@@StarmenRock not everyone can run an ethernet cable from their router to their switch, plus even if you do use an ethernet cable, if your internet is bad it'll still suck, speaking from past experience for both of those. Yeah using ethernet with a good connection is vastly prefererable (wifi warrior is bs), but sometimes your internet just blows and you've gotta deal with it.
As a frontline that really struggles to find a weapon that doesn’t just go and kill, chumps seems so fun to use for my team, it is such a good special design imo, im so excited for the bamboo kit
@@NCEYSPT no i struggle to play weapons that don’t just go and kill, so i play frontline Actually, I thought frontline was both slayer and skirmisher, i only meant slayer and might be being dumb, im not sure but i meant i only play short range killing weapons really and struggle to play weapons that dont do that 😂
I definitely think the whole "fake jump" aspect needs to be tweaked somehow. I like chumps, but I feel like I usually use them as body shields to get in rather than a sneaky super jump. The only time someone actually thinks the chumps are a player jump is when a stray chump lands alone on a ledge or around a corner and the opponent gets jump scared by a random jump marker.
@@kirahhdrop I believe you aren't able to throuw clams with recall specials, if thta's the case then it would be already balanced, if not, it would be a way to nerf the stratergy.
I think the idea of having a button press to go with the Chumps is clever, but I think the button to go with them should be the R button instead of the ZR button. Namely because I think making it the button that usually fires the chumps off might cause some muscle memory issues and potential misinputs.
i would change them to be d-pad left and right since those buttons don't do anything in normal gameplay except to choose who you're jumping to when you have the map open
I feel like clicking R Stick would work well so that your options of sub or main weapon aren't hindered, would feel cool to click down the stick to detonate!
the Super Jump rework would actually make this special my favorite one in the entire series I’d ADORE that It wouldn’t even need to be complicated the way you did it with adding Stealth and Drop Roller with a recall, just giving me the ability to jump to them and actually use them as a decoy would be so fun, and jumping alongside your chumps would be so cool to look at
I'm honestly surprised it's not how it works by default, when I saw the trailer and how you can use it to hide super jumps it made me so confused that it wasn't what it would do like???? Have you _ever_ seen anybody use the chumps to hide their super jump? Me neither...
the super jump chumps is genuinely one of my favorite ideas you’ve come up with dude- the potential for mind games and, most importantly, FUN FACTOR is just through the roof ! incredible video chara + team :]
the fact they added a special that abuses fake super jumps and DOESN'T let you jump to it is insanely baffling let me do mixups in my funny splatoon!!!
The idea of making Chumps a recall special is actually insanely creative, ideas like this make me wish we could add our own ideas into Splatoon somehow. Like custom challenges or something
Chumps have so much potential, on launch I thought they were going to be a way to rework Missiles to be more healthy I still think we should slightly buff chumps and make all missile weapons into chump weapons
People are misusing it alot. You're not supposed to use super chump to ink the enemy side until the end you were supposed to use it to help your teammates get some good coverage. Rarely see this used right.
@@Foun_D_OnePiece yep it's designed for displacement and support, which is awesome to see I think the utility reworks are much better than the current "unga make chump explode harder bunga" that current buffs gave it
i'd love for splatoon to just remove outdated specials when they add reworked ones. chump is just healthier missiles in every way, and i don't know anyone who wanted missiles to return.
Seeing Super Chump being revealed actually kinda scared me at first. I LOVED jump camping back in S2 (which didn't go well every time given Splashdown was a thing), but I haven't jump camped ever since S3 came out. But I'm happy with what we got. It's basically a less toxic version of Missles! It even has the same cooldown as Missles!
All these ideas are amazing. The last one is really close to what I was thinking of when I saw the video title; I imagined each chump acting as a mini beakon where as long as they existed anyone on your team could choose a chump to jump to, while having their landing being hidden like Splatoon 2 stealth jump.
7:02 maybe while holding zr, the chumps’ trajectory would be set and when you held zr a second marker would appear determining where you would jump, and the chumps would not launch until you set your own junp
These are some very creative Super Chump buff ideas. This is the one I came up with a while ago: ≈50% more Chumps (12 -> 18), and it takes a bit longer to launch all of them, so they come out a bit more staggered (and over a slightly wider area), so there is more time to use the jump Decoy aspect.
The power buffs are most in line with it's role as a spray of small suction bombs/meat shields. But I like the free stealth jump idea as leaning into the spirit of it's design.
I think another way Nintendo could handle "Jumping in with the Super Chumps" is to make it like Splashdown where you can activate it durring a superjump to a teammate. This would eliminate the need for it to be a recall, while also making it so its not always better to jump with the chumps.
Or alternatively, you have the option to jump to a teammate while aiming a spot for the super chumps (instead of being locked out of super jumping like you are with most other specials). It wouldn't really make sense to activate super chump midair like with splashdown, so I think that would be the best way to handle it.
@@squiddler7731 tbh I did think about the mid superjump thing. Maybe you activate it while in the map, but the special itself doesn't activate until you press to superjump to a teammate? This would let the launcher animation play.
Crazy idea: if Super Chump is fake superjump + tentamissiles, what if we had Fake Superjump + Inkstrike? Target any valid superjump location (including yourself!) to send an exploding decoy. I don't have a switch so I have no idea if this would play well in practice, however I can say with certainty that it would be a really funny mixup.
LOVE the idea of jumping in with the chumps, feels truest to the special's gimmick and lets you play around your own special more. Back when chumps were first revealed I thought they would directly punish camping by having a single point that explodes on impact lmao - some of these buffs feel reminiscent of that
I used to main a chump weapon, and one thing I always found to be a slight problem was how it was pretty obvious that the decoy super jumps weren't an actual player. So I really think the last option could be a solid way to make super chump an even more unique and combat focused special.
