 being good and having wall) so it is now a bit more of a stratigic suport tool. 2. This buffs brellas more, tbh I think they need it + recycle MKII is a way better kit now. 3. The teams running toxic mist in raimaker are no longer outclassed by bombs, making it a bit more even with bombs providing area denial while mist protects the rainmaker shield. This way weapons like Inkline tri-stringer, squelcher would have a bit more of a suportive backline role providing a bit of a difrent playstyle.
@@memeo2622 there's a lot of other tiny changes that could've helped a lot of weapons but if we were to list them all we'd be here all day Wiper 65 charge slash would be nice but I don't feel it's super necessary
I had a different idea for screen where it still have the grayscale as you said but instead of those ink splats on your screen I had an idea where you can't see the time and whoever is splatted as well as the map would be disabled does it sound overpowered maybe but I feel like this will make it to really want you to move away from it.
Simple fix with 52 gal, give it really high recoil, no more rng spread. The recoil will be hard to contro even for good players l but the damage will be more consistent so it doesn't feel cheap to die to as well, and increase the ink consumption by 10%
@@OlmiOP Kinda how it works in other shooters, but more intensified. After the first shot, the kickback will start, making the players keep the reticle balanced and on the enemy. If the player stops shooting the camera and reticle will reset to its previous position. This will eliminate the frustration with the RNG damage and the cheapness of dying to the RNG. It will keep the same damage but since it's more consistent if players are able to control their shots, it's getting an increase in ink consumption to compensate.
@@Salaaaad Interesting way to go about it. Though it risks going into a similar territory to squeezer this way (broken weapon locked behind a skill gap but everyone hates it anyway)
@@OlmiOP That could be the case although I don't think squeezer has a camera recoil kickback. With the range on 52 gal it's in more of a dangerous position compared to squeezer and with other adjustments it could be healthier for the game overall. But if not, the devs just gotta not give it a splash wall again...
Are you spanish by any chance? I cant pinpoint which accent is... Also these changes are really good ! Really hope on the next patch update we get some of these
I understand why they don't. The current meta is pretty healthy imo even if it is a little stale, and they might be too afraid of fucking everything up but I do wish they did big changes to low tiers to make them better
@@andawesome6981 tbf for Zooka there is nothing in the code that refers to its start-up so it's a bit harder to patch in compared to how it was in S1 But realistically they should've had this in the first place
@@OlmiOP First, I wouldn't call that a fair excuse, they've changed wave and storm before in ways outside of param adjustments. But also zooka does have some startup, so there must be some way to adjust it, it may not be listed in the params though. It probably has something to do with the animation itself
@@andawesome6981 Not saying it's an excuse, a company like Nintendo can and SHOULD be better about this stuff very easily But Nintendo logic requires you to stretch a bit to understand. To me it just seemed like what made more sense
The accesibility and quality of life changes are the most usefull and i agree on them the most but for the nozle noses they are useles and for the brushes they hurt the weapon. H-3 and L-3 dont have that fast of a "burst firing rate" and are mostly timing and loosing the burst firing aspect makes them less intersting in term of game design and replaceable by nzap and shot pro. The change on the brushes on the other hand makes it verry anoying to roll after killing someone or painting, hurts their game desing and can even be argued that it should carry over to the rollers or even splatanas if it affects the octobrush and the painbrush. The squeezer change is ok and doesn't hurt the freedom of expression and game design of the weapon.
For the Nozzles I def understand where you're coming from. For H-3 I really don't think it's as necessary but I think the hand fatigue for L-3 can become a real issue for some players, and if we're giving it to one, may as well give it to the other Brushes same deal. I don't think it'd be as annoying. Muscle memory might be a problem at first but after getting used to it? Probably not as bad
@@OlmiOP i think they all already work great ans would not need changes. and as a left handed brush player if you complain that means *YOU* and your defunct meat bag of a body are the problem
@@TM-45. What if someone has arthritis or some other hand condition that isn't so bad for playing the game, but prevents them from playing Inkbrush? You have to remember people of all ages can play this game casually too, it's not *all* about getting good Calling people defunct meat bags of a body is kinda ableist ngl
@@OlmiOPyeah i just mean in general someone should do it. i could see the scene evolving and continuing to feel fresh for years if someone picked up a project like that (if Nintendo doesn't smite it to hell).
