Chara is really rolling the dice by putting this up days before a patch - but tbh we may not get stuff to fix it anyway but would be pretty funny if it is immediately fixed in some of the ways he talks about Also giving an extra shot for directs seems a bit extreme considering getting a direct is good already. Maybe a max cap of 1 extra shot because otherwise that could get out of hand?
I don’t think being able to earn multiple extra shots like that would be that big of a deal. Remember, the special ends regardless after 7.5 seconds, and even if you wipe the enemy team with directs, you have to wait out a respawn timer before they’re back in play. (And if they have Quick Respawn from Tacticooler and jump in, it’s their own fault if they picked a bad spot to jump to.)
@@xraenon1664 I guess but you never know how creative players can get (especially competitive) and I think it would block a very obvious loophole that might get exploited later down the line in advance so we don’t have to deal with it for at least 6 weeks (bc that would be a LOT worse than what we have now)
@@xraenon1664 You could run Special Power Up so that the duration is longer. But in that case if you miss your shots you would be stuck in the special for longer. Could be an option?
I'm just imagining if they added this reworked Trizooka to Salmon Run and you could get shots back from splatting boss salmonids. That'd be so fun and satisfying
fans: _really creative idea on how to rework the special so its not completely impossible to play against_ nintendo, probably: i think we should just keep it how it is 😊
I still love this game, but is it just me, or were they somehow better at SSBU and MK8D nerfs than S2 and S3. Actually, nevermind. Rollers are still meta in MK8DX. And have been for 10 years.
"Playing against it" is looking at the issue wrong. If you generally position yourself safely, and are aware of where enemies are/could be, then you drastically reduce your odds of being hit in the first place. And besides, the fact that it can kill you quickly isn't in and of itself indicative of it being overpowered. Chargers can do that too.
I agree to all of the changes, but I would also reduce it's damage to 180 so it can't kill trough spawn armor anymore because I think nothing should ever be able to do that (we could also make the spawn armor work like ink armor from Splatoon 2 so you can only take 80 damage trough it, that also fixes the problem)
I honestly think dying to, or even killing someone, with spawn armor should induce respawn punisher upon your next death. Spawncamping discouragement of any kind would be greatly appreciated in this game.
The amount of damage won't change it because if it does less than 100 it becomes the worst special in the game and will still kill through armour because 100x3 is obviously 300, max spawn armour protection is 180, Soo ultimately suck it buttercup, this ain't changing
I remember you telling me about this concept and this came out amazing! Glad I was able to contribute a Zooka clip (the one with the smaller spiral)! :D
I feel like they really fumbled with the whole "fake super jump" idea. When i first heard of it, i was super excited, because it seemed like such a unique and fun concept, but in practice, it never actually comes into play. Super Chumps are effectively just a minefield that you can launch to a desired location, that just happen to look like super jumps for no real reason. If i had to rework the special, id put way more emphasis on this concept by allowing the player to have the option so super jump alongisde the Chumps, landing in place of one of the chumps. That way, every time you see a set of Super Chumps, youd have to guess if an enemy player will land alongside the chumps or not. This would make the special much more fun to use, more of a threat to enemies, and also make it a really interesting mind game for the enemies, having to guess if a player is jumping in with the Chumps or not.
@@babywizard9027 yeah, it really feels odd since they have your teammates name on the little landing circle like a regular super jump. Probably give like a press A to jump to it, also if it was good image the splashdown combo it would have lol
@@justanoreo2.0 Yeah. It really feels like the whole "fake super jump" concept was only used for the visual of the special, and has no real gameplay function. In the entire time that it has existed, I don't think I've ever seen Super Chump actually be used to hide a super jump, and I've personally never been tricked by it. To me, it's just a portable minefield that happens to look the same as a super jump, but this really doesn't make a difference.
@@babywizard9027 I do agree although now I'm wondering if this would be overpowered with the whole squad getting in on one location especially with the other chumps still being there to help, I'm not sure about the other two but splat zones and clam blitz would probably be a bit too good in.
Splatoon 3's devs not nerfing Trizooka or Pencil yet makes way more sense after the Worlds promo video, seeing as they STILL somehow think BP is meta (they are working off of almost year-old footage for all of their buffs and nerfs)
glad someone talked about how flukey the special feels pressing the right stick and then either killing 2 people in .1 seconds or doing nothing does not feel satisfying imo and every "zooka changes" thing i've ever seen doesn't address that also the hex-zooka is terrifying
I get this complaint but this is less to do with zooka and more to do with spawn armor, slider and hammer throw can kill thru armor too, i think this would be more a tweak that reverts the armor to s2 where it doesnt have a cap and can always tank 1 hit. Is that better or not eh idk
I honestly love the reworks and ideas, most of the time when I use trizooka, I feel like I’m aiming blindly. The guide and the impact shots just sound so much better and it gives the trizooka more counter play.
I’m honestly excited to see how Chara fixes Ink Vac, it’s honestly my favorite special because of the counter attack potential. That and getting 2 triple kills (with one having a follow up Charger shot for a team wipe) is really satisfying.
Yeah it’s nuts how the new version is just so fundamentally flawed. They could’ve easily made it one big main shot and two, consistent, angled shots to keep the tri part in too.
I really like the idea of tightening the bullets' total hitbox, and in general I think focusing the changes on making the special less spammy is a good take. I'm really unsure about giving it extra shots in any capacity though, that seems like it would bring as much feel-bad as it would feel-good. (for one it would be more taxing to count the shots if you have to pay attention to how your ally went down, getting sniped by a shot you didn't realize they had doesn't seem like it'd feel great. Another is getting a shot refresh just as the duration ends.) But overall, really inspiring video to watch, there's so much innovation that could be had.
I like the new weaknesses this special has in this rework! It's so often that it feels really obnoxious to fight against this special, and any time I get to take advantage of its weaknesses, it feels very interesting. It's the kind of thing where just about every other special really makes you rethink how you approach an opponent, but Trizooka is like "well let's just hope this one goes ok"
I would love it if nintendo just hired some comp players to give advice for this kinda thing, chara out of anyone has some amazing ideas for how to fix these things
Some game companies other then Nintendo have tried iirc, and while it sounds great on paper there tends to be a huge conflict of interests when competive players have sway over a game's balance. Especially when that player is actively competing. I don't think this would be a problem for Prochara specifically but top players can also tunnel vision on high level play, when the gane should be balanced for all levels of play.
