Which ABILITIES Should RETURN For Splatoon 3?

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  • Опубликовано: 4 сен 2024

Комментарии • 258

  • @preyingshark4878
    @preyingshark4878 2 года назад +127

    I really want bomb sniffer back because I've had "WHAT BOMB!?!?!?" deaths happen way more than I would like to admit...

    • @Stiiizz
      @Stiiizz Год назад +7

      Never understood why that never came back

    • @Shuck34
      @Shuck34 Год назад

      Those bomb s are probably from me specifically

    • @snowpeagaming9116
      @snowpeagaming9116 8 месяцев назад +1

      I don’t think it’d be helpful enough on its own, but it’d be amazing if it was combined w/ another ability like how cold blooded and bomb defense were combined

  • @Shuck34
    @Shuck34 Год назад +23

    1:59 “quick respawn is not meta”
    Oh boy do i have something to tell past chara

  • @waffles245
    @waffles245 2 года назад +66

    "quick respawn isn't gonna be meta" the tacticooler would like to have a word

    • @RiahGreen
      @RiahGreen Год назад +17

      Ironically QR is more meta than tac

    • @romulo7303
      @romulo7303 Год назад +2

      @@RiahGreennuh uh

    • @crypto2810
      @crypto2810 5 месяцев назад

      This is before cooler

  • @EchoesOfArson
    @EchoesOfArson 2 года назад +484

    Gotta bring back ability doubler, even Nintendo knows how overpowered it is

    • @Chara-yp6zj
      @Chara-yp6zj 2 года назад +56

      Oh yeah, I remember why ability doubler might've been made. In terms of the Splatfest, it allows everyone to have the 'main ability' on the shirt, whatever it might be, by replacing it with value subs. It's only due to not being able to change the main abilities. If we can choose what main ability the Splatfest Tee has in Splatoon 3, there's no need for ability doubler.

    • @bubbaderp21cringeinitiatio6
      @bubbaderp21cringeinitiatio6 2 года назад +20

      Would be cool if it instead turned your first sub ability into it's main

    • @Chara-yp6zj
      @Chara-yp6zj 2 года назад +8

      @@bubbaderp21cringeinitiatio6 woahhh... that's actually a great idea. For all gear maybe? And it costs maybe extra to scrub? :0

    • @salvii_4706
      @salvii_4706 2 года назад +9

      Yeah, they even banned it in their tournaments for being too broken!

    • @Sapphire2866
      @Sapphire2866 2 года назад

      YES

  • @thunder2406
    @thunder2406 2 года назад +317

    If MPU increased the speed that rollers roll, it’d give players more of an incentive to actually roll. They might as well be called Ink Throwers

    • @xoiyoub
      @xoiyoub 2 года назад +20

      This

    • @DrSoup._.
      @DrSoup._. 2 года назад +1

      T r u e

    • @titaniumtogekiss
      @titaniumtogekiss Год назад +3

      imagine if intensify action actually,,, intensified this action

    • @LongDeadArtist
      @LongDeadArtist Год назад

      @@titaniumtogekiss I thought intensify action intensifies your jumps and walks and stuff

    • @Sheniqwa69
      @Sheniqwa69 5 месяцев назад

      @@LongDeadArtistIt only steadies your aim in the air and makes it easier to perform squid rolls and surges

  • @RollingLibrarian
    @RollingLibrarian Год назад +18

    "Quick respawn is not meta"
    God I miss when the map design was not singular lines

  • @meta4240
    @meta4240 2 года назад +349

    Mpu should come back, IF there isn't any damage up. If they do bring back mpu along with no jump rng, then there wouldn't be too much variety in what it would do. So either they bring back mpu, and keep jump rng, no mpu, or make mpu do something different/unique for each weapon. Like giving jet squelcher thermal ink shots. The more mpu you have, the longer thermal ink lasts.

    • @meta4240
      @meta4240 2 года назад +13

      Another thing they could do, is have 2 abilities in mpu, but in a smaller amount than normal. Like a supportive weapon with mpu could be given a very small amount of special charge and special saver.

    • @laggn6450
      @laggn6450 2 года назад +1

      another effect Jet could do is the more MPU you have the closer you can be to them before the marker goes away maybe?

    • @MoobOgler
      @MoobOgler 2 года назад +7

      I imagine Nintendo being like “ok so people don’t want mpu damage up” and then having it increase the fire rate

    • @SoggieWafflz
      @SoggieWafflz 2 года назад +7

      intensify action says hello

  • @supersylveonplushgaming
    @supersylveonplushgaming 2 года назад +86

    I think an interesting idea for opening gambit would be to turn it into a snowball ability. So if you're winning it gives you tools to be aggressive and take fights to secure the knockout, but if you're losing it doesn't do anything. Basically reverse LDE but instead of bomb spam it's stuff like QR or QSJ or ink res or swim speed or even a brand new tool to help you get back in the fight quicker.

