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Re-Balancing Splatoon 3: Blasters

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  • Опубликовано: 14 авг 2024
  • Go to my sponsor snhu.edu/prochara to see what the current average annual
    salary for a game programmer is and learn how you can get started.
    If you enjoyed the video, please consider leaving a LIKE, and SUBSCRIBING.
    Now that Splatoon 3's meta has gotten more stable, I wanted to start a new series going over every class in the game and tweaking them. This isn't just for game balance, but also making weapons more unique, introducing new kits, mechanics, or even reworks.
    Full Series: • Re-Balancing Splatoon 3
    Clash Buff Mod: / 1790508314700214757
    Edited By: / logicreates
    Art In Video By: / 92kyuni
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Комментарии • 291

  • @ProChara
    @ProChara  Год назад +84

    Go to my sponsor snhu.edu/prochara to see what the current average annual salary for a game programmer is and learn how you can get started.

    • @camera6309
      @camera6309 Год назад +19

      Silly Chara, most of us are already enrolled in a school already. Squid School!

    • @swiftytaco8080
      @swiftytaco8080 Год назад +4

      I got jumpscared with a phone call from the school itself when all i wanted to do was check it out these guys saw me put basic info down and thought I was immediately interested lol

    • @JTWOOMY
      @JTWOOMY Год назад +2

      DO BRELLAS AFTER CHARGERS I WANT MY BELOVED MAINS TO HAVE GOOD REWORK IDEAS

    • @galacticidk
      @galacticidk Год назад

      HOW DID YOU GET A SPONSER WITH A FUCKING SCHOOL

    • @morganowings476
      @morganowings476 11 месяцев назад +3

      I did not expect to see a university sponsor for a Splatoon channel lol

  • @literally1751
    @literally1751 Год назад +180

    I'm really excited for the brella episode that will be 8 hours long!

    • @asianclicks3368
      @asianclicks3368 Год назад +1

      FR

    • @jaywalker70731
      @jaywalker70731 Год назад +7

      8 hours for 3 weapons hype

    • @rileyf1178
      @rileyf1178 11 месяцев назад +3

      I’d do something weird for a brella rework that being hitting the bomb button while the brella is open will detach the brella earlier than normal and then buff undercover damage from 40 to 45 and make its spread slightly tighter

    • @asianclicks3368
      @asianclicks3368 11 месяцев назад

      @@rileyf1178 well uh brellas main problem is that you can’t play it like tent and you can’t do damage with it so that doesn’t really work

  • @mylesno9
    @mylesno9 Год назад +460

    If Nintendo actually balances blasters next season I'm legit throwing a party

    • @HoverMelon2000
      @HoverMelon2000 Год назад +30

      If Nintendo does that the next season will be a blast!

    • @vincentngo3409
      @vincentngo3409 Год назад +9

      I mean they kinda buffed a blaster this patch. Ill throw a party for brellas though! They get even worse

    • @Pecktor56-Wyatt56
      @Pecktor56-Wyatt56 Год назад +18

      @@MainonaiseIf Nintendo fixes Brellas by the end of the game I’m gonna skip school

    • @user-yn3vs3mj4e
      @user-yn3vs3mj4e Год назад +2

      What they need to do is buff Bella's

    • @kassandrax2322
      @kassandrax2322 Год назад +3

      As a blaster main, can I join your party?

  • @7takes
    @7takes Год назад +184

    reworked respawn punisher idea: when you splat an opponent, gain 15 special points instantly, but when someone splats you, they gain 15 and you get 75% special depletion
    (the numbers could change slightly but i think it's not too overpowered like this)

    • @FelineDeskFan13
      @FelineDeskFan13 Год назад +19

      Would this completely replace Punisher’s current attributes?
      If so, this rework would be awesome

    • @Voidling242
      @Voidling242 Год назад +1

      I had almost this exact idea.

    • @weevirn
      @weevirn Год назад +26

      It’s not about buffing Respawn Punisher because it’s already too good on backlines. It’s about reworking/changing the ability for it to be more balanced

    • @7takes
      @7takes Год назад +3

      @FelineDeskFan13 yeah, it'd be much healthier for the game since there's less penalty for dying and much more reward for splatting the user

    • @SJrad
      @SJrad Год назад +1

      Honestly it should only effect the special gauge and not respawn time. It would be more fun to play against.

  • @ChunkyNosher
    @ChunkyNosher Год назад +86

    I think that you should also extend this series to include special and sub weapons. One new feature that could be added to tacticooler is the ability to throw drinks to your teammates with each throw consuming 30% ink. I think this would help tacticooler be more versatile since the value of tacticooler is placed heavily on positioning, and your tacticooler could be completely ignored by your teammates if it's placed too far or too close from your team.

    • @illuminousaura
      @illuminousaura Год назад +1

      my friend, you are cooking

    • @PancakeEngineer
      @PancakeEngineer 3 месяца назад

      Basically combining tacticooler and fizzy bomb... Is a great idea!

  • @criticalblaster458
    @criticalblaster458 Год назад +48

    Range blasters have got to be my favorite weapon to use. I miss the burst bomb of the grim variant from Sploon 2.

    • @df63vu3f73k
      @df63vu3f73k Год назад +3

      It’ll come back fs

    • @criticalblaster458
      @criticalblaster458 Год назад +3

      @@df63vu3f73k I sure hope so. Suction bombs use up too much ink.

    • @sadchild9478
      @sadchild9478 Год назад +1

      @@criticalblaster458but they are very funny when they kill

    • @criticalblaster458
      @criticalblaster458 Год назад

      @@sadchild9478 Sure is, not funny when you run out of ink. Only have enough ink for like 3 shots afterwards.

