"Simple vs Complex"... I noticed you had to distinguish "ease of use" from "level of depth" because you chose those terms. What you wanted to use was "Low Execution vs. High Execution". This way you can say "Tenta Missiles is Low Execution, High Depth" and "Ink Armor is Low Execution, Low Depth". The same concept floats about with discussing Fighting Games.
It would be cool if ink armor activated slower the farther away you are from the person who used it, where it would activate faster the closer you are to them. Like a dollar tree bubbler lol.
I actually really like complex specials and inkjet and stamp are part of my three faves. I get that some are going to have to be simple but I just prefer to USE use them and not pop and over (I think I’ve commented something like this before). What you said in response to my comment before(and in the video) about missiles having depth tho made me like them so I’m a bit more open to simple ones as long as they have some depth.
This is an important game design principle!! Simply making something more complex is easy but adding more depth is almost always preferable and definitely harder! Difference is imagine a game that uses a lot of different buttons for different inputs vs a game with few buttons but a lot of different avtions to be performed with those few buttons.
it's pretty funny going back to these older videos where you pile on the praise for tentamissles to the point of calling them one of the best designed.
as an nzap 89 main this makes my heart happy. everyone always tells me to use the ‘85 bc “InK aRmOr is the better special” but you absolutely nailed why tenta missiles works really well when played strategically 😌
I use '85 cause suction bombs and the 85 with MPU are good for basically all the modes. Especially with Ink armor. Although tri slosher is still the best clam blitz weapon along with anything with ultra stamp.
It would be cool if you made a series about special design. You could either make a video or two about splatoon 1 and 2 specials, or you could make a video for each special where you could go in-depth about how the specials are designed and how patches have changed them. I can’t wait to see more content from you!
I'm not sure on a full series but I will be doing at the very least, 1 more of these types of videos. Prolly more, so Ill see how it goes but this has been a really fun time to make.
I love the depth and complexity of ultra stamper, and I really want there to be a special similar to it in Splat 3. Maybe like a boomerang special that is the complete opposite of the hammer. Instead of focusing on closing the distance, its gimmicks would be throwing it. There could be a trail that highlights the arch so you could hit chargers on towers without them even seeing it, and it would come back like a boomerang! When you jump and press R, the rang would be thrown vertically and touches the ground, so you could hit people in squid form, but the rang won't come back. When your special timer ends, the rang will explode with the radius of a splat bomb if it is still in the air. There could also be a close range mode. If you have the rang, you could press ZR and you would swing the rang around like and ink brush, but it would take two hits to kill, and you cant move while you hold ZR.
If there was a worst simple special design, hands down Splashdown. But I'm actually proud that nintendo tried out splashdown to see if it would work or not, and it didnt
@@ProChara I was talking about simple specials. Stingray is more complex in my eyes since you have to manually aim it, while splashdown you just press a button and something happens, although sting ray is a horrible design
A few ideas to make armor better in Splatoon 3: 1. Instead of giving everyone a shield, maybe make it a healing special instead. Using it gives everyone a faster health regen for a certain amount of time 2. Make it a lot like missiles. Make it have a circle and everyone in the circle gets armor. Also make it give more armor to the people you target when you target less people. 3. Increase the amount of the ink tank by 100% (double it) for the entire team for a certain amount of time.
Another cool thing is that sometimes people will quickly look around before actually launching them since you can see where everyone is. You could’ve added with the reef example of “you can also now see that the zap is in sneaky if you lost it” since it does have the echolocation effect before launching them
I feel like it would be good if, for the “armour” special of the next game (assuming they do it again), there was some form of physical item like a shield that blocks where your inkling is looking or something, where it can be used to block tons of fire if done correctly, but a skilled player can also completely bypass it, meaning the usefulness of the shield is down to how everyone deals with it, and player skill etc... I’m not a game dev though soooooo....
My perspective on this vid didn't take into account team displacement and fighting but more looked at it from a user pov which I still stand by. This was one of my first actual discussion videos so its a lot lower quality as you can prolly tell.