    • @DanielLudwig-uw6sb
      @DanielLudwig-uw6sb 2 года назад +22

      I really like this idea. Opening Gambit and LDE should be more about which side is winning instead of being time based. I think they could rework both so that Opening Gambit works when your team has the Rainmaker/is on tower/has the zone, but LDE only works when the opponents have the objective. This would make Opening Gambit strong when your team has the advantage, so its a risky but rewarding ability, and LDE a sort of safety net, helping you when in disadvantage, but doesn’t help you to push your advantage. This would be the opposite of Opening Gambit, a low-risk ability but not rewarding when it comes to scoring

    • @saiji9000
      @saiji9000 2 года назад +1

      @@DanielLudwig-uw6sb I mean LDE will be in effect when enemies hit 50 points so
      Opening gambit I don't really care because it's bad and it doesn't need to be reworked lol

    • @LuddyFish_
      @LuddyFish_ 2 года назад +15

      That seems like a neat idea. However, I think opening gambit needs to be a double-edge sword because being able to snowball more easily would be quite broken. Perhaps if you have opening gambit and if you're losing, you get reduced effects like your swim speed or run speed becomes slower and you refill ink slower. Nothing too major otherwise it's too risky like respawn punisher, but just enough that there is a trade off.

    • @supersylveonplushgaming
      @supersylveonplushgaming 2 года назад +5

      @@LuddyFish_ I think sacrificing one of your main slots that does absolutely nothing when you're losing is enough of a tradeoff

    • @TheLaXandro
      @TheLaXandro 2 года назад +4

      It already has snowballing capability, using something with Armor or Point Sensors lets you consistently extend it past 1-minute mark, often much further. The issue is that for anything that doesn't get infinite assists the time extension is too stingy, you have to literally spawncamp the entire team to make it last the entire match. Getting it buffed to 10 seconds at least (average respawn plus jump in time) would make it usable proper.

  • @CrokeyHigati
    @CrokeyHigati 2 года назад +73

    I want more gear in Splat 3. Give us accessories, jewelry, pins, clips, undershirts or something. Bonus points if there are abilities unique to accessories. Also if they wanna keep the splatfest T thing, then we need Ability Triplier or something else fun for splatfest. Maybe even gimmick abilities unique to splatfest.

  • @fightme3368
    @fightme3368 2 года назад +92

    I hope drop roller is added back. It might not be the best but if it’s not in splatoon three I’ll miss the look of confusion as you roll past them and shoot the jump campers.

  • @eclipse-754
    @eclipse-754 2 года назад +78

    what if weapons got some abilities by default, like aggro weapons could get haunt (toned down) or backliners could get tenacity?

    • @ProChara
      @ProChara  2 года назад +33

      might be cool

    • @RiahGreen
      @RiahGreen Год назад +2

      Or splatlings get a free main of run speed up ehh? Ehhhhhhh?????

    • @LoganS.R.
      @LoganS.R. 7 месяцев назад

      @@RiahGreen As long as the abilities vary between kits, I think that'd be cool. Then I could run respawn punisher without sacrificing speed.

  • @thunder2406
    @thunder2406 2 года назад +14

    In Ranked, Opening Gambit could be in full effect at a 100 count and the effect gradually depletes until you reach an 80 count. Kinda like how last ditch effort takes 20 points to reach full effect.

    • @JakoBpyroTech
      @JakoBpyroTech 2 года назад +4

      Maybe ending at somewhere between 70-50 would be better, or it might still be too weak.

    • @thunder2406
      @thunder2406 2 года назад

      @@JakoBpyroTech yeah that’s also true

  • @willgillyardiii5780
    @willgillyardiii5780 2 года назад +9

    I do have some fanmade abilities but not sure about most of them:
    Hard Landing (shoes exclusive): When superjumping you can press B again to do a little splashdown-like move where you land hard on the ground and create an explosion that could do about 35 or so damage
    Ability Enhance (headgear exclusive): Would probably enhance all of your abilites in main slots like for example Hard Landing could have a distance increase (Fudge damage up it can go to heck), and something like stealth jump (splat2 version) could decrease the radius in which people see the landing mark
    Heal Up: Could reduce the time it takes for you to start healing when in ink by up to 35% or so
    Heavy Ink: Any Enemy hit by your ink from shots will have 1 sub of anti-Run and anti-Swim speed on them for 5 seconds max and 1.3 seconds base
    Accuracy (Shirt Exclusive): Reduce all Jump RNG by a random counter of 25-50% Every match

  • @Typi
    @Typi 2 года назад +32

    In regards to Recon (and Bomb Sniffer) Gameplay, Chuggaconroy has footage of it in his Splatoon series. I cant remember what video he goes over it in, but I know both are in the same video and it's in the latter few episodes of the series. If you're interested in seeing these abilities in action, you can find them there.

  • @Dylan-lh3xx
    @Dylan-lh3xx 2 года назад +173

    For people who don’t know why SCU is such a dumb ability: Foil Flingza becomes a 150p weapon with 2 mains and 2 subs of SCU
    It’s broken as hell, and that’s just one of many examples

    • @thatoneguywhoowns2cats704
      @thatoneguywhoowns2cats704 2 года назад +17

      This is why I wanted SCU to be nerfed hard in this game, even with 220p special cost, chargers could get them really consistently with just a main or two. It was ridiculous.