    • @joshk147
      @joshk147 Год назад +1

      Splat Bomb takes the cake for me personally, w/out damage up may be a little less satisfying though

  • @Mr_ViPR
    @Mr_ViPR Год назад +17

    I think it’d be REALLY cool if the Goo Tuber could charge while swimming to help offset the long charge time. It also makes sense thematically because the Goo Tuber is based on a pump syphon.

  • @desmondruhling
    @desmondruhling Год назад +76

    This series actually seems so cool!!! I can’t wait to see your ideas for some of the weakest (and strongest) parts of the game

  • @SplatDroid
    @SplatDroid Год назад +2

    LMAO THEY HAD HIM SAY "RADICALLY AFFORDABLE" I'M DYING- happy you got a sponsor though!! Great video!

  • @Dr_Nig
    @Dr_Nig Год назад +5

    7:01 - Giving to Range Blaster the same shot speed of S-Blast would require further subsequent balancement though: as shown at 6:51, the two weapons have the same range after the explosion so if the bullet of the Range Blaster would travel at the same speed, with their shared frame data it would arrive at the same spot of the S-Blast but its explosion would go even farther. It's not a "small change" because it effectively and ultimately boosts both the direct and indirect hit range.
    Then you'd either have to reduce the travel distance of the shot, which translates in a pseudo-nerf in endlag because if the bullet explodes sooner then there's more downtime between two shots, or reduce a bit the damage of the blast so that it won't become too oppressive with the new acquired range, or reduce the range of the explosion in a similar fashion to S-Blast.

  • @babywizard9027
    @babywizard9027 Год назад +15

    I always thought it was weird how Blasters have kind of weak object damage.
    Usually the explosive wepons are some of the best at breaking objects in other games, and to see the Rocket Launchers of this game struggle to have good DPS against objects seems really weird.
    I feel like my idea to buff Blasters would be to increase direct damage from 125 to 140, so its exactly twice as much as the max indirect damage, and then give them better object damage multipliers on directs.
    That way the indirects are syill weak, bit directs would destroy objects really well.
    For example, Range Blaster could have a niche at breaking objects like Crab Tanks from a long distance with directs. Assuming it got a 2.5x object damage multiplier, that means that a direct would deal 350 damage to objects, which would make it one of the best weapons at breaking objects in the game.
    I think it would make sense, since again, its an explosive rocket launcher. Of course it should absoluetley wreck objects, or at least do it better than normal guns or swords.

  • @Phantastix_Fae
    @Phantastix_Fae Год назад +2

    A wacky change they could make for Snipewriter could be giving it the effect of getting one of its shots back for every kill/assist it gets like Undercover

  • @JaysoMK
    @JaysoMK Год назад +9

    How to balance blasters: STOP MAKING THEM ABOVE 190 NINTENDO

  • @DonFun.BreadSouls
    @DonFun.BreadSouls Год назад +4

    I would love an entire series of this rebalancing sequence

  • @-bemyvalentine-
    @-bemyvalentine- Год назад +5

    Charger enthusiast here, really interested in seeing how you're gonna rework them. Specially the E-liter.
    I just hope you keep in mind, they *are* the sniper rifles of the game so they kinda have to be pretty extreme in nature. This is gonna be fun to see!

  • @kvn4745
    @kvn4745 Год назад +4

    Yo, Chara sponsored by a University? Massive W

  • @dededenova4098
    @dededenova4098 Год назад +3

    for that charger video, i want squiffer to be a light weight. it looks so tiny... and i think goober should have constant range like bamboo. since it already doesn't get much of a range buff when doing a full charge. this way, you have more of a reason to use semi-charges! and being able to use a sub weapon while holding a charge seems like a good idea you had before.

  • @Vouniern
    @Vouniern Год назад +5

    Oooh, going for chargers next? I have a particular buff I would like to see for Goo Tuber. I would increase the size of the tap shots by maybe double without increasing their range or paint output, making them easier to hit. This would turn the weapon into a semi-auto shooter with a charge shot, but doesn’t do either as well as other weapons. It’d basically just become more versatile.

    • @dewroot5176
      @dewroot5176 Год назад +3

      I'm moreso thinking of increasing the range. While the Goo Tuber charges pretty slowly, a buff to its range would allow you to flex between shorter-range, partial-charge one-shots -- and slow, long-range snipes.

    • @Vouniern
      @Vouniern Год назад +2

      @@dewroot5176 unless I’m mistaken, Tuber has a charge time and range in-between vcharger and eliter. If you just buff the range it might begin to outclass liter as it charges faster with a similar range, so that might not be the way to go imo.

  • @astralj4026
    @astralj4026 Год назад +3

    For chargers, map designs need to be reworked entirely since they are so small. An example would be how an Eliter can just go to mid (or even just stay in base, I'm looking at your Brinewater) and be in control of the entire map. IMO this would make them a whole lot healthier for the game.

  • @bhizzle64
    @bhizzle64 Год назад +5

    There’s no way s-blast is ever going to get torpedo/crab tank as an alt kit. They gave it an awful vanilla kit for a reason. Could it still be balanced with a kit that is better than the vanilla kit? Probably. But torpedo/crab tank would be way too good.

  • @MysteriousStranger50
    @MysteriousStranger50 Год назад +2

    Ah yes. Good work chara I’ll put this in the patch notes along with the map reworks! -Nintendo
    *puts notes into the bin

  • @MizunoKetsuban
    @MizunoKetsuban Год назад +3

    If you ask me, the Clash's low time to kill is actually the exact reason why it's so obnoxious. When you're on the receiving end it feels more like you're being pestered by flies than shot at with explosive rounds. So I actually support the idea of the damage adjustment thoroughly.

