While I KINDA like this, it definitely needs to be sub dependent because it would utterly break bombs with LDE again, because you can spam them even more (it would basically undo the fizzy nerf with something fizzy weapons already run)
@@roykooper902 I missed that OOF, yeah entirely good change so long as it’s only mains. Because you get the benefit from Comeback stuff like Range Blaster would really benefit from it
Instead of dying causing a recall like mentioned in the video what if pressing the special button again would recall you back. This would create risk versus reward when deciding whether a zip should risk staying in a dangerous situation in order to get a kill or leave and ensure your safety.
If a player disconnects before a game even starts, the game could wait before letting people jump out of the cannons whilst it finds another player to join instead For the original players it would show "Player Disconnected, finding replacement" on screen to explain whats happening; then for the new player joining it would show "Joining a disconnection match, battle intro will be skipped", the latter effect happening so that the existing players dont have to wait through the new player being shown the map and stuff If the game worked like this disconnections would still be annoying but to me itd be a massive improvement over cancelling the match after a few seconds of being able to play
Would love to see them make it so no weapons need button mashing to play. Even as someone who can do it without problem I avoid using such weapons too often as I don't want to increase the chance of it becoming an issue for me in the future.
Same like id love to learn the squeezer but mashing also shakes the controller and i play with gyro on +5 sensitivity which means i just have no aim whatsoever :") Also to play the ink brush i literally have to essentially have my right hand let go of the controller bc my fingers cant tap fast enough so i have to use my whole wrist to play the weapon lmfao
@@crowberrii Yeah squeezer is the weapon I'd put more time into as well. I tend to drop my sensitivity for weapons like that... Think I use to play it on +2 but honestly might try lower if I was to go back to it as I play enough weapon types that I'm use to switching anywhere from the range of -2 to +5.
@@lazycorvid7826 having to choose between having steady aim or being able to react properly when the opponent is moving around lots is not a thing that needs to exist tbh 🙃😔
id use squeezer if i could mash, attempting to hit max speed on the inkbrush literally gives me such severe hand cramps i have to stop playing for like 15 min or risk seriously injuring my hand for several days
I want the L-3 Nozzlenose have its old movement gimmick from Splatoon 1, where it reverted back to its normal non-shooting running speed inbetween bursts, but had slower strafe speed during the burst. So it would switch back and forth between the 2 speeds rapidly while shooting, making it overall very mobile. Splatoon 2 changed it so that it would have a consistent strafe speed while shooting by adding a cooldown after a burst where you still used the shooting strafe speed, it was faster than the strafe speed during bursts in S1, but it was slower overall because of how much faster standard walking speed is. I think L-3 has lately been in a rough state of not particulary excelling in any area besides paint output, and being significantly faster while strafing sounds perfect to me, especially with Cooler around. I wouldn't mind if they just buffed the strafe speed, but I think bringing back its gimmick from Splatoon 1 would be very cool.
One change I would make is giving the Power Eggs in Salmon Run purpose in the Grizzco Shop. Currently only Scales can be used to buy stuff there, but the Power Eggs from just smacking enemies have absolutely no use.
@@Whodjathink I always thought that we could make ‘upgrades’/adjustments to the Work Suit with Power Eggs (like with the Hero Gear). Think of it as trade-offs: for example, swim speed vs. run speed, changing bombs, etc
@@waitingfortheequinnox it would actually be so cool if they added that and/or a skill tree type thing to salmon run. me on my way to becoming the #1 flyfish killer
I think that when you ask your community things like this, you should also extend these questions to RUclips community posts. I would've loved to participate in this, but I rarely ever use twitter. Some other ideas: - Make it so that the tacticooler user can throw drinks with the "A" button at a slightly longer distance than a splat bomb, but at the expense of 30% ink tank. There are so many instances in solo queue where I place a tacticooler and no one grabs it because they're too focused on a push to run back. - Give Big Bubbler a Ultra-Signal Style sprinkler, with the sprinkler outputting more ink the more damage it takes (i.e: when a Splattershot shoots six shots at a Bubbler, the Bubbler sprinkler shoots out three ink drops, and when something one shots it like a tri-zooka, it outputs almost all of the ink that would've been produced had it been shot down normally [and maybe some sort of explosion radius, but that might be too overtuned])
Let Goo Tuber peirce through enemies all the time, or at the very least at lethal charge. It'd be something unique that no other charger can do and would also help differentiate it from squiffer. It'll also make it so you can more confidently challenge multiple enemies at once, which I feel would make up for its abysmal range and charge speed.
Also on that, make Bamboozler and Snipewriter pierce teammates. Not opponents, not a buff they deserve, but teammate piercing will greatly improve quality of life for both as they won't eat your shots anymore. One less thing to worry about.
I've been saying Goo Tuber needs a new gimmick. I was thinking something kinda like Stringray but without the wallhacks and only for a very short burst. Which basically just amount to having piercing.
4:38 I love Logi's editing so damn much, it's always incredibly clear when it needs to be but also hilarious when Logi wants it to be, I just love it so freaking much
I think a cool slider buff would be to give it a dodge roll after it explodes, sort of like Drop Roller. I think that this would be much more fun than just adding invincibility - still making it punishable if you are too predictable, and it would feel cool too.
I would make it so all shooters work like real water guns in real life. Around 10% ink left, the weapons range decreases the more you shoot with little ink, until eventually your ink runs out I think it would be a nice change so it provides more of an incentive to retreat a little and refill because of how aggressive most shooters are and how they can still splat you with only a few shots
instead of 81 -> 90 damage for brella, how about 81 -> 85? that would make the individual segments 17 instead of 16.2 and would make the 2 shot more consistent ( you need to land 3/5 segments each shot instead of 4/5) while still keeping the max damage per shot from being too lethal
This was my exact idea for it but have the pellets do 18 damage, but cap at 85 I know that is undercover’s thing (the pellets doing more combined damage than the cap (undercover’s being 12 but cap at 40) but I think it’d be fine, idk though
I've said this a bunch, but I think increasing the size of the pellets would make it more consistent be a better buff than increasing damage. (Except Undercover, which should also get a 5 dmg buff.)
I'm surprised there wasn't talk about sprinkler despite it also being on the weaker side like line marker. I think that, if sprinkler hasn't been destroyed yet and has been up for a good amount of time, then it should cycle back to its level 1 paint output and rinse and repeat until it gets destroyed. It makes the sub feel more impactful and be an actual threat on some stages like SZ MakoMart if you just ignore it
I honestly think they could leave sprinkler almost the same, but just make it a 45% sub and allow you to have 2 out at once and it would suddenly become a decent sub
One thing i would change would probably not make everyone default right handed but make them choose if they could be right or left-handed. Idk if this would be good or bad but i would love if my little octoling was left-handed like me:)
I had an idea for turning TI into a drawback ability, you mark from any hit but deal 10% less damage. Direct hits are capped to not go below the shot treshold (so, for example, equipping it on .52 Gal will drop it to 50.0 damage), but indirects are not, so you'll get guranteed 4-shot Sloshing Machine and blasters partially dropping below 50. This will nuke its usability on weapons like Dynamo and Painbrush but in turn massively expand its applicability elsewhere.
Let me throw a topic for Salmon Run: Rework Flyfish so you can also kill him with a main weapon instead of being locked behind bombs. Other salmonids like Maws or Flipper Flopper have at least two ways of killing them, one way faster than the other. maybe making the "wings" able to be destroyed by shooting them but having a lot of life as a balance.
Been saying this for a while, but I think splattershot Nova's accuracy should be buffed. Not to have perfect accuracy like it was implied it had (even though I'd love that so much) but enough where you can rely a bit more on the main weapon. To balance it out the points for special could be increased a bit too
This would be a fantastic buff. Nova would become such a great training weapon if it had good accuracy, it needs to track the opponent the same duration as Jet to splat but it's a lot more active and doesn't fall back if its team can't support it because it can paint.
4:02 Holy shit, datz me. I do prefer having the stat nerfs over having a slower respawn, honestly. Never liked having that perk. Glad you like the idea, tho!