I gave Super Chumps a proper try once it was paired with Inkline Tri-Stringer and i had fun using it. The special is a decent entry tool for clams and handles zones quite nicely. Plus, constantly putting Stringer darts into the Chump area was a neat way to deny more space for my opponents.
Ever since they announced super chumps, I thought that jumping to them like a beacon would be amazing but then I realized what you said about it needing to be a recall special. I still think that’s fair. Nintendo needs to hire comp players to design kits and specials
A solution for the "Always jumping into the center of the chumps" problem because I feel like stealth jump ruins the charm of chumps being decoy super jumps; Make chumps now a two click thing to activate, once to choose where the chumps go and second to choose a spot on an arc within the area in which you'll jump. The visual effect of this would be the thing that usually shows where the middle moving until you press the button again. Jumps dont launch until you press the button twice and you can not jump by pressing a different button
another funny idea might be if the rest of the team can also jump with the chumps, with the caveat that they have to get to the launcher in time (sort of a tacticooler kind of thing.) they could jump in random variance around the center of the AOE, so you could in theory have a full SWAT team descend upon you like targeted missiles. (popping a recall special while you're up there would either not work or just set the recall to the original launch location) i myself don't really like the stealth jump idea, not because it's really broken but just because it kind of defeats the point of being surrounded by decoys.
As someone who mains 89 and Gold Dyn, Chump buffs are something I’ve been wanting. The first route to buffing Chumps have been my idea for the longest time I honestly think the second idea is also a fun concept, however I think that the third makes Chumps too strong, because it could put you into places that you’re not meant to be or reach so easily, even with the recall concept
As a CDS main that last buff idea just sounds so amazing. Having that plus beakons would turn CDS into such a unique support/skirmisher and I NEED IT RIGHT NOW
I like that some buffs take from Splatoon 1 main abilities. It fits really well with chumps having been featured alongside Krakens return. Both callbacks to Splatoon 1
When I saw the special in the trailer I thought it works exactly like the third buff idea. It was disappointing that it wasn't like that, it's a pretty logical idea to have just by watching the special.
As cool as I think the ability to super jump alongside your chumps is, Tacticooler and QSJ are what would make that hypothetical addition into the special just another exploitive cheese strategy to get anywhere you want to. Cooler has basically max QSJ, so I just can’t imagine cooler + chump being healthy for the game with the thought of the chump user jumping to their chumps with max QSJ, and then all three other players jumping to that player. It would be way too easy to get anywhere you’d want to with team coordination. The combination is basically a soft iteration of S1 SJ + QSJ basically with max cooler + chumps masking and tanking the landing spots for players lol. Even without team coordination or teammates jumping to the chump user, just the idea alone of the chump user having max QSJ with cooler and getting to anywhere they want basically for free in an instant jump with stealth jump and HP from the jumps to protect them is just a bad thought. Hell even take away cooler, running a lot of QSJ would be very annoying with chump in this super jump concept. I just don’t like the thought of potential cheese with that ability. I want there to be less stuff like that in the present and for the future. The tracking suggestion I also personally don’t care much for either since we already have SO many things that track and mark players in the video game. Wave breaker can track, missiles track, killer whale can track, inkmine can track, angle shooter can track, point sensor tracks, Autobomb can track, torpedo can track… (and I may or may not be possibly missing something else) It’s almost a meme at this point that the solution to buffing things or giving a trait to a special or sub is to give it tracking power or increase its paint output substantially lol. But still a good suggestion in conceptual thinking nevertheless. But I do like your ideas of increased chump size because the most unique part of the chumps is the minefield the special creates, and the added HP by +10 also fits in with that trait of chump. So I’d like those two buffs personally for the special. Those two things in itself would bump the special up a tier from B to A. Possibly you can add in the faster detonation by a half second, but idk if I’d personally do both with that and the increased chump HP together. A slightly faster detonation time + chumps tanking one extra shot may require too much quick thinking for casuals, and the faster detonation time I’d argue may actually take away from the special’s minefield nature since it’s detonating faster, rather than staying on the floor longer. It would only get even closer to being just another paint out-putter that caps a zone with the faster detonation time.
The only buff i'd say is reasonable and healthy would be more of them, but their explosion and paint radius is smaller but they have more healthpoints and have a bigger object Basically acting like more of a Forrest in which you can through sneaky bombs that others don't see coming
Super jumping with the chumps seems like def the way to go. I however would make it so that instead of always being the center you get to pick where in the selected area you fall in by tilting the L stick and confirming with ZR, so that you can quickly pick a place where to land on without having to compromise on the surprise aspect. That way you can just have the regular Super Jump arrow indicator without having to do any further compromises.
Another idea, Chain Reaction Chumps Give the special a few more chumps per launch, have them be more spread out, maybe in clusters of 2 or 3 spaced around, and then make them react to friendly ink. If you shoot one, it arms itself early, and then explodes activating nearby chumps. There’s probably more you could do to make this work but that’s just the base idea.
the super jump chumps is an amazing rework idea, I feel like its a lot more realistic for the s3 team to do the first one tho, but I’d love to see this
I haven't watched yet but the intro and the soundtrack!!!!? Awesome omg it's so small yet it add so much to the video! EDIT: the last idea is the most unlikely but also would 100% skyrocket the special from "yeah it's nice" to "actually a contender to my favourite" for me! My two favourite special ever are inkjet and bomb launcher (with zip and bubble blower close by) so having all four be somewhat combined in such a way would be amazing!! A recall special that puts a bunch of explosions on the map and that lets you use your main weapon while it's in effect is literally my dream special
i really like the super jump recall idea for the third option to buff it. one thing i'd want to add is that my initial impression of chumps was that they would punish the player for hitting them up close by exploding in a similar way they do now when they aren't touched, but they would fizz after a while. i think this alone creates a lot of pressure because you can place chumps where enemies are at and they have to reposition to avoid the chumps being a big hassle for them, which allows the team that used the chumps to retake the space. i'd also like for super chumps to give teammates a prompt to jump towards the chump like how booyah bomb has a prompt to booyah, so the prompt could be controlled by the D-pad. though that may be way too good of an option to have
The third option would be amazing. I feel like the second would be too strong, and the first wouldn’t feel that special, as basically any special that gets buffed gets buffed in a similar way. ALSO IM STILL MAD ABOUT NOT GETTING A BOOYAH BOMB WEAPON THIS SEASON NINTENDO. I HAVENT FORGIVEN THAT ACT OF TREASON YA KNOW!