  • @PiercingSight
    @PiercingSight Год назад +3

    This is an awesome idea for a series! Especially taking into account how some low tier weapons do great in lower ranks! I love these balance ideas!

  • @magic3734
    @magic3734 Год назад +2

    For brella: fix sheild, outro rolls then explain all the problems with them

  • @SuspiciousTemmie
    @SuspiciousTemmie Год назад +3

    This series is actually looking amazing so far, I can't wait to see what you do for the other classes!!
    Props to Logi on this, too, the editing on this video is absolutely phenomenal!

  • @zuse56clayton49
    @zuse56clayton49 Год назад +1

    I know it's a bit off the wall but for weapons with multiple firing modes that are instigated by jumping ie. rollers, ballpoint, sblast, brellas, brushes and maybe even dualies with their turret mode they should be able to be switched between when jumping but also by holding down the left stick. For example if a roller were to jump and shoot the player could hold down the left stick whilst shooting to use the horizontal flick WHILST JUMPING and allow vertical flicks when grounded. With brellas it would switch between firing and having the shield (held down having shield active) and with undercover would continue with constant firing and allow for holding down the left stick to open the shield. With brushes it would allow for holding the left stick down to constantly flick the brush at max speed (saving players fingers and making the class more noob friendly. This would 1. Make use of an unused button in an effective manner and a way that is perfectly suited to the button. 2. Increase the skill celling of many classes and weapons. 3. Buff weaker classes such as brellas and rollers (more specifically the weaker rollers that have the most powerful vertical flicks: dynamo and flingza meaning they don't have to be as exposed or comit as hard to assist fully in fights)

  • @LilPhant0m
    @LilPhant0m Год назад +11

    Really excited for the rest of this series, your vids are always detailed about the game. So thanks chara and to all your editors 😁😁

  • @healexhelixvideos4680
    @healexhelixvideos4680 Год назад +1

    In the future, I would love to see alternative kits that have utility subs instead of bombs.
    As a casual player, I find most of the utility subs to be more interesting and varied in play style, and a reasonable consideration in skill expression. The VRapid is actually one of my favorite weapons (and definitely my favorite blaster) in the game because of this.

  • @dan_da_man7928
    @dan_da_man7928 Год назад +3

    I love this idea! However, one thing to consider when going for both the splatanas, stringers, and brushes, maybe add some new weapon ideas since they are lacking in weapon number. (As opposed to shooters)

  • @desmondruhling
    @desmondruhling Год назад +4

    Okay but seeing vanilla rapid pro alongside rapid pro deco in the tier list is insane to me

  • @justjake4380
    @justjake4380 Год назад +4

    I feel like torpedo and crab is way too broken for s-blast. It will just dominate tower control x rank.

  • @RulerMyriam
    @RulerMyriam Год назад +2

    For the chargers, goo NEEDS either more range or a faster charge speed at least.
    Before snipe-writer came out, I thought a cool addition to goo could be the ability to hold multiple charges. Maybe it would have multiple rings (I always imagined 3 since it has the tube part loops that many times) kinda like what it got from the recent “buff,” getting an individual shot for each ring charged.
    Or another thing that I’ve thought that could be fitting for it is maybe the charge swimming glow effect could be dimmed or maybe out right removed, encouraging it to lean into a more aggressive, semi mid line play style.
    Charging up your shots and squid rolling all over the map, taking weird angles to fire from before moving to another position could get it to be viable for once

    • @StarrNOM
      @StarrNOM Год назад +1

      I agree completely with your first point. I’m a splat charger enthusiast - it’s the only weapon I’ve played since late Splatoon 1 - and I tried goo out after I got the gold badges on both of the SC kits and I was underwhelmed. It’s too slow to charge and just slightly too short of a range to be comparable to the SC kits. I’m leaning towards a faster charge speed as an ideal buff as it’d help with its positioning. I play a front line splat charger and I could see myself getting splatted often with goo because if you miss your initial shot it’s very hard to defend yourself against an actual front line weapon. Maybe that’s where partial shots come into play, but I’ll admit I’m not very familiar with them. I hope it gets something as its kit is really fun and the concept of a charger that can hold a charge for a considerable amount of time is cool.

    • @Ashsams
      @Ashsams Год назад +1

      I don't see them removing or masking the glow from a charge hold because Nautilus also leans into an aggressive style and their charge hold is kept bright for a reason. Masking a charge hold would be ridiculously unbalanced and to give this benefit to this one charger would not make sense, especially with the kit it currently has.

  • @TorayNix
    @TorayNix Год назад +3

    Here’s a challenge for you guys:
    Every time Chara talks about the CRB kit, do one push up

    • @jakett2216
      @jakett2216 Год назад

      Every time someone mentions the phrase "brella buffs", do one squat

  • @mottry9248
    @mottry9248 Год назад +15

    charger idea: since the game incentivizes basically quick scoping and hard-scoping isnt too good, maybe give it a second charge like the splatlings. It would boost the shot velocity a bit to be closer to hitscan and maybe boost the shots range by like 10%, since it shouldn't be too strong

    • @MysteriousStranger50
      @MysteriousStranger50 Год назад +4

      Considering chargers can already splat you a second before they’ve even aimed at you on your screen already, making them hits can seems like a horrible idea. They already hard abuse latency and are perhaps the only weapon type that seems to hit you around corners too much

  • @connerbouse5176
    @connerbouse5176 Год назад +4

    I really love the vanilla blaster a ton, would love the lessened jump rng and a new kit to change the playstyle!