    • @cxresatonic
      @cxresatonic 2 года назад +12

      10p special nerfs become pointless when TWO SUB of scu reduce it by abt 9 points.

    • @Dark_Side_Productions
      @Dark_Side_Productions 2 года назад +1

      And Flingza can be pretty efficient at inking if you roll since verticals are pretty slow in comparison

  • @lucrativelucas2655
    @lucrativelucas2655 2 года назад +22

    If they made “ability tripler” instead of double I think it’d be a good and smart ability

    • @ian-qz9lq
      @ian-qz9lq Год назад +1

      no

    • @arjunbaweja7755
      @arjunbaweja7755 Год назад +1

      that would be broken, it would run into the same problem with last ditch effort. ;/

    • @jakcesleepingrn5739
      @jakcesleepingrn5739 Год назад

      you will get uhh
      9*3 = 21 ap which is 2 main worth

    • @lucrativelucas2655
      @lucrativelucas2655 Год назад

      @@jakcesleepingrn5739 based, but it should genuinely be like that but only able to do pures (both makes it easier to farm chunks when the game ends AND gives Nintendo an actual reason to ban splatfest tees in tourney

    • @jakcesleepingrn5739
      @jakcesleepingrn5739 Год назад

      @@lucrativelucas2655 Casual and other tournaments play would be kinda ruined basically making splatfest tee the only gear you want to use because uhh
      19 + 19 + 21 = 59AP is kinda too broken

  • @JakoBpyroTech
    @JakoBpyroTech 2 года назад +22

    Thermal ink is already buffed a lot from what it started as, but I agree, it should work for more weapons (like what Chara mentioned)

  • @eethyl_1827
    @eethyl_1827 2 года назад +27

    I miss recon. Even in solo, it was nice for picking teammates to jump to where you saw weakness in the opponent's position and create pinches. I wish it had returned, but then we would have to deal with recon + stingray and that sounds not very fun.

    • @catsinwonderland7473
      @catsinwonderland7473 2 года назад +2

      I don’t remember what recon was please enlighten me >_

    • @emma48586
      @emma48586 2 года назад +4

      @@catsinwonderland7473 7:55

  • @lamegamertime
    @lamegamertime 2 года назад +10

    I just had an idea: what about a sub weapon that lets you do a miniature super-jump?
    You throw an anchor that goes a short distance (would make it halfway across The Reef's bridge, but can make it up some short walls like the ones in Museum D'Alfonsino) and then you do a small mini-super-jump to it. The sub weapon costs nearly all (or maybe even literally all) of your ink tank to use.

    • @AshenDust_
      @AshenDust_ 2 года назад +1

      If would be useless if it used all of your ink. Oh, you want to assassinate someone with a Brush? Nope, you don’t have any ink and instantly die. As long as the animation is slow enough so that if someone sees you coming they can kill you first, it would probably be balanced with medium ink consumption

  • @lula4260
    @lula4260 2 года назад +6

    I know I'm pretty late here, but here's an idea for a better main power up, split it in two. Have a main fire rate up, and a main area up, main fire rate up would do exactly what it says on the tin, while main area of would increase the effective range of the weapon (and blast radius for blasters). Maybe have a ability that trades one for the other or or have them both increase ink consumption of the weapon or something like that for a trade off, but idk

    • @RiahGreen
      @RiahGreen Год назад

      Increasing fire rate would buff movement speed, paint, special charge speed, kill time, object damage, and main straifing.

  • @Lucas-gy5yr
    @Lucas-gy5yr 2 года назад +2

    2:41 those words alongside the beat and the period at the end are godly

  • @zgold1105
    @zgold1105 2 года назад +16

    Ninja squid is just funny to use in my opinion. Slap on some mpu and equip a carbon and slowly, drive your opponents insane.

  • @littleguystar
    @littleguystar 2 года назад +45

    MPU should return
    After being heavily reworked to remove all sorts of damage up from it

    • @jakcesleepingrn5739
      @jakcesleepingrn5739 Год назад

      or damage increase be much more restrictive
      Like bamboozler reaching only 92 max damage instead ot 99.9
      Splattershot pro getting only 42 maximum instead of 48.6

  • @dianauwu1312
    @dianauwu1312 2 года назад +11

    For a new, ninja squid-esque ability, I'd love a main that gives a lot of sub saver and sub power at the cost of decreasing special charge. Basically, an incentive to play Support as more then just special spam go brrrr

  • @nikkole3494
    @nikkole3494 2 года назад +12

    because of the seemingly fast paced splatoon 3, QSJ will probably be amazing, hopefully stealth jump isnt freaking broken like Splatoon 1

  • @xanthousizalith5641
    @xanthousizalith5641 Год назад +5

    With how often I run face first into Bombs, I'd kill for Bomb Sniffer SO SO BADLY it's just such an amazing tool for surviving bombs, plus we saw how little it was run in high level play in 1, it's not like it's OP.
    Edit: "QR is not Meta and I doubt it will ever be Meta" you have no idea.