This is probably one of the most interesting but also insane reworks I've seen on this channel. Giving shots back on it's on to me just sounds absolutely bonkers to think about.
The Twitter example is silly. A charger would have killed him in the exact same way. The zooka user said that before that clip, the guy had tried rushing in that exact same way multiple times. Acting in a predictable manner can get you killed in any shooter. I'm not saying the special doesn't need changes, but I am saying that the argument of "there's no counterplay" is flawed.
2:34 I think this is more of a problem with the Maps. A lot of those one ways drops and abysmal cover makes it hard to retreat .once you get hit by one outside hit you don’t really have a lot of options to move out of way. Many times I’ll see the second shot coming and I just can’t go anywhere bc there’s little cover or I can’t move away as easily. Personally I’d slow down the fire a tiny bit . So my idea is Nerf-Fire rate a tiny bit. Nerf -S1 start up time Nerf -Brief indicator of impact (Or louder activation sound) Buff- Land a direct hit on the first shot and ONLY the first shot you get an extra shot . Buff-Use sub weapons Buff -Use trizooka while super jumping
One idea I had for Trizooka is it's interaction with SpPU. Instead of increasing it's duration, it reduces the arc of the shots, trading the ability to fire over obstacles for more precision.
Removing the arc doesn't make it more precise. If you learn the arc, then the arc is the exact same at a given angle every time. Making it a straight line makes it objectively worse, even if it would be a bit easier for a newcomer to use.
I think this rework is remarkably elegant. It makes trizooka stronger in the way that it feels like the devs were trying to make it powerful Namely 1. Directs 2. Collateral directs The reason this is the way I think the devs intended it to be is because design wise this special’s primary strength is its ability to wipe teams from across the map. That is is integral to the special’s design, however with patches and with the current state it’s in it has become more about this generalist special that can wipe teams rather than it’s specialist capabilities to wipe teams without being very mobile or being very effective at managing closer targets. This rework makes that niche shine and it’s great.
The extra shot on direct would be very fun. If it would happen I would love to hear a very satisfying sound effect like the Double Donk sound effect for the loose cannon in TF2.
I think a change that could make it feel a lot more fair without being nearly as drastic as this is to simply make the shot one big hitbox instead of three smaller ones (without changing how the projectile visually looks). Thay way it would at least be more consistent feeling and wouldn't be able to get, or miss, kills for seemingly no reason. That plus more startup and either a radius or indirect damage nerf would put it in a good spot I think
one more buff we should totally give it is to use it like in splatoon 1 where we could super jump while using it, hitting clips like that is so satisfying
I'm not a game designer or good player, but I think an interesting change could be making the shots weaker and have them start more spread out before converging over distance. making the weapon less effective as a panic button and weaker against enemies behind cover. and placing it more as tool for dealing with ranged enemies
How I understand trizooka is that the biggest problems it has is no startup and the damage being too high on the aoe. This seems to only need two changes in my mind - increased startup - a weaker outside hit box (like EVERY OTHER EXPLOSION IN THE GAME)
For me some of this feels needlessly complicated. Instead of being forced to carry the zooka after all 3 shots, giving it swim glow and the ability to use subs I'd just make it unable to swim.
I think showing th location where the sots are gonna land is a bit too much, however, when you activate your special, a special sound could be heard by the ennemy team informing them that a trizooka has been used
A sound when an enemy pops a Trizooka is already in the game, and I think it got made more obvious pretty early on. It's just that it's still unreactable because zero startup
We desperately also need a Video like this for Ink Vac. I like the Idea of a defensive Weapon that works on Range and allows Movement, but I feel like that almost never works effectively. Rarely I've had Success using it as a Way to destroy the Barrier in Rainmaker or to escort fellow Players in that Mode or Clam Blitz, but given how many Backliners and Long Range Weapons have that Sub (Jet Squelcher, 96 Gallon, Charger, Ballpoint) you hardly ever get in a Situation where you escort others in close Proximity while it doesn't really work to protect yourself either (you die before you equip the Special even after activating it, you die before you are able to shoot your Shot, you get killed by a frontal Attack despite the Special being activated because the Opponent in close Proximity shoots below the Cone in which the Ink is sucked in, you are easily outmaneuvered in open Terrain due to the Vac slowing you down, yet it is of little Use when you are cornered too and when you are facing more than one Opponent you are effed anyways etc. pp.). An Idea of mine I could see working is to abandon the Opinion of the long-range Shot in Favour of a close to mid Range Attack that activates automatically (maybe something akin to basicly a larger Blaster Explosion or multiple smaller explosive Shots being fired off in a Fan-Shape). The Idea is that Enemies could be sure that your Shot - if charged - will go off in any Case and quickly at that, making it more attraktive for them to run instead of lurking around to kill you when you'll have to fire and aim your Shot. It would basicly a Panic-Button Special that doesn't aim to kill, but still helps the Player by forcing Enemies into a certain Distance. But it could also kill if someone is foolish enough to stay in its Range or in Synergy with some other Specials like Killer Wail 5.1 or Tenta Missiles that could cause an Opponent to move into its Range or make him unable to flee.
When you mentioned the “keep zooka out for the whole duration even if you’re out of shots” debuff, I was thinking awarding a fourth shot for getting three splats with zooka would be cool. But I like the “one extra shot for every direct” idea even more 😁 really cool changes and I think this would make trizooka SUPER hype to get good at and wait to use at the right time
Tightening the shot spread should also mean that you manage to curve a bullet around cover it‘s more likely since the weapon was aimed at and edge or corner of the cover. Which at high level could be a nice little bit of skill expression and adds a little bit of a which side should I aim for mindgame
I feel like if the tri-zooka was replaced with the regular inkzooka from Splatoon 1, with some tweaks, and no one would have a problem with it. Chara's 7 issues (mostly) fixed with just having the inkzooka in S3: 1. The 3 spiraling shots doesn't exist with the regular inkzooka meaning there's no broken hitboxes 2. Again, no broken hitboxes, no problem (unless i'm missing something). 3. I'm not really sure about the start-up time of inkzooka in S1 so idk about this one. 4. Inkzooka (as far as i'm aware) doesn't have an explosion so, no explosion, no broken 2-shot hitbox 5. In S1, when you shoot the inkzooka, it just has creates a line from where it got shot from, and if you got hit, tough luck. 6. Inkzooka was made to spam so this issue isn't fixed sadly. 7. I don't think there was even a slowdown when swimming with inkzooka but Nintendo can tweak that.