  • @Angel..L
    @Angel..L Год назад +2

    I recently picked up range blaster again after dropping in the transition from 1-> 2 and I honestly forgot how fun this weapon is. I have not landed so many consistent directs in a long time. Of course some of that is due to luck but I really want the S1 CRB kit to come back . That version is so much fun.

  • @meryldoll9452
    @meryldoll9452 Год назад +3

    I'm a charger player of three games' experience.
    Goo Tuber's clearer charge shows that the weapon is already good at splatting, and it's becoming a lot more popular for it. But I think we can bring it one step further by allowing it to not just hold charge, but to start and build charge when submerged in ink, at about 60% speed of walking charge.
    I personally think Squiffer is fine -- great even, where it is, -- but for a kit I'd like to see Autobomb and Crab Tank.
    Bamboozler should get a set with Fizzy Bomb and Super Chump/Ink Storm for more hypermobility.
    I personally think Snipewriter's a weird enough charger that it'd be fine with Burst Bomb, so have a set with that and maybe Trizooka?
    E-liter should totally get its Splat 1 custom E-Liter kit of Beakon and Kraken.

    • @happypika3
      @happypika3 Год назад

      They should also revert the nerf they gave to vtuber at the start of the game, where the frames it can shoot after holding a shot is slower than Splat 2

    • @epoxylung
      @epoxylung Год назад

      goddddd fizzy storm bamboo would be the DREAM

    • @meryldoll9452
      @meryldoll9452 Год назад

      I forgot I actually DEEPLY want Reefslider on Bamboo

  • @BigOlTree
    @BigOlTree Год назад +1

    Dude that combo with sblast was sick! One shot

  • @alexmcnamara7195
    @alexmcnamara7195 Год назад +1

    I think of clash blaster like the aerospray where it is a weapon for learning the game but not necessarily meant to be played in comp. Same with vanilla carbon roller being something to experiment with but probably not what you would use at higher levels.

  • @amazingcris3390
    @amazingcris3390 Год назад +4

    I feel like the idea of making clash this highly mobile blaster is really cool! I thought of it a bit ago and thought its way more unique than just giving it a really big blast radius and could be such a fun weapon to use and fight if it was like that rather than just having the massive blast radius.
    edit: random typo ;-;

  • @Fathom732
    @Fathom732 Год назад +2

    Would probably be good to wait to do the splatanas and stringers after the new season, considering it would be only 2 or three weapons as of now and would be about a five to eight min video.

  • @magic3734
    @magic3734 Год назад +2

    The editing was amazing!

  • @apersonwhomayormaynotexist9868
    @apersonwhomayormaynotexist9868 Год назад +4

    I actually think that vrapid and rapid pro being similar is fine (in a vacuum at least). One of the biggest contributors to shooter bias in this game is just that there are so many more shooters than any other class. They do this not by making gimmick shooters with especially different mechanics (with the exception of the semi-autos and squeezer,) but by just tweaking number values.
    Splattershot. Splattershot with less range but higher damage. Splattershot with more range and higher damage but slower fire rate and ink efficiency. Splattershot with more range and better painting but bad damage and rng. Splattershot with less range and worse rng but better painting and better ink efficiency.
    This helps shooters always be in the meta because it guarantees that even when the devs are conspiring to give all the fun weapons the worst kits they can think of, a weapon similar to the one you like to play will always be good. Splattershot falling out of favor? Play splash. Splash a bit worse now? Switch to NZap. In splatoon 2, you even had options like jet squelcher, so that most splatling players now had a shooter option, kgal for brella players, sploosh 7 for brush and roller players. that's why shooters eventually took over that game, for every non shooter weapon, there was a shooter weapon that did the same thing but better.
    Basically the only non-shooter class where they do something similar to this is with the rapids. For a while, there were no good rapid kits, but then rapid deco got a good kit, meaning if you liked any rapid blaster, you had something good to play. Now rapid pro deco does the same thing but also enables a different playstyle. If they added in like 3 more types of brellas that all had slightly different damage, range, canopy hp, strafe speed, etc, and they all got second kits, eventually, one of those kits would be good. Variety is what allows a class to always be viable the way shooters are

  • @sherbertshortkake6649
    @sherbertshortkake6649 Год назад +2

    I like the kits, but some of them seem a little too similar to ones we already have...
    Currently, both S'Blast and Tri-Nouveau threaten Luna Neo's position and giving Regular Blaster fizzy bomb would just give it more competition...
    And while I do agree with giving S'Blast Torpedo it's obviously reminiscent of Rapid Deco.

  • @MikhailKutzow
    @MikhailKutzow Год назад

    I've always liked weapons, subs, and specials with multiple possible applications or firing modes. A S-Blast with Torpedo and Crab Tank would probably be one of my favorite weapons ever.

  • @Plastoon.
    @Plastoon. Год назад +2

    I know they are shooters but I am interested in what you think of the shooters with weird or not so straight forward mechanics like the nozzle noses and the squeezer for example.

  • @youjustgotgooped
    @youjustgotgooped Год назад +2

    i think a good change for chargers would be having something that discourages staying in one place for too long to promote less campy and passive playstyles

    • @StarrNOM
      @StarrNOM Год назад +3

      That used to be flanks on maps 🥲

  • @EclipseKirby
    @EclipseKirby Год назад +1

    An idea I've been pondering for blasters universally is if a blaster shot hits the ground or a wall almost immediately after being fired (say, within 2-3 frames of firing), then the blaster will have a little less end lag and paint a little more. The idea there is that Blasters can choose to trade away painting range by firing straight at the floor for a little faster movement when they need to paint their feet and quickly move. Not so much that they suddenly stop being slow weapons or anything, but just a bit of a boost. I also wanted this to be specifically when aimed at the floor so Blasters have to choose between being a bit more mobile when being shot at or firing return shots, not both. This can also help them shoot and climb a wall in the same movement easier on stages like Flounder.