I’ve always had 2 ideas for major reworks for chumps (obviously for next game): 1: Make the explosion more like DJ Octavio’s attack from Splatoon 2, where it creates tall spinning columns if you don’t shoot them. In this version, your penalty for not shooting the chumps is a long-lasting minefield of damaging walls that you’ll have to deal with for the next several seconds. 2) Make it a sub. Deploy a singular super chump at your location. I think this iteration would make much better use of the “tricky” aspect of the sub, while still providing some paint and damage output.
I think the last one is definitely the change we need most for super chumps. Even though the other two ideas are great, I feel like they take away the initial purpose of super chump, and that is to be a fake super jump to prevent jump camping
As a chump believer, i do like a lot of this buffs, it can truly make the special stand more and showcase more uniqueness, playing with chump is extremely fun and useful to force myself to get to closer combat. Jumping at the same time the chumps are deployed sound very useful specially for certain modes. I just want more chumo buffs i need my explosions to go further!
My two ideas: #1: What if instead of placing the chump turret on the ground, you could aim it and shoot each chump individually? Then you'd be able to fill up a small choke point or spread them out as you please. #2: This may sound crazy, but here me out. Allowing this special to be spammed (allowing you to paint for special right after launching) might actually be fun. Hear me out. Considering it has actual counter-play and is pretty weak, the spectacle of seeing so many chumps land on the field constantly just sounds hilarious rather than annoying. Rather than forcing you to constantly move like tenta missiles or wails, chumps would instead make it harder to move, forcing you to clear out a space for yourself by shooting them. If you move in the direction of increasing their damage and HP but decreasing their numbers, that just starts to look more like the bubble blower from S2. Making them more numerous seems like the more unique direction to go. When I play weapons with super chump, I feel the urge to special spam, and this weapon could provide a healthy outlet for that deep dark urge. Please let me special spam--
Honestly I don't mind the idea of reducing the cooldown a bit because I think 10 seconds is a lot and I'm almost convinced it just got copy pasted from missiles for some reason since that nerf happened before their launch. They would have to adjust stuff like zap 170p though. But this is one where I wouldn't mind it being spammed. Shooting chumps individually also sounds neat but I feel like it could end up making the special take forever to use and how fast you can launch them is a huge strength right now I think.
I agree with what you said in this video. The Super Chump special is kinda neat and gives good coverage on the map. However, it's kinda weak. They need to blow up a bit quicker and deal more damage. I like your idea of how the outer part of the Super Chumps deals less damage, but the inner part of the it will give even MORE damage. Having the effects from your gear affecting the Super Chumps is also a good idea. If Nintendo make these kinda changes for the Super Chumps, I'd say this will make this Special even more effective to use through online battles. I would also like Nintendo to buff up the Paint Wall special as well. It can be avoidable, but I feel like it doesn't deal enough damage if the enemy team goes through it. If they buff up the damage when your enemies go through it, I think it would also help this special be more useful.
The devs could also lean into the deception part of this special. Instead of showing all of the jump markers, how about only one of them? Additionally, if a teammate is standing in the chump launch zone, the only visible jump marker would be the place the teammate is at when the chumps were launched. This would be a lot more convincing that it is a real jump instead of the seeing lots of jump markers out of nowhere. Imagine camping a jump only to realize that it was fake, and now you're surrounded by chumps. Then add the damage buffs in the video and you still have a simple and strong special that has its gameplay elements even more associated with the special's theme.
for the last idea I would suggest that launching just the super chumps would launch like 20% more chumps but then when you go with it it will only shoot the regular amount
I had an idea I had which allows Chumps to he used for their fake jump ins and avoid an out of bounds or clam cheese. Give Super Chumps a secondary firing method that only works when the Super Chump user jumps to a location. When they target a teammate for a jump give them stealth jump as normal but as they charge the jump they can activate the special like Triple Splash down. With some team coordination, the entire team can now jump on that teammate while using the Super Chumps to hide their landing.
I've had the idea to give Chumps a player launch mechanic using the cannon for a while with the addon if using things like Drop Roller and whatnot and I like the additional tweaks you've thought of to give it some extra quality and make it even better than what I gave as a base idea. Really hope Chumps gets something like this if it returns in future games.
ive always liked the idea of popping chumps then it opens up the map with the marks of where the chumps are then you get to choose which one to jump to
I would actually consider a mix of the Jump-in and Defense options- giving the Chumps more health and a bigger hitbox, as well as the jump effect and drop roller to the center of the special. I also think a recall doesn’t quite fit this special- I feel like it would be better served by preventing you from jumping to areas your team can’t access, showing a different hologram when you’re aiming at a place you’re not allowed to jump to as well. Cool concepts, I think it would be fun!
I personally think if you have stealth jump on your shoes, the chumps should also get stealth jump. this is probably the quickest way to get enemies to actually get tricked by chump landings. cause if they see a massive field of jump landings, its very easy to ignore. if they see one jump landing that comes just into view, they might actually try to camp it until it lands.