7:13 THANK YOU FOR MENTIONING PHYSICAL DISABILITIES !!!!! I used to be an inkbrush main but it severely hurt my hand and wrist due to my fibromyalgia and the game has major accessibility issues if I have to use dapple dualies to have a similar-ish playstyle without causing myself to need a break 30 seconds into a match.
I want to see curling have a drastic cut in cost. Maybe even 45%. If you need to you can make damage scale with charge time similar to the radius so it’s not a spamable small lethal bomb. The idea is to let weapons actually use it as a mobility tool without immediately kneecapping them because it has the same cost as splat bomb
Dart rework idea: Make it from 40 damage back to 30 but if you hit a direct now you cant heal the 30 damage for the duration of the localization effect
I’ve always liked the idea of combining Toxic Mist/Disruptor and Line Marker into one sub weapon. Basically, marker as it is now but it applies a Disruptor effect if you land a direct hit and instead of being able to bounce off walls, if you hit a wall, it explodes into a Toxic Mist.
As someone who REALLY loves using stringer, I would buy 10 extra switches from nintendo if they would just let stringer charge normally why jumping like squiffer can, fact of the matter is the stringer is a difficult backline weapon to use and many other backlines just out range them. Squiffer had the same issue in splatoon 1 of just not being able to keep up but when it got the buff of normal charge speed in any situation then it got more use. I feel stringer could benefit the same way, like if theres a good e-liter on the other team you almost dont stand a chance against it, but if you can move and charge at the same time while also jumping I feel it can see more use overall
I think the Reef Lux should get more range and full speed charge while in the air. Make it play a bit more like the squiffer. Right now it feels like the bastard child of the squiffer and the sploosh. For the stringer, I would love to see a charge hold, long distance paint having a more consistent paint trail, and a 2-3 damage buff on the bottles. All of those buffs might be too much, but each of them would be nice.
@@felixa4705 well reef lux has charge hold so i heavily doubt theyll give it to the regular stringers, but a better paint trail would actually help a lot
On that note, Reef-Lux's charge hold is soooo terrible! It's my main, and I never use it, because when you come out of the ink there's a delay before the shot comes out (even if you've let go of the charge/fire button). That delay is like 65-70% of just charging the weapon from scratch manually! So there's almost no benefit to charge hold, and there's the huge downside of giving away your position (especially since I think Reef-Lux functions best as a ninja squid weapon). If they want to make charge-hold a thing for Reef-Lux, they need to have instantaneous firing when coming out of it. @@Nihonguy
For the removed mashing thing, I think it could be a case of quickly double-tapping the attack button to start attacking for weapons like Squeezer and brushes, while just pressing and holding like normal gives the usual rolling/painting mode effect. At the VERY least, making it so the attack speed is the same no matter how fast you mash (something even as slow as 1-2 presses per second still counting) on weapons like brushes and squeezer would be much appreciated, and the dash-3's do NOT need to be tap fire, they should be a hold fire like blasters. Another idea I had was instead of buffing the user, make Respawn Punisher give whoever you kill an inverted but weaker Comeback effect, like -10 APs of run speed, swim speed, and ink saver main/sub, it makes people still take longer to get back into the fight, and it makes them weaker for a few seconds (10-ish seconds seems fair) if they do jump in. However, on the RP user, it gives a full -20 APs of the usual comeback effects, to even things out. This makes it so that you're never reducing the respawn time of ANY players, while still making it so that players splatted with RP take longer to get back into the fight, and making RP backlines less efficient for a while if they're splatted.
@@spearmintpony7105 Having to buy a bootlegged or unofficial controller just to play a weapon more efficiently without hurting yourself in a 60 dollar videogame is an absurdly stupid notion. If something requires people with physical disabilities to buy external hardware just to use it safely, that's not a solution, that's a dirty, re-used bandaid of a fix.
when you activate reefslider, you can slightly move to one side. like, if you use reefslider and immediatly try turning to the left, your reefslider by the end of the path would be facing left. it would help the special to not be so god damn predictable but still make it more or less linear and dodgeable.
I would absolutely love the accessibility for mashing weapons. I play squeezer and inkbrush on the side, and it genuinely feels like my pointer finger is going to fall off half the time
Been thinking about a buff for dart for some time now. give it an area around the reticle (like the size of tenta brella's shot spread) where if there's a visible enemy in the reticle it will kinda curve towards them (not garenteed to hit if they move) making it good for finishing off kills and tagging players with the direct without requiring perfect accuracy
I really like the notion brought up in one of Chase's video comments that has Zipcaster slightly reworked to be a user-exclusive version of Ink Armor, combining reliable defense with insane mobility to really sell the superhero theme of the special.
Yeah I wouldn't mind if it activated slightly faster personally even though I don't play it often. I liked chasing someone then them activating kraken and panicking in Splatoon 1, it was just exciting
If kraken is made like that then reefslider also, you'd get invincibility instantly when you activate but it would start moving the same way, maybe a little bit more startup since people generally don't react to slider until they see the lines
the splash wall placement thing annoyed me at first, but once you get used to the distance by playing a splash wall weapon a lot, it becomes more intuitive.
As a Reefslider main, make it so that, at the VERY least you don't drop like a rock and then start up. Just have start up mid air, but then you don't start until you hit the ground. Also, make the tracks harder for the enemy team to see (Not too hard tho)
6:20 finally someone talks about how much damage the Brella should be. Plus give tent 125 dmg max. 👇Edit: bro this is the most likes I’ve ever gotten thx!
My advice as a 4-star Octo and 3-star Squeezer player: use the second segment of your middle finger for ZR and wiggle the entire finger instead of bending it, with your grip on the controller "wing" slightly loosened while swinging. This lets you use the brush's max fire rate very easily with much less hand strain, if any at all once you get used to the grip form.
The fact that the line marker doesn't just fire where your reticle is shouldn't be a problem. It makes it practically impossible to be able to use it as a consistent combo tool
It's even worse because the reticles are so different on different main weapons. So if you get used to using line marker with V Splattershot Pro, then switch to V Jet, your muscle memory ends up waaay off. I know _why_ this is an issue (it has to do with the fact that it's in 3 dimensions and there's parallax), but it seems like it could easily be adjusted so the hypothetical max-range tip of the line (ignoring bouncing) is exactly at your reticle. I run like 38 points of sub-saver on my line marker build so that I can use it as a janky 3-shot charger at max range, and it would be sooo nice to be able to swap from main to sub without adjusting my aim.
My idea for line maker would be to maybe give it one of the things tri stringer shoots with a tiny explosion. It would stick to wherever the marker first hits do the normal damage a direct would do or maybe a bit less and mark them. This would make line marker overall more consistent regarding damage and marking the enemy i think.
If you are winning and someone disconnected under the two/four minute mark, the match does not end. I've played too many matches where we're about to wipe but someone dc
Here's an interesting idea: Intensify Action can reduce the charging speed penalty while jumping for weapons that have it (to a maximum about 1/2 or 3/4 what the penalty is normally). This would mainly affect Stringer, Charger, and Splatling weapons. This is just a cool idea, not necessarily something they need. It would give IA more effect for them, though, especially Stringers and Chargers, which have no jump RNG to mitigate.
Would be a fun buff but will also need some per-weapon adjustments. I won't be opposed to give Boozler full charging speed at full stacks, for example, but something like Naut really doesn't deserve to have fast charging in the air, especially considering many players already wear IA on it for rolls and jump accuracy. A different buff in the same vein that's easier to balance would be to give a few frames of full charging speed right after specifically rolling or surging, the more you equip the more you get, up to 20 which is Booz's full charge. Just jumping or dropping wouldn't trigger it.
@@Whodjathink I've seen it used for rolls and surges, they are much more important for Naut than for regular shooters since they give it movement options it can use while holding charge. Accuracy is a bonus. Its jump accuracy is not perfect, never was and especially not after a nerf way back in 2.