  • @nimroddafny7125
    @nimroddafny7125 2 года назад +4

    With Damage Up gone I'd expect Ink Resistance Up's viability to drop off Moray Towers to the point that they may as well make it a part of Run Speed Up. If that happens it'll probably make it easier to justify a buff that I had in mind for Opening Gambit. After the ability expires the player gets to keep one sub of each given ability. Wasting 10 ability points on 6 (9 if IRU remains) ability points sucks but means that the main slot won't be completely wasted.

    • @TheLaXandro
      @TheLaXandro 2 года назад

      IR's effects are very underrated, both the old and the new effects. I use both Aero and Jet quite a lot, both do 96 damage with 4/3 shots respectively, and ever since IR got buffed I get almost no random quick splats with them, since 1 sub doubles the amount of time needed to accumulate that 4 damage. And a couple mains make you way slipperier in spotty ink, useful for both aggro frontliners and slow guns that would rather not shoot their feet.

  • @Inksanity
    @Inksanity 2 года назад +8

    I love the idea of respawn punisher, I want to see it reworked

  • @Stickat2
    @Stickat2 Год назад +3

    Tbh, bomb sniffer is the only one I want back. Main power up was a literal nightmare and just Damage Up part 2 but now instead of working for every weapon in the same way it does REALLY GOOD stuff for some weapons, and basically nothing for others.

  • @LowPolyPigeon
    @LowPolyPigeon 2 года назад +10

    I feel like the unoffensive abilities of MPU could be split off into their own abilities like 'Ink Coverage Up' or 'Accuracy Up' fairly well, and allow all weapons to have access to all of MPU's decent effects. Some of the very weapon-specific ones could be left behind like the rolling speed buffs (unless that was bundled into Run-Speed Up), but most of them could be alright as full abilities with a little tweaking, like 'Accuracy Up' not only increasing jump accuracy but also reducing bullet spread in general. Most of them could be kept that way and give more options for kit building.
    Except damage up. Get rid of that one. It was removed from Splat2 for a long time for a reason, and it was (probably) only brought back due to fan pressure, where it proceeded to completely destroy the balancing that Splat2 had up until that point. We don't need it in Splat3.

    • @sewoh100
      @sewoh100 2 года назад +1

      Ink Coverage Up could be a good replacement for Special Up, not sure about accuracy up though? I think for some weapons it should decrease the shot spread while for others it should increase the hitbox of the ink

    • @LowPolyPigeon
      @LowPolyPigeon 2 года назад

      @@sewoh100 Yeah, I didn't think of that at first, but it would definitely need a different effect for weapons that are already 100% accurate on the ground. I like your idea of increasing the hitbox of each shot to make it easier to hit the target, something which fits the idea of 'increasing accuracy = increasing chance to hit what you're aiming at'.
      Another thing I didn't quite consider in my original post is that if they split MPU into each of its separate abilities we'd *definitely* need a better gear-building system to make it easier to build gear sets, since I'd bet having that many more abilities would:
      -A. Make it a pain to build gear with Splat2's wholly RNG-reliant system, and
      -B. Probably would make gear sets much more specific to each game mode or weapon.
      (i. e. Ink Coverage Up would be much more useful in Turf War, whereas Accuracy Up would probably be much more useful on specific weapons, so there'd be a lot fewer 'one size fits all' kinds of gear builds that are viable at higher levels.)

    • @saiji9000
      @saiji9000 2 года назад

      or keep mpu, remove damage up and save time designing ability icons LOL

    • @LowPolyPigeon
      @LowPolyPigeon 2 года назад +1

      @@saiji9000 Eh, setting aside my main problem with MPU being Damage Up, my secondary beef with it is the fact that it does something different on every weapon. It makes it so that it's basically 100% necessary on some weapons, but completely useless on others.
      And when you get right down to it, isn't that actually the main reason why it broke the Splat2 meta when it was added to the game? Why it's so much more of a problem than just plain-old Damage Up in the first game? The whole reason why the entire Splat2 meta is based around which weapons get the best buffs from MPU?
      Yes, yes it is. It's so OP on some weapons that the solo-queue meta revolves entirely around MPU, and the select few weapons that it's actually significantly useful on.
      I feel like splitting up MPU so that every one of its sub-abilities is available to every weapon (and ditching Damage Up completely) would fix this situationally-OP problem with it entirely, and add a lot more customizability and options for gear builds.

    • @saiji9000
      @saiji9000 2 года назад

      @@LowPolyPigeon true
      the big idea is just ditch damage up (and make rollers more consistent so it doesn't need damage up)

  • @Iazibones
    @Iazibones Год назад +5

    2:08 "And I don't think it's gonna be meta" lmfao

  • @Lucas-gy5yr
    @Lucas-gy5yr 2 года назад +5

    Will we be able to yeet our way out of the map with the coffee machines? That would be hilarious

  • @squiddler7731
    @squiddler7731 2 года назад +5

    I always missed having bomb sniffer. I remember there were a ton of times I wanted that over any of the other shoe abilities.