    • @kevinchen5167
      @kevinchen5167 Год назад

      The extra paint would be a good idea, but a shortened cooldown between shots would just encourage newer players to just jump and shoot at their feet in order to gamble more shots rather than actually reposition if they get rushed. It would probably just teach bad habits.

    • @Whodjathink
      @Whodjathink Год назад

      @@kevinchen5167 Not really, since they'd still get hard punished since the spark damage(blaster explosion that hits ground) is so little that you'd effectively have a way longer kill time than 2 indirects.

  • @gr3nl3m
    @gr3nl3m Год назад +3

    If you do an episode on Dualies, Chase247 could be a really good person to consult! He knows a lot about this class!

    • @asianclicks3368
      @asianclicks3368 Год назад +2

      I’m pretty sure chara knows chase exists
      I’m pretty sure he’ll ask jared or isabel or even arashi too for dualies

  • @crashur3600
    @crashur3600 Год назад +2

    Day 1 of asking Prochara for his opinion on the reworks I would make to Big Bubbler.
    One problem Big Bubbler has that I would change is how many frames it takes to activate it. See, unlike other specials, Bubbler doesn't cancel the shooting of your main weapon to deploy. This means that if you're shooting, you have to go through all of those frames, and then it gives you the option to try and deploy it, then you have to go through the Bubbler's initial start up frames. If you're trying to set it up in front of your team and you don't have the high ground, you're usually dead by this time. It's not much of an opportunist kind of special weapon because of this. So I would first get rid of this. Another change I would make is changing how Kraken Royale's attacks interact with Big Bubbler's shield. Kraken has three attacks: the charge dash, the jump, and the parry. All three do damage to the Bubbler when they hit its shield. That is not the problem. The problem is that these attacks go straight through the shield, not even blocking the attack for the it's team. My solution for this is to give Kraken roller properties when interacting with Big Bubbler's shield. If any of Kraken's attacks hit the Bubbler's shield's hit box at all, it gets knocked back. Kraken can still swim through the shield and attack, it just can't charge through without getting knocked back. Let's say the distance of two and a half players. The last thing I would change would be nerfing how much damage most shooters, most splatlings, and most dualies do to the shield without object shredder. This is because most of the weapons in these three weapon classes have a very efficient special output. So if I am using either of the Splashes, either of the Splattershots, or a Ballpoint, and I see the enemy set up a Big Bubbler, I'm gonna use my Crab Tank, I'm gonna use my Trizooka, I'm gonna use my Tristrike, I am going to use my Inkjet to deny the enemy the ability to set up an attack around the Bubbler. That's assuming I am the one to deal with it. If I got something like a Tri-Stringer or a Stamper on my team, I am just gonna let them deal with it. So, in other words, some of the strongest weapon classes already got enough going for them where they don't need to be too amazing against Big Bubbler. I might also give this same nerf to Splatana Wiper. This would be enough of a change for now.

    • @Whodjathink
      @Whodjathink Год назад

      Honestly my reworks to bubbler would be that 1: Enemies can no longer go through it and take damage similar to Splash Wall, 2: Bombs no longer explode, they'll just "vanish" similar to Ink Vac, 3: Shots hitting shield do .85x less damage (15% less damage) while shots that hit the top beacon now do 1.12x more damage.
      The reason I want 1 and 2 is that Bubbler feels like a worse version of Splash Wall and that should NOT be the case for a special to be outdone by a sub

  • @zappingstars908
    @zappingstars908 7 месяцев назад

    i love it when they show chapters for their sponsors i can just skip right by

  • @turtlefalcon5546
    @turtlefalcon5546 Год назад +1

    Can’t wait to see the rest of this series, it seems awesome

  • @CatboyJerma2
    @CatboyJerma2 Год назад

    This is the very first sponsor ive ever genuinely been interested in

  • @mastrsonic375
    @mastrsonic375 Год назад +2

    A new Series talking about improving the Weapons I’m down
    Dualies next

    • @funchipin4960
      @funchipin4960 Год назад

      i wanna see that but also that class is mostly in an okay spot, so there would probably be less changes than something like the brellas

    • @Ashsams
      @Ashsams Год назад

      ​@@funchipin4960they're in an "okay" spot in that most dualies are functional but completely irrelevant or outclassed. And with how popular cooler is right now, Tetras' slayer niche is less important than ever. Tetras are considered one of the strongest, if not the strongest, dualie and it's just not good enough to be picked over shooters or buckets in most cases (since those can slay too and have better kits and better paint output).
      Brellas need more changes than dualies but that doesn't mean anything... brella needs more changes than any other class!

  • @raresux
    @raresux 8 месяцев назад

    rewatching this vid again just cuz i'm binging vids today and i KNOW chara is happy the new S-blast has an insane kit when it drops in a few days

  • @PrincePoison
    @PrincePoison Год назад

    I’m hyped for chargers since the interview made me more aware of the spot chargers are in, and why it isn’t great.

  • @Seven-9090
    @Seven-9090 Год назад

    Finally! I really want to hear about brellas. I hear people complain about them, but I could never find people talk about how to fix them.