@@TheLaXandro I kind of like that better, actually, the extra frames of full charge speed after a Roll or Surge. Nautilus doesn't have jump RNG, or rather, it has the same shot variance as when it's grounded. It doesn't change when you jump with it, which is what IA stops. IA helping with Rolls and Surges is especially helpful for Nautilus though, (at least on paper) so it balance out.
Brella should still get its 90 damage back because then a four pellet hit would deal 72 damage instead of 64.8, allowing it to combo with a shield bump for a kill. Brella can be annoying to use because a lot of the time, only four pellets will hit no matter how precise your aim is. Restoring its old damage would reward you for precision while still making you work for that final hit. Additionally, Brella should have its ink consumption reversed to 5.5% per shot. 18 shots on a single ink tank is a sweet spot that I feel should be the default amount for this weapon.
Ulta Stamp be buft with a full invicibility of projectiles in front of the weapon and make it deploide and move faster. If you think it's overpowed, look the Kraken. (Sorry for the english)
OFFLINE TURF WARS (but otherwise I would make angle shooter highlight alot longer. Like 10 secs maybe or 12. Also maybe give it a good paint output, like fizzys trail of ink when thrown
I would like to see line marker act like TF2's flare gun, or hanzo's old scatter arrow. Maybe add a second sub similar to marker, so you can have both respectively.
Zones needs checkpoints. Zones favors offensive teams way too heavily and it’s way too easy to lockout the opponent and keep them away from mid. Forcing the attacking team to move up closer to the enemy spawn, like every other mode, to hold additional “checkpoint zones” would thin the offense out and give the defense a better chance to come back.
Give dapples a third dodge roll. If the weapon is going to be continually stuck with awful kits that don’t mitigate its weaknesses like other short range weapons can get, than the main weapon should be improved so it can further stand on its own. Giving it another dodge roll would keep its identity while still improving it.
I want them to buff Dynamo Roller vertical flick. Increase its range by 10%, and increase the minimum damage from 40 to 80. If this move is going to be so slow and so hard to hit at max range, it should hit like a TRUCK to make up for it. This would give it an actual use case, since now its one hit kill range would be really solid, and even when it doesnt kill, it leaves them super weak, to the point where any follow up will finish them.
1) Same comment I put on the vod dump patch note hopes video: I think Mist is an opportunity for something truly unique: Simply increase the opacity for the enemy team. You could even have sub-power up progressively increase that opacity more. Turning Mist into an RTS-style Fog of War sub that enemies can squid roll through but won't know what they're rolling into and can't easily aim through would give it so much utility and allow it to be used as a blind in interesting ways. 2) I'll also add that I think Line Marker should be a literal trip wire. Either walking through the line should paint your feet (which would be a painting buff and maybe require special meter adjustments for the better dart weapons), or standing in the line should have the same gradual damage effects and walking slow-down as standing in enemy ink. I think painting feet would make it more obvious, and really force people to think about limbo-ing under or hopping over instead of barreling through. (If sub-power up made the radius of this paint bigger, I would not complain.) This kind of line avoidance is something players should already be doing to avoid getting marked, but getting marked alone is not enough to train that kind of behavior, especially at lower levels of play.
I would say buff stampers ink efficiency by 10% but its really good rn so i wont say that. Instead make thermal ink work on bow explosions, explosher, and blasters. Oh and machine
Compared to where it was at launch, I could see Stamper's ideal being uncharged slash using 15-20% more ink and then the charged slash using 30% to make it more of a commitment in comparison.
For the mash problem, you should be able to hold down the left stick and hold zr and it will work like mashing, if you don't hold down the left stick it will work normally
For the Nozzlenoses, they can absolutely change it so that you can hold and it'd fire bursts of shots. For Brushes tho, it's gonna be harder since you hold the button to start running, so I'm not sure if that one's possible
There are easy reworks: Holding the "swing brush" (fire) button, _then additionally_ holding another button (sub or swim) to enter rolling mode would require more fingers at once but no mashing. Having the swim button makes sense to me here because swim button = mobility. So it would just be that your mobility button is swimming normally, but rolling while holding the attack button.
Addendum to the line marker idea: I think it would be fun if the duration of the disrupter effect was increased for each bounce you get before hitting a target. So maybe by default it's 2 seconds, bouncing it off the ground gets you 3, and if you manage to do some insane ricochet nonsense and still hit you can get the full 5 seconds of disrupter. As for my own ideas, I think zipcaster should get a buff where the duration is extended every time you get a kill. With skillful play I feel this would give it the staying power it needs to compete with inkjet, and unlike the last buff it'd emphasize the unique trait of keeping your main weapon as well. With more duration it might actually be viable for slower weapons to make use of the special, and the requirements to get kills means that you still have to engage opponents to make the most of it and can't just stall for time
I would like dynamo roller to have a oneshot at the very tip of its vertical flick. This would allow it to contest chargers while not being extremely broken as dynamo's vertical flick is extremely hard to land at long range.
I want to make it so hammer shield any shot from the front so it stops getting splatted by thing like splatlings, however you can still splat it from the back or sides, and if you feel like that is to powerful then maybe it can have some sort of armour just so you can take more hits before you get splatted.
Honestly any buff to reefslider’s start up would be beautiful, maybe a small amount of I frames at the start so when you use it you don’t immediately die, cus I picked up Dread Wringer and when I am not dying due to over extension, I am dying because of reefslider start up
1 change I would be super hyped to see would be a ping system such as many popular shooters. This way can be useful but it only brings attention to yourself and requires risky positioning to effectively use. I feel if we could ping things such as locations, it would help the solo queue experience tremendously. Also, a cool mechanic that could be implemented is if a player pings an opponent, it could show which weapon they are using, but have the mark still be locked to 1 spot to ensure point sensor still has some use.
I would rework Main, Sub and Special Power Up to be main slots on Headwear, Clothing and Footwear respectively. This would allow for more unique ideas for enhancing your kit without A: it being a stackable trait and B: it being OP as it would take away your ability to run stuff like LDE or Ninja Squid. I’ll keep it short but some ideas I had are: Splat Brella- If you deploy the shield without launching it, any ink it consumed is refunded when putting the shield away. Dualie Squelchers- Permanently locks the dualies together, increasing accuracy (it wouldn’t be perfect like roll accuracy) but losing your ability to roll. Autobomb- Continues to move at 50% its normal run speed while detonating. Splash Wall- Adds a second wall piece to the wall, giving it a + shape. Zipcaster- You now fire two arms instead of one, doubling the zip’s ink consumption but greatly increasing zip speed and explosion radius. Triple Inkstrike- Inkstrikes now fire Torpedo-like clusters when they land.
I wouldn't mind the tip being 99.9 damage and like 1 like space ahead being 100 damage, with everything in between being 75 to 85 damage. Therefore, every single swing that the Dynamo takes is around splat range.
In ranked if team A knocks down their score to below 40 or 30 in the first minute but someone on the opposing team DCs, give team A a KO victory instead of calling the match a draw. (Team B will still not receive a loss)
If I could make one change currently, Curling Bomb 70% -> 55% Interesting, I see a lot of the inspiration for Chara's recent ideas and shorts in this video.
As a squiffer player with hopes of a suction/reef slider kit I really feel like the maps need to have at Least form of interesting vertical geometry, and far less uninkable verticals, I want this so that my weapon can actually use its special property, I also agree with the reef slider traveling through the air one, if maps had more ways to go up you would be able to take ground with a squiffer to scope it out, or once it’s lined up well start playing free bird, and rain Justice from above, also I feel slider should absolutely eat bombs
i got suspended on tweeter so i missed this. bummer. anyway it make dart lean more into its tripwire thing by making it bigger, last for WAAAAY longer and make its damage ramp up over time to something way bigger like 80 or 85
Angle shooter should have slightly more velocity than it currently does making it easier to hit directs, not talking hitscan type speed here but just something to make the learning curve of using it more bearable. Its a very capable combo tool on most weapons that have it but it suffers from having a relatively high skill floor that can be tedious to reach to say the least
feel like it would be quite easy to implement for L3/H3 to just hold shoot, but for others like Squeezer long range and Brellas I can’t think of a way to make it work when holding down shoot
Also, as someone who mains a mashing weapon, I'd be down to make mashing not be a requirement for those weapons, for the same reasons you point out. I guess the challenge would be HOW you make it more accessible, since flowing flawlessly from mashing to not mashing and vice versa is an integral part of those weapons. Maybe if you held R, you could autofire the mashing part? But that doesn't encourage a healthy hand habit itself. EDIT: Maybe you could use L to do that instead. I think that'd work out perfectly, actually. Not like it's used for anything else. EXTREMELY LATE SECOND EDIT: The most recent patch as of typing this has brought to my attention that L is, in fact, used. It's basically A again, so you can use it to throw clams.