  • @KrisSplatana
    @KrisSplatana 2 года назад +7

    babe wake up new prochara video just dropped

  • @Dizmond
    @Dizmond 2 года назад +4

    Seing as S3 is focused on movement with squid surge and specials like zipcaster, what if there was an ability similar to run/swim speed that boosts your jump? Making it higher, making you fall differently, making you more able to move midair... I think that would be good for maybe a main locked one

  • @VaniSpl
    @VaniSpl 2 года назад +5

    NOGAMI LET THIS MAN DESIGN YOUR GAME

  • @AtomBacon
    @AtomBacon Год назад +1

    The only place I think you could find recon footage is Chuggaconroy's splat 1 LP. But have fun finding what episode it was in.

  • @murphy5353
    @murphy5353 2 года назад +17

    Do you think it would be likely to see new abilities that improve the new movement mechanics squid roll and squid surge? They could be stacked like run speed or swim speed and increase the distance you jump or shorten the speed at which you need to be at in order to execute them

    • @ProChara
      @ProChara  2 года назад +4

      eh maybe but not sure id want that

    • @Breeze926
      @Breeze926 Год назад +1

      Guess what we got.

    • @murphy5353
      @murphy5353 Год назад

      @@Breeze926 I am a prophet.

  • @gatr2897
    @gatr2897 Год назад +3

    "quick respawn is not meta, and I don't think it's gonna be meta" simpler times

  • @starduststriker8792
    @starduststriker8792 2 года назад

    could see some abilities that specifically change how your subs (or maybe even only certain types of subs) work, like maybe a quick subs option that gives them a faster deploy speed (and for bombs detonation speed, but with a small damage reduction), and maybe a "subtle subs" option specifically for non-bombs that makes it harder for opponents to see/hear them with a little bit of sub ink cost reduction to boot

  • @jcplays5831
    @jcplays5831 Год назад +1

    If opening gambit was for the first minute instead of first 30 seconds it would see a lot more use. Also, if they made weapons that got damage up from mpu get something other than damage up, that would be nice. I’m wondering if they’re gonna rework any abilities in the coming updates

  • @D00MSET
    @D00MSET Год назад +8

    2:07 damn this shit aged horribly ☠️☠️

  • @kip_dies9102
    @kip_dies9102 2 года назад +2

    i think we should get a ability that is a mix of the 3 utility subs, but can only be a main ability, so we dont have to grind for the utility subs

    • @saiji9000
      @saiji9000 2 года назад +2

      I like that but Nintendo probably gives zero fucks about utility subs LOL

  • @only8035
    @only8035 Год назад

    i have a ability design, its like a greedy main ability where the more kills you get the more abilites you get
    1 kill = 3AP of swim speed, run speed, special saver, and quick super jump for like 30 seconds
    then doubles every time, would be good for kill heavy weapons

  • @Galiaverse
    @Galiaverse 2 года назад +2

    Reminder that you've stated you were only against MPU+DmgUp to achieve 99 damage, and you were fine with improvements to consistency. Has your opinion changed since then, or are you just prioritizing the simpler option that Nintendo would more likely pursue?
    I'm surprised you actually favor Recon. I've always found it super useless for SoloQ, even after its buff. 3.5 seconds of having to split focus between the TV and the gamepad was nigh worthless when enemy positions changed so rapidly. I would update it to have the silhouette effect as well so full attention could be given to the stage, and a map check would reveal enemies exactly like your teammates are displayed.
    Here's an interesting idea: What if Special Charge Up only worked on unmarked turf? Makes the ability gradually less effective over time, meaning special spam becomes more difficult or risky over the course of battle. This would also indirectly increase Tenacity's importance, because that ability would still enhance meter gain when covering any turf.

    • @effluxi9587
      @effluxi9587 2 года назад

      In the case of MPU damage that isn't 99: The majority of the weapons that have it either don't need it at all or always use the same amount (Eg: Rollers). Honestly, just remove it and fine tune it's damage.
      On the topic of recon: on switch there's no split focus because the map is on the same screen, and especially with 3's new spawn mechanics, it seems fine.
      The idea you have for special charge up is, no offence, hot garbage. The big problem with splatoon 2's meta is that it encourages going off and painting corners in your base nowhere near the action, and this encourages that quite literally. The real solution is to just increase the base points for special.

  • @chrislawlor6264
    @chrislawlor6264 2 года назад +1

    Imagine special power up as a shirt exclusive ability (more drastic buffs like a 4th Trizooka shot) but it adds 30 points for special to your weapon. Ninja Squid for supportive players. I think it'd be a really cool trade-off ability for Splatoon 3. What do you think?