Big fan of the idea of dual mechanics for specials. Too many splatoon specials feel one note and the direct shot refill is a great upgrade in that direction, Ink vac comes close with its protection and retaliation, but its one of the few to implement the idea in part. hopefully we see more diverse special usage in the future! (I know super chump could use something in this area for sure...)
It feels weird that Nintendo does not introduce more drastic changes with each patch; especially since the longest one lasted a month, while the shortest was a litle over a week and most last around 2-3 weeks.
Just in case, I'd add a cap to the amount of shots it can get from hitting directs. Like, maybe at 5 or 6. Otherwise zooka spam could get a hit ridiculous.
a nerf i would do is less of a actual nerf and more so a visual thing: reduce the screenshake when a a shot hits the ground near you. i get its meant to showcase its impact but it can be really disorienting sometimes and i think reducing it somehow would help alot!
An idea I've had for a while is completely draining the special meter when trizooka is popped, so that if you die in it, you come back with none of the special. Just a way to stop people from panicking it.
I had an idea of making the meter work like how Tenta missiles work. A 6 second cool down before you can build another. You basically are locked out of recharging special for a few seconds after spaming shots, and Cooler no longer saves your special further reducing out put. A narrowing spiral for the shots was also a good idea I thought of a while back. Slightly nerf the start up too. And I feel like Zooka is a bit more fair to face and use. My balancing idea was to reduce random deaths, give more reaction time, and reduce the special out put which has been my three problems with it.
When I started playing this game, I thought the marker for where you could shoot your trizooka was very inconsistent. I don’t mind it too much, but it could definitely change.
Not sure if i agree with that +1 shot buff. So does that mean if you happened to one shot the entire team, you can get a maximum of 7 shots? That's insane!
I actually really like the Trizooka. Yeah it can be annoying when an opponent splats you when you don’t see it coming soon enough, but when you do it to them, it’s really satisfying!
I think adding a start lag + a bit more lag between shots would solve a lot of issues. Also remove the ability of holding the button to fire the 3 shots would help a lot
Who hates triple splashdown. It’s not that great but not super horrible, works well I. Solo queue but is reasonably counterable and is overall fine, even if it needs one or two small buffs
In addition to the changes suggested, what if instead of 3 spiraling bullets, you have 1 larger one? The larger bullet would paint the same amount and have the same hitbox size, but then you eliminate the randomness of directs not hitting and the ability of bullets to curve around cover. Plus, one larger bullet is thematically more accurate for a bazooka
While I tend to agree with Chara most of thr time thisnis something I never really agree on. Specials are supposed to be these big and powerful weapons you pull out and so they should be generally really strong and potential tide turners if used right. It's why so many disliked platoon 2 a lot bc the specials were all so limp and niche in what they were capable of. Usually requiring multiple specials to be used at once unless it was one of the few that could be effective by itself. This being said I would like it to be more consistent snd maybe have the splash damage slightly reduced, although I feel explosions have really restrictive and at times ineffective hitboxs...zooka I would feel more fine with being a little more precision based even if thr explosion size and visuals suggests it shoukd do way more. Is quite strong already so I coukd live with that.
While this is true, they also shouldn't be too powerful either. They should be strong, but still have Drawbacks and be able to be avoided if you play cleverly.
yeah, i agree. i feel like this is one john the competitive community continually makes that gets on my nerves(and is why imo we have a ton of extremely underwhelming to use feeling specials like kraken royale or as i like to call it the "please hit me while i go through a entire dragon ball z transformation sequence oh and don't worry too much about running away i'm actually going to be slow as hell have a near useless jump attack and my charge attack will be so heavily telegraphed you'd have to be blind not to see it coming long before it reaches", zipcaster(it's basically just a limp version of inkjet), most of the specials in splatoon 2 as you said, etc.
I just need it to not come out frame 1, literally every other special has a window on startup where you're vulnerable, but a zooka can just panic pop it and shoot you before you can even register it's been activated
A neat buff i would give it is the ability to tighten the spread by holding the fire button this goes up to the point where it feels like your firing one large bullet of course your *really* vurnable if you go for this and you cant charge hold it
I dunno how I feel about the idea of extra shots. I find the idea of rewarding for direct hits great but for those with exceptional aim this can lead to new problems. If the player has to have the Zooka in it's hand until after cooldown and all you mentioned I would rather have it like this: A splat grants you an additional projectile for your 4th shot. Depending if you are splatting 1 to 3 enemies your 4th shot will either have 1, 2 or 3 of a normal Trizooka shot projectiles. So in the end you either get nothing if you don't splat, or a weakened 4th shot or a normal one.
Honestly I think the startup could be just a little bit longer still, but otherwise I think these changes are perfectly fine and would make it much less frustrating to deal with. Trizooka really does need that fix already, it really has no business being as annoying as it is right now.
I think it should have a start up sound effect. Something letting others know it was just popped out. Can't tell you how many times I was blind sided by multiple users
There is one actually, but it can be pretty difficult to notice. Maybe if the shot velocity was toned down a little bit, that would help as well.. Alongside startup frames
Would be cool to let other specials superjump while we're at it. I think splashdown is the only one that can in s3, and even then its nerfed while jumping specifically 😭
I like everything except for being stuck in trizooka even if you fire all the shots, and the shots reloading on hit. Those two things feel like they'd just wind up more annoying than anything else.