When they first revealed Chumps I thought that the canon that stayed behind to allow you and any teammates to jump with them like the Superjump Chump segment purposed as a team recall
Rework 1 - it's alright, but Super Chump feels more like a utility thing-- oh, the next one is utility Rework 2 - sounds cool, but makes Wave Breaker feel inferior Rework 3 - Oh! Oh... Oh my god, I need it! This is brilliant!
"For the one person who's unlucky enough to be near three of these somehow." honestly knowing my dumbass I'd end up noticing that's possible the first time I'd run into them which sounds hilarious enough for me to want it in the game for that alone.
an idea I came up with while watching would be to make it so the team that used the chumps is also able to break their own chumps, and if they do it makes an even bigger dangerous explosion sort of like mini bubble blowers
The Super Jump rework is my ideal, it's what I thought the special would be used for to begin with and it's strange the special about mimicking jumps doesn't let you jump yourself.
Alternative approach: make it so they target like missiles but instead of targeting the enemy they target your allies, then allowing you to superjump to THEM. This would work for the whole team as a result.
my idea I thought of for a while is that it would be nice if it worked kinda similar to Bubble Blower in S2, like you or your teammates just shoot down the chumps and they explode. Maybe even let them stay on field longer to use them as mini shields and the main way to make them detonate is yourself
Okay, so here’s my thing: The Jump-with-Chumps idea is cool, but I think that, like you said, it’s tough to balance with out-of-bounds stuff. I see where you’re coming from with the recall idea, but I think it ends up making the thing a bit more complicated than it needs to be. Chumps doesn’t feel like a “transformation” special in the way that Zip and Jet do, so lumping it in, even as a side function, feels off. I *did* have an idea for how you could make this work, though. What if, when arming and aiming chumps, you could *pull up the map and direct your attack to fire at a teammate’s location?* That way, you could still add the additional mobility option of jumping in with your chumps, while keeping the restriction of not being able to go anywhere your teammates couldn’t otherwise go!
Idea - What if anyone on your team could choose to jump with chumps? To be possible, the charge up before launching would be slower, and a message would appear like “Someone is readying a Super Chump!” so it would be similar to choosing to booyah before a booyah bomb is launched. Idk if they would get ninja tho, they would likely just land as normal to balance it
The problem with the last buff it's that it doesn't fit a lot of weapons that have the special and favor a more safe playstyle. For me, it would be a good option to display in your map the landing position of each one of them adter launching the special, so you can choose where you should land
I actually was thinking of Super Chumps being able to be jumped to, but I had a different approach in mind. Instead of only the user is able to Super Jump to the center, the chump radius will show up on the mini map, and ANYONE can jump to it. This would help let people get in without being as predictable as only being in the center, while still having a risk factor in enemies still predicting where you land. Getting into areas you're not supposed to be in is something I didn't really consider, though, and it'd probably be an even bigger problem than your take on it. So making people who jump into it recall may not be a bad idea. But I think doing this and making the chumps a little tankier would be a good way to make chumps strong.
As an N-Zap 89 main, I like those buff ideas. The power-up and Jump Chump ideas are my preferred ones, as the tagging one kinda feels like it's taking the Wave Breaker's job. I wonder if you'll do one for Splattercolour Screen ? I feel like it could use the brush-up, like have a little more of a Sprinkler effect as it travels.
I don't need super chumps, my WiFi is so bad my teammates become super chumps
Stationary and explode after a while
comment of the year 😂
@@luckyegg7073Thanks bro :)
lan cable or perish
literally 10 bucks on ali free shipping for adapter + 5 meter lan cable
DAYUM!!!
@@StarmenRock not everyone can run an ethernet cable from their router to their switch, plus even if you do use an ethernet cable, if your internet is bad it'll still suck, speaking from past experience for both of those. Yeah using ethernet with a good connection is vastly prefererable (wifi warrior is bs), but sometimes your internet just blows and you've gotta deal with it.
As a frontline that really struggles to find a weapon that doesn’t just go and kill, chumps seems so fun to use for my team, it is such a good special design imo, im so excited for the bamboo kit
Based pfp.
Also hyped for the new bamboo kit!
i don't think you want to play frontline if you don't want to kill
@@NCEYSPT no i struggle to play weapons that don’t just go and kill, so i play frontline
Actually, I thought frontline was both slayer and skirmisher, i only meant slayer and might be being dumb, im not sure but i meant i only play short range killing weapons really and struggle to play weapons that dont do that 😂
@@batmanbud2 no i love garden warfare too much, it needs to be revived (ik its not like dead but it is just too good to be anywhere near that)
I really liked the last option, it sounds quite fun to just jump in and make incredible plays with the chumps.
It sounds fun to use but also sounds like it can be incredibly broken and probably annoying to fight
I definitely think the whole "fake jump" aspect needs to be tweaked somehow. I like chumps, but I feel like I usually use them as body shields to get in rather than a sneaky super jump. The only time someone actually thinks the chumps are a player jump is when a stray chump lands alone on a ledge or around a corner and the opponent gets jump scared by a random jump marker.
Oh yes I like the super jump chumps!
Now let’s just talk about clam blitz…. And quick super jump…
@@kirahhdrop I believe you aren't able to throuw clams with recall specials, if thta's the case then it would be already balanced, if not, it would be a way to nerf the stratergy.
@@pbpablete yeah ofc you’re not that would be something!
Now to the people who can super jump to you without a special…
I think the idea of having a button press to go with the Chumps is clever, but I think the button to go with them should be the R button instead of the ZR button. Namely because I think making it the button that usually fires the chumps off might cause some muscle memory issues and potential misinputs.
i would change them to be d-pad left and right since those buttons don't do anything in normal gameplay except to choose who you're jumping to when you have the map open
I feel like clicking R Stick would work well so that your options of sub or main weapon aren't hindered, would feel cool to click down the stick to detonate!