  • @halbirb7303
    @halbirb7303 Год назад

    luved the vid, always liked Blasters and this was a good primer cause i haven't played Splatoon in months.

  • @TheFireMouseYT
    @TheFireMouseYT Год назад +1

    Careful with the kits. If one kit is just objectively better than the other, that sucks because Nintendo won't edit kits nor give kit specific buffs/nerfs

  • @Witty69
    @Witty69 Год назад +1

    At 5:22 Chara shows range blaster instead of the vanilla blaster.

  • @Marioqt2003
    @Marioqt2003 Год назад +4

    As an aerospray main, I am very curious to see what your take for changes will be, since Nintendo is so insistent on only touching its painting capabilities

  • @LunaDragofelis
    @LunaDragofelis Год назад +1

    I would like the charger reticle to emphasize the center of screen more instead of the point where the shot will hit. And the reticle should be displayed at all times. That would make aiming easier.

  • @tacenda3250
    @tacenda3250 11 месяцев назад

    I always liked the idea of reworking the clash blaster so it has a more powerful shot at a full ink tank. Maybe it would have double range, velocity, and damage, and resets when you refill.

  • @TRONkhfan13
    @TRONkhfan13 Год назад +1

    If you’re taking ideas for these, I had an idea for a Splatling re-work: Instead of charging up and releasing to fire, you press and hold to rev up the barrels at the same time as it is normally, but you then press the Bumper (bypassing Sub Weapon) to begin firing. You can let go of it at any time to keep yourself revved up and won’t consume ink, but gain it back at roughly half the normal speed. But, if you want to throw your Sub, you have to fully de-rev, roughly the same as rev-up time, and if you try to cheese it by going Squid, you’re stuck in Squid Mode for the same de-rev time.
    Keep in mind I’m also a casual guy who loves Splatlings so take my idea with a grain of salt

    • @dewroot5176
      @dewroot5176 Год назад +1

      Since the difficulty presented by limited charges are a staple of the Splatling class, I'm thinking of a new "skill-gate" weapon, but a longer-ranged one similar to the Bloblobber or Splattershot Nova (since we already have a shorter-range easy weapon in the Mini Splatling).
      I imagine such a Splatling firing automatically without reducing charge if you hold ZR for long enough, instead of using the sub weapon button for the main weapon. Awesome idea, though!

    • @TRONkhfan13
      @TRONkhfan13 Год назад

      The main reason why I was thinking such a game control deviation is considering that A) We already have weapons that use different inputs in different ways, such as the S'Blast and the Fizzy Bomb, a weapon change like that isn't so hard to believe, and B), most games I'm familiar with allow you to rev up the comparable weapon while not firing to allow you to be able to fire at will without taking a large chunk of damage before you start dealing it back. In addition, another possible way to balance is that, while staying revved, your movement speed's reduced

  • @asianclicks3368
    @asianclicks3368 Год назад +2

    I CANT WAIT FOR BRELLAS!

  • @kevinbattey1904
    @kevinbattey1904 Год назад +3

    I gotta say its very weird to have someone talk about a college thats 20 miniutes away from your house

  • @dewroot5176
    @dewroot5176 Год назад +2

    There are rumors of a philosophy used for weapon kit balance that I _rreeaally_ don't like: balancing weapon kits by pairing strong _main_ weapons with weaker _subs_ & _specials,_ and vice versa.
    Main weapons like the S-BLAST and Tetra Dualies feel like they have no impactful weaknesses: the S-BLAST has two firing modes to offset the arbitrary blast ranges of various Blasters, and the Tetra Dualies are a four-shot weapon whose unique dodge-roll properties make it excellent for evade-skirmishing. I think the Tetras should have its firing a little less precise than it already is, and its four dodge-rolls more ink-hungry than the Splat Dualies' (another shorter-range 4-shot dualies) two. However, the Sprinkler should spray ink at a higher distance and be made more reliable at damaging enemies that stand near it. Also, buff Reefslider without making it a casual-play nightmare. Please.
    On the other hand, the Inkbrush, Luna Blasters, and Clash Blasters have specials that work well for them, and bombs that are (being bombs) much more versatile than a Point Sensor. But said main weapons aren't good at controlling space head-on, with so few flanking & sharking options in many Splatlandian maps.
    Besides, while varying _points for special_ help with balance, making the individual kit parts balanced within the respective categories would make something that's aided further by such an independent aspect of weapon kits.
    However, we do have weapons as pathetic as the vanilla Undercover, and weapons as devastating as the Slash, Machine, and Ballpoint. When others bring this up, do you feel like they're just cherrypicking? Regardless, I would love to see the balance become even better.

  • @Yorgral
    @Yorgral Год назад

    already really enjoying this series

  • @fleromor
    @fleromor 6 месяцев назад

    As someone who plays Luna I think having the range be buffed slightly to more reliably hit indirects would be nice

  • @mang0_p
    @mang0_p Год назад

    the main thing i learned from this wasn't about Blasters
    ITS THAT FORGE PRO IS FINALLY VIABLE AFTER ALL THIS TIME

  • @gio_frank6622
    @gio_frank6622 Год назад

    0:41 woah woah woah this tier list is so weird n zap being a top tier shifted the whole tier list entirely.

  • @MowseChao
    @MowseChao Год назад

    I remember the transition from Splatoon 1 to 2 being painful. I had to remind myself not to jump if I wanted my shots to hit.

  • @mspaintero7419
    @mspaintero7419 Год назад +1

    5:21 So..is anyone else gonna mention how Chara highlighted the ranged blaster rather than the regular blaster when talking about blaster?

