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
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.
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.
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.
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.
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
@@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
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.
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.
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.
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.
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
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.
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.
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
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.
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.
@@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
@@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
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
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.
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
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
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.
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
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.
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.
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.
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.
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
@@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 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.
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
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
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
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
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
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?
Bro you’re really creative with the content. Best comp splatoon content creator hands down:) I really appreciate the consistency with your uploads too!!
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
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
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
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.
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.
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.
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
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.
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.
@@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.
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?
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.
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.
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.
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.
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.
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.
2:32 Yeah played 96 for the first time yesterday in splat one. 3 Shot 96 isn’t fun. Also about your idea for splatfest tees yes please. I was so tired of stacking ink recovery for splatfests back when I was a noob at the game.
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.
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?
I just want numbers. Let me know how much these effects are doing, especially before I grind to set up the gear. Does 19 points in run speed make me 5% faster? 20% faster? I don't want to have to dig through forums of people experimenting to estimate how effective things are.
I really want bomb sniffer back because I've had "WHAT BOMB!?!?!?" deaths happen way more than I would like to admit...
Never understood why that never came back
Those bomb s are probably from me specifically
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
1:59 “quick respawn is not meta”
Oh boy do i have something to tell past chara
Gotta bring back ability doubler, even Nintendo knows how overpowered it is
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.
Would be cool if it instead turned your first sub ability into it's main
@@bubbaderp21cringeinitiatio6 woahhh... that's actually a great idea. For all gear maybe? And it costs maybe extra to scrub? :0
Yeah, they even banned it in their tournaments for being too broken!
YES
"quick respawn isn't gonna be meta" the tacticooler would like to have a word
Ironically QR is more meta than tac
@@RiahGreennuh uh
This is before cooler
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
This
T r u e
imagine if intensify action actually,,, intensified this action
@@titaniumtogekiss I thought intensify action intensifies your jumps and walks and stuff
@@LongDeadArtistIt only steadies your aim in the air and makes it easier to perform squid rolls and surges
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.
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.
another effect Jet could do is the more MPU you have the closer you can be to them before the marker goes away maybe?
I imagine Nintendo being like “ok so people don’t want mpu damage up” and then having it increase the fire rate
intensify action says hello
"Quick respawn is not meta"
God I miss when the map design was not singular lines
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.
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
@@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
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.
@@LuddyFish_ I think sacrificing one of your main slots that does absolutely nothing when you're losing is enough of a tradeoff
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.
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.
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.
It is here!!
what if weapons got some abilities by default, like aggro weapons could get haunt (toned down) or backliners could get tenacity?
might be cool
Or splatlings get a free main of run speed up ehh? Ehhhhhhh?????
@@RiahGreen As long as the abilities vary between kits, I think that'd be cool. Then I could run respawn punisher without sacrificing speed.
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
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.
10p special nerfs become pointless when TWO SUB of scu reduce it by abt 9 points.
And Flingza can be pretty efficient at inking if you roll since verticals are pretty slow in comparison
2:08 "And I don't think it's gonna be meta" lmfao
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.
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
Well the last one was added
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.
Maybe ending at somewhere between 70-50 would be better, or it might still be too weak.
@@JakoBpyroTech yeah that’s also true
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)
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.
I don’t remember what recon was please enlighten me >_
@@catsinwonderland7473 7:55
2:41 those words alongside the beat and the period at the end are godly
If they made “ability tripler” instead of double I think it’d be a good and smart ability
no
that would be broken, it would run into the same problem with last ditch effort. ;/
you will get uhh
9*3 = 21 ap which is 2 main worth
@@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
@@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
"quick respawn is not meta, and I don't think it's gonna be meta" simpler times
Ninja squid is just funny to use in my opinion. Slap on some mpu and equip a carbon and slowly, drive your opponents insane.
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
Increasing fire rate would buff movement speed, paint, special charge speed, kill time, object damage, and main straifing.
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.
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
MPU should return
After being heavily reworked to remove all sorts of damage up from it
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
because of the seemingly fast paced splatoon 3, QSJ will probably be amazing, hopefully stealth jump isnt freaking broken like Splatoon 1
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.