  • @ChunwunB
    @ChunwunB 2 года назад +1

    Before I didn’t want MPU to comeback til the fact that it’s only dmg up that ruined the ability
    Keep MPU but rework the effects it gives to certain weapons
    Ie:Bamboozler 1 shot potential

  • @thealeks1
    @thealeks1 2 года назад +1

    They could have opening gambit reworked so that if you’re winning then you get the buffs. It could be like the opposite of LDE. Also, they could turn special charge up into a headgear exclusive and have it more powerful, like ink res in Splatoon 1

  • @niklasneighbor6726
    @niklasneighbor6726 Год назад +1

    recon was great to couple with an inkferno weapon because i would always just super jump to spawn and fire my special directly at the enemy

  • @Zorosilver
    @Zorosilver Год назад

    Just gonna mention one potential thing with Thermal Ink, specifically it's use with Bloblobber. As someone who loves and uses Bloblobber it is a really nice skill to have for it. Since Blobber is pretty easy to hit someone directly at least once it can help with either finishing someone off, maybe surprise attacking them or making it more difficult for someone to surprise attack you/knock you out of position. I use Thermal Ink with the bathtub, i can also see some use with the other sloshers (mainly Explosher as another option). But it is kind of a shame that ones who would benefit from it (blasters) need that direct hit requirement. Cause aside from what i mentioned here Thermal Ink either would help but doesn't cause of the need for a direct hit (blasters) or you don't need cause the weapon is quite ride or die (rollers or chargers for example)
    Just thought it would be cool to mention as a Blob user, Thermal Ink is personally very useful as a blob. As someone who's played 2 and is playing 3 it is very interesting finding out about how Splatoon 1 handled skills or some skills i was unaware of in Splatoon 2 (I had no clue about Cold Blooded). Thermal Ink has no use for the other weapons i use currently though (Carbon and Splat Roller, Slosher and Tri Slosher and Hero Shot Replica). I can see it being very funny on Undercover Brella though

  • @Zehmaskedman
    @Zehmaskedman 2 года назад +1

    I really miss bomb sniffer tbh, I didn't use it much but that's because it had to compete with busted stealth jump and ink res

  • @niksooxyz
    @niksooxyz 2 года назад

    Maybe if opening gambit starts working for the first kill of a game? Suppose you manage to kill someone on the opposing team before that player’s killed anyone, you then win the “opening gambit” and gain a few buffs for a short time, similar to comeback but it’s only the first kill you make. I think it would encourage slayers to be a little more attentive rather than just running in and trying to recklessly get kills and gain mod control at the beginning of the game.

  • @gio_frank6622
    @gio_frank6622 2 года назад +1

    6:39 Sad ProChara moment

  • @sherbertshortkake6649
    @sherbertshortkake6649 Год назад +1

    Ninja Squid: "Best ability in the game"
    Meanwhile one year later...

  • @ethanlyons4258
    @ethanlyons4258 2 года назад +2

    Bro you’re really creative with the content. Best comp splatoon content creator hands down:) I really appreciate the consistency with your uploads too!!

  • @mekhiwatkins1535
    @mekhiwatkins1535 2 года назад +1

    This is literally the first time I've seen recon mentioned in a video

  • @whateverb6289
    @whateverb6289 2 года назад +1

    I feel like quick respawning should be a special ability which cannot be stacked but it works like splatoon 1

  • @timebuddi
    @timebuddi 2 года назад +1

    The Big Bubbler... Do you think an enemy can walk/swim through it? The shield has a neutral colour after all. Would make sense that a roller got this special then. He can perfectly defend himself if an enemy gets close or inside.

    • @Chara-yp6zj
      @Chara-yp6zj 2 года назад

      Yeah that's the general consensus, I think. Quite similar to Winston's shield in Overwatch.

    • @Zehmaskedman
      @Zehmaskedman 2 года назад +1

      That's what I was thinking too

  • @chrisr.5647
    @chrisr.5647 2 года назад

    I actually think it would be cool if they made main, special, and bomb power up single main abilities like ninja squid, where they give your weapon or sub or special a really good advantage for a trade off. For example, main power up could make it so the charger laser and indicator light is not visible to enemy players, or increase the charge speed or range, with the trade off of it greatly increasing the ink consumption of the weapon, then it could be countered by main saver. Or for specials it could increase the health or something similar of the special, while reducing the time that it stays active, which could be countered by special duration. For bombs it could greatly increase the range and blast radius, while also increasing the consumption so that it is not possible to throw more than one (or 2 in burst bombs case), obviously this could be countered by ink saver sub (while still not making it possible to throw more than the default amount). I think this would be a more fun way to buff weapons, subs, and specials, while also adding more trade off abilities like ninja squid.

  • @sewoh100
    @sewoh100 2 года назад +1

    You should keep the benefits of Opening Gambit for as long as you are in the lead after the initial 30 secs, and then if you lose the lead it either goes back to normal or reduces your stats

  • @samufinland5765
    @samufinland5765 2 года назад +2

    10:13
    Hello past me from twitch, I guess

  • @flz_5848
    @flz_5848 2 года назад +1

    Merging Opening Gambit and Comeback isn't a bad idea even if it might be hard to balance.

    • @ProChara
      @ProChara  2 года назад

      I think comeback is perfect as is so I wouldn't mess with it honestly

  • @TheReflexWonderful
    @TheReflexWonderful 2 года назад

    What would be your idea of making Opening Gambit good? Maybe getting the buffs every time you killed an enemy at any point, rather than simply prolonging them if you kill within the initial speed window?