Carbon's speed is supposed to be the benefit of weaker damage so it not one shotting on a roll is fine imo Swig does one shot chum when rolling, just not cohocks
The RP rework is nice but I don't like the idea of reducing mobility, lowering mobility at all feels terrible and makes the player more vulnerable to chip damage keeping them out of the action longer
That's fair. The approach was meant to be a "well you're de-buffed but you can at least do something" but targetting mobility might not have been the best call for it Maybe it should just be Ink Efficiency and nothing else? If that's the case then the effect might need to be a bit stronger, but idk The Idea of a Reverse comeback is still something that I really like though
Balance changes I want (excluding some mentioned in the video): Ultra Stamp is fully protected from frontal attacks, the radius of it's damage is slightly lower to compensate. Wave Breaker now produces 5 waves (there's no reason why it only makes 3 waves unlike something like Triple Inkstrike which has triple in the name), the waves are slightly faster and come out more rapidly but also only 30.00 damage, the waves can also go up and down elevation further. Trizooka has more start-up lag and a slightly bigger delay between shots, the shots also travel slightly slower. Reefslider destroys bombs with its blast, it also travels a bit further but has a longer start-up and the Drop Roller ability now works with it, the paint and damage radius is slightly reduced to compensate. Angle Shooter's trail now deals 25.00 damage and the direct hit marks opponents for 10 seconds, it also paints your feet when thrown like Torpedo Toxic Mist is slightly larger and deals gradual damage the same as standing in enemy ink does, only 1 mist (per player) can be out at a time if a second toxic mist is thrown the first one dissipates immediately. Sprinker paints its area slightly faster with more droplets and no longer degrades to the lowest level, it breaks from any damage to compensate. Splattershot has slightly worse ink efficiency from 0.92% per shot to 1.2% Splash-o-matic has slightly reduced painting radius on its shots and droplets, this makes its strafe painting worse. .52 Gal has slightly worse ink efficiency going from 1.3% to 1.8%, the ink recovery delay after firing is up from 20 frames to 23 frames. Clash Blaster paints better both with the blast and the droplets as the shot travels, the radius of the blast damage is slightly smaller. Heavy Edit Splatling now takes 70 frames to charge the first circle and 130 frames in total to reach full charge. Painbrush when first swinging now only takes 14 frames to start down from 23. Tri-Stringer shots produce more droplets to increase paint. Wellstring V takes slightly longer to charge the second ring and has more ink recovery delay. Snipewriter 5H now needs 220p to get its special (Tacticooler), the weapon's range is slightly shorter. Gootuber is now a lightweight weapon and it charges in 70 frames down from 75, its not fully charged shots have longer range. These are all the balance changes I can think of, in reality Splatoon 3 isn't *that* unbalanced it's just got a few obvious outliers that haven't been adjusted yet.
Stamp I 100% agree, Wave Breaker is VERY interesting, and a lot of these others are pretty close to what we listed in the video. Most of the others though I don't really think is necessary but we do understand the approach here
Naaaah. Trizooka only has 3 shots. That's balanced enough. Not that I'm a Carbon roller deco Player and thus trizooka abuser myself. These are obviously my honest opinions on it.
@@RitterDerHaselnuss the entire community has been complaining about Zooka for about a year now and even I myself am personally starting to get pretty annoyed so a nerf HAD to happen
No velocity buff for bp disliked unsubscribed bomb in mail can't believe this think of poor old bp I mean it has basically nothing going for it atp like I'm shocked u ignore a weapon in such a bad spot in fact I wanna speak to your manager
EDIT: I meant to include this in the bonus section at the end but forgot until a week after posting the video OOPS:
Super jumping with a Power Clam will now have a 40 frame (2/3rds of a second) delay before you can throw it, preventing clams cheese while allowing clam jumps to be a thing!
Take everything we say with a grain of salt. We're not top level and we don't know EVERYTHING about the game, but we tried to be as inclusive as possible with this stuff
0:00 Intro
1:23 Main weapons
14:31 Sub weapons
15:43 Special weapons
21:06 Points for Special
22:51 Gear and Bonus Changes
27:02 Outtro
One thing you forgot to mention is that bamboo doesn’t paint on certian slopes. That should be fixed. It’s a big issue with the weapon and its paint.
@@betaabe3961 i thought they fixed this in a recent patch? Or was it for the other chargers?
If it's not fixed then yeah definitely add that in
@@OlmiOP It’s still not 100% fixed.
@@betaabe3961 well, if I knew this I would've definitely added that in
Its not bamboo specific it just afects it more due to its ectremely segmented paint.
The ink doesen't spread to diferent surfaces in s3 and most of the time the surfaces have the same elevation so it makes some weird spots
It’s taken me way too long to realize that the actual shield part of Brella is so bad that I should stop using it and just use the regular shots. It’s like in Smash melee where Zelda players only play sheik
It's less bad now after the recent patch, for vBrella at least, and Tent's has always been good despite occasional issues
The other two though... yeah
Really adore that you talked about Dynamo, the heavy roller, deserving high object-damage.
-looks like a steamroller
-deals less object damage than a paper cup roller
-wth Nintendo is out of their minds
A similiar change id like would be to heavily reduce knockback of dynamos roll, so that you can actually roll against bubble, crab or wall and dont get bumped away
The knockback reduction would pair up with the increased damage well, I like that!
19:46 Thanks for putting me on the video. Because this is me coping with Stamp.
It's funny because you actually appear in the video LOL
The background footage for the Shooters section was a game you were in
But yeah, relatable
@@OlmiOP I found the cameo. And I remember the game a little bit too.