An idea to make the mashing weapons more accessible could be when you press the button, the weapon fires at its max tap rate and then press it again or go into squid form to turn it off. You can still choose to mash, and if you hold the button, it activates whatever the weapons hold function is. Maybe some weapons will need a more limited cap, but this makes things much better
For toxic mist, I think it should keep the effect for 1 second after a person leaves it, so it isn’t just completely useless after throwing it on a person. This would give it a lot more aggressive usage while making its more usage good as well.
@@Whodjathink I don’t think that’s good because that can be either ineffective too easily or way too effective. A person could stay in it for less than half a second and then have that time doubled for it to hardly effect them still, or they stay in it for the entire duration and basically have a disruptor that effects them for longer. Keeping it at a set 1 second would make it better for following up whenever they get in it for even the slightest second without making it too op.
@@glitchingeclipse9850 That honestly is what adds part of the charm imo. If you position your mist throw right then it'll be an effective tool. Though your way isn't too bad either since that'd de-incentivize players to not just walk into it all together as well 🤔 Maybe a combination of the two. 1 second for touching it, but stay in it any longer and it adds extra time(though half as much from what I suggested) that way the max time is like 3.5 seconds since mist only lasts about 5 seconds anyway
@@Whodjathink Yeah, that could work well, but I think it should cap at 3 seconds after you stay in it for that amount of time and longer so it’s 8 seconds of the effect max instead of 8.5 seconds max, half a second can be crucial in a game like splatoon.
@@glitchingeclipse9850 The balance patch we need lol! This would actually make it contest space like they wanted it too as well while not being as busted as Disruptor was in Splatoon 1. A very good compromise imo
If I could make one change, it technically wouldn’t be a change to the games current state would to go back to weekly updates to keep players on the game as well as the ability to add more content other than what we get each season. But if I had to change any of the options shown in the video, it would to be to make gear ability stacking curves and effects be shown to the player accurately.
give ink mine a single wavebreaker-wave starting where the splash radius ends (or use it to replace the splash damage). still dodge-able but gives the sub a bit more utility and ink mine/wavebreaker becomes a fun combo
Maybe it’s a wave in looks but it does no damage and only focuses on locating opponents. Another balance is that the wave will not come out if the mine is destroyed via the mine user trying to lay down a fourth mine.
-Fizzy Bomb gets up to 5 explosions but the more you shake it the smaller and less damage the explosions do. -1 main of Intensify action allows rollers to horizontal flick mid-air and S-Blast to long range shot mid-air -Toxic mist effects you for 1 second even after you leave the cloud -Dapple Dualies create a small 20-35 damage shockwave when rolling to promote its hyper-aggressive play-style -Zipcaster can now stick to players to one-shot them, including Inkjets and other specials like that
I would like one of two things on Point Sensor: A: When marked the opponent can't use their sub for the duration of tracking (increased white ink frames and ink cost to compensate) or 2: Increase object damage of targets marked (and can now mark objects). Gives it a bit more utility and use cases because imo dart and mine essentially can do what point sensor do but better because damage
And for anyone who brings up the point that you need to have inputs for replacing for mashing and the normal hold input, remember how there’s an entirely unused button on the controller? I see no problem with the left bumper taking the role of an alternative firing mode. If anything, the might help slower weapons like Dynamo and Painbrush, since you could now start rolling instantly instead of going through the ridiculously long wind-up and first swing.
An idea I had that could maybe help the mashing problem would be to make it so that a press and release counts as two shots for certain weapons For example, if you’re using a brush, pressing the trigger down would count as the first swing, and releasing the trigger counts as the second. This in a way makes swinging twice as fast without increasing the max speed.
for every jump based weapon effect (roller vertical, tri-stringer vertical, s-blast, etc), change it so that instead of the trigger being a jump, it's triggered by the B being held in the air.
My friend was a former inkbrush main in s2 and s3, and had to stop playing the game for over a year due to the damage it did to their hands. Mashing weapons shouldn’t be as devastating to a person’s hands as they are right now. It’s an easy way into a lifetime of health issues regarding the arms/hands
As someone that physically cannot mash fast enough for squeezer, so much yes! Also, one thing id like to see is curling bombs ink cost reduced. If they want to to be mobility and not a lethal bomb why does it cost as much as a lethal bomb?
Ink Recovery should also slightly reduce white ink frames on main weapons.
frfr, ink recovery is only really useful on ink hungry weapons with low whiting frames, so that would be soo good
I've wanted this for YEARS, wait I just had the perfect idea. Make it a gear ability (maybe main exclusive idk)
While I KINDA like this, it definitely needs to be sub dependent because it would utterly break bombs with LDE again, because you can spam them even more (it would basically undo the fizzy nerf with something fizzy weapons already run)
@@sonicrunn3r895The original post says main weapons only so sub weapons white ink frames would remain unaffected.
@@roykooper902 I missed that OOF, yeah entirely good change so long as it’s only mains. Because you get the benefit from Comeback stuff like Range Blaster would really benefit from it
Instead of dying causing a recall like mentioned in the video what if pressing the special button again would recall you back. This would create risk versus reward when deciding whether a zip should risk staying in a dangerous situation in order to get a kill or leave and ensure your safety.
I like this a lot but I think that might be a little too strong. I like that Inkjet and Zipcaster are committal
Personally I think you should have the ability to use your sub while using zipcaster
If a player disconnects before a game even starts, the game could wait before letting people jump out of the cannons whilst it finds another player to join instead
For the original players it would show "Player Disconnected, finding replacement" on screen to explain whats happening; then for the new player joining it would show "Joining a disconnection match, battle intro will be skipped", the latter effect happening so that the existing players dont have to wait through the new player being shown the map and stuff
If the game worked like this disconnections would still be annoying but to me itd be a massive improvement over cancelling the match after a few seconds of being able to play
Would love to see them make it so no weapons need button mashing to play. Even as someone who can do it without problem I avoid using such weapons too often as I don't want to increase the chance of it becoming an issue for me in the future.
Same like id love to learn the squeezer but mashing also shakes the controller and i play with gyro on +5 sensitivity which means i just have no aim whatsoever :")
Also to play the ink brush i literally have to essentially have my right hand let go of the controller bc my fingers cant tap fast enough so i have to use my whole wrist to play the weapon lmfao
@@crowberrii Yeah squeezer is the weapon I'd put more time into as well. I tend to drop my sensitivity for weapons like that... Think I use to play it on +2 but honestly might try lower if I was to go back to it as I play enough weapon types that I'm use to switching anywhere from the range of -2 to +5.
@@lazycorvid7826 having to choose between having steady aim or being able to react properly when the opponent is moving around lots is not a thing that needs to exist tbh 🙃😔
id use squeezer if i could mash, attempting to hit max speed on the inkbrush literally gives me such severe hand cramps i have to stop playing for like 15 min or risk seriously injuring my hand for several days
@@lazycorvid7826am I weird for playing like +1 normally
I want the L-3 Nozzlenose have its old movement gimmick from Splatoon 1, where it reverted back to its normal non-shooting running speed inbetween bursts, but had slower strafe speed during the burst. So it would switch back and forth between the 2 speeds rapidly while shooting, making it overall very mobile.