  • @happyslayer4239
    @happyslayer4239 Год назад

    I honestly would kinda like cold blooded on something like wiper so your flanks cant be shut down cause u got wave breakerd

  • @slicingangel5032
    @slicingangel5032 2 года назад +3

    This is a bit unrelated, but do you think that a passive ability where once you take damage it speeds up the recovery time is a good idea?

    • @saiji9000
      @saiji9000 2 года назад

      honestly not bad

    • @TheLaXandro
      @TheLaXandro 2 года назад

      This kills the blasters.

    • @saiji9000
      @saiji9000 2 года назад

      @@TheLaXandro kills any blaster without a high fire rate at least

    • @saiji9000
      @saiji9000 2 года назад

      poor range blaster users they were just trying to get a kill

  • @wasted3secondsreadingmyuse30
    @wasted3secondsreadingmyuse30 2 года назад

    I'm curious how a ability like "delayed special charge" as a main exclusive. Basically when your special is charged it won't show up in the overlay but there would be a special gauge penalty. (Like idk 20pts more) It wouldn't really be worth it for tenta missiles since you can spam it but would be useful if you have something like Kraken but it's clear that splatoon 3 doesn't have something similar. I would say it should delay showing a special is charged by 5 seconds since that's enough time to sneak up and activate but short enough for it to not be broken.

  • @DecadoPrime
    @DecadoPrime 2 года назад

    Love the inclusion of Blue/Red's theme from Sun and Moon

  • @warriorking9885
    @warriorking9885 2 года назад

    Opening gambit should be reworked into an ability that grants you a few seconds of buffs every time you kill somebody. It would be like the Spy's Big Earner knife from Team Fortress 2, which gives him a movement speed buff that lasts for a few seconds whenever he uses it to kill an enemy.

  • @Aurea2001
    @Aurea2001 2 года назад +1

    No mpu damage up that does 99.9*
    Because some weapon need it to be consistent
    Talking about the rollers

  • @Weakest2huFan
    @Weakest2huFan Год назад

    Ok concept: main ability booster. Boosts main abilities like drop roller having less end lag or maybe even 2 rolls.

  • @Red_Link
    @Red_Link 2 года назад

    10:17 diantha 😳
    great video btw i hope damage up mpu doesn't come back

  • @theultimateinksack5825
    @theultimateinksack5825 2 года назад +12

    I’ve got a bad feeling that they are going to try and improve damage/defense up and it’s just going to ruin the game

  • @crodolog4134
    @crodolog4134 Год назад

    I would like to see a hat gear option that gives a short range mini map that only shows your covered areas in the top left hand corner

  • @leonader9465
    @leonader9465 2 года назад

    I actually *really* like Respawn Punisher in concept. It's for people who are confident in their KD and want to punish the enemies they splat more. The problem I have with it is that I find it hard to justify sacrificing a main ability slot for it. I do hope they manage to balance it and bring it back for Splatoon 3.

  • @hue_tjark
    @hue_tjark 2 года назад +2

    I'll be honest, I'm glad Main Power Up doesn't come back

  • @toothycookie
    @toothycookie 2 года назад +1

    every time i get killed by an autobomb I LAMENT that there is no Bomb Sniffer in Splat2n. Really, really hope it comes back in 3.

  • @wetbananas1
    @wetbananas1 2 года назад +2

    Your videos always make my day

  • @thepoopfarter290
    @thepoopfarter290 2 года назад +1

    I'm sorry bomb sniffer is such a funny name I can't

  • @plutonium09
    @plutonium09 2 года назад +1

    This doesn’t have to do with the video but imagine if we could have battles with more than 8 people like I want the chaos from 10 players or like even more than that. 12 player splatoon? Insane.

    • @Chara-yp6zj
      @Chara-yp6zj 2 года назад

      Overwatch vibes increase, 6v6

    • @Zehmaskedman
      @Zehmaskedman 2 года назад +1

      Imagine the disconnects

  • @crimsonslayer6641
    @crimsonslayer6641 2 года назад

    The inkling run speed sounds awesome, but I barely notice the difference.

  • @TheEpicNintendork
    @TheEpicNintendork 2 года назад

    You forgot splatoon 2 ink res but i’d guess that would probably be in the essential tier anyway. For 3, maybe bomb sniffer and recall could be combined for some sort of ultimate locator main ability. That would probably be better than the host of mediocre locator abilities from 1 and 2.

  • @buggs2024
    @buggs2024 2 года назад +1

    Only Splatoon 1 vets understand greatness of Bomb sniffer Keepo

  • @guster-animations
    @guster-animations Год назад

    “because it kind of depends on how important object damage is” well, past professional demonc, do i have news for you

  • @turb1013
    @turb1013 2 года назад

    I really liked your tier list, but whether you like it or not abilities like: "Respawn Punisher, Object Shredder, or even Thermal Ink (if they bring Octo expansion clothes) will return."
    Because probably nintendo will continue with the amiibos system, so obviously they will bring abilities from their respective clothes that are present in splatoon 1 & splatoon 2
    Note: I'm not considering your tier list to be 100% confirmed, it was just an idea I had that could possibly happen

  • @nyafailure
    @nyafailure Год назад +3

    "quick res is not meta. and i dont think it will be meta" oh splatoon 2 chara ...