Some of these changes would be really cool! I love the idea for hydra and I completely agree that respawn punisher needs a rework! There are some things that I don't agree with however: Custom Range Blaster I don't believe needs a pts/special nerf given its lack of fast paint output and unless you are really really good than it's hard not to die before charging your special with it. I also disagree with giving dynamo 220 damage given that parrying is already hard to do due to how the networking code interacts with it and it would already leave you with 20 hp. In fact, a change I would make would be reduce the damage of most special weapons below the 200 mark so parry isn't useless. The exceptions being reef slider and the direct hit from a ink-vac. I don't think parry should be as useless as it is, especially with the networking fighting with you on whether you actually did or did not parry. I also think wave breaker should not have a hp buff but rather a reduction in object multipliers. For most weapons its time to destroy is fine, it's just the outliers that need fixing such as wellstring or splatanas. The actual change to the waves is a cool idea though. Also what Ultra Stamp really needs is to firstly revert the buffs it got considering how many times it kills without even touching the victim and being way to unavoidable in way to many scenarios, then they need to make the game consider it a "projectile" and not an "object" so it believes the attacker rather than the defender on interactions leading to more consistent blocking. I also would not buff the damage of recycle considering 90 is already enough to combo with damage from any source and it wouldn't really fix the issues it has. One simple change I would also give the game is up the tickrate from 16 tps to 24 or even 30 tps, which would help fix a lot of lag discrepancies. It makes no sense that a Minecraft server (at 20 tps) sends and receives updates to/from a client faster than Splatoon. It would also assist Brellas because the time it takes for the shield to open on the attackers (attacking the Brella) would be reduced due to more frequent network updates.
Sorry if this is long winded: I really love game design and I especially love Splatoon, and I feel very strongly about this games balance. These aren't all my thoughts but it would take too long to write all of my thoughts and nobody would want to read them anyway :P
edit: I also don't like the idea of SplatterColor Screen actually blinding you considering it's already disorienting enough, but the sound and colors should definitely be fixed and maybe give some tool so it doesn't blind it's allies from seeing anything.
Lots of interesting ideas here. Thinking about it more I'm inclined to agree with the Range Blaster pick. I don't think Specials should be parried as easily as they could be in your suggestions. For Dynamo's, you have to be at Point Blank. Like pixels away from the Roller itself. Any sort of distance and it's back to 180. You shouldn't be THAT close to a dynamo in a situation like that
Wave breaker yea I agree too. And the tps isn't really something that I think could be feasible in a balance patch. That's more of a switch hardware problem than a Splatoon problem from what I understand
Not much else to add to everything else though. Always love long comments like these because I love game design discussion :)
@@OlmiOP In that case the dynamo buff isn't actually that bad, I just don't really like the nullification of the parry ability. With that specification it doesn't actually sound all that bad though. Thanks for reading my comment! Game design has always been really fun to talk about.
This is why we let fans design the game. Good stuff!! I'd love to play the game with these updates!
(Small suggestion: Because I play Mini Splatling and I'm biased, what if got no charge penalty in the air like Squiffer and Reeflux?)
Mini is one of the weapons I'm least familiar with personally but it does sound like a cool Idea, and it gives it some consistency as a "lightweight charging weapons can do this" kinda thing
@OlmiOP yeah! Another thing is that Mini does tend to jump more than most other Splatlings since it's jump height is higher than others, so I think Mini charging full speed while airborne would be great for the weapon!
@@Bman_Iggy You're so right actually I'm really liking this
Finally, someone else sees the beauty of a pseudo-charge hold on Hydra! Love to see your interpretation of it, and I hope something similar to it is put into the game. It’d encourage Hydra to run both Run and Swim Speed to maximize both mobility while charging and how quickly they can reposition with swimming in order to minimize charge decay.
@@thequagiestsire I love that people are already theorycrafting gear stuff for these hypothetical changes! Makes me happy :)
A fantastic video, I like the changes you're suggesting! The only thing I'd change about these balance changes would be the VDS and Nova Salmon Run specific changes, since that's the mode I play more of. A damage buff to 45 on Nova and VDS would be absurdly strong combined with their Salmon Run ink efficiency, they'd be pseudo Grizzco Weapons! Instead I'd increase their damage to 38, which is still a big increase but more in line with weapons like Jet, Dousers and Pro.
I personally would also buff the damage of Blasters in Salmon Run, apart from S-Blast, mainly because ever since S-Blast was added and especially since the fire rate buff, every other Blaster feels underpowered by comparison.
First off VBlaster and Luna will deal 150 throughout the indirect radius rather than 140-100, matching other blasters not having falloff within thier indirect radii, and will go from 200->250 Damage for directs, allowing them to 2-shot weaker bosses.
Range will go from 250->300 for Directs and 150->180 for indirects since its now the slowest firing Blaster in Salmon Run and S-Blast dealing more damage while firing faster than it is kinda stupid.
Rapid will go from 140->180 on Directs, 60->85 on Indirects, this buff is primarily for Steelheads, since not being able to one-cycle them with Rapid is so infuriating.
Rapid Pro goes from 150->200 on directs, 75->100 on indirects, mainly to keep up with the VRapid changes.
Finally Clash will go from 85->100 on Directs, 50->60 for indirects, this means a Clash can now 1-Shot Stinger Pots and makes it's DPS against bosses a lot more managable.
Combined with your other changes it'd make blasters in Salmon Run and Salmon Run as a whole a hell of a lot more fun, without completely breaking the difficulty.