Also while this is a bit late, I genuinely think the social you should cover next is super chump. Super interesting concept that is close to being amazing but isn’t quite there
What about charging it like the rainmaker? I really like the laser idea, but if you also had to hold it to charge for full-range+damage, it would limit its effectiveness in close combat while increasing its duration between across the map shots. It makes you more vulnerable while you’re charging it making rushing the user a risk/reward play. Sure, they could spam to go back to their main weapon, but then the shots would barely travel and be weaker. Or they could spend more of their duration charging to full power and trying to hit around cover.
agree with a few of these. biggest change it looks like needed is fixing glitches. how many of those shots went through whatever cover instead of into them? understand the spiral shot but needs to be better on actual misses.
I’m not a fan of this rework I think. Firstly the big problem is that you’re not considering player skill in balancing. In lower levels like in A rank trizooka is probably a below average special- the amount of aim required to use it with the main saving grace is the 53 damage hitbox. That’s why I think the devs buffed it to 60 in the first place. Making the hitbox smaller, while a good change at top level, will make it a lot worse at lower level. While the aim reticle might help it a bit, I don’t think it will improve it much and mainly help mid level. Remember 90+% of the playerbase is casual oriented. A healthy lower level is key to any game succeeding and bottlenecking more of low level into reefslider, triple splashdown, etc instead of zooka weapons is a bad thing, especially with how strict low level meta already is. Secondly you missed a key issue with zooka. I would argue it’s the reason it’s so good in this meta. Firing 1/2 shots with cooler and dieing allows you to keep a good amount of the special. By the time you jump back in with passive special charge it’s nearly filled up entirely! It allows players to get so much of the special. Since you’re stuck in the special now and get longer duration (leading to less special loss), this will become even stronger/ required, just leading to players overextending with a 1 shot hitbox as much as possible, especially because players will be stuck in it. Thirdly the streaking idea is wayyyy too strong. However that’s speculation, but just imagine getting a double then the player has even more shots. This would probably be one of the strongest specials in any splatoon game, but again speculation It’s easy to criticise others ideas- especially with how much effort this video took so well done. I would write my rework idea but this comment is already too long
The lore for Splatoon 2 says that all specials had to be new, since the ones from the first game were 'too powerful' Uh... Yeah so about that... Yes some were absolutely broken, instant Kraken and bubbler aren't healthy for the game, but zooka??? That's a whole different story.
Not sure if this is a hot take, but honestly after revisiting S1 the tornado hitbox for the original Inkzooka genuinely feels better than the spiral shots of trizooka. Were they perfect hitboxes? dear god no, they were jank in their own ways, but I feel like it was much more immediately obvious where was safe from it, and since they were tall and thin made hitting your shots feel like it needed to be intentional rather than just aiming blindly and hoping for the best.
Splat 1 honestly did s lot of things better than its predecessors. More chaotic, sure, but chaos was actually fun. 3 feels like it's trynna emulate that chaos but I don't thinknits doing nearly as good of a job in it.
Also, the shot being a tornado makes it even EASIER to aim. You don't need to aim up and down at all. It was *far* easier to hit an enemy when you just needed to be lined up on one axis.
Chara is really rolling the dice by putting this up days before a patch - but tbh we may not get stuff to fix it anyway but would be pretty funny if it is immediately fixed in some of the ways he talks about
Also giving an extra shot for directs seems a bit extreme considering getting a direct is good already. Maybe a max cap of 1 extra shot because otherwise that could get out of hand?
are there consistent days where patches come out? when’s the next one?
No not really we just know it is around the middle of the season so most likely sometime next week
I don’t think being able to earn multiple extra shots like that would be that big of a deal. Remember, the special ends regardless after 7.5 seconds, and even if you wipe the enemy team with directs, you have to wait out a respawn timer before they’re back in play. (And if they have Quick Respawn from Tacticooler and jump in, it’s their own fault if they picked a bad spot to jump to.)
@@xraenon1664 I guess but you never know how creative players can get (especially competitive) and I think it would block a very obvious loophole that might get exploited later down the line in advance so we don’t have to deal with it for at least 6 weeks (bc that would be a LOT worse than what we have now)
@@xraenon1664 You could run Special Power Up so that the duration is longer. But in that case if you miss your shots you would be stuck in the special for longer. Could be an option?
I'm just imagining if they added this reworked Trizooka to Salmon Run and you could get shots back from splatting boss salmonids. That'd be so fun and satisfying
So if you do it into a crowd of salmonids you just get like 15 shot
Trizooka more like A-Gazillion-Zooka
Now that’s a place we will always take buffs to weapons. But you would be to susceptible to smallfry you wouldn’t survive
Bye bye king salmonid 🫡
Boss salmonoids, not just regular salmonoids@@Theonewhomknocks
fans: _really creative idea on how to rework the special so its not completely impossible to play against_
nintendo, probably: i think we should just keep it how it is 😊
Nintendo: Hmmmm.... our players seem to really hate Trizooka.
*decreases Reefslider radius back to its pre-buff size
Nintendo: ...But just in case...
(Insert another Stamper nerf here)
really glad nintendo's going to change something this patch. im so excited for trinouveau 220p i cant wait
I still love this game, but is it just me, or were they somehow better at SSBU and MK8D nerfs than S2 and S3.
Actually, nevermind. Rollers are still meta in MK8DX.
And have been for 10 years.
"Playing against it" is looking at the issue wrong. If you generally position yourself safely, and are aware of where enemies are/could be, then you drastically reduce your odds of being hit in the first place. And besides, the fact that it can kill you quickly isn't in and of itself indicative of it being overpowered. Chargers can do that too.
I agree to all of the changes, but I would also reduce it's damage to 180 so it can't kill trough spawn armor anymore because I think nothing should ever be able to do that (we could also make the spawn armor work like ink armor from Splatoon 2 so you can only take 80 damage trough it, that also fixes the problem)
I honestly think dying to, or even killing someone, with spawn armor should induce respawn punisher upon your next death. Spawncamping discouragement of any kind would be greatly appreciated in this game.
It kills through spawn armour because it hits multiple times, changing the damage won't fix it.