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
I love the idea of respawn punisher, I want to see it reworked
2:07 damn this shit aged horribly ☠️☠️
babe wake up new prochara video just dropped
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.
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.
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.
I always missed having bomb sniffer. I remember there were a ton of times I wanted that over any of the other shoe abilities.
"quick res is not meta. and i dont think it will be meta" oh splatoon 2 chara ...
Will we be able to yeet our way out of the map with the coffee machines? That would be hilarious
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.
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
@@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.)
or keep mpu, remove damage up and save time designing ability icons LOL
@@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.
@@LowPolyPigeon true
the big idea is just ditch damage up (and make rollers more consistent so it doesn't need damage up)
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
Jump Speed Up, maybe?
10:13
Hello past me from twitch, I guess
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.
NOGAMI LET THIS MAN DESIGN YOUR GAME
qr not being meta feels pretty ironic now
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
eh maybe but not sure id want that
Guess what we got.
@@Breeze926 I am a prophet.
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
we shouldve gotten ability tripler for s3's fests
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
10:17 diantha 😳
great video btw i hope damage up mpu doesn't come back
"Quick respawn isnt meta and it wont be meta" poor aging
"i dont think quick respawn is going to be meta" literally the opposite became the truth
This is literally the first time I've seen recon mentioned in a video
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
I like that but Nintendo probably gives zero fucks about utility subs LOL
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
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?
6:39 Sad ProChara moment
Bro you’re really creative with the content. Best comp splatoon content creator hands down:) I really appreciate the consistency with your uploads too!!
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
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
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
Ninja Squid: "Best ability in the game"
Meanwhile one year later...
I'll be honest, I'm glad Main Power Up doesn't come back
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
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
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.
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.
And how often is that?
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.
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.
I feel like quick respawning should be a special ability which cannot be stacked but it works like splatoon 1
I need bomb sniffer because of how often I die to bombs
lol i miss bomb sniffer so bad. it was one of the only things that saved my oblivious ass
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
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.
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.
@@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.
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
Love the inclusion of Blue/Red's theme from Sun and Moon
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?
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.
Another excellent video, Chara. Have a nice day! uwu
No mpu damage up that does 99.9*
Because some weapon need it to be consistent
Talking about the rollers
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?
honestly not bad
This kills the blasters.
@@TheLaXandro kills any blaster without a high fire rate at least
poor range blaster users they were just trying to get a kill
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.
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
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.
Yeah that's the general consensus, I think. Quite similar to Winston's shield in Overwatch.
That's what I was thinking too
I think you'll be able to select where you want to superjump to before you spawn
Ok concept: main ability booster. Boosts main abilities like drop roller having less end lag or maybe even 2 rolls.
Merging Opening Gambit and Comeback isn't a bad idea even if it might be hard to balance.
I think comeback is perfect as is so I wouldn't mess with it honestly
I honestly would kinda like cold blooded on something like wiper so your flanks cant be shut down cause u got wave breakerd
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.
The inkling run speed sounds awesome, but I barely notice the difference.
Only Splatoon 1 vets understand greatness of Bomb sniffer Keepo
Wha-?!? Opinions? On RUclips? We can’t have this.
“because it kind of depends on how important object damage is” well, past professional demonc, do i have news for you
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.
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.
2:32 Yeah played 96 for the first time yesterday in splat one. 3 Shot 96 isn’t fun.
Also about your idea for splatfest tees yes please. I was so tired of stacking ink recovery for splatfests back when I was a noob at the game.
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.
Overwatch vibes increase, 6v6
Imagine the disconnects
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?
can't imagine what NEW abilities Splatoon 3 will bring to the table
I just want numbers. Let me know how much these effects are doing, especially before I grind to set up the gear. Does 19 points in run speed make me 5% faster? 20% faster?
I don't want to have to dig through forums of people experimenting to estimate how effective things are.
Drop Roller always struck me as an option your character should have by default instead of an ability.
slosher is like the only thing that works for thermal ink because every shot is counts as a direct.
Quick Respawn IS meta and Respawn Punisher is very popular.
Can you explain why you missed that?
You do realize this video was before Splatoon 3 right