That's fair. We didn't wanna spend too long on Salmon since a good majority of weapons feel at least okay if you know how to use them. But from a purely balance perspective you are right on the Blasters
Notes on the salmon run buffs, the h3 70-80 doesnt change any interactions other than bosses over 500 hp which h3 was already great at. In salmon run shooters are generally more weak as they dont go by thresholds like other classes do or have lack of aoe. H3 major problem is that it cannot deal with lessers to save its soul and usually suffers because if it. You need to buff the dmg to 100 per shot so it instant kills any chum and can mow down cohocks that always gave it trouble. This will put it as a nice sidegrade to 96 gal which is the second best shooter in sr. Though hilarious of a buff 600 dmg goo is, it should more of 500 since the goo has a different gameplan to other chargers, tapshots. Each tap shot does 80 dmg which you can kill faster with a full charge to tap shot combo. The main fix is to make the first ring for 300 dmg and the full charge do 500. Eliter needs to have its nice on being the boss killer while goober can be the shooter charger hybrid. The dmg buffs to the rollers are nice but they are all still missing why rollers suck in sr, the rolls are super weak and all your aoe goes down the drain when a big body comes along. Make all roll dmg match flick dmg and for dynamo its dmg is going from 300 to 400 to match its roll. Groller is remaing untouched since its legitimately the only example of a roller being good in salmonrun. You touched inkbrush but not octo? Octobrush is almost as bad since its falloff was reverted from s2 making 60 dmg nonexistent outside of contact with the brush itself. Bump it up to 80 dmg since the the weapon does not match the hazard level and make the falloff worth something. There are other weapons that are severely underpowered in sr that i have yet to mention but heres a good idea, dread wringer exists in salmon, that normal weapon has the power of a grizzco weapon for normal play. It carries games by just existing and doing everything. You can be allowed to overtune some weapons with dedicated flaws.
I watched some Salmon Run tier lists and based off a lot of the Salmon changes from there. We originally had L-3 on the script too before realizing it's actually not that bad, but we're significantly less familiar with Salmon meta compared to PVP meta. Yes we know the weapons at the top (Stamper, Sploosh, Dread), but near the bottom things get blurry and how to buff them always felt like a weird one to tackle
Def gonna miss some stuff there but wanted to make sure at least it was mentioned to bring up some discussion, thank you for your input!
@@OlmiOP if you ever need details on how a salmon run weapon is good or not im happy to detail it. There is just a lot of factors that i cant describe in text without having an essay. Stuff like a weapon being a good glue or having to be played around or playing around the team. Stuff like thresholds and the amount of aoe you can have. Dmg for ink consumption trade offs or a weapon being good despite massive drawbacks. Weapons that a lot of players think is bad but is realistically good but needs a different playstyle or map. You’d be surprised on how many people say explo is good but pretty much everyone at high or top level say its a liability outside of mudmouths. Having good mobility is one thing but its not the end all be all. Are you a good painter? Are you a good painter that can still paint while being under pressure. Is your weapon completely useless in this night mode or is it amazing but only in this night mode. Undercover is actually pretty much a good starting point on if a weapon is good or not. It’s perfectly average with a good niche but doesnt go the extra mile.
@@Aegisdex I'm at least somewhat familiar with this stuff. I've known for a while that Explo isn't as good as most people would think. I'm aware Undercover's decent. I'm a believer of Tent being Insanely good
I can recognize the sleeper high tiers without worrying too much, it's just the closer you move to the bottom the more fuzzy it becomes for me
But I definitely love learning more about this type of stuff!
Changes I'd Add, Glooga 47.5 standard damage and 52.5 turret
or 40 base, and 60 turret damage
Hydra damage increase from 40->45 and shoot 2-5 more shots extending the duration
BigBubbler now has Sub Power up letting you jump to it really fast
@@DESMal Neutral on Glooga. It'd help but I'm kinda scared of Glooga becoming another K52 via power creep. But this alone wouldn't overdo it
(Keep 52.5 since it's called Kelvin 525 in some regions)
Hydra... don't think it's necessary. Damage and shot amount are already insane, and the charge hold should be enough to make it better
Bubbler Beakon I'm down for though hell yeah
@@OlmiOP I just miss the old combo from MPU where one normal fire and one turret fire could combo to kill. feels really strange when I land 1 shot, then go into turret and still need to hit 2 shots to get the kill but ya...
I'd love the charge hold on Hydra as I've mained it since splat 1, but I feel like it'd be really late to implement it this late into the series... and since I don't really see them increasing it's move or charge speed, Go down on it's damage... but ya there's not much else they could do... (Still wish they gave it bubble or crab for the memes sad)
But ya I've always been surprised they never gave Bubble beacon faster jump speed, seeing as you can get faster jump with sub power up on normal squeakons, but neither sub or special up can decrease the time, only Quick Super jump can.... which I found strange
The problem with super chumps after the "buff" is that is has 3s where you cant recharge it after it explode
That means you can't just SPAM Super Chumps, which would be very unhealthy if you could
It'd be like if Missiles could be charged right after use-oh wait
@@OlmiOP its not as effective as missiles and it will still have the 7s of the chumps poping
@@multidarkolor Now a days I'd say they're on par, but regardless, having no cooldown would be toxic as hell
@@OlmiOP ig if some weapon spam it too much we just have to increase its points for special
7s as cooldown*
hot take as a dynamo main i think that there's 2 ways the vertical can be fixed, buff frame data, or make it do 100 damage at max range, like the weapon could actually function as a backline that's scary if the vertical flick functioned.