@@noisetank0994Just change it to any button, like L, Splatoon has many free buttons to use lol.
the Super Jump rework would actually make this special my favorite one in the entire series I’d ADORE that
It wouldn’t even need to be complicated the way you did it with adding Stealth and Drop Roller with a recall, just giving me the ability to jump to them and actually use them as a decoy would be so fun, and jumping alongside your chumps would be so cool to look at
I'm honestly surprised it's not how it works by default, when I saw the trailer and how you can use it to hide super jumps it made me so confused that it wasn't what it would do like???? Have you _ever_ seen anybody use the chumps to hide their super jump? Me neither...
@@unebaguette9745yeah I wish it was an actual thing
yeah i think the stealth jump is a little much not because it's too op, but because it kinda gets rid of the point of being surrounded by decoys lol.
the super jump chumps is genuinely one of my favorite ideas you’ve come up with dude- the potential for mind games and, most importantly, FUN FACTOR is just through the roof ! incredible video chara + team :]
the fact they added a special that abuses fake super jumps and DOESN'T let you jump to it is insanely baffling
let me do mixups in my funny splatoon!!!
Superchups are like sprinklers :
-it paint
-it deals pretty negligeable damage
-it can be broke
C'mon Nintendo let us fire ourselves out of the funny cannon and break the game, it'd be epic
The idea of making Chumps a recall special is actually insanely creative, ideas like this make me wish we could add our own ideas into Splatoon somehow. Like custom challenges or something
a splatoon workshop mode like overwatch 1 had is a big hope for me but I dont think its gonna happen ever
Chumps have so much potential, on launch I thought they were going to be a way to rework Missiles to be more healthy
I still think we should slightly buff chumps and make all missile weapons into chump weapons
People are misusing it alot. You're not supposed to use super chump to ink the enemy side until the end you were supposed to use it to help your teammates get some good coverage. Rarely see this used right.
@@Foun_D_OnePiece yep it's designed for displacement and support, which is awesome to see
I think the utility reworks are much better than the current "unga make chump explode harder bunga" that current buffs gave it
The biggest rework I want is for TSD to replace all reefslider weapons.
i'd love for splatoon to just remove outdated specials when they add reworked ones. chump is just healthier missiles in every way, and i don't know anyone who wanted missiles to return.
@@tinyclover3849Jet squelchers in S2 solo que and that’s it lol
Sidenote: the music in this video makes me want a jet set radio × splatoon crossover so much
I knew Splatoon was missing something... roller skates!
Seeing Super Chump being revealed actually kinda scared me at first. I LOVED jump camping back in S2 (which didn't go well every time given Splashdown was a thing), but I haven't jump camped ever since S3 came out. But I'm happy with what we got. It's basically a less toxic version of Missles! It even has the same cooldown as Missles!
Super jumping with the chumps is a really cool idea
I’d love getting people off guard
All these ideas are amazing. The last one is really close to what I was thinking of when I saw the video title; I imagined each chump acting as a mini beakon where as long as they existed anyone on your team could choose a chump to jump to, while having their landing being hidden like Splatoon 2 stealth jump.
Man, jumping in with them is such a fire idea, as it is now I feel like the superjump markers on them is practically just a cute visual thing
7:02 maybe while holding zr, the chumps’ trajectory would be set and when you held zr a second marker would appear determining where you would jump, and the chumps would not launch until you set your own junp
Actually smart
@@atlas6203 thanks!
These are some very creative Super Chump buff ideas. This is the one I came up with a while ago: ≈50% more Chumps (12 -> 18), and it takes a bit longer to launch all of them, so they come out a bit more staggered (and over a slightly wider area), so there is more time to use the jump Decoy aspect.
The power buffs are most in line with it's role as a spray of small suction bombs/meat shields.
But I like the free stealth jump idea as leaning into the spirit of it's design.
I think another way Nintendo could handle "Jumping in with the Super Chumps" is to make it like Splashdown where you can activate it durring a superjump to a teammate. This would eliminate the need for it to be a recall, while also making it so its not always better to jump with the chumps.
Or alternatively, you have the option to jump to a teammate while aiming a spot for the super chumps (instead of being locked out of super jumping like you are with most other specials). It wouldn't really make sense to activate super chump midair like with splashdown, so I think that would be the best way to handle it.
@@squiddler7731 tbh I did think about the mid superjump thing. Maybe you activate it while in the map, but the special itself doesn't activate until you press to superjump to a teammate? This would let the launcher animation play.
Crazy idea: if Super Chump is fake superjump + tentamissiles, what if we had Fake Superjump + Inkstrike? Target any valid superjump location (including yourself!) to send an exploding decoy.
I don't have a switch so I have no idea if this would play well in practice, however I can say with certainty that it would be a really funny mixup.
LOVE the idea of jumping in with the chumps, feels truest to the special's gimmick and lets you play around your own special more. Back when chumps were first revealed I thought they would directly punish camping by having a single point that explodes on impact lmao - some of these buffs feel reminiscent of that
I used to main a chump weapon, and one thing I always found to be a slight problem was how it was pretty obvious that the decoy super jumps weren't an actual player. So I really think the last option could be a solid way to make super chump an even more unique and combat focused special.
I gave Super Chumps a proper try once it was paired with Inkline Tri-Stringer and i had fun using it. The special is a decent entry tool for clams and handles zones quite nicely. Plus, constantly putting Stringer darts into the Chump area was a neat way to deny more space for my opponents.