@alexanderwilton3154 it does tho. Stamp throw kills through spawn armor cuz it does 220
The damage first breaks the armour, than kills you with the second 180 hit
The amount of damage won't change it because if it does less than 100 it becomes the worst special in the game and will still kill through armour because 100x3 is obviously 300, max spawn armour protection is 180, Soo ultimately suck it buttercup, this ain't changing
1:41 I like the fnaf jumpscare sound lol
I remember you telling me about this concept and this came out amazing! Glad I was able to contribute a Zooka clip (the one with the smaller spiral)! :D
Special id love to see a video on is super chump personally, it feels like there is a idea there but is just a bit weak
I had the same thoughts about Ink Vac actually
I feel like they really fumbled with the whole "fake super jump" idea.
When i first heard of it, i was super excited, because it seemed like such a unique and fun concept, but in practice, it never actually comes into play.
Super Chumps are effectively just a minefield that you can launch to a desired location, that just happen to look like super jumps for no real reason.
If i had to rework the special, id put way more emphasis on this concept by allowing the player to have the option so super jump alongisde the Chumps, landing in place of one of the chumps. That way, every time you see a set of Super Chumps, youd have to guess if an enemy player will land alongside the chumps or not.
This would make the special much more fun to use, more of a threat to enemies, and also make it a really interesting mind game for the enemies, having to guess if a player is jumping in with the Chumps or not.
@@babywizard9027 yeah, it really feels odd since they have your teammates name on the little landing circle like a regular super jump. Probably give like a press A to jump to it, also if it was good image the splashdown combo it would have lol
@@justanoreo2.0 Yeah. It really feels like the whole "fake super jump" concept was only used for the visual of the special, and has no real gameplay function.
In the entire time that it has existed, I don't think I've ever seen Super Chump actually be used to hide a super jump, and I've personally never been tricked by it.
To me, it's just a portable minefield that happens to look the same as a super jump, but this really doesn't make a difference.
@@babywizard9027 I do agree although now I'm wondering if this would be overpowered with the whole squad getting in on one location especially with the other chumps still being there to help, I'm not sure about the other two but splat zones and clam blitz would probably be a bit too good in.
1:41 - Nice Fnaf jumpscare lol, it does really feel like that when you're locking in and zooka kills you out of nowhere... 💀
I like how Chara's 7 Zooka problems are the same colors as the 7 chaos emeralds.
3:12 Also those clips were YIKES.
Video 55 of commenting on Chara videos till brella is good
Does sorella tent being good count
@@adrianoctavioI think they mean the regular brella.
I don’t think it’ll happen this generation
Sir this is not the plaza 😂
@Icewater003 Yeah. Maybe next game it'll be good
Splatoon 3's devs not nerfing Trizooka or Pencil yet makes way more sense after the Worlds promo video, seeing as they STILL somehow think BP is meta (they are working off of almost year-old footage for all of their buffs and nerfs)
It’s Nintendo why would they ever understand how to run an online game
don’t worry, reeflux will just get nerfed again
not neccecarily, remember they did nerf shot and zooka. I think it was more of a case of more resources being on Side Order.
Not really, they just used footage they have full licenses too, which was last year's worlds iirc
I don't think the same people making the patches is the ones who made that video. At least I'd hope so
glad someone talked about how flukey the special feels
pressing the right stick and then either killing 2 people in .1 seconds or doing nothing does not feel satisfying imo and every "zooka changes" thing i've ever seen doesn't address that
also the hex-zooka is terrifying
1:20 yo is that a Zorconic reference?
Doesn’t talk about trizooka one-shotting through respawn armor
I get this complaint but this is less to do with zooka and more to do with spawn armor, slider and hammer throw can kill thru armor too, i think this would be more a tweak that reverts the armor to s2 where it doesnt have a cap and can always tank 1 hit. Is that better or not eh idk
Armor - only gives 100 additional HP.
Specials that do 220 damage. 🤡🧠
I honestly love the reworks and ideas, most of the time when I use trizooka, I feel like I’m aiming blindly. The guide and the impact shots just sound so much better and it gives the trizooka more counter play.
I’m honestly excited to see how Chara fixes Ink Vac, it’s honestly my favorite special because of the counter attack potential.
That and getting 2 triple kills (with one having a follow up Charger shot for a team wipe) is really satisfying.
It just needs to be able to fire whenever you want by pressing R
6:52 ayo? Ritznblitz mentioned??
AYO?!
Can’t wait for the devs to completely ignore this video (and everyone else’s complaints) and nerf Stamp while giving Zooka another buff lol
You know what was consistent had a skill based hitbox and thus fixes 2 if these issues? The original inkzooka
Yeah it’s nuts how the new version is just so fundamentally flawed. They could’ve easily made it one big main shot and two, consistent, angled shots to keep the tri part in too.
Remember the times when Trizooka was considered weak due to being inconsistant?
RITZNBLITZ MENTIONED!! 6:52
I really like the idea of tightening the bullets' total hitbox, and in general I think focusing the changes on making the special less spammy is a good take.
I'm really unsure about giving it extra shots in any capacity though, that seems like it would bring as much feel-bad as it would feel-good. (for one it would be more taxing to count the shots if you have to pay attention to how your ally went down, getting sniped by a shot you didn't realize they had doesn't seem like it'd feel great. Another is getting a shot refresh just as the duration ends.)
But overall, really inspiring video to watch, there's so much innovation that could be had.
Chara want's every special to be inkjet
i love that detail of it's direct dealing 220 dmg when the original zooka was a 220p special
I like the new weaknesses this special has in this rework! It's so often that it feels really obnoxious to fight against this special, and any time I get to take advantage of its weaknesses, it feels very interesting. It's the kind of thing where just about every other special really makes you rethink how you approach an opponent, but Trizooka is like "well let's just hope this one goes ok"
I would love it if nintendo just hired some comp players to give advice for this kinda thing, chara out of anyone has some amazing ideas for how to fix these things
Some game companies other then Nintendo have tried iirc, and while it sounds great on paper there tends to be a huge conflict of interests when competive players have sway over a game's balance. Especially when that player is actively competing.