@@orestesmihalyiii1015 frame data buff goes against the point of it and 100 damage at max range might be a bit ridiculous since it can cover a LARGE space
@@OlmiOPyeah that's fair im obviously super biased bc its my main lol. i do think that the frame data buff isn't that crazy tho. the weapon's speed is the main thing that makes it hard to pick rn given how much faster other skirmisher/backlines rotate. also s3 is just a faster game so slower weapons in general i feel should be made faster to compensate. the faster vertical flick could also make its two hit actually out dps healing in ink and make it less easy to just parry.
You missed a very important detail on the carbonator in which its slash does not line up with thre reticule and infact is slightly below it. In pvp its a hassle from terrain but its horrible in sr since you can line up a shot on a steelhead and just miss because your projectile was below what you were aiming for. Making it match would be so much better
I have buffs for goo and recycled!
For goo:
- make the tapshot velocity actually good
- ink consumption would be alot less and you can recover a small ammount of ink while hiding in ink (like half of the full charge)
- the glow effect should be harder to see for opponents, not by much though
For recycled:
- opening and launching the shield wont use any ink at all
- you can jump better while opening the brella (same with undercover) like, you opened the shield first without jumping
@@waltterikoponen8426 ...you know Object Shredder doesn't affect brellas already, right
@@waltterikoponen8426 These are creative and I def think the harder to see glow effect would be nice, but everythint else idk if I fully agree with
@@OlmiOP oh wait it doesn't? Sorry, i'll fix it for the object shredder thing
@@waltterikoponen8426 yeah no it's a common misconception, I used to believe it did until I was shown otherwise
I’m a huge fan of the recycled shield change (as a recycled mk 2 player) and is 1 I wanted to see so thx man
I like the toxic mist ideas but I also want to add a smoke screen idea to it. Enemies can’t see your team members in the mist.
That one might need a bit more tweaking since the game is already sensory overload as is, but I like the concept!
Remove paint fallof: main weapons paint decrease when you are slightly higher, it's even more annoying for brushes and rollers.
.52 gal: on top of the rng nerf, its ink consumption is increased so it has 52 shots.
Pro: it was hella nerfed in splatoon 2;
All the mpu nerfs are now reveresed, give it s1 range and s1 shot velocity.
Nova: give it the same rng as splattershot and increase damage to 28 (dual squelsher is now back).
Agree for l-3, idk why it has rng
H-3: on top of the firerate buff give it 10% more ink efficiency and the same range as .96 gal.
Squeezer: tap shot firerate is 1 frame slower per shot, tap shot ink consuption is also increased by 2%.
idc about the tap fire change, as long as it is an option we can turn off.
I agree with the rollers and brush changes,but i would add 2 things:
add a melee hitbox that deals max damage and can overlap with bullets (like splatanas, particularly usefull for brushes and big swig) and make damage take a bit longer to decrease.
Big swig: vertical hitbox is wider to match the arrows.
Squiffer doesn't need more range, making it light weight is enough.
Pencil: give it splat charger range, give it *1 object damage multipliers.
Bamboozler: give it *1 object damage multipliers.
Gootuber: 1st charge is 15 frames faster and has 1/2 of a line more range than squiffer, 2nd charge is 5 frames faster and has bamboo range.
The charging speed is overall 20 frames faster.
Your changes can be a nice bonus.
Give blasters the same IA curve than every other weapons.
S-blast: long range mode has the same range as squiffer.
Clash blaster: I want to make it a short range rapid blaster by decreasing its blast radius to match rapid and by increasing its damage so indirects deal 32 damage and directs deal 65 damage.
Trislosher: fill in the holes on the hitbox.
Sloshing machine: on top of your changes, remove fallof damage; Machine's direct projectile has fallof except if you aim upwards, it breaks combos and punish you for being good at the game.
Give it 5% more ink efficiency, decrease aoe by 10% and make the RNG lines match the aoe (the circle at the center matches the direct hit, but the aoe as no reticle and the RNG lines are useless. This add a reticle for the aoe while giving a use to the RNG lines.).
Agree with blob, you can also take the (very similar) prochara route.
Explosher: agree with you but I will add other changes: the direct does 65 damage to combo with the explosion, the explosion's radius is decreased by 20% and the range is slightly increased to cover the aoe nerf.
Agree with the splatling changes, but the ink depleting during the charge hold is unecessary for hydra
Mini splatling: give it full charge speed in the air and decrease its jump RNG.
Ballpoint splatling (this one is similar to your tap shot idea): revese it's recent RNG nerf.
Firing modes lasts the entire charge, to switch modes you need to charge again (it matches really well with BP's abillity to charge while firing, that way you can use a mode as long as you want while switching almost instantly to the other mode).
Agree with the dualies changes
Dualie squelchers: revert all of its mpu nerfs (and not just the dodge roll ink consumption).
Glooga dualies:15% more range for all modes, normal damage increased to 48.5, so it can 2-shot with turret mode while being a 3-shot.