@@ProChara That does make a lot of sense! I felt like I saw both sides of the equation and I was confused as to why it intuitively made sense that both stances could be taken.
I don't know how well it would work, but they could try to make a counter special instead of an invincibility special. When you use this new special, you enter an invincible state for 1 second. You can't input anything tho. If you absorb any damage during this, it will automatically trigger a splashdown like effect (with time for enemies to react of course), If it doesn't trigger you basically waste the special. I already have an idea for a brella that uses the concept of countering so maybe it could work as a special too.
My idea for a special for splatoon 3 is basically turning defence up into a special. this special halves the amount of damage that you would normally take. for example, the slosher which normally does 70 damage now is only able to inflict 35 damage onto a defence up user making the weapon at best a 3HKO as opposed to 2HKO. it parallels ink amour as it takes about two-thirds of a second before it activates, and is also parallels bubbler as it can only spread to nearby opponents within a certain range at the moment it was activated. If mpu damage up returns in splatoon 3 (I hope it doesn't), then this special can basically counter those mpu damage builds. duration is 5 seconds. a potential buff/feature would be to allow your teammates to know if they are close enough to receive the effects of that special as well (given the special has been fully charged). there are no main weapons in the game as of this comment that can deal 200+ damage so even 1HKO weapons have to do a second hit to kill, however chargers can still cause knockback on opponents with defense up. the other idea I have is just nerfing ink amour through a rework so that it can't easily share it's effects with every active teammate upon activation but only those that are close to them.
@@ProChara one downside that I did have in mind was that this speacial does not refill/replenish your health prior to activation. So if you lost 60 hp, then you still only have 40 hp left when the speacial is activated. You still have to hide in your ink in order to replenish your health.
Kinda a shame that not a lot of backlines actually got tenta missles as their special, only vjs and bamboo mk1 (if u count it as a backline). Imo, missles seems like the perfect backline special to have for a backline, since you can actually scan the map, get a bigger range since backlines sit in the back and supporting pushes fromma safe distance. What a missed oppurtunity but hopefully more backlines will take this special in spl3
YES! I love tenta missles so much,it’s so versatile especially since it’s usually cheap,locating enemies,moving enemies out of areas,using them right before a 1v1,and to help with a push,I hate when people say missles are bad just because they usually don’t get kills
I've heard a lot of people complaining about missiles recently, but I still think they're a well designed special. I like being able to use them strategically in fleeting moments, but I don't like how this state of the meta *requires* a player to spam them constantly. It gets old really fast. So it's pretty ignorant to just say "missiles are stupid" without taking into accountability that backliners, bubbles, armor, and K52 make it very difficult to push without them.
Ink Armor could function like a separate mechanic: a Sin Devil Trigger-esque install that would trade usage of any equipped weapons for weaker versions of certain specials like Splashdown, Kraken, Booyah Bomb, and Zipcaster for a short time in addition to the armor effects. Each time you use one of these specials, however, you use up a portion of the timer (based on ink in the ink tank), and the less ink you have prior to activation, the shorter the timer.
Special Idea: Maybe a special similar to bubbler and ink armor that has the Chain effect that bubble has but every time the special takes 50 damage it would lose 0.5 seconds or so of the gauge. And it takes 1 second of activation as well as a 7 or 8 second special. There should also be a button to chain it to some 1 in range, possibly the same button u use to activate the special. Maybe it could be tweaked a little bit from what I said let me know plz.
Ya but u gotta take the 1 second charge up into an account so maybe the duration can be 6 and 5 seconds of special. But of course less than 5 because of chaining and taking damage.
I think this would be a very good special because it’s not a paper shield but it’s also not OP. U can probably take around 100 or 150 extra hp which sounds like a good amount. Also your hit box with this special should be a little bigger too. That would give you around 2 seconds of invincibility without the special being 1 seconds that’s also not a panic button special.
In my opinion tenta missels should not have to lock on to an enemy. Instead you can shoot it anywhere which give the abillity to read people’s moves and at a cool skill needed for the special!