Splatoon 2 changed it so that it would have a consistent strafe speed while shooting by adding a cooldown after a burst where you still used the shooting strafe speed, it was faster than the strafe speed during bursts in S1, but it was slower overall because of how much faster standard walking speed is.
I think L-3 has lately been in a rough state of not particulary excelling in any area besides paint output, and being significantly faster while strafing sounds perfect to me, especially with Cooler around. I wouldn't mind if they just buffed the strafe speed, but I think bringing back its gimmick from Splatoon 1 would be very cool.
4:29 Godlike spawning edit.
When someone disconnects over a minute into a match, they get replaced by a bot instead of just making the match completely lopsided
Unfair for the team with the bot
@@nielsculy-quere5023 but still better than just missing a player
I agree, but the match should still not count as a loss, just make it worth playing
Just add bots in general (would have to buff ai)
Would help in splatfest to stop 6 out of 7 matches being mirror matches
Why not for the whole match
Logi's edits were way funnier than usual this time around, we gotta get more of these in the future 🙏🏽
To add onto the run speed suggestion, let brushes and rollers move faster when moving in the rolling motion
I always thought that intensify should've done this, it makes sense if run speed doesn't
One change I would make is giving the Power Eggs in Salmon Run purpose in the Grizzco Shop. Currently only Scales can be used to buy stuff there, but the Power Eggs from just smacking enemies have absolutely no use.
I agree with this. Make it so we can buy scales or items with those eggs. Cuz then that incentivizes greedier players to actually kill the lessers
@@Whodjathink I always thought that we could make ‘upgrades’/adjustments to the Work Suit with Power Eggs (like with the Hero Gear). Think of it as trade-offs: for example, swim speed vs. run speed, changing bombs, etc
@@waitingfortheequinnox it would actually be so cool if they added that and/or a skill tree type thing to salmon run. me on my way to becoming the #1 flyfish killer
Power eggs get you bonuses
I think that when you ask your community things like this, you should also extend these questions to RUclips community posts. I would've loved to participate in this, but I rarely ever use twitter.
Some other ideas:
- Make it so that the tacticooler user can throw drinks with the "A" button at a slightly longer distance than a splat bomb, but at the expense of 30% ink tank. There are so many instances in solo queue where I place a tacticooler and no one grabs it because they're too focused on a push to run back.
- Give Big Bubbler a Ultra-Signal Style sprinkler, with the sprinkler outputting more ink the more damage it takes (i.e: when a Splattershot shoots six shots at a Bubbler, the Bubbler sprinkler shoots out three ink drops, and when something one shots it like a tri-zooka, it outputs almost all of the ink that would've been produced had it been shot down normally [and maybe some sort of explosion radius, but that might be too overtuned])
Let Goo Tuber peirce through enemies all the time, or at the very least at lethal charge.
It'd be something unique that no other charger can do and would also help differentiate it from squiffer.
It'll also make it so you can more confidently challenge multiple enemies at once, which I feel would make up for its abysmal range and charge speed.
Also on that, make Bamboozler and Snipewriter pierce teammates. Not opponents, not a buff they deserve, but teammate piercing will greatly improve quality of life for both as they won't eat your shots anymore. One less thing to worry about.
I've been saying Goo Tuber needs a new gimmick. I was thinking something kinda like Stringray but without the wallhacks and only for a very short burst. Which basically just amount to having piercing.
4:38 I love Logi's editing so damn much, it's always incredibly clear when it needs to be but also hilarious when Logi wants it to be, I just love it so freaking much
I don't get it.
I think a cool slider buff would be to give it a dodge roll after it explodes, sort of like Drop Roller. I think that this would be much more fun than just adding invincibility - still making it punishable if you are too predictable, and it would feel cool too.
Alternatively, we could make it so that you can hop off the shark prematurely.
I would make it so all shooters work like real water guns in real life. Around 10% ink left, the weapons range decreases the more you shoot with little ink, until eventually your ink runs out
I think it would be a nice change so it provides more of an incentive to retreat a little and refill because of how aggressive most shooters are and how they can still splat you with only a few shots
This is actually how it works in Smash IIRC which is kinda neat
instead of 81 -> 90 damage for brella, how about 81 -> 85? that would make the individual segments 17 instead of 16.2 and would make the 2 shot more consistent ( you need to land 3/5 segments each shot instead of 4/5) while still keeping the max damage per shot from being too lethal
This was my exact idea for it but have the pellets do 18 damage, but cap at 85
I know that is undercover’s thing (the pellets doing more combined damage than the cap (undercover’s being 12 but cap at 40) but I think it’d be fine, idk though
I've said this a bunch, but I think increasing the size of the pellets would make it more consistent be a better buff than increasing damage. (Except Undercover, which should also get a 5 dmg buff.)
@@felixa4705i actually really like the pellet size idea more
@@heyitsopti On the note of undercover, it's pellets should be 13 or 14, cap at 45, because right now it's output is just too low.
I'm surprised there wasn't talk about sprinkler despite it also being on the weaker side like line marker. I think that, if sprinkler hasn't been destroyed yet and has been up for a good amount of time, then it should cycle back to its level 1 paint output and rinse and repeat until it gets destroyed. It makes the sub feel more impactful and be an actual threat on some stages like SZ MakoMart if you just ignore it
I'd like the sprinklers painted points counting like 150% for your special charge
I honestly think they could leave sprinkler almost the same, but just make it a 45% sub and allow you to have 2 out at once and it would suddenly become a decent sub
@@OctoPatootieSpecial Charge of Sprinkler was already buffed 250 % in the last update where it was buffed.
Or: instead of disappearing when being Splatted, it restarts on the highest level like you described.
@@HK_on_YT Ouh Shit my bad
One thing i would change would probably not make everyone default right handed but make them choose if they could be right or left-handed. Idk if this would be good or bad but i would love if my little octoling was left-handed like me:)
Thermal Ink should still activate from blasters indirects
I had an idea for turning TI into a drawback ability, you mark from any hit but deal 10% less damage. Direct hits are capped to not go below the shot treshold (so, for example, equipping it on .52 Gal will drop it to 50.0 damage), but indirects are not, so you'll get guranteed 4-shot Sloshing Machine and blasters partially dropping below 50. This will nuke its usability on weapons like Dynamo and Painbrush but in turn massively expand its applicability elsewhere.
And explo explosions, and sloshing machine swirls, and stringer bolt explosions.
Let me throw a topic for Salmon Run: Rework Flyfish so you can also kill him with a main weapon instead of being locked behind bombs. Other salmonids like Maws or Flipper Flopper have at least two ways of killing them, one way faster than the other. maybe making the "wings" able to be destroyed by shooting them but having a lot of life as a balance.
Lemme build on this idea
Delete Flyfish.
Problem solved
You should be able to play different challenges in private battles
Or give the players customization options for movement speed, jump height, weapon power etc.
@@purplecat6578 yeah that would be cool
Hell yeah
Holding L and ZR could make it so that automatic mode on the mashing weapon is engaged, since L doesn't do anything anyway
nuh uh, its used to throw clams
@@TaxeAndStuff yeah I forgot about that when I wrote that
Been saying this for a while, but I think splattershot Nova's accuracy should be buffed.
Not to have perfect accuracy like it was implied it had (even though I'd love that so much) but enough where you can rely a bit more on the main weapon. To balance it out the points for special could be increased a bit too
An interesting gimmick would be if the Nova's accuracy improved the longer it fired nonstop.
@@dappertronFinally, a shooter with a cool gimmick other than Squeezer
This would be a fantastic buff. Nova would become such a great training weapon if it had good accuracy, it needs to track the opponent the same duration as Jet to splat but it's a lot more active and doesn't fall back if its team can't support it because it can paint.
@@dappertronI would love to see that tbh
Maybe make it a four shot too pls?? :3
@@dappertronLike the lightning shot from Cuphead? That would be really sick.
Giving special drain to Toxic Mist would make it more threatening.
4:02 Holy shit, datz me.
I do prefer having the stat nerfs over having a slower respawn, honestly. Never liked having that perk. Glad you like the idea, tho!