I think that super chump being affected by stealth jump would be a neat idea
This is such a cool concept! This would work so well with all of the weapons with it
0:19 "is clash"
Ever since they announced super chumps, I thought that jumping to them like a beacon would be amazing but then I realized what you said about it needing to be a recall special. I still think that’s fair. Nintendo needs to hire comp players to design kits and specials
A solution for the "Always jumping into the center of the chumps" problem because I feel like stealth jump ruins the charm of chumps being decoy super jumps;
Make chumps now a two click thing to activate, once to choose where the chumps go and second to choose a spot on an arc within the area in which you'll jump. The visual effect of this would be the thing that usually shows where the middle moving until you press the button again. Jumps dont launch until you press the button twice and you can not jump by pressing a different button
My personal rework:
When you active the super chump with zr it leaves only 1 super jump destination in the centre of the area
another funny idea might be if the rest of the team can also jump with the chumps, with the caveat that they have to get to the launcher in time (sort of a tacticooler kind of thing.) they could jump in random variance around the center of the AOE, so you could in theory have a full SWAT team descend upon you like targeted missiles. (popping a recall special while you're up there would either not work or just set the recall to the original launch location)
i myself don't really like the stealth jump idea, not because it's really broken but just because it kind of defeats the point of being surrounded by decoys.
The location idea is really cool. It feels like just what chumps are missing.
fantastic music choice from the editors, especially jump around when talking abt jumping w the chumps
As someone who mains 89 and Gold Dyn, Chump buffs are something I’ve been wanting.
The first route to buffing Chumps have been my idea for the longest time
I honestly think the second idea is also a fun concept, however I think that the third makes Chumps too strong, because it could put you into places that you’re not meant to be or reach so easily, even with the recall concept
As a CDS main that last buff idea just sounds so amazing. Having that plus beakons would turn CDS into such a unique support/skirmisher and I NEED IT RIGHT NOW
Really hard to choose a favorite. All three of these would be amazing.
As a long time orange nzap main, i love the third option. Its so fun
I like that some buffs take from Splatoon 1 main abilities. It fits really well with chumps having been featured alongside Krakens return. Both callbacks to Splatoon 1
Most people reading this: *analyzes Chara's ideas on Super Chumps*
Me, meanwhile: HOLY SHIT HIDEKI NAGANUMA MUSIC!
billions must chump
When I saw the special in the trailer I thought it works exactly like the third buff idea. It was disappointing that it wasn't like that, it's a pretty logical idea to have just by watching the special.
As cool as I think the ability to super jump alongside your chumps is, Tacticooler and QSJ are what would make that hypothetical addition into the special just another exploitive cheese strategy to get anywhere you want to. Cooler has basically max QSJ, so I just can’t imagine cooler + chump being healthy for the game with the thought of the chump user jumping to their chumps with max QSJ, and then all three other players jumping to that player. It would be way too easy to get anywhere you’d want to with team coordination. The combination is basically a soft iteration of S1 SJ + QSJ basically with max cooler + chumps masking and tanking the landing spots for players lol. Even without team coordination or teammates jumping to the chump user, just the idea alone of the chump user having max QSJ with cooler and getting to anywhere they want basically for free in an instant jump with stealth jump and HP from the jumps to protect them is just a bad thought. Hell even take away cooler, running a lot of QSJ would be very annoying with chump in this super jump concept. I just don’t like the thought of potential cheese with that ability. I want there to be less stuff like that in the present and for the future.
The tracking suggestion I also personally don’t care much for either since we already have SO many things that track and mark players in the video game. Wave breaker can track, missiles track, killer whale can track, inkmine can track, angle shooter can track, point sensor tracks, Autobomb can track, torpedo can track… (and I may or may not be possibly missing something else) It’s almost a meme at this point that the solution to buffing things or giving a trait to a special or sub is to give it tracking power or increase its paint output substantially lol. But still a good suggestion in conceptual thinking nevertheless.
But I do like your ideas of increased chump size because the most unique part of the chumps is the minefield the special creates, and the added HP by +10 also fits in with that trait of chump. So I’d like those two buffs personally for the special. Those two things in itself would bump the special up a tier from B to A. Possibly you can add in the faster detonation by a half second, but idk if I’d personally do both with that and the increased chump HP together. A slightly faster detonation time + chumps tanking one extra shot may require too much quick thinking for casuals, and the faster detonation time I’d argue may actually take away from the special’s minefield nature since it’s detonating faster, rather than staying on the floor longer. It would only get even closer to being just another paint out-putter that caps a zone with the faster detonation time.
EDITING ON PEAKKKK LIKE DAYUMMM THE MUSIC MATCHING UP AT THE STARTTTTTT 💯💯💯
It's always nice to see people's ideas on how to buff specials in Splatoon, too bad Nintendo rarely does this sort of thing.
I love the idea of bringing back bomb sniffer in some form. It's easy to forget that it existed in the first game.
I like the echolocation-upon-break idea. I often have trouble locating enemies in allied super chumps.
The only buff i'd say is reasonable and healthy would be more of them, but their explosion and paint radius is smaller but they have more healthpoints and have a bigger object
Basically acting like more of a Forrest in which you can through sneaky bombs that others don't see coming
YOU were the one who made me buy the gem called splatoon 3!
Super jumping with the chumps seems like def the way to go.
I however would make it so that instead of always being the center you get to pick where in the selected area you fall in by tilting the L stick and confirming with ZR, so that you can quickly pick a place where to land on without having to compromise on the surprise aspect. That way you can just have the regular Super Jump arrow indicator without having to do any further compromises.
i love the effort u put into ur videos
I love the new music choices
Another idea, Chain Reaction Chumps
Give the special a few more chumps per launch, have them be more spread out, maybe in clusters of 2 or 3 spaced around, and then make them react to friendly ink.