I used Ink Armour a lot in the past because I mained Bubbler in Splatoon 1, but at this point I'm so tired of it. It's a special that's neither fun to use or play against. Really hoping they'll come up with something better in the next game
Tbh I’m not sure about fizzy bomb, they weren’t a very good design. You just tak the paint trail of a curling bomb, the damage of a burst bomb, the explosion of a splat bomb, and the ink consumption of an autobomb, all mushed together in one. As much as I love them, they aren’t the best design imo
Ok, idea... What if we sorta remixed bubbler a bit, because while it's sorta good game design... it looks a bit odd from the perspective of someone who didn't get to play Splatoon 1. So, what if you could place some object, like a beakon, that healed (or shielded) teammates in it's vicinity? The power could decrease the farther away you are, and of course the opponents could see you. BUT if the opponents destroyed the beakon then the effect would go away. Then again I guess players would just hide it behind unapproachable walls... Thoughts?
Ok, another idea... It's an anchor. Helps keep your teammates in one place. I like the analogy. But what this means is, as anchors are heavy/big, it will take some time to be used. Also, you might be able to super jump to it. Maybe scrap beakons (I never liked them anyway). It'll also be a bigger target
It's _technically_ possible that tenta missiles aren't exactly in Splatoon 3, as they might work in a slightly new way. How? I dunno, probably something about aiming, but I agree it probably will be in the game.
Ok yeah....Ink armor hass less depth then either Tenta Missiles or Bubbler but that doesn't mean it's a badly designed simple special. I mean it's easier to use effectively then Bubbler but is not as powerful as bubbler which kind of balances things out...seriously I've been able to take out ink armored people with not much trouble before. So Splatoon 2 got that correctly too. Bubbler isn't a far superior design to Ink Armor in every other department as Ink Armor being less complex is fine given how it's less powerful so it being spread across the team quickly like that is good. But yeah that mix of Bubbler and Ink Armor would be better then Ink Armor in every way.
And how bad it is. Two shots. It only withstands.. two shots. And it takes so long to charge if your not using special power up. Meaning 87% of the time you'll die before it fully charged and takes effect.
@@highfructosetoaster Actually, it is considered one of the best specials. Being able to take an extra hit means you are able to win more fights without dying or taking as much damage. Those two hits are the difference between life and death. Also, it taking a while to apply is completely intentional. The devs clearly don't want you using it as a panic button (like the Bubbler in Splatoon 1).
@@ProChara Ok, even in solo i think ink armor has at least as much depth as missiles. Missiles should aim at the person who is in the most powerful spot. With armor, timing is very important. Using ink armor at the wrong time is bad, but not super bad like missiles. You can tell the difference between an armor spammer and a coordinated armorer like missiles. I think that you think missiles have more depth, but I hope now you see my view. Simple specials are simple specials with little depth. I don't think you should say it is badly made when it is simple. Also, I think if you want to make a video, you should use splashdown instead of ink armor. Now that is a very very simple special. I hope this answers your question. Keep up the great Splatoon 2 content!
@@rkstanton3244 Coordinated armor definitely has more value, but missiles is the same thing but has less time to capitalize on them. I think badly timed armor/missiles are the worst specials to misstime because without pushing with them they do almost nothing. Simple specials in my opinion should have some depth and thats what I think makes them good, but I can totally see the view of it being low depth fitting well, just to me personally simple specials with depth like wail/missiles feel a lot better then armor in terms of being able to get a lot out of them. Simple specials to me are, simple execution, value in how its used. Armor just feels less customizable in that way, its definitely still timing based its not a bad special to me just very average and when missiles does depth so well it just makes it seem a lot worse, as well as bubbler being such a good chained HP special, since positioning of your team is the depth of the special. It just has a lot more too it to me that makes armor feel like a downgrade. Thank you for the compliment, 100% respect your view this is just my opinion at the end of the day.
@@rkstanton3244 thank you I agree its not bad just average to me I think they can do better but its not a special I hate I did a whole video on splat 3s bad special design
"Simple vs Complex"... I noticed you had to distinguish "ease of use" from "level of depth" because you chose those terms.