It’s him!!!
7:13 THANK YOU FOR MENTIONING PHYSICAL DISABILITIES !!!!! I used to be an inkbrush main but it severely hurt my hand and wrist due to my fibromyalgia and the game has major accessibility issues if I have to use dapple dualies to have a similar-ish playstyle without causing myself to need a break 30 seconds into a match.
IMO, the effects of sub power up feels more overlooked than special power up.
Also... EY! Shoutout to using PMD music at 2:10!
I want to see curling have a drastic cut in cost. Maybe even 45%. If you need to you can make damage scale with charge time similar to the radius so it’s not a spamable small lethal bomb. The idea is to let weapons actually use it as a mobility tool without immediately kneecapping them because it has the same cost as splat bomb
Dart rework idea:
Make it from 40 damage back to 30 but if you hit a direct now you cant heal the 30 damage for the duration of the localization effect
Or you could give it an explosion on impact where it hits roughly the size of one stringer bottle, just a small buff idea 😊
I’ve always liked the idea of combining Toxic Mist/Disruptor and Line Marker into one sub weapon. Basically, marker as it is now but it applies a Disruptor effect if you land a direct hit and instead of being able to bounce off walls, if you hit a wall, it explodes into a Toxic Mist.
As someone who REALLY loves using stringer, I would buy 10 extra switches from nintendo if they would just let stringer charge normally why jumping like squiffer can, fact of the matter is the stringer is a difficult backline weapon to use and many other backlines just out range them. Squiffer had the same issue in splatoon 1 of just not being able to keep up but when it got the buff of normal charge speed in any situation then it got more use. I feel stringer could benefit the same way, like if theres a good e-liter on the other team you almost dont stand a chance against it, but if you can move and charge at the same time while also jumping I feel it can see more use overall
I think the Reef Lux should get more range and full speed charge while in the air. Make it play a bit more like the squiffer. Right now it feels like the bastard child of the squiffer and the sploosh.
For the stringer, I would love to see a charge hold, long distance paint having a more consistent paint trail, and a 2-3 damage buff on the bottles. All of those buffs might be too much, but each of them would be nice.
@@felixa4705 well reef lux has charge hold so i heavily doubt theyll give it to the regular stringers, but a better paint trail would actually help a lot
@@Nihonguy they probably also won't give it the squiffer's gimmick. :/ But it is fun to think about!
@@felixa4705 a squid can dream
On that note, Reef-Lux's charge hold is soooo terrible! It's my main, and I never use it, because when you come out of the ink there's a delay before the shot comes out (even if you've let go of the charge/fire button). That delay is like 65-70% of just charging the weapon from scratch manually! So there's almost no benefit to charge hold, and there's the huge downside of giving away your position (especially since I think Reef-Lux functions best as a ninja squid weapon). If they want to make charge-hold a thing for Reef-Lux, they need to have instantaneous firing when coming out of it.
@@Nihonguy
For the removed mashing thing, I think it could be a case of quickly double-tapping the attack button to start attacking for weapons like Squeezer and brushes, while just pressing and holding like normal gives the usual rolling/painting mode effect. At the VERY least, making it so the attack speed is the same no matter how fast you mash (something even as slow as 1-2 presses per second still counting) on weapons like brushes and squeezer would be much appreciated, and the dash-3's do NOT need to be tap fire, they should be a hold fire like blasters.
Another idea I had was instead of buffing the user, make Respawn Punisher give whoever you kill an inverted but weaker Comeback effect, like -10 APs of run speed, swim speed, and ink saver main/sub, it makes people still take longer to get back into the fight, and it makes them weaker for a few seconds (10-ish seconds seems fair) if they do jump in.
However, on the RP user, it gives a full -20 APs of the usual comeback effects, to even things out. This makes it so that you're never reducing the respawn time of ANY players, while still making it so that players splatted with RP take longer to get back into the fight, and making RP backlines less efficient for a while if they're splatted.
You could just get a turbo controller.
@@spearmintpony7105 Having to buy a bootlegged or unofficial controller just to play a weapon more efficiently without hurting yourself in a 60 dollar videogame is an absurdly stupid notion. If something requires people with physical disabilities to buy external hardware just to use it safely, that's not a solution, that's a dirty, re-used bandaid of a fix.
when you activate reefslider, you can slightly move to one side. like, if you use reefslider and immediatly try turning to the left, your reefslider by the end of the path would be facing left. it would help the special to not be so god damn predictable but still make it more or less linear and dodgeable.
I would absolutely love the accessibility for mashing weapons. I play squeezer and inkbrush on the side, and it genuinely feels like my pointer finger is going to fall off half the time
I'm left handed so it's incredibly hard for me to play these weapons. This change would be fantastic.
Been thinking about a buff for dart for some time now. give it an area around the reticle (like the size of tenta brella's shot spread) where if there's a visible enemy in the reticle it will kinda curve towards them (not garenteed to hit if they move) making it good for finishing off kills and tagging players with the direct without requiring perfect accuracy
I really like the notion brought up in one of Chase's video comments that has Zipcaster slightly reworked to be a user-exclusive version of Ink Armor, combining reliable defense with insane mobility to really sell the superhero theme of the special.
I feel like kraken should be a panic button but should still have an end delay.
Yeah I wouldn't mind if it activated slightly faster personally even though I don't play it often. I liked chasing someone then them activating kraken and panicking in Splatoon 1, it was just exciting
If kraken is made like that then reefslider also, you'd get invincibility instantly when you activate but it would start moving the same way, maybe a little bit more startup since people generally don't react to slider until they see the lines
the splash wall placement thing annoyed me at first, but once you get used to the distance by playing a splash wall weapon a lot, it becomes more intuitive.
As a Reefslider main, make it so that, at the VERY least you don't drop like a rock and then start up. Just have start up mid air, but then you don't start until you hit the ground. Also, make the tracks harder for the enemy team to see (Not too hard tho)
6:20 finally someone talks about how much damage the Brella should be. Plus give tent 125 dmg max.
👇Edit: bro this is the most likes I’ve ever gotten thx!
Wave breaker actually breaking objects on the ground with its radius, it doesn’t right now. Also buff to torpedo- that would be nice.
Accessibility for tap weapons yes. I love Octobrush but can't play it for long due to it literally aggravating my finger after a few matches.
My advice as a 4-star Octo and 3-star Squeezer player: use the second segment of your middle finger for ZR and wiggle the entire finger instead of bending it, with your grip on the controller "wing" slightly loosened while swinging. This lets you use the brush's max fire rate very easily with much less hand strain, if any at all once you get used to the grip form.
@LogiCreates is the GOAT. Love his edits every time. Never let him go!
The fact that the line marker doesn't just fire where your reticle is shouldn't be a problem. It makes it practically impossible to be able to use it as a consistent combo tool
It's even worse because the reticles are so different on different main weapons. So if you get used to using line marker with V Splattershot Pro, then switch to V Jet, your muscle memory ends up waaay off.
I know _why_ this is an issue (it has to do with the fact that it's in 3 dimensions and there's parallax), but it seems like it could easily be adjusted so the hypothetical max-range tip of the line (ignoring bouncing) is exactly at your reticle.
I run like 38 points of sub-saver on my line marker build so that I can use it as a janky 3-shot charger at max range, and it would be sooo nice to be able to swap from main to sub without adjusting my aim.
My idea for line maker would be to maybe give it one of the things tri stringer shoots with a tiny explosion. It would stick to wherever the marker first hits do the normal damage a direct would do or maybe a bit less and mark them. This would make line marker overall more consistent regarding damage and marking the enemy i think.
hey this video was broken up into shorts that were released before hand thats so cool and smart
Dude i remember when your videos still have bad audio/mic. You improved on the editing departement so much, well done✨
If you are winning and someone disconnected under the two/four minute mark, the match does not end. I've played too many matches where we're about to wipe but someone dc
There's already two buttons on the d-pad that aren't doing anything. Those could be used to switch modes on a weapon so mashing isn't necessary.