I don't think this would be a problem for Prochara specifically but top players can also tunnel vision on high level play, when the gane should be balanced for all levels of play.
@@MacZephyrZthe games already perfectly balanced for low level play though
I was today years old when I learned that each of the swirling blobs in a Trizooka shot was a separate projectile
Ah, I was going to suggest the one shot detonating with a big AOE. Refunding ammo on one shot is a great idea.
This is probably one of the most interesting but also insane reworks I've seen on this channel. Giving shots back on it's on to me just sounds absolutely bonkers to think about.
The Twitter example is silly. A charger would have killed him in the exact same way. The zooka user said that before that clip, the guy had tried rushing in that exact same way multiple times. Acting in a predictable manner can get you killed in any shooter. I'm not saying the special doesn't need changes, but I am saying that the argument of "there's no counterplay" is flawed.
2:34
I think this is more of a problem with the Maps.
A lot of those one ways drops and abysmal cover makes it hard to retreat .once you get hit by one outside hit you don’t really have a lot of options to move out of way.
Many times I’ll see the second shot coming and I just can’t go anywhere bc there’s little cover or I can’t move away as easily.
Personally I’d slow down the fire a tiny bit .
So my idea is
Nerf-Fire rate a tiny bit.
Nerf -S1 start up time
Nerf -Brief indicator of impact (Or louder activation sound)
Buff- Land a direct hit on the first shot and ONLY the first shot you get an extra shot .
Buff-Use sub weapons
Buff -Use trizooka while super jumping
One idea I had for Trizooka is it's interaction with SpPU. Instead of increasing it's duration, it reduces the arc of the shots, trading the ability to fire over obstacles for more precision.
Spu is so underutilized **please** nintendo
Removing the arc doesn't make it more precise. If you learn the arc, then the arc is the exact same at a given angle every time. Making it a straight line makes it objectively worse, even if it would be a bit easier for a newcomer to use.
I think this rework is remarkably elegant. It makes trizooka stronger in the way that it feels like the devs were trying to make it powerful
Namely
1. Directs
2. Collateral directs
The reason this is the way I think the devs intended it to be is because design wise this special’s primary strength is its ability to wipe teams from across the map. That is is integral to the special’s design, however with patches and with the current state it’s in it has become more about this generalist special that can wipe teams rather than it’s specialist capabilities to wipe teams without being very mobile or being very effective at managing closer targets. This rework makes that niche shine and it’s great.
ok but the editing of this video goes fucking crazy
The extra shot on direct would be very fun. If it would happen I would love to hear a very satisfying sound effect like the Double Donk sound effect for the loose cannon in TF2.
I think a change that could make it feel a lot more fair without being nearly as drastic as this is to simply make the shot one big hitbox instead of three smaller ones (without changing how the projectile visually looks). Thay way it would at least be more consistent feeling and wouldn't be able to get, or miss, kills for seemingly no reason. That plus more startup and either a radius or indirect damage nerf would put it in a good spot I think
one more buff we should totally give it is to use it like in splatoon 1 where we could super jump while using it, hitting clips like that is so satisfying
Trizooka is just the sharingan special, fuckin broken 😭💀
I'm not a game designer or good player, but I think an interesting change could be making the shots weaker and have them start more spread out before converging over distance. making the weapon less effective as a panic button and weaker against enemies behind cover. and placing it more as tool for dealing with ranged enemies
The direct hits reloading ammo sounds great for a single player campaign, like a skill tree upgrade.
How I understand trizooka is that the biggest problems it has is no startup and the damage being too high on the aoe. This seems to only need two changes in my mind
- increased startup
- a weaker outside hit box (like EVERY OTHER EXPLOSION IN THE GAME)
I agree with pretty much every except the reloading mechanic, I feel that it might be really unhealthy but I’m unsure
logi you absolutely cooked with the editing in this video!
Oh my god wow i didnt expect my clip to actually be used in a prochara video :0
For me some of this feels needlessly complicated. Instead of being forced to carry the zooka after all 3 shots, giving it swim glow and the ability to use subs I'd just make it unable to swim.
I think showing th location where the sots are gonna land is a bit too much, however, when you activate your special, a special sound could be heard by the ennemy team informing them that a trizooka has been used
A sound when an enemy pops a Trizooka is already in the game, and I think it got made more obvious pretty early on. It's just that it's still unreactable because zero startup
I would love to see a video like this on Ink Vac
We desperately also need a Video like this for Ink Vac. I like the Idea of a defensive Weapon that works on Range and allows Movement, but I feel like that almost never works effectively.
Rarely I've had Success using it as a Way to destroy the Barrier in Rainmaker or to escort fellow Players in that Mode or Clam Blitz, but given how many Backliners and Long Range Weapons have that Sub (Jet Squelcher, 96 Gallon, Charger, Ballpoint) you hardly ever get in a Situation where you escort others in close Proximity while it doesn't really work to protect yourself either (you die before you equip the Special even after activating it, you die before you are able to shoot your Shot, you get killed by a frontal Attack despite the Special being activated because the Opponent in close Proximity shoots below the Cone in which the Ink is sucked in, you are easily outmaneuvered in open Terrain due to the Vac slowing you down, yet it is of little Use when you are cornered too and when you are facing more than one Opponent you are effed anyways etc. pp.).
An Idea of mine I could see working is to abandon the Opinion of the long-range Shot in Favour of a close to mid Range Attack that activates automatically (maybe something akin to basicly a larger Blaster Explosion or multiple smaller explosive Shots being fired off in a Fan-Shape). The Idea is that Enemies could be sure that your Shot - if charged - will go off in any Case and quickly at that, making it more attraktive for them to run instead of lurking around to kill you when you'll have to fire and aim your Shot. It would basicly a Panic-Button Special that doesn't aim to kill, but still helps the Player by forcing Enemies into a certain Distance. But it could also kill if someone is foolish enough to stay in its Range or in Synergy with some other Specials like Killer Wail 5.1 or Tenta Missiles that could cause an Opponent to move into its Range or make him unable to flee.
that would be a very fun change to zooka, reminds me of the 'one more' system in persona
Trizooka is fine. I’m tired of triple splashdown spammers. That’s a real panic button
When you mentioned the “keep zooka out for the whole duration even if you’re out of shots” debuff, I was thinking awarding a fourth shot for getting three splats with zooka would be cool. But I like the “one extra shot for every direct” idea even more 😁 really cool changes and I think this would make trizooka SUPER hype to get good at and wait to use at the right time
Tightening the shot spread should also mean that you manage to curve a bullet around cover it‘s more likely since the weapon was aimed at and edge or corner of the cover. Which at high level could be a nice little bit of skill expression and adds a little bit of a which side should I aim for mindgame
I feel like if the tri-zooka was replaced with the regular inkzooka from Splatoon 1, with some tweaks, and no one would have a problem with it.