What you wanted to use was "Low Execution vs. High Execution". This way you can say "Tenta Missiles is Low Execution, High Depth" and "Ink Armor is Low Execution, Low Depth".
The same concept floats about with discussing Fighting Games.
Yes thank you thats 100% right
You sure? The design isn't execution isn't bad for Tenta Missiles or Ink Armor.
@@Jdudec367 "low execution" refers to how easy a weapon(/character) or strategy is to execute correctly, nott how good the outcome is.
@@eldritchomen I mean....it being easy to execute isn't really a bad thing.
@@Jdudec367 when did I say it was?
i never knew that the amount of missiles launched changes depending on the amount of targeted players, thanks!
“Tenta missiles is a really well designed special”
So this totally aged fine
"So let's take a look at Ink Armour." *goes brain dead*
Wouldn't blame, I use Ink Armour brain dead so badly.
It would be cool if ink armor activated slower the farther away you are from the person who used it, where it would activate faster the closer you are to them. Like a dollar tree bubbler lol.
I actually really like complex specials and inkjet and stamp are part of my three faves. I get that some are going to have to be simple but I just prefer to USE use them and not pop and over (I think I’ve commented something like this before). What you said in response to my comment before(and in the video) about missiles having depth tho made me like them so I’m a bit more open to simple ones as long as they have some depth.
This is an important game design principle!! Simply making something more complex is easy but adding more depth is almost always preferable and definitely harder!
Difference is imagine a game that uses a lot of different buttons for different inputs vs a game with few buttons but a lot of different avtions to be performed with those few buttons.
it's pretty funny going back to these older videos where you pile on the praise for tentamissles to the point of calling them one of the best designed.
Tentamissles in my eyes are Echolocator done right!
I wonder if you still have the same opinion
as an nzap 89 main this makes my heart happy. everyone always tells me to use the ‘85 bc “InK aRmOr is the better special” but you absolutely nailed why tenta missiles works really well when played strategically 😌
I use '85 cause suction bombs and the 85 with MPU are good for basically all the modes. Especially with Ink armor.
Although tri slosher is still the best clam blitz weapon along with anything with ultra stamp.
I would use the 89 if it had any other bomb lmao
isn't this the same guy who said tenta missiles are bad design?
Yea
It would be cool if you made a series about special design. You could either make a video or two about splatoon 1 and 2 specials, or you could make a video for each special where you could go in-depth about how the specials are designed and how patches have changed them. I can’t wait to see more content from you!
I'm not sure on a full series but I will be doing at the very least, 1 more of these types of videos. Prolly more, so Ill see how it goes but this has been a really fun time to make.
Finally, my 2 favorite things to watch on RUclips, game design and splatoon, combined
This aged like milk
I love the depth and complexity of ultra stamper, and I really want there to be a special similar to it in Splat 3. Maybe like a boomerang special that is the complete opposite of the hammer. Instead of focusing on closing the distance, its gimmicks would be throwing it.
There could be a trail that highlights the arch so you could hit chargers on towers without them even seeing it, and it would come back like a boomerang!
When you jump and press R, the rang would be thrown vertically and touches the ground, so you could hit people in squid form, but the rang won't come back.
When your special timer ends, the rang will explode with the radius of a splat bomb if it is still in the air.
There could also be a close range mode. If you have the rang, you could press ZR and you would swing the rang around like and ink brush, but it would take two hits to kill, and you cant move while you hold ZR.
If there was a worst simple special design, hands down Splashdown. But I'm actually proud that nintendo tried out splashdown to see if it would work or not, and it didnt
I would actually put stingray as the worst but I'll have to leave that explanation for later when i talk about bad special design
@@ProChara I was talking about simple specials. Stingray is more complex in my eyes since you have to manually aim it, while splashdown you just press a button and something happens, although sting ray is a horrible design
@@cousinparty7266 ah yea splashdown is the worst simple special true
It's bad cultural design too.