I agree with most brella changes, however the splatana and stringer damage part is unneeded.
Splat and recicled can have a 20% better ink efficiency.
You can also give recicled a 100 hp stronger shield.
Agree with stringer changes
Wellstring: damage increases on the first charge (like the other stringers) and not on the second charge; this will allow better 1-shot oportunities at close range.
the arrows unite right at the beginning of the second charge and not slightly before the second charge (again, better 1-shot opportunities).
(fun fact; a fully charged shot consumes barely more ink than a tap shot, so you only have 3 more tap shots than fully charged shots)
I'm neutral ont the splatana changes
Decavitator: reduce the charged slash startup by 10 frames
I agree with the curling and utility changes, but bombs can stay the same.
for mist, my idea is to give it a disruptor effect for its first frame, it doesn't stack with the mist effect, with this change it will stay at 60% of your ink tank.
Agree with most special changes
Ink Storm: give it permanent ink resistance (like the ink brush), so the healing buff would be more consistent.
Kraken: it should be able to super jump like in s1, Swim Speed Up, Ninja Squid and QSJ affect its movement/jump speed
Tri strike: the object multipliers still aplies to the booyah bomb user (like the splatana tech).
Splashdown: explosion radius decreased by 7%, outside radius decreased by 20%.
Inc Vac: you can cancel into shot mode whenever you want (like ultra stamp).
Tacticooler: make it breakable and revert its throw/grab range buffs.
With the range nerf, the special saver nerf is overkill.
Trizooka is a mess of a code: It has no data for startup lag, so my guess is to make its starting animation longer on top of more firerate lag.
It has 3 projectiles that spawn at a different time and appears at the same angle from the previous one (that is moving and is already away from its base position) creating desync from the other shots and a weird hitbox; My guess is to make one big projectile or to make them apear at the same time (and even then it still has a lot of unmentionned junk).
Ultra Stamp: like you said, give it front invincibility and revert the shockwave buff.
Wavebreaker: the wave thing is horrible up close and it just needs a bit more hp.
Points for special (per weapon class)
Nzap 89: 190p
Aerospray/Sploosh/sploosh neo/tentatek/junior/custom junior/.52 gal deco/jet squelcher/custom jet squelcher/foil squeezer: 200p
Splash/neo splash/.52 gal: 210p
Gold aerospray:220p
Pencil:220p
Try nouveau: 200p
Slosher/Sloshing machine: 210p
Heavy edit: 210p
Splat dualies: 200p
Rapid blaster deco: 200p
Custom range blaster: 210p
I'm neutral concerning the other weapons
I agree with the gear changes, RP and Haunt should also give you the stolen mobility (1 main of run speed and swim speed) for 20 more seconds
I agree with the salmon stuff, splattershot pro should do 50 damage
I agree with most of the miscellenaeous changes.
Concerning the mashing change, H-3 and L-3 Don't need it, it will turn them away from semi autos into burst fire weapons(similar to blasters) and they will lose their identity.
Sorry for the previous comment, I will delete it later, here are my thoughts and ideas for other changes.
We actually agree on a lot of things and I apologise for my comment.
Lots of changes here. Some I don't agree with, some I do (particularly that S-Blast range buff has my interest). I really like seeing other people's perspective on this sort of thing
And thank you for the apology, glad to see people able to realize their mistakes and grow from it :)
@@OlmiOP what stuff do you agree with or not?
What I said to your friend wasn't nice (i didn't insulted her but still), I disagree regarding the chargers but I should have worded it better.
rollers actually do different damage depending on if the flick is vertical or horizontal
(grizzco only)
@@jp_nona they do different damage in PVP too but I get why this comment was made. I knew this but straight up oversight on my part to not talk about it. Assume verticals get a buff similar to their horizontals (so Flingza Vertical would go up by 25%, from 300 to 375)
screen is maybe the worst special they have ever designed, not in the gamplay way but in the way it interacts with players who have disorders like epilepsy or colorblindness (just like me), i think that only putting big splats of ink on your screen is enough and it will definitely remove the part of the special who were problematic
Out of all changes in the video this is the one I want the most
I would give Undercover Brella the same 10% bigger ink tank that Splattershot Jr has.
Undercover really isn't a weapon that runs out of ink often though, so I don't know if that'd even do much
Plus I like that being exclusive to Jr, since that's the first weapon new players are guaranteed to use
@@OlmiOP I would agree in terms of the vanilla kit. Since Mine is a deployable sub, you can recover your ink before starting a fight that makes use of it, so the extra ink wouldn't make a big difference for it. Sorella Undercover really likes to use its Torpedo in fights though, and most builds for it on Sendou spec into a ton of sub saver and ink recovery for this reason. The extra ink would really help there, and if in a future game Undercover were to ever get Splat Bomb again (like with S2 Sorella), it would also greatly benefit from that. At least that's my reasoning. I can understand if you disagree though.
@@Some-guy-on-the-internet I definitely understand where you're coming from and it would be nice, but yeah I still don't think it's *that* bad
@@OlmiOP Fair enough.
would love the Squiffer changes, it's such a cool weapon. I'd lowkey even want a scoped variant so that I can zip and quick scope people lmfao
@@torvusbolt201 scope squiffer would be HILARIOUS actually
Cool Goo Tuber Buffs? I am happy :] (Being completely serious these are some things i'd want to see done. None of the less great video!