  • @jakotens
    @jakotens Год назад +1

    As a charger main, the only changes I really want to see are Respawn Punisher rebalanced and more of the chargers given their own unique identities. Snipewriter is still just too similar to Bamboo, and Gootuber has literally nothing going for it.
    As for fundemental class changes, idk if I’d want to see anything all that drastic. They’re weapons with a big learning curve and a high skill ceiling but still feel awful to play against. Buff/nerf them too far in either direction and they’ll either become less rewarding to learn and master for the Charger players, or they’ll become complete pushovers and be outclassed permanently by other backlines like Splatlings.
    If anything, the biggest change Chargers as a whole need are better maps and better netcode. Both of those would keep the class rewarding to get good at while giving people an easier time to play around them without looking like they’re getting sniped through walls or having zero cover to use.

  • @Eden-Garden
    @Eden-Garden Год назад +1

    How to balance blasters: give S-blast burst super chump

  • @maskofice9432
    @maskofice9432 Год назад +1

    I mostly play VBlaster just because the main weapon feels the best and that kit I would kill for. Sadly I am placing bets that its next kit has toxic mist which....... sigh

  • @sherbertshortkake6649
    @sherbertshortkake6649 Год назад

    Your Luna changes are fantastic

  • @ouh.my_
    @ouh.my_ Год назад

    it‘s hilarious how all the other blasters got a new kit except for the two „base“ blasters, range and v

  • @TenshiKori
    @TenshiKori Месяц назад

    The fact that he actually predicted CRB returning from splatoon 1 is kinda crazy tbh

  • @SJrad
    @SJrad Год назад

    For the charger video, maps need reworks and good flanks to make the strong ones better.
    if there will be a splatling video, i think the slower charge up speed in the air be removed.

  • @silvadic2207
    @silvadic2207 Год назад

    Chargers are next hm? Some main ones I can think of are either mobility, or to give them more of a threatening chance to really mess with the enemy.
    1. Scopes. These chargers are practically useless compared to their Unscoped counterparts. A larger buff on their range and the mobility perks would help them out.
    2. The laser. Yes, the laser that helps you see the sniper and thus avoid it. But what if it wasn’t there? You’d be more cautious and have to think of strategies because of the possibility of a sniper sneaking behind you. (If we get flanks.) The laser can get removed and instead have a glint effect at the end of the barrel. You can see it still, but it can be much more threatening.
    3. Kits. The poor E-Liter comes into play here. A more defensive sniper due to a 2 second charge time, this one needs a decent kit to run. Custom is guaranteed the Beacon (as usual), so having a Third Defense kit would help. I’d say Splash Wall for aggressive defense plays and Super Chump, which can get teammates in while allowing you to pick off anyone popping the targets.
    There are other chargers, but I’ve basically already gone on long enough. Can’t wait to see what you recommend!

  • @VonTachyon
    @VonTachyon Год назад +1

    If this is going to be a reoccuring series, It'd be really nice if you refer back to previous changes you made as reasoning for what you're currently balancing, instead of reworking every weaoon class in a vaccum.

  • @regisdavi2137
    @regisdavi2137 Год назад

    torpedo+crab? nah, have this nice angle shooter+ink vac kit, it's just great.

  • @DaBoy2187
    @DaBoy2187 Год назад

    i want chargers to have a longer charge hold when equipping Intensify bc they are already accurate 100% hitscan weapons, right side peaking could be left side peaking via cosmetic esc Left handed/Right Handed option in the hair/pants/brows menu

  • @budderguy2128
    @budderguy2128 Год назад

    Nintendo buffs Luna blaster - “hey, that didn’t do much to hurt the game did it, sweet!”
    Nintendo next patch - ‘nerfs all blasters’

  • @PigeonNintendo
    @PigeonNintendo Год назад +1

    After the weapon classes you could do subs and specials

  • @pipcurtis5191
    @pipcurtis5191 Год назад +1

    Can someone please count how many times Chara mentions putting the crb kit in 3 lol

  • @ShayYuichi
    @ShayYuichi Год назад

    My main thing I want for chargers is a reticle buff where the reticle is slightly bigger so while you can get the same kinds of snipes like normal, you can also have the chargers be slightly more forgiving in getting the snipes and not be as hellish

  • @daltongibson1033
    @daltongibson1033 Год назад

    The REAL best choice they could make for Custom Range Blaster is making the flames on the weapon blue. Or possibly purple. We deserve that.

  • @apersonwhomayormaynotexist9868
    @apersonwhomayormaynotexist9868 Год назад +1

    I can't believe literal universities are sponsoring splatubers now thats so funny

  • @Jojaa_
    @Jojaa_ Год назад

    So excited for the hour long video for shooters

  • @smallfwy3438
    @smallfwy3438 Год назад

    Im so excited to see what you do for my other mains lol. I think these buffs would be great for blasters

  • @light6666
    @light6666 Год назад

    as for a chargers rebalance im thinking of this a complete rework of respawn punisher weapons with a lot of range get a heavier downside while short range weapons get a lighter downside of the wearer aka you get less out of it if your using a e-liter for example and any kills with your sub or special does not trigger respawn punisher