Chara's 7 issues (mostly) fixed with just having the inkzooka in S3:
1. The 3 spiraling shots doesn't exist with the regular inkzooka meaning there's no broken hitboxes
2. Again, no broken hitboxes, no problem (unless i'm missing something).
3. I'm not really sure about the start-up time of inkzooka in S1 so idk about this one.
4. Inkzooka (as far as i'm aware) doesn't have an explosion so, no explosion, no broken 2-shot hitbox
5. In S1, when you shoot the inkzooka, it just has creates a line from where it got shot from, and if you got hit, tough luck.
6. Inkzooka was made to spam so this issue isn't fixed sadly.
7. I don't think there was even a slowdown when swimming with inkzooka but Nintendo can tweak that.
I thought it was going to be reef slider ;-:
slider isnt hated its just sad :(
that special is hated but not like “grrr i hate you” but moreso like “this doesnt even work”
That's not hated. It's just bad.
@@yggdrasilsaltaryeah I hate using it not fighting it lol
@@kaye_spl Slider and splashdown could be their own vid if its requested, my idea involves combining them.
Big fan of the idea of dual mechanics for specials. Too many splatoon specials feel one note and the direct shot refill is a great upgrade in that direction, Ink vac comes close with its protection and retaliation, but its one of the few to implement the idea in part. hopefully we see more diverse special usage in the future! (I know super chump could use something in this area for sure...)
Omg imagine Chara talking about Reworks for stuff like Ink armor and Sting Ray, that would be interesting
really good editing
Bro that REALLLLLY long startup is absolutely broken, there's no way this guy infront of me can just pop zooka right away and obliterate m-
….I…. Never knew you could use subs with it in 1
The swirling around opponents explanation explains a lot.
It feels weird that Nintendo does not introduce more drastic changes with each patch; especially since the longest one lasted a month, while the shortest was a litle over a week and most last around 2-3 weeks.
Just in case, I'd add a cap to the amount of shots it can get from hitting directs. Like, maybe at 5 or 6. Otherwise zooka spam could get a hit ridiculous.
a nerf i would do is less of a actual nerf and more so a visual thing: reduce the screenshake when a a shot hits the ground near you.
i get its meant to showcase its impact but it can be really disorienting sometimes and i think reducing it somehow would help alot!
An idea I've had for a while is completely draining the special meter when trizooka is popped, so that if you die in it, you come back with none of the special. Just a way to stop people from panicking it.
Unfortunately, none of the other duration specials do that. Not sure if its coded in the game to do that :(
The getting extra shots on direct seems scary to me, but if you can see where the shots are going beforehand then yeah I guess that'll be pretty fair
I had an idea of making the meter work like how Tenta missiles work. A 6 second cool down before you can build another.
You basically are locked out of recharging special for a few seconds after spaming shots, and Cooler no longer saves your special further reducing out put.
A narrowing spiral for the shots was also a good idea I thought of a while back.
Slightly nerf the start up too.
And I feel like Zooka is a bit more fair to face and use.
My balancing idea was to reduce random deaths, give more reaction time, and reduce the special out put which has been my three problems with it.
I think it would be funny if instead of there being a light you were a big lump of ink while swimming because the trizooka is huge.
When I started playing this game, I thought the marker for where you could shoot your trizooka was very inconsistent. I don’t mind it too much, but it could definitely change.
Would be a shame if it *accidentally* got nerfed in to the ground
Not sure if i agree with that +1 shot buff. So does that mean if you happened to one shot the entire team, you can get a maximum of 7 shots? That's insane!
I actually really like the Trizooka. Yeah it can be annoying when an opponent splats you when you don’t see it coming soon enough, but when you do it to them, it’s really satisfying!
My grandma loved this video :000
I think adding a start lag + a bit more lag between shots would solve a lot of issues. Also remove the ability of holding the button to fire the 3 shots would help a lot
the movement penalty hardly feels like a drawback considering you can’t hold onto it for very long anyways
'The most hated special in Splatoon 3'
Triple Splashdown: Am I a joke to you?
Who hates triple splashdown. It’s not that great but not super horrible, works well I. Solo queue but is reasonably counterable and is overall fine, even if it needs one or two small buffs
Lol yes
In addition to the changes suggested, what if instead of 3 spiraling bullets, you have 1 larger one? The larger bullet would paint the same amount and have the same hitbox size, but then you eliminate the randomness of directs not hitting and the ability of bullets to curve around cover.
Plus, one larger bullet is thematically more accurate for a bazooka
I guess when called it "tri"-zooka, they really obsessed over 3s instead of fair game design
You sure came up with a lot of ideas on fixing specials. In fact, Nintendo could you hire you to help make Splatoon 4.
I would love to see these changes for Trizooka. It would make the special much more fun to use and less annoying to play against.
While I tend to agree with Chara most of thr time thisnis something I never really agree on. Specials are supposed to be these big and powerful weapons you pull out and so they should be generally really strong and potential tide turners if used right. It's why so many disliked platoon 2 a lot bc the specials were all so limp and niche in what they were capable of. Usually requiring multiple specials to be used at once unless it was one of the few that could be effective by itself.
This being said I would like it to be more consistent snd maybe have the splash damage slightly reduced, although I feel explosions have really restrictive and at times ineffective hitboxs...zooka I would feel more fine with being a little more precision based even if thr explosion size and visuals suggests it shoukd do way more. Is quite strong already so I coukd live with that.