Here's an interesting idea: Intensify Action can reduce the charging speed penalty while jumping for weapons that have it (to a maximum about 1/2 or 3/4 what the penalty is normally). This would mainly affect Stringer, Charger, and Splatling weapons.
This is just a cool idea, not necessarily something they need. It would give IA more effect for them, though, especially Stringers and Chargers, which have no jump RNG to mitigate.
Would be a fun buff but will also need some per-weapon adjustments. I won't be opposed to give Boozler full charging speed at full stacks, for example, but something like Naut really doesn't deserve to have fast charging in the air, especially considering many players already wear IA on it for rolls and jump accuracy.
A different buff in the same vein that's easier to balance would be to give a few frames of full charging speed right after specifically rolling or surging, the more you equip the more you get, up to 20 which is Booz's full charge. Just jumping or dropping wouldn't trigger it.
@@TheLaXandro No we don't, Nautilus already has perfect jump RNG so intensify action is honestly a waste of a slot
@@Whodjathink I've seen it used for rolls and surges, they are much more important for Naut than for regular shooters since they give it movement options it can use while holding charge. Accuracy is a bonus. Its jump accuracy is not perfect, never was and especially not after a nerf way back in 2.
@@TheLaXandro I kind of like that better, actually, the extra frames of full charge speed after a Roll or Surge.
Nautilus doesn't have jump RNG, or rather, it has the same shot variance as when it's grounded. It doesn't change when you jump with it, which is what IA stops. IA helping with Rolls and Surges is especially helpful for Nautilus though, (at least on paper) so it balance out.
Brella should still get its 90 damage back because then a four pellet hit would deal 72 damage instead of 64.8, allowing it to combo with a shield bump for a kill. Brella can be annoying to use because a lot of the time, only four pellets will hit no matter how precise your aim is. Restoring its old damage would reward you for precision while still making you work for that final hit. Additionally, Brella should have its ink consumption reversed to 5.5% per shot. 18 shots on a single ink tank is a sweet spot that I feel should be the default amount for this weapon.
Ulta Stamp be buft with a full invicibility of projectiles in front of the weapon and make it deploide and move faster. If you think it's overpowed, look the Kraken. (Sorry for the english)
The fake item box should be re-added to Mariokart 10 but with a slight adjustment: it still gives you an item after spinning out.
OFFLINE TURF WARS (but otherwise I would make angle shooter highlight alot longer. Like 10 secs maybe or 12. Also maybe give it a good paint output, like fizzys trail of ink when thrown
I would like to see line marker act like TF2's flare gun, or hanzo's old scatter arrow. Maybe add a second sub similar to marker, so you can have both respectively.
Zones needs checkpoints. Zones favors offensive teams way too heavily and it’s way too easy to lockout the opponent and keep them away from mid. Forcing the attacking team to move up closer to the enemy spawn, like every other mode, to hold additional “checkpoint zones” would thin the offense out and give the defense a better chance to come back.
Tenacity gives you ninja squid (without swim speed penalty) if you are the only player alive on your team
Give dapples a third dodge roll. If the weapon is going to be continually stuck with awful kits that don’t mitigate its weaknesses like other short range weapons can get, than the main weapon should be improved so it can further stand on its own. Giving it another dodge roll would keep its identity while still improving it.
True and it would make sense because its based on the dapplellet fish which is known for having 3 dodge rolls
Or at least further roll range, maybe less endlag too
I want them to buff Dynamo Roller vertical flick.
Increase its range by 10%, and increase the minimum damage from 40 to 80.
If this move is going to be so slow and so hard to hit at max range, it should hit like a TRUCK to make up for it.
This would give it an actual use case, since now its one hit kill range would be really solid, and even when it doesnt kill, it leaves them super weak, to the point where any follow up will finish them.
1) Same comment I put on the vod dump patch note hopes video:
I think Mist is an opportunity for something truly unique:
Simply increase the opacity for the enemy team.
You could even have sub-power up progressively increase that opacity more.
Turning Mist into an RTS-style Fog of War sub that enemies can squid roll through but won't know what they're rolling into and can't easily aim through would give it so much utility and allow it to be used as a blind in interesting ways.
2) I'll also add that I think Line Marker should be a literal trip wire. Either walking through the line should paint your feet (which would be a painting buff and maybe require special meter adjustments for the better dart weapons), or standing in the line should have the same gradual damage effects and walking slow-down as standing in enemy ink. I think painting feet would make it more obvious, and really force people to think about limbo-ing under or hopping over instead of barreling through. (If sub-power up made the radius of this paint bigger, I would not complain.)
This kind of line avoidance is something players should already be doing to avoid getting marked, but getting marked alone is not enough to train that kind of behavior, especially at lower levels of play.
can we talk about the FIRE end title card image tho-
I really liked the flow and editing in this video :D Felt snappy
I would say buff stampers ink efficiency by 10% but its really good rn so i wont say that. Instead make thermal ink work on bow explosions, explosher, and blasters. Oh and machine
Compared to where it was at launch, I could see Stamper's ideal being uncharged slash using 15-20% more ink and then the charged slash using 30% to make it more of a commitment in comparison.
For the mash problem, you should be able to hold down the left stick and hold zr and it will work like mashing, if you don't hold down the left stick it will work normally
For the Nozzlenoses, they can absolutely change it so that you can hold and it'd fire bursts of shots. For Brushes tho, it's gonna be harder since you hold the button to start running, so I'm not sure if that one's possible
There are easy reworks:
Holding the "swing brush" (fire) button, _then additionally_ holding another button (sub or swim) to enter rolling mode would require more fingers at once but no mashing. Having the swim button makes sense to me here because swim button = mobility. So it would just be that your mobility button is swimming normally, but rolling while holding the attack button.
Bring back the old hair physics from Splatoon 2. I just like it more.
Addendum to the line marker idea: I think it would be fun if the duration of the disrupter effect was increased for each bounce you get before hitting a target. So maybe by default it's 2 seconds, bouncing it off the ground gets you 3, and if you manage to do some insane ricochet nonsense and still hit you can get the full 5 seconds of disrupter.
As for my own ideas, I think zipcaster should get a buff where the duration is extended every time you get a kill. With skillful play I feel this would give it the staying power it needs to compete with inkjet, and unlike the last buff it'd emphasize the unique trait of keeping your main weapon as well. With more duration it might actually be viable for slower weapons to make use of the special, and the requirements to get kills means that you still have to engage opponents to make the most of it and can't just stall for time
I would like dynamo roller to have a oneshot at the very tip of its vertical flick. This would allow it to contest chargers while not being extremely broken as dynamo's vertical flick is extremely hard to land at long range.
I want to make it so hammer shield any shot from the front so it stops getting splatted by thing like splatlings, however you can still splat it from the back or sides, and if you feel like that is to powerful then maybe it can have some sort of armour just so you can take more hits before you get splatted.
3:41 best part of this video
Make it so you can throw big bubbler, like you can with wave breaker and tacticooler.
Honestly any buff to reefslider’s start up would be beautiful, maybe a small amount of I frames at the start so when you use it you don’t immediately die, cus I picked up Dread Wringer and when I am not dying due to over extension, I am dying because of reefslider start up
1 change I would be super hyped to see would be a ping system such as many popular shooters. This way can be useful but it only brings attention to yourself and requires risky positioning to effectively use. I feel if we could ping things such as locations, it would help the solo queue experience tremendously. Also, a cool mechanic that could be implemented is if a player pings an opponent, it could show which weapon they are using, but have the mark still be locked to 1 spot to ensure point sensor still has some use.
I would rework Main, Sub and Special Power Up to be main slots on Headwear, Clothing and Footwear respectively. This would allow for more unique ideas for enhancing your kit without A: it being a stackable trait and B: it being OP as it would take away your ability to run stuff like LDE or Ninja Squid. I’ll keep it short but some ideas I had are:
Splat Brella- If you deploy the shield without launching it, any ink it consumed is refunded when putting the shield away.
Dualie Squelchers- Permanently locks the dualies together, increasing accuracy (it wouldn’t be perfect like roll accuracy) but losing your ability to roll.