  • @greenguy9090
    @greenguy9090 Год назад

    A roller CLASS rework would only need to do one thing: add functionality to rolling
    A huge problem with rollers is how slow they are, so I've thought of a way to give them a real *boost* while also making the very mechanic they're NAMED AFTER actually functional and not a death wish.
    After swinging, holding down the roller with ZR and pressing B will boost you in the direction you're moving the L stick in, like the dualie's dodge roll (same distance and similar end lag.)
    While boosting, you gain 100 HP armor for its duration *(this is to prevent the main issue with rolling, which is walking face first into bullets.)* with a taller hitbox to also prevent the 2nd problem, just jumping over the roller. However it uses 30% of your ink tank, this would give you about 2 boosts before running out of ink for a 3rd due to a short cooldown between boosts, with end lag slightly longer than glooga's. This change is for giving it offensive capabilities, with added drawback for balance of course. It would be good for helping rollers deal with getting their swings eaten and for quick follow ups or getting behind cover.
    Secondly, all rollers (and maybe brushes) have the same speed as inkbrush, this is also due to the fact rolling still wouldn't be useful on its own, this would alleviate rollers problem with its high risk/low reward swings. where as most weapons can pick and choose just about any fight they want, rollers tend to be all or nothing (typically all or death.) they also cant ink their feet like most weapons can, having to try in vain to ink their feet or to defend themselves. However with this, the width of the ink trail left behind is also shortened to the width of the roller itself, to keep them from being inking monsters as well as a slight ink efficiency nerf while rolling to further restrict it.
    One last change would to make both horizontal and vertical swings ink your feet.
    The boost mechanic would vary between each roller, for example carbon having more ink efficient boosts with less distance, but faster for comboing WITHOUT burst bombs (Vcarbon!) And dynamo having less ink efficient boosts but with more distance for avoiding those annoying bombs! They could even make a roller designed around rolling! (I have 2 already made!)
    1. The Steam Roller:
    A heavyweight roller that while rolling, can press and hold B to boost as long as the B button is being held, whole boosting, you have 75% damage resistance and the usual tall hitbox with more ink efficiency for its roll, but with a lower turning speed and slower travel speed
    2. The Dodge-Roller:
    A lightweight roller that can chain 2 boost together instead of just 1, with less endlag too!
    I have designs for both of them & extra things but you get the general idea of how this could enrich the roller class! You could even make a brush with this mechanic too!

  • @meta4240
    @meta4240 Год назад +1

    That Custom Blaster kit is literally just Luna Neo but better 💀

  • @TheLaXandro
    @TheLaXandro Год назад

    I think Clash, rather than getting more power, should get further mobility increases by the way of buffing its framedata to near-shooter levels. Make it almost as slippery as a Wiper save for strafe speed that'll stay around 0.7-0.8, in return for slow TTK even when you do hit both precision shots. And for that, standard blast radius, same as Luna and Range.
    Luna's main issues are the maps, kits and S-Blast rather than Tri. Luna's a little ledge gremlin that hugs walls and makes your life around any corner miserable, which was great in 1 and 2 with their maps and Luna's rather synergetic kits (S2 Neo included), but 3's wide open stage design betrays it, and as a result it's very awkward on most maps and only really usable on most returning S2 maps, Flounder and specifically Mahi Zones. Meanwhile there are maps in 3 where it can't function at all, such as Hammerhead. Tri is a similar weapon but it can't hit around corners and can't hit up ledges nearly as effectively, it's less minmaxed and more versatile- but S-Blast can, and does both better because of its bigger blast, while also having a long-range jump direct that lets it work on 3's maps. There's really not much Luna can offer over S-Blast other than kits, and kits are rather mediocre, with both having much better and better fitting subs than specials. S2 specials fit it much better. It should've got b-bomb and chump as replacements for baller and both inkstorm and bomb rush respectively. Unfortunately for now it's railroaded into mediocricity until (unless) we get a third kit.
    Reg Blaster could use a blast size increase back to standard. It used to have it before it got nerfed for the sins of laggy Splashdowns, of all things. And perfect jump accuracy, but all blasters except jump mode S-Blast should have that.
    Range, instead of faster shot velocity that will throw off every old Range main, should have the same 2 frames shorter pre-fire buffer as regular Blaster and non-oneshot blasters have, from 12 to 10 frames. It feels great on Blaster and it'll feel great on Range. Also give it to Luna so all three old big blasters tie for fastest TTK in the game, and leave S-Blast at 12.
    Rapids don't need more difference than what they already have- which is the different range brackets. Similarly to how Jet and Squeezer can have vastly different capabilities despite seemingly minor range difference, Rapid and Rapid Pro are a midliner and a backliner respectively, one can and has to be more active and aggressive, while other can be much more laid back and safe but also more positioning-limited with its very far away blast.
    S-Blast needs, or indeed deserves, nothing. It's already the best main out of all blasters. It's the Tetras of blasters, if it gets a better kit it'll obsolete everything else. Ranged mode would be good even if it didn't have a blast at all. Keep it as is, if it's given any more than what it already has other blasters will be fundamentally unable to catch up. Definitely not a Torpedo, a utility sub like Mist or Sensor would be a better fit (the flexibility is already given by multiple firing modes), but Crab is great and I'm still perplexed as to why no new kits had it so far and the four we have are all 20-frame splat shooters.

  • @rubberchickensfoot8912
    @rubberchickensfoot8912 Год назад +1

    As a snipewriter main i feel obligated to say that a charge hold isnt a gold idea, as it woulf completely change the way the weapon feels and is played, a lot of pencil players like the strafe speed and splatling like play

  • @dark-death6982
    @dark-death6982 Год назад +1

    I wonder where the game will go if they decide to make balance changes like these, if they actually buffed every weapon by a reasonable amount, it could make everyone weapon more enjoyable to play

  • @lunt7817
    @lunt7817 Год назад

    This is an awesome idea for a series. Love it!!!

  • @dextra_24703
    @dextra_24703 Год назад

    I would say that Clash could be the painter Blaster maybe making the fire rate even crazier