  • @TripodV3VO
    @TripodV3VO Год назад +2

    qr not being meta feels pretty ironic now

  • @computerpwn
    @computerpwn Год назад +1

    we shouldve gotten ability tripler for s3's fests

  • @mushroomer56
    @mushroomer56 2 года назад +1

    "i dont think quick respawn is going to be meta" literally the opposite became the truth

  • @SykoMuffin
    @SykoMuffin 2 года назад +1

    lol i miss bomb sniffer so bad. it was one of the only things that saved my oblivious ass

  • @erika_cuddlesworth
    @erika_cuddlesworth 2 года назад +7

    Personally I'd get rid of Comeback, Quick Respawn, Last Ditch Effort, Special Saver and maybe Tenacity too. I personally don't like the idea of an ability that rewards you for failure... And as for weapons which rely on them to be successful, well... maybe they just shouldn't be balanced to suck so much that they need a crutch like that, lol.
    i dunno how anyone else feels about this?

  • @TheLaXandro
    @TheLaXandro 2 года назад

    Ability Doubler exists for Splatfest shirts, so that we can have a viable-ish build for fests while not allowing Ninja Squid that doesn't play nice with some ink colours (dark colours like old man coffee make indentations invisible while final fest glitter and spooky fest glow make them too visible).
    Respawn Punisher is a boring ability, but it very much has its place. Some slow weapons like blasters appreciate the game as a whole slowing down more than they do respawning quicker with QR, and they especially appreciate the number of specials going down. If nothing else, RP should stay as an ability that makes everything higher depletion by one tier (you go up by two).
    Damage Up is fine on most things, as long as the cap is at 96.0. Some weapons would appreciate more damage combos with subs, longer falloff, better consistency on rollers, better partial charges on Booz and Goob, all that jazz. Some weapons don't deserve it in general, but most of them don't have it in 2 in the first place.
    Bomb Sniffer gave you more bomb res with one main than a full outfit of BDU does in 2. Bring BDU back as a shoe-exclusive ability and make it STRONG like BS was.
    Thermal Ink reducing damage of all indirect hits would be a fair tradeoff for making all main weapon hits activate it. In most cases it'll increase either number of shots to splat or effective blast radius (blasters would go below 50 at the edges), but it'll also make it easier to hit a direct with Sloshmo and Explosher. Clash won't care.
    Recon was broken, especially in team setting, and is a huge crutch for people with no awareness. Information is already pretty easy to come by in Splat, don't trivialise it.

    • @ProChara
      @ProChara  2 года назад

      Recon was used by literally 1 high level player and was not common in S+99 solo, having to go back to spawn for location info is a huge risk, no idea why it would be broken.
      Like I said, splatfest shirts should just copy whatever shirt you want to use, completely gets rid of the hassle
      Blasters do not like a slower pace game, they were good in Splatoon 1 which was significantly faster.
      I think giving thermal some downside to work on AOE weapons is a cool idea but damage prolly can't be it, too much of a downside to be worth it

  • @sitruunamehu
    @sitruunamehu 2 года назад

    I need quick superjump. I don't like jumping slowly around the map. I was one of those superjump splashdown freaks who got 2 kills a lot with a single jump, but since splashdown isn't in splatoon 3 it removes that option. I still used my quick superjump shoes a lot.

  • @Ryetzi
    @Ryetzi Год назад +2

    "Quick respawn isnt meta and it wont be meta" poor aging

  • @dinoweirdo4785
    @dinoweirdo4785 2 года назад

    ive used the ski hood (which has comeback) ever since the beginning of the series and in the first game it was broken

  • @moistgrass79
    @moistgrass79 2 года назад

    I think you'll be able to select where you want to superjump to before you spawn

  • @-i..--.killua.zoldyck-.-..--
    @-i..--.killua.zoldyck-.-..-- Год назад +1

    I need bomb sniffer because of how often I die to bombs

  • @ThreeFingerG
    @ThreeFingerG 2 года назад +1

    5:13 Well honestly... HONESTLY the only purpose of bomb sniffer is for cucking Suction bombs out of kills. I fail to notice them all the time because they don't move once in place.

    • @Galiaverse
      @Galiaverse 2 года назад

      In a game where Autobombs love to sneak up under your feet, or the game's various visual information conveniently covers up the Splat Bomb the enemy dropped, I would have welcomed Bomb Sniffer with open arms.

    • @ThreeFingerG
      @ThreeFingerG 2 года назад

      @@Galiaverse Yeah it would help with auto bombs but at least they move and i don't go all t-rex vision on them like I do with suctions. None of the bombs deserve to be invalidated that hard though, I don't think sniffer should come back. I die to suctions all the time but its because I wasn't attentive enough. So I deserved to die. And I surmise the devs held my opinion, hence it's removal. Should stay that way.

  • @arctic8511
    @arctic8511 2 года назад

    Drop Roller always struck me as an option your character should have by default instead of an ability.

  • @plasmerus262
    @plasmerus262 2 года назад

    can't imagine what NEW abilities Splatoon 3 will bring to the table