You know what, I think toxic mist sould halve the object damage of enemies when they are inside it.
Here is why I think this would be a good change:
1. Toxic mist will be picked alond with weapons that have wall (squeezer, pencil and 52 being good and having wall) so it is now a bit more of a stratigic suport tool.
2. This buffs brellas more, tbh I think they need it + recycle MKII is a way better kit now.
3. The teams running toxic mist in raimaker are no longer outclassed by bombs, making it a bit more even with bombs providing area denial while mist protects the rainmaker shield.
This way weapons like Inkline tri-stringer, squelcher would have a bit more of a suportive backline role providing a bit of a difrent playstyle.
@@strp-ow9ci Wait I really like this hold on
GAH HOW COULD I HAVE MISSES THIS 😭😭
@@iike9498 I put this up less than 24 hours ago you're good lmao
I hoped for wiper to get a 65 dmg charge slash so it can be more of a threat to the other splatanas at a distance
Overall I like the other weapon changes especially goo tuber because it feels too slow with its charge and mobility
@@memeo2622 there's a lot of other tiny changes that could've helped a lot of weapons but if we were to list them all we'd be here all day
Wiper 65 charge slash would be nice but I don't feel it's super necessary
I had a different idea for screen where it still have the grayscale as you said but instead of those ink splats on your screen I had an idea where you can't see the time and whoever is splatted as well as the map would be disabled does it sound overpowered maybe but I feel like this will make it to really want you to move away from it.
@@jairooceguera creative, but maybe could be a bit much
Simple fix with 52 gal, give it really high recoil, no more rng spread. The recoil will be hard to contro even for good players l but the damage will be more consistent so it doesn't feel cheap to die to as well, and increase the ink consumption by 10%
Haven't seen anyone throw around the recoil Idea. You have my interest
How exactly would it work?
@@OlmiOP Kinda how it works in other shooters, but more intensified. After the first shot, the kickback will start, making the players keep the reticle balanced and on the enemy. If the player stops shooting the camera and reticle will reset to its previous position. This will eliminate the frustration with the RNG damage and the cheapness of dying to the RNG. It will keep the same damage but since it's more consistent if players are able to control their shots, it's getting an increase in ink consumption to compensate.
@@Salaaaad Interesting way to go about it. Though it risks going into a similar territory to squeezer this way (broken weapon locked behind a skill gap but everyone hates it anyway)
@@OlmiOP That could be the case although I don't think squeezer has a camera recoil kickback. With the range on 52 gal it's in more of a dangerous position compared to squeezer and with other adjustments it could be healthier for the game overall. But if not, the devs just gotta not give it a splash wall again...
@@Salaaaad Yeah I dig this idea, just gotta do some tweaking around to lut it in a good spot
Are you spanish by any chance? I cant pinpoint which accent is...
Also these changes are really good ! Really hope on the next patch update we get some of these
@@Zane0744 I am Dominican! My main language is Spanish :)
And thank you! That makes me really happy to see :)
I really really wish nintendo was willing to make more intense changes like these. The meta has been stale for over a year ;-;
I understand why they don't. The current meta is pretty healthy imo even if it is a little stale, and they might be too afraid of fucking everything up
but I do wish they did big changes to low tiers to make them better
@@OlmiOP Maybe, but things like the refusal to give zooka startup just makes no sense
@@andawesome6981 tbf for Zooka there is nothing in the code that refers to its start-up so it's a bit harder to patch in compared to how it was in S1
But realistically they should've had this in the first place
@@OlmiOP First, I wouldn't call that a fair excuse, they've changed wave and storm before in ways outside of param adjustments. But also zooka does have some startup, so there must be some way to adjust it, it may not be listed in the params though. It probably has something to do with the animation itself
@@andawesome6981 Not saying it's an excuse, a company like Nintendo can and SHOULD be better about this stuff very easily
But Nintendo logic requires you to stretch a bit to understand. To me it just seemed like what made more sense
The accesibility and quality of life changes are the most usefull and i agree on them the most but for the nozle noses they are useles and for the brushes they hurt the weapon.
H-3 and L-3 dont have that fast of a "burst firing rate" and are mostly timing and loosing the burst firing aspect makes them less intersting in term of game design and replaceable by nzap and shot pro.
The change on the brushes on the other hand makes it verry anoying to roll after killing someone or painting, hurts their game desing and can even be argued that it should carry over to the rollers or even splatanas if it affects the octobrush and the painbrush.
The squeezer change is ok and doesn't hurt the freedom of expression and game design of the weapon.