A few ideas to make armor better in Splatoon 3:
1. Instead of giving everyone a shield, maybe make it a healing special instead. Using it gives everyone a faster health regen for a certain amount of time
2. Make it a lot like missiles. Make it have a circle and everyone in the circle gets armor. Also make it give more armor to the people you target when you target less people.
3. Increase the amount of the ink tank by 100% (double it) for the entire team for a certain amount of time.
So like tacticooler?
Another cool thing is that sometimes people will quickly look around before actually launching them since you can see where everyone is. You could’ve added with the reef example of “you can also now see that the zap is in sneaky if you lost it” since it does have the echolocation effect before launching them
Yes I was focusing more on a solo q example then with a team but your right
I feel like it would be good if, for the “armour” special of the next game (assuming they do it again), there was some form of physical item like a shield that blocks where your inkling is looking or something, where it can be used to block tons of fire if done correctly, but a skilled player can also completely bypass it, meaning the usefulness of the shield is down to how everyone deals with it, and player skill etc... I’m not a game dev though soooooo....
So, uh... What changed between then and now?
My perspective on this vid didn't take into account team displacement and fighting but more looked at it from a user pov which I still stand by. This was one of my first actual discussion videos so its a lot lower quality as you can prolly tell.
@@ProChara That does make a lot of sense! I felt like I saw both sides of the equation and I was confused as to why it intuitively made sense that both stances could be taken.
I don't know how well it would work, but they could try to make a counter special instead of an invincibility special.
When you use this new special, you enter an invincible state for 1 second. You can't input anything tho. If you absorb any damage during this, it will automatically trigger a splashdown like effect (with time for enemies to react of course), If it doesn't trigger you basically waste the special. I already have an idea for a brella that uses the concept of countering so maybe it could work as a special too.
While not quite the same we did get Ink Vac which is a similar concept of countering. Props
S2 had us in a desperate place when it came to specials when Prochara himself said that Missiles were a well designed special lmao
We have come so far
My idea for a special for splatoon 3 is basically turning defence up into a special. this special halves the amount of damage that you would normally take. for example, the slosher which normally does 70 damage now is only able to inflict 35 damage onto a defence up user making the weapon at best a 3HKO as opposed to 2HKO.
it parallels ink amour as it takes about two-thirds of a second before it activates, and is also parallels bubbler as it can only spread to nearby opponents within a certain range at the moment it was activated.
If mpu damage up returns in splatoon 3 (I hope it doesn't), then this special can basically counter those mpu damage builds.
duration is 5 seconds.
a potential buff/feature would be to allow your teammates to know if they are close enough to receive the effects of that special as well (given the special has been fully charged).
there are no main weapons in the game as of this comment that can deal 200+ damage so even 1HKO weapons have to do a second hit to kill, however chargers can still cause knockback on opponents with defense up.
the other idea I have is just nerfing ink amour through a rework so that it can't easily share it's effects with every active teammate upon activation but only those that are close to them.
I think anything that gives hp or defense needs some form of downside is the main thing
@@ProChara one downside that I did have in mind was that this speacial does not refill/replenish your health prior to activation. So if you lost 60 hp, then you still only have 40 hp left when the speacial is activated. You still have to hide in your ink in order to replenish your health.
Well, this certainly aged...interestingly XD.
Kinda a shame that not a lot of backlines actually got tenta missles as their special, only vjs and bamboo mk1 (if u count it as a backline). Imo, missles seems like the perfect backline special to have for a backline, since you can actually scan the map, get a bigger range since backlines sit in the back and supporting pushes fromma safe distance. What a missed oppurtunity but hopefully more backlines will take this special in spl3
yea huge missed oppritunity for liter and splatlings
YES! I love tenta missles so much,it’s so versatile especially since it’s usually cheap,locating enemies,moving enemies out of areas,using them right before a 1v1,and to help with a push,I hate when people say missles are bad just because they usually don’t get kills
I've heard a lot of people complaining about missiles recently, but I still think they're a well designed special. I like being able to use them strategically in fleeting moments, but I don't like how this state of the meta *requires* a player to spam them constantly. It gets old really fast. So it's pretty ignorant to just say "missiles are stupid" without taking into accountability that backliners, bubbles, armor, and K52 make it very difficult to push without them.