If you shoot one, it arms itself early, and then explodes activating nearby chumps. There’s probably more you could do to make this work but that’s just the base idea.
the super jump chumps is an amazing rework idea, I feel like its a lot more realistic for the s3 team to do the first one tho, but I’d love to see this
Nice video, love the JSR music 🛼
I haven't watched yet but the intro and the soundtrack!!!!? Awesome omg it's so small yet it add so much to the video!
EDIT: the last idea is the most unlikely but also would 100% skyrocket the special from "yeah it's nice" to "actually a contender to my favourite" for me! My two favourite special ever are inkjet and bomb launcher (with zip and bubble blower close by) so having all four be somewhat combined in such a way would be amazing!! A recall special that puts a bunch of explosions on the map and that lets you use your main weapon while it's in effect is literally my dream special
i really like the super jump recall idea for the third option to buff it. one thing i'd want to add is that my initial impression of chumps was that they would punish the player for hitting them up close by exploding in a similar way they do now when they aren't touched, but they would fizz after a while. i think this alone creates a lot of pressure because you can place chumps where enemies are at and they have to reposition to avoid the chumps being a big hassle for them, which allows the team that used the chumps to retake the space.
i'd also like for super chumps to give teammates a prompt to jump towards the chump like how booyah bomb has a prompt to booyah, so the prompt could be controlled by the D-pad. though that may be way too good of an option to have
The third option would be amazing. I feel like the second would be too strong, and the first wouldn’t feel that special, as basically any special that gets buffed gets buffed in a similar way. ALSO IM STILL MAD ABOUT NOT GETTING A BOOYAH BOMB WEAPON THIS SEASON NINTENDO. I HAVENT FORGIVEN THAT ACT OF TREASON YA KNOW!
This really is a Splatoon *3* video
It is?
I’ve always had 2 ideas for major reworks for chumps (obviously for next game):
1: Make the explosion more like DJ Octavio’s attack from Splatoon 2, where it creates tall spinning columns if you don’t shoot them. In this version, your penalty for not shooting the chumps is a long-lasting minefield of damaging walls that you’ll have to deal with for the next several seconds.
2) Make it a sub. Deploy a singular super chump at your location. I think this iteration would make much better use of the “tricky” aspect of the sub, while still providing some paint and damage output.
jet set radio future soundtrack goes hard
I think the last one is definitely the change we need most for super chumps. Even though the other two ideas are great, I feel like they take away the initial purpose of super chump, and that is to be a fake super jump to prevent jump camping
The thumbnail and intro are fire!
As a chump believer, i do like a lot of this buffs, it can truly make the special stand more and showcase more uniqueness, playing with chump is extremely fun and useful to force myself to get to closer combat. Jumping at the same time the chumps are deployed sound very useful specially for certain modes. I just want more chumo buffs i need my explosions to go further!
My two ideas:
#1: What if instead of placing the chump turret on the ground, you could aim it and shoot each chump individually? Then you'd be able to fill up a small choke point or spread them out as you please.
#2: This may sound crazy, but here me out. Allowing this special to be spammed (allowing you to paint for special right after launching) might actually be fun. Hear me out. Considering it has actual counter-play and is pretty weak, the spectacle of seeing so many chumps land on the field constantly just sounds hilarious rather than annoying. Rather than forcing you to constantly move like tenta missiles or wails, chumps would instead make it harder to move, forcing you to clear out a space for yourself by shooting them.
If you move in the direction of increasing their damage and HP but decreasing their numbers, that just starts to look more like the bubble blower from S2. Making them more numerous seems like the more unique direction to go.
When I play weapons with super chump, I feel the urge to special spam, and this weapon could provide a healthy outlet for that deep dark urge. Please let me special spam--
Honestly I don't mind the idea of reducing the cooldown a bit because I think 10 seconds is a lot and I'm almost convinced it just got copy pasted from missiles for some reason since that nerf happened before their launch. They would have to adjust stuff like zap 170p though. But this is one where I wouldn't mind it being spammed. Shooting chumps individually also sounds neat but I feel like it could end up making the special take forever to use and how fast you can launch them is a huge strength right now I think.
As a Dualie squelchers main every single one of these buffs is awesome
Man i wish that jump and recall thing could happen, such cool potential for it while not getting disabling anything it currently does
I agree with what you said in this video. The Super Chump special is kinda neat and gives good coverage on the map. However, it's kinda weak. They need to blow up a bit quicker and deal more damage. I like your idea of how the outer part of the Super Chumps deals less damage, but the inner part of the it will give even MORE damage. Having the effects from your gear affecting the Super Chumps is also a good idea.
If Nintendo make these kinda changes for the Super Chumps, I'd say this will make this Special even more effective to use through online battles. I would also like Nintendo to buff up the Paint Wall special as well. It can be avoidable, but I feel like it doesn't deal enough damage if the enemy team goes through it. If they buff up the damage when your enemies go through it, I think it would also help this special be more useful.
I gotta say all of them sound like great ideas
The devs could also lean into the deception part of this special. Instead of showing all of the jump markers, how about only one of them? Additionally, if a teammate is standing in the chump launch zone, the only visible jump marker would be the place the teammate is at when the chumps were launched. This would be a lot more convincing that it is a real jump instead of the seeing lots of jump markers out of nowhere. Imagine camping a jump only to realize that it was fake, and now you're surrounded by chumps. Then add the damage buffs in the video and you still have a simple and strong special that has its gameplay elements even more associated with the special's theme.
humming the bassline jumpscare
I don't call it Super --useless-- Chump for nothing!
for the last idea I would suggest that launching just the super chumps would launch like 20% more chumps but then when you go with it it will only shoot the regular amount
I had an idea I had which allows Chumps to he used for their fake jump ins and avoid an out of bounds or clam cheese. Give Super Chumps a secondary firing method that only works when the Super Chump user jumps to a location. When they target a teammate for a jump give them stealth jump as normal but as they charge the jump they can activate the special like Triple Splash down. With some team coordination, the entire team can now jump on that teammate while using the Super Chumps to hide their landing.