For the Nozzles I def understand where you're coming from. For H-3 I really don't think it's as necessary but I think the hand fatigue for L-3 can become a real issue for some players, and if we're giving it to one, may as well give it to the other
Brushes same deal. I don't think it'd be as annoying. Muscle memory might be a problem at first but after getting used to it? Probably not as bad
@@OlmiOP i think they all already work great ans would not need changes.
and as a left handed brush player if you complain that means *YOU* and your defunct meat bag of a body are the problem
@@TM-45. What if someone has arthritis or some other hand condition that isn't so bad for playing the game, but prevents them from playing Inkbrush? You have to remember people of all ages can play this game casually too, it's not *all* about getting good
Calling people defunct meat bags of a body is kinda ableist ngl
@@OlmiOP they can get a new hand
@@TM-45. THATS INSANE
I refuse to believe you're serious about this now
can start like a project m type fan game with community patches like this? i feel like that would go so hard
@@orestesmihalyiii1015 Unfortunately i do not have the modding experience to do something like that
Would be super cool to see though!
@@OlmiOPyeah i just mean in general someone should do it. i could see the scene evolving and continuing to feel fresh for years if someone picked up a project like that (if Nintendo doesn't smite it to hell).
The dynamo horizontal oneshot range buff is definitely too much. Tone it back a bit tbh. Everything else for it is fine
@@TCEvie yeah I was actually kinda torn on it, still am tbh LOL
24:15 could we make it so big swig and carbon could actually one shot too
Carbon's speed is supposed to be the benefit of weaker damage so it not one shotting on a roll is fine imo
Swig does one shot chum when rolling, just not cohocks
YOOO ABSENTIA FROM BINDING OF ISAAC
I've been looking for an excuse to use this song and it was the perfect time
cooler not nullifying RP is a war crime 😭😭
Well yeah, the respawn time isn't affected anymore. You just get de-buffed while returning
11:00 40%, you know how much that is right?
Yea I know, still stand by it :)
The RP rework is nice but I don't like the idea of reducing mobility, lowering mobility at all feels terrible and makes the player more vulnerable to chip damage keeping them out of the action longer
That's fair. The approach was meant to be a "well you're de-buffed but you can at least do something" but targetting mobility might not have been the best call for it
Maybe it should just be Ink Efficiency and nothing else? If that's the case then the effect might need to be a bit stronger, but idk
The Idea of a Reverse comeback is still something that I really like though
also less pfs for flux and cds isnt going to happen, cause turf meta
@@kaichu9446 this isn't about what's realistic. This is about what we feel would be best
Balance changes I want (excluding some mentioned in the video):
Ultra Stamp is fully protected from frontal attacks, the radius of it's damage is slightly lower to compensate.
Wave Breaker now produces 5 waves (there's no reason why it only makes 3 waves unlike something like Triple Inkstrike which has triple in the name), the waves are slightly faster and come out more rapidly but also only 30.00 damage, the waves can also go up and down elevation further.
Trizooka has more start-up lag and a slightly bigger delay between shots, the shots also travel slightly slower.
Reefslider destroys bombs with its blast, it also travels a bit further but has a longer start-up and the Drop Roller ability now works with it, the paint and damage radius is slightly reduced to compensate.
Angle Shooter's trail now deals 25.00 damage and the direct hit marks opponents for 10 seconds, it also paints your feet when thrown like Torpedo
Toxic Mist is slightly larger and deals gradual damage the same as standing in enemy ink does, only 1 mist (per player) can be out at a time if a second toxic mist is thrown the first one dissipates immediately.
Sprinker paints its area slightly faster with more droplets and no longer degrades to the lowest level, it breaks from any damage to compensate.
Splattershot has slightly worse ink efficiency from 0.92% per shot to 1.2%
Splash-o-matic has slightly reduced painting radius on its shots and droplets, this makes its strafe painting worse.
.52 Gal has slightly worse ink efficiency going from 1.3% to 1.8%, the ink recovery delay after firing is up from 20 frames to 23 frames.
Clash Blaster paints better both with the blast and the droplets as the shot travels, the radius of the blast damage is slightly smaller.
Heavy Edit Splatling now takes 70 frames to charge the first circle and 130 frames in total to reach full charge.
Painbrush when first swinging now only takes 14 frames to start down from 23.
Tri-Stringer shots produce more droplets to increase paint.
Wellstring V takes slightly longer to charge the second ring and has more ink recovery delay.
Snipewriter 5H now needs 220p to get its special (Tacticooler), the weapon's range is slightly shorter.
Gootuber is now a lightweight weapon and it charges in 70 frames down from 75, its not fully charged shots have longer range.
These are all the balance changes I can think of, in reality Splatoon 3 isn't *that* unbalanced it's just got a few obvious outliers that haven't been adjusted yet.
Stamp I 100% agree, Wave Breaker is VERY interesting, and a lot of these others are pretty close to what we listed in the video. Most of the others though I don't really think is necessary but we do understand the approach here
Naaaah. Trizooka only has 3 shots. That's balanced enough. Not that I'm a Carbon roller deco Player and thus trizooka abuser myself. These are obviously my honest opinions on it.
@@RitterDerHaselnuss the entire community has been complaining about Zooka for about a year now and even I myself am personally starting to get pretty annoyed so a nerf HAD to happen
No velocity buff for bp disliked unsubscribed bomb in mail can't believe this think of poor old bp I mean it has basically nothing going for it atp like I'm shocked u ignore a weapon in such a bad spot in fact I wanna speak to your manager
@@SolarSpinner look man not everyone can be a winner
it isnt in a bad spot though,everything else is just better.
@@forrest6939 Oh no this is my friend saying it just to be funny lol