Ink Armor could function like a separate mechanic: a Sin Devil Trigger-esque install that would trade usage of any equipped weapons for weaker versions of certain specials like Splashdown, Kraken, Booyah Bomb, and Zipcaster for a short time in addition to the armor effects. Each time you use one of these specials, however, you use up a portion of the timer (based on ink in the ink tank), and the less ink you have prior to activation, the shorter the timer.
This could not have aged worse LMAO
Ooh a video where you're talking about game design. This should be good!
"What is a simple special?"
"How do you design it?"
"Why is Tenta Missles in Splatoon 3?"
Me: Wait, what?
This aged well
Special Idea:
Maybe a special similar to bubbler and ink armor that has the Chain effect that bubble has but every time the special takes 50 damage it would lose 0.5 seconds or so of the gauge. And it takes 1 second of activation as well as a 7 or 8 second special. There should also be a button to chain it to some 1 in range, possibly the same button u use to activate the special. Maybe it could be tweaked a little bit from what I said let me know plz.
that sounds good I want to talk about it a bit more but id want a 5 second bubbler with that kind of function
Ya but u gotta take the 1 second charge up into an account so maybe the duration can be 6 and 5 seconds of special. But of course less than 5 because of chaining and taking damage.
I think this would be a very good special because it’s not a paper shield but it’s also not OP. U can probably take around 100 or 150 extra hp which sounds like a good amount. Also your hit box with this special should be a little bigger too. That would give you around 2 seconds of invincibility without the special being 1 seconds that’s also not a panic button special.
Why cant chara just make the game?
cause then we would get armor dualie squelchers 😆
@@aug2873 true
Looks like 4k subs is approaching fast. Thoughts?
Have something ready for it
@@ProChara how do you feel, now that you are approaching 4k, and possibly even 5k, all before June?
@@BJ86491 pretty crazy I didnt expect to grow this fast
In my opinion tenta missels should not have to lock on to an enemy. Instead you can shoot it anywhere which give the abillity to read people’s moves and at a cool skill needed for the special!
The rise of missiles
I used Ink Armour a lot in the past because I mained Bubbler in Splatoon 1, but at this point I'm so tired of it. It's a special that's neither fun to use or play against.
Really hoping they'll come up with something better in the next game
I wonder if Booyah Bomb, Ultras stamp, fizzy bomb and Torpedo will return, only because they were on like 5 weapons each lol
Tbh I’m not sure about fizzy bomb, they weren’t a very good design. You just tak the paint trail of a curling bomb, the damage of a burst bomb, the explosion of a splat bomb, and the ink consumption of an autobomb, all mushed together in one. As much as I love them, they aren’t the best design imo
@@cousinparty7266 s o d a
Ok, idea...
What if we sorta remixed bubbler a bit, because while it's sorta good game design... it looks a bit odd from the perspective of someone who didn't get to play Splatoon 1.
So, what if you could place some object, like a beakon, that healed (or shielded) teammates in it's vicinity? The power could decrease the farther away you are, and of course the opponents could see you.
BUT if the opponents destroyed the beakon then the effect would go away.
Then again I guess players would just hide it behind unapproachable walls...
Thoughts?
that sounds cool
Ok, another idea...
It's an anchor. Helps keep your teammates in one place. I like the analogy.
But what this means is, as anchors are heavy/big, it will take some time to be used. Also, you might be able to super jump to it. Maybe scrap beakons (I never liked them anyway).
It'll also be a bigger target
Good video!!
Thanks!
:13 that is a good thing...
...for me.
0:13
I hope they change something about special spam in splatoon 3 (but i don’t think they will)
It's _technically_ possible that tenta missiles aren't exactly in Splatoon 3, as they might work in a slightly new way. How? I dunno, probably something about aiming, but I agree it probably will be in the game.