Autobomb- Continues to move at 50% its normal run speed while detonating.
Splash Wall- Adds a second wall piece to the wall, giving it a + shape.
Zipcaster- You now fire two arms instead of one, doubling the zip’s ink consumption but greatly increasing zip speed and explosion radius.
Triple Inkstrike- Inkstrikes now fire Torpedo-like clusters when they land.
I wouldn't mind the tip being 99.9 damage and like 1 like space ahead being 100 damage, with everything in between being 75 to 85 damage. Therefore, every single swing that the Dynamo takes is around splat range.
DUDE goes crazy with the dart. Just sayin.
Intensify action should mitigate the charge time of chargers and splatlings in the air
In ranked if team A knocks down their score to below 40 or 30 in the first minute but someone on the opposing team DCs, give team A a KO victory instead of calling the match a draw. (Team B will still not receive a loss)
If I could make one change currently, Curling Bomb 70% -> 55%
Interesting, I see a lot of the inspiration for Chara's recent ideas and shorts in this video.
As a squiffer player with hopes of a suction/reef slider kit I really feel like the maps need to have at Least form of interesting vertical geometry, and far less uninkable verticals, I want this so that my weapon can actually use its special property, I also agree with the reef slider traveling through the air one, if maps had more ways to go up you would be able to take ground with a squiffer to scope it out, or once it’s lined up well start playing free bird, and rain Justice from above, also I feel slider should absolutely eat bombs
How would you feel if Squiffer got burst slider? I think that’d be peak fun
@@lemonquacklol nah, as someone who has spent about half of my splatoon 2 playtime with fresh squiffer I need the suction
i got suspended on tweeter so i missed this. bummer. anyway it make dart lean more into its tripwire thing by making it bigger, last for WAAAAY longer and make its damage ramp up over time to something way bigger like 80 or 85
I’d make it so enemies can’t shoot through Big Bubbler when inside it. That way, you can still play around the shield even if an enemy enters it.
Is this not how it currently works? Or do you mean they shouldn't be able to shoot at all once inside it?
Angle shooter should have slightly more velocity than it currently does making it easier to hit directs, not talking hitscan type speed here but just something to make the learning curve of using it more bearable. Its a very capable combo tool on most weapons that have it but it suffers from having a relatively high skill floor that can be tedious to reach to say the least
I also want decreased whiting frames between shots.
Im still rooting for every kit having a lethal and utility sub
The mashing is so true but idk how it would need to be implemented
feel like it would be quite easy to implement for L3/H3 to just hold shoot, but for others like Squeezer long range and Brellas I can’t think of a way to make it work when holding down shoot
@@MocoBroJosh L/L1/LB while firing as a held modifier, or when not firing as a toggle.
I’ve been talking about a disrupter esc effect in big bubbler, with slightly slower movement and 50% ink recovery.
Also, as someone who mains a mashing weapon, I'd be down to make mashing not be a requirement for those weapons, for the same reasons you point out. I guess the challenge would be HOW you make it more accessible, since flowing flawlessly from mashing to not mashing and vice versa is an integral part of those weapons. Maybe if you held R, you could autofire the mashing part? But that doesn't encourage a healthy hand habit itself.
EDIT: Maybe you could use L to do that instead. I think that'd work out perfectly, actually. Not like it's used for anything else.
EXTREMELY LATE SECOND EDIT: The most recent patch as of typing this has brought to my attention that L is, in fact, used. It's basically A again, so you can use it to throw clams.
An idea to make the mashing weapons more accessible could be when you press the button, the weapon fires at its max tap rate and then press it again or go into squid form to turn it off. You can still choose to mash, and if you hold the button, it activates whatever the weapons hold function is.
Maybe some weapons will need a more limited cap, but this makes things much better
For toxic mist, I think it should keep the effect for 1 second after a person leaves it, so it isn’t just completely useless after throwing it on a person. This would give it a lot more aggressive usage while making its more usage good as well.
I'd say make it last as long as the person was inside it for. That way they don't just ignore it entirely and fight in it with little consequence
@@Whodjathink I don’t think that’s good because that can be either ineffective too easily or way too effective. A person could stay in it for less than half a second and then have that time doubled for it to hardly effect them still, or they stay in it for the entire duration and basically have a disruptor that effects them for longer. Keeping it at a set 1 second would make it better for following up whenever they get in it for even the slightest second without making it too op.
@@glitchingeclipse9850 That honestly is what adds part of the charm imo. If you position your mist throw right then it'll be an effective tool. Though your way isn't too bad either since that'd de-incentivize players to not just walk into it all together as well 🤔
Maybe a combination of the two. 1 second for touching it, but stay in it any longer and it adds extra time(though half as much from what I suggested) that way the max time is like 3.5 seconds since mist only lasts about 5 seconds anyway
@@Whodjathink Yeah, that could work well, but I think it should cap at 3 seconds after you stay in it for that amount of time and longer so it’s 8 seconds of the effect max instead of 8.5 seconds max, half a second can be crucial in a game like splatoon.
@@glitchingeclipse9850 The balance patch we need lol! This would actually make it contest space like they wanted it too as well while not being as busted as Disruptor was in Splatoon 1. A very good compromise imo
If I could make one change, it technically wouldn’t be a change to the games current state would to go back to weekly updates to keep players on the game as well as the ability to add more content other than what we get each season. But if I had to change any of the options shown in the video, it would to be to make gear ability stacking curves and effects be shown to the player accurately.
give ink mine a single wavebreaker-wave starting where the splash radius ends (or use it to replace the splash damage). still dodge-able but gives the sub a bit more utility and ink mine/wavebreaker becomes a fun combo
Maybe it’s a wave in looks but it does no damage and only focuses on locating opponents.
Another balance is that the wave will not come out if the mine is destroyed via the mine user trying to lay down a fourth mine.
-Fizzy Bomb gets up to 5 explosions but the more you shake it the smaller and less damage the explosions do.
-1 main of Intensify action allows rollers to horizontal flick mid-air and S-Blast to long range shot mid-air
-Toxic mist effects you for 1 second even after you leave the cloud
-Dapple Dualies create a small 20-35 damage shockwave when rolling to promote its hyper-aggressive play-style
-Zipcaster can now stick to players to one-shot them, including Inkjets and other specials like that
I would like one of two things on Point Sensor:
A: When marked the opponent can't use their sub for the duration of tracking (increased white ink frames and ink cost to compensate) or
2: Increase object damage of targets marked (and can now mark objects).
Gives it a bit more utility and use cases because imo dart and mine essentially can do what point sensor do but better because damage
The outro art of you is so cute! >3
And for anyone who brings up the point that you need to have inputs for replacing for mashing and the normal hold input, remember how there’s an entirely unused button on the controller? I see no problem with the left bumper taking the role of an alternative firing mode. If anything, the might help slower weapons like Dynamo and Painbrush, since you could now start rolling instantly instead of going through the ridiculously long wind-up and first swing.
An idea I had that could maybe help the mashing problem would be to make it so that a press and release counts as two shots for certain weapons
For example, if you’re using a brush, pressing the trigger down would count as the first swing, and releasing the trigger counts as the second. This in a way makes swinging twice as fast without increasing the max speed.
Remove Jump RNG on all blasters, and replace it with a slightly smaller direct radius. I think it would make blasters a whole lot more fun to play. :)
for every jump based weapon effect (roller vertical, tri-stringer vertical, s-blast, etc), change it so that instead of the trigger being a jump, it's triggered by the B being held in the air.
My friend was a former inkbrush main in s2 and s3, and had to stop playing the game for over a year due to the damage it did to their hands. Mashing weapons shouldn’t be as devastating to a person’s hands as they are right now. It’s an easy way into a lifetime of health issues regarding the arms/hands
As someone that physically cannot mash fast enough for squeezer, so much yes!
Also, one thing id like to see is curling bombs ink cost reduced. If they want to to be mobility and not a lethal bomb why does it cost as much as a lethal bomb?