While this is true, they also shouldn't be too powerful either. They should be strong, but still have Drawbacks and be able to be avoided if you play cleverly.
yeah, i agree. i feel like this is one john the competitive community continually makes that gets on my nerves(and is why imo we have a ton of extremely underwhelming to use feeling specials like kraken royale or as i like to call it the "please hit me while i go through a entire dragon ball z transformation sequence oh and don't worry too much about running away i'm actually going to be slow as hell have a near useless jump attack and my charge attack will be so heavily telegraphed you'd have to be blind not to see it coming long before it reaches", zipcaster(it's basically just a limp version of inkjet), most of the specials in splatoon 2 as you said, etc.
I just need it to not come out frame 1, literally every other special has a window on startup where you're vulnerable, but a zooka can just panic pop it and shoot you before you can even register it's been activated
if only the devs would actually pay attention to this and fix zooka, as a casual player its super annoying too, pretty good rework
A neat buff i would give it is the ability to tighten the spread by holding the fire button this goes up to the point where it feels like your firing one large bullet of course your *really* vurnable if you go for this and you cant charge hold it
If this video came one year ago I would have thought about missiles
Hey! Thats me being owned by a Trizooka at 0:50! How did this happen? XD
nintendo needs to straight up hire you to do reworks, this is tremendously better than what we have
I dunno how I feel about the idea of extra shots.
I find the idea of rewarding for direct hits great but for those with exceptional aim this can lead to new problems.
If the player has to have the Zooka in it's hand until after cooldown and all you mentioned I would rather have it like this:
A splat grants you an additional projectile for your 4th shot. Depending if you are splatting 1 to 3 enemies your 4th shot will either have 1, 2 or 3 of a normal Trizooka shot projectiles. So in the end you either get nothing if you don't splat, or a weakened 4th shot or a normal one.
Honestly I think the startup could be just a little bit longer still, but otherwise I think these changes are perfectly fine and would make it much less frustrating to deal with. Trizooka really does need that fix already, it really has no business being as annoying as it is right now.
I think it should have a start up sound effect. Something letting others know it was just popped out. Can't tell you how many times I was blind sided by multiple users
There is one actually, but it can be pretty difficult to notice. Maybe if the shot velocity was toned down a little bit, that would help as well.. Alongside startup frames
I would also give Zooka the ability to superjump, it could do it in s1, might as well add it to s3.
Would be cool to let other specials superjump while we're at it. I think splashdown is the only one that can in s3, and even then its nerfed while jumping specifically 😭
Honestly the kill streak type idea is really cool if not….ambitious to say the least.
Honestly I kinda wish it painted a trail as it flew like OG zooka
But for some reason, vac does that instead 🤨
I like everything except for being stuck in trizooka even if you fire all the shots, and the shots reloading on hit. Those two things feel like they'd just wind up more annoying than anything else.
Also while this is a bit late, I genuinely think the social you should cover next is super chump. Super interesting concept that is close to being amazing but isn’t quite there
It’s scary looking when it has a start up time
What about charging it like the rainmaker? I really like the laser idea, but if you also had to hold it to charge for full-range+damage, it would limit its effectiveness in close combat while increasing its duration between across the map shots. It makes you more vulnerable while you’re charging it making rushing the user a risk/reward play. Sure, they could spam to go back to their main weapon, but then the shots would barely travel and be weaker. Or they could spend more of their duration charging to full power and trying to hit around cover.
agree with a few of these. biggest change it looks like needed is fixing glitches. how many of those shots went through whatever cover instead of into them? understand the spiral shot but needs to be better on actual misses.
I just want to yay that i love your videos, they're just so fun to watch 👍
I’m not a fan of this rework I think.
Firstly the big problem is that you’re not considering player skill in balancing. In lower levels like in A rank trizooka is probably a below average special- the amount of aim required to use it with the main saving grace is the 53 damage hitbox. That’s why I think the devs buffed it to 60 in the first place. Making the hitbox smaller, while a good change at top level, will make it a lot worse at lower level. While the aim reticle might help it a bit, I don’t think it will improve it much and mainly help mid level. Remember 90+% of the playerbase is casual oriented. A healthy lower level is key to any game succeeding and bottlenecking more of low level into reefslider, triple splashdown, etc instead of zooka weapons is a bad thing, especially with how strict low level meta already is.
Secondly you missed a key issue with zooka. I would argue it’s the reason it’s so good in this meta. Firing 1/2 shots with cooler and dieing allows you to keep a good amount of the special. By the time you jump back in with passive special charge it’s nearly filled up entirely! It allows players to get so much of the special. Since you’re stuck in the special now and get longer duration (leading to less special loss), this will become even stronger/ required, just leading to players overextending with a 1 shot hitbox as much as possible, especially because players will be stuck in it.
Thirdly the streaking idea is wayyyy too strong. However that’s speculation, but just imagine getting a double then the player has even more shots. This would probably be one of the strongest specials in any splatoon game, but again speculation
It’s easy to criticise others ideas- especially with how much effort this video took so well done. I would write my rework idea but this comment is already too long
The lore for Splatoon 2 says that all specials had to be new, since the ones from the first game were 'too powerful'
Uh... Yeah so about that...
Yes some were absolutely broken, instant Kraken and bubbler aren't healthy for the game, but zooka??? That's a whole different story.
Not sure if this is a hot take, but honestly after revisiting S1 the tornado hitbox for the original Inkzooka genuinely feels better than the spiral shots of trizooka. Were they perfect hitboxes? dear god no, they were jank in their own ways, but I feel like it was much more immediately obvious where was safe from it, and since they were tall and thin made hitting your shots feel like it needed to be intentional rather than just aiming blindly and hoping for the best.
Splat 1 honestly did s lot of things better than its predecessors. More chaotic, sure, but chaos was actually fun. 3 feels like it's trynna emulate that chaos but I don't thinknits doing nearly as good of a job in it.
S1 specials being more powerful isn't news.
Also, the shot being a tornado makes it even EASIER to aim. You don't need to aim up and down at all. It was *far* easier to hit an enemy when you just needed to be lined up on one axis.