I don't think Armor should come back. It should be bubbler instead. Just give it a HP bar, between Baller and BBomb.
I'd like to see Bubbler again but not invincible (making it kinda like baller if get what I mean.
Ok yeah....Ink armor hass less depth then either Tenta Missiles or Bubbler but that doesn't mean it's a badly designed simple special. I mean it's easier to use effectively then Bubbler but is not as powerful as bubbler which kind of balances things out...seriously I've been able to take out ink armored people with not much trouble before. So Splatoon 2 got that correctly too.
Bubbler isn't a far superior design to Ink Armor in every other department as Ink Armor being less complex is fine given how it's less powerful so it being spread across the team quickly like that is good.
But yeah that mix of Bubbler and Ink Armor would be better then Ink Armor in every way.
Now it’s confirmed that missiles are in splat3, why Nintendo
My brain knows ink armor is meta but my heart knows tentamissiles are just the best
Tenta Missiles are my favorite special, just my opinion.
my favorite is probably killer wail, but if your talking splatoon 2 definitely ultra stamp
Wait? Tenta missiles are in Splatoon 3
Just wait I’ll get a response soon.
I do check all the comments if I can so
yes, hi
I will be more than happy if Ink Armour doesn't return to the third game. I'm seriously going insane because of how overused it is.
And how bad it is.
Two shots.
It only withstands.. two shots.
And it takes so long to charge if your not using special power up. Meaning 87% of the time you'll die before it fully charged and takes effect.
@@highfructosetoaster Actually, it is considered one of the best specials. Being able to take an extra hit means you are able to win more fights without dying or taking as much damage. Those two hits are the difference between life and death.
Also, it taking a while to apply is completely intentional. The devs clearly don't want you using it as a panic button (like the Bubbler in Splatoon 1).
NO! NO TENTA MISSILES! I can't stand it, it's so annoying xd
haha wouldn’t it be so funny if missiles could oneshot you in splatoon 3 😅😅😅 haha that would be so funny aha 😅😛
I wouldnt mind if missile dmg capped at 50 honestly
@@ProChara well do you have an idea of how they might buff them to compensate? or ya just wanna weaken them a bit overall
I think they are fine rn if they remove the 1 shot maybe slightly better paint but still good tick dmg
I disagree in every way about ink armer
because...?
@@ProChara
Ok, even in solo i think ink armor has at least as much depth as missiles. Missiles should aim at the person who is in the most powerful spot. With armor, timing is very important. Using ink armor at the wrong time is bad, but not super bad like missiles. You can tell the difference between an armor spammer and a coordinated armorer like missiles. I think that you think missiles have more depth, but I hope now you see my view. Simple specials are simple specials with little depth. I don't think you should say it is badly made when it is simple. Also, I think if you want to make a video, you should use splashdown instead of ink armor. Now that is a very very simple special. I hope this answers your question. Keep up the great Splatoon 2 content!
@@rkstanton3244
Coordinated armor definitely has more value, but missiles is the same thing but has less time to capitalize on them.
I think badly timed armor/missiles are the worst specials to misstime because without pushing with them they do almost nothing.
Simple specials in my opinion should have some depth and thats what I think makes them good, but I can totally see the view of it being low depth fitting well, just to me personally simple specials with depth like wail/missiles feel a lot better then armor in terms of being able to get a lot out of them.
Simple specials to me are, simple execution, value in how its used.
Armor just feels less customizable in that way, its definitely still timing based its not a bad special to me just very average and when missiles does depth so well it just makes it seem a lot worse, as well as bubbler being such a good chained HP special, since positioning of your team is the depth of the special. It just has a lot more too it to me that makes armor feel like a downgrade.
Thank you for the compliment, 100% respect your view this is just my opinion at the end of the day.
@@ProChara Thank you 💕I just didn’t think it was badly made.This vid is great and I love the content love it😉
@@rkstanton3244 thank you I agree its not bad just average to me I think they can do better but its not a special I hate I did a whole video on splat 3s bad special design
Splashdown: low execution, low depth, sucks overall
Ew armor. Boooo.