Hell yeah jet grind radio music in the intro - I like to think that series and Splatoon are cousins
I've had the idea to give Chumps a player launch mechanic using the cannon for a while with the addon if using things like Drop Roller and whatnot and I like the additional tweaks you've thought of to give it some extra quality and make it even better than what I gave as a base idea. Really hope Chumps gets something like this if it returns in future games.
ive always liked the idea of popping chumps then it opens up the map with the marks of where the chumps are then you get to choose which one to jump to
and if you dont want to jump then press b or x or something
This special is so cool and creative man WE NEED A CHUMP META 🎉 🎈
I sometimes still get tricked by them and when a chump lands instead of a player, you know you're on a mission to pop them all
Literally anything to make my mains (squelchers and bamboo) better
Fav special it's so silly ❤️
It's fun on tristinger in turf
I would actually consider a mix of the Jump-in and Defense options- giving the Chumps more health and a bigger hitbox, as well as the jump effect and drop roller to the center of the special. I also think a recall doesn’t quite fit this special- I feel like it would be better served by preventing you from jumping to areas your team can’t access, showing a different hologram when you’re aiming at a place you’re not allowed to jump to as well.
Cool concepts, I think it would be fun!
I personally think if you have stealth jump on your shoes, the chumps should also get stealth jump. this is probably the quickest way to get enemies to actually get tricked by chump landings. cause if they see a massive field of jump landings, its very easy to ignore. if they see one jump landing that comes just into view, they might actually try to camp it until it lands.
When they first revealed Chumps I thought that the canon that stayed behind to allow you and any teammates to jump with them like the Superjump Chump segment purposed as a team recall
Really fun video! I really hope they let you super jump and recall with it! That’d be so fun
Rework 1 - it's alright, but Super Chump feels more like a utility thing-- oh, the next one is utility
Rework 2 - sounds cool, but makes Wave Breaker feel inferior
Rework 3 - Oh! Oh... Oh my god, I need it! This is brilliant!
"For the one person who's unlucky enough to be near three of these somehow." honestly knowing my dumbass I'd end up noticing that's possible the first time I'd run into them which sounds hilarious enough for me to want it in the game for that alone.
an idea I came up with while watching would be to make it so the team that used the chumps is also able to break their own chumps, and if they do it makes an even bigger dangerous explosion sort of like mini bubble blowers
The Super Jump rework is my ideal, it's what I thought the special would be used for to begin with and it's strange the special about mimicking jumps doesn't let you jump yourself.
Alternative approach: make it so they target like missiles but instead of targeting the enemy they target your allies, then allowing you to superjump to THEM. This would work for the whole team as a result.
Jumping with the chumps is such a good idea
I like the third option. I would love being able to super jump in with them.
i would some the second idea, that would truly help visualise the devs ideas with these
my idea I thought of for a while is that it would be nice if it worked kinda similar to Bubble Blower in S2, like you or your teammates just shoot down the chumps and they explode. Maybe even let them stay on field longer to use them as mini shields and the main way to make them detonate is yourself
Okay, so here’s my thing:
The Jump-with-Chumps idea is cool, but I think that, like you said, it’s tough to balance with out-of-bounds stuff. I see where you’re coming from with the recall idea, but I think it ends up making the thing a bit more complicated than it needs to be. Chumps doesn’t feel like a “transformation” special in the way that Zip and Jet do, so lumping it in, even as a side function, feels off.
I *did* have an idea for how you could make this work, though. What if, when arming and aiming chumps, you could *pull up the map and direct your attack to fire at a teammate’s location?* That way, you could still add the additional mobility option of jumping in with your chumps, while keeping the restriction of not being able to go anywhere your teammates couldn’t otherwise go!
Super Chumps is such a fun and unique special, one of my personal favorites in the series honestly, but it needs at bit more, if know what I mean.👌😎
You should be able to see the Chumps' landing point on the map so you can jump into all that chaos.
Idea - What if anyone on your team could choose to jump with chumps? To be possible, the charge up before launching would be slower, and a message would appear like “Someone is readying a Super Chump!” so it would be similar to choosing to booyah before a booyah bomb is launched. Idk if they would get ninja tho, they would likely just land as normal to balance it
My brain is so confused hearing Jet Set Radio music in a Splatoon video.
The problem with the last buff it's that it doesn't fit a lot of weapons that have the special and favor a more safe playstyle. For me, it would be a good option to display in your map the landing position of each one of them adter launching the special, so you can choose where you should land
HOLDING THE CHUMPS INDEFINITELY IVE BEEN TALKING ABOUT THIS FOR SO LOOOOOONG
I actually was thinking of Super Chumps being able to be jumped to, but I had a different approach in mind. Instead of only the user is able to Super Jump to the center, the chump radius will show up on the mini map, and ANYONE can jump to it. This would help let people get in without being as predictable as only being in the center, while still having a risk factor in enemies still predicting where you land. Getting into areas you're not supposed to be in is something I didn't really consider, though, and it'd probably be an even bigger problem than your take on it. So making people who jump into it recall may not be a bad idea. But I think doing this and making the chumps a little tankier would be a good way to make chumps strong.
As an N-Zap 89 main, I like those buff ideas. The power-up and Jump Chump ideas are my preferred ones, as the tagging one kinda feels like it's taking the Wave Breaker's job.
I wonder if you'll do one for Splattercolour Screen ? I feel like it could use the brush-up, like have a little more of a Sprinkler effect as it travels.