I personally disagree with the Kraken buff you suggested. Kraken's effectiveness isn't really dependent on its endlag, but the endlag does balance out how aggressive it can be. In other words, decreasing the endlag doesn't increase its effectiveness but rather just makes it so you might survive slightly more aggressive plays if you're not already being shot at. If you wanted to buff Kraken, my first idea would be to bring back how it was affected by swim speed and ninja squid in S1, making it faster but more gear dependent and not going well with Ninja Squid. EDIT: Also, for Ink Vac, I think reducing the amount of ink needed for a full charge would actually make it worse. It already gets filled really fast by a hydra or a crab tank, making it easily countered by even some non-special weapons. If you want it for just the shot, then you would probably do better using a trizooka.
I dont want Kraken to have decreased endlag ever, having to decide whether to retreat with your last bit of special or go for a risky kill adds at least a little bit of depth and player urgency, it *is* a highly mobile invincibility special.
I want Dynamo Roller to become an absolute Juggernaut of a weapon. Most people want to buff its paint, but thats Big Swigs job. I want Dynamo to be the big, slow Roller that deals massive damage with a massive hitbox. To do this, id buff the minimum damage of the horizontal flick from 40 to 60, so its a guaranteed two shot, and overall does better damage. This would also increase its one hit KO range. For vertical flick, id increase its range by 10%, so it matches the range of Splat Charger, and buff the minimum damage from 40 up to 80. That way the vertical flick is slow, but hits like a truck with super long range.
I want undercover to have a fire rate or damage buff Nintendo made it so that undercover limited their max damage per shot to 40 even though they can actually do more damage based on the amount of pellets they produce so either they give undercover a well deserved damage buff or let it paint better because I only play this weapon on splat zones and it’s not very good at keeping objective under heavy fire. Maybe they could do both and actually buff it’s damage without using the shield but then boost its rapid fire in the shield in which then it gets its 40 damage cap.
Personally for mist I would make it so if someone is hit with the initial mist, it will stick to them once they leave the mist for 2-3 seconds. This is giving some of disruptors utility but not as strong. For nova a way I would buff its damage is to make it have a 4 shot kill from close range but at the middle of its effective range it becomes a 5 shot. This it can fight better at close range but isn't annoying at long range.
I didn’t want to buff mist its self because if the sub was actually good it would be pretty unhealthy for the game imo I think ur nova idea is honestly goated, should of thought that myself lol
For kraken i would say give it’s unique trait of being affected by swim speed. Having less endlag of an invincible special sounds cool but remember that you should be punished for going in recklessly inside enemy lines. And for tristrike, no swimming in the tristrike isnt really good mostly cause how spammable it is. If you give it the ability to swim at least make it have at least rainmaker levels of reduced speed cause having the ability to peak at no risk would be like missile spam or at least give it the missile timer cause if you seen now tristrike is spammed cause of ttek popularity and how much value just spam gets.
I'm pretty sure sprinkler already has 100 hp unless you meant to say damage. Anyway I would either make so you can have 2 sprinklers on the map at the same time or buff paint range by 10% and decrease ink consumption to 55% For toxic mist I'd just increase the radius by 9% Also buff brella damage back to 90.0 As a former glooga main, I would increase the turret mode damage from 52.5 to 60.0 and its normal damage from 36.0 to 45.0. Also make it so it loses 1 damage per frame when the shots start to fall instead of 2.25 (why?). Same for turret mode.
I want the devs to buff Dynamos damage, increasing its paint by 20% and increasing vertical flicks damage to 75 damage. They should lower the points for specials for rapid deco from 210 to 190 and decrease the jump RNG by 35%.
I had a dynmao buff planned in the video that i forgot to script lol. I was gonna increase the range the vertical flick can one shot by 20% and increase the horizontal flick aoe hitbox by 15%.
@@osiohanu8166 have a bigger a bigger aoe hit box for the horitzonal flick could make less easy to counter plus you can sometimes just squid roll through it lol
@@jetjosh I think the hit box is plenty big, unless you mean they fix that weird thing where there’s sometimes a hole in the middle of the flick collision box, it’s already plenty big. What it needs is more damage and better ink coverage
@OctoJosh In addition to that, it's a transformation special, meaning that you can't use your actual weapon with the special itself, like you could with, say, an Ink Storm or Tenta Missiles.
You should modify the inc vac capacity buff like how they did it for brellas back in early Splatoon 2, the only things that need to have a significantly lower fill rate for the vac tank are shooters, dualies, splatlings, and the crab tank. U know, rapid fire weapons cuz they fill it the quickest. And it should be around a 30% lower fill rate
Oh and tune back the shooter accuracy cause it wins way too many interactions at max range just because of that. Wiper use to be a even mu against it and now shots can make it more favorable because wiper has slow kill time. Yes wiper is already a good weapon but it also doesnt have dodge rolls to go in. Viper can fight shooters somewhat evenly woth torpedo but as soon as you throw it you are practically dead if they get 3 lucky shots. Feels kinda dumb when you have slow shots but perfect accuracy but die to slightly inaccurate but fast shots.
I think it’d be cool if Reefslider got a new feature where instead of a regular explosion, it would throw out a “tidal wave” of sorts that starts wherever you choose to explode and quickly expands. This would do 70 damage to combo with the indirect damage from the base explosion, and instantly eat enemy attacks and bombs. You’ll still be vulnerable from higher ground that the wave can’t reach, but when you’re on equal ground with somebody it’ll be deadly
Some things that i want to see are a) i want sprinkler to have a burst fire with less spread when first deployed so it can be used as a spacing tool if placed on walls, since a more focused spread is more threatening. b) they need to buff machine back a little bit, i think giving it 2 or 3 frames back between sloshes and maybe 210 back would be very nice since it got way overnerfed… c) rapid deco needs to be back to 200p, since it already had terrible paint. d) i think reef slider should allow you to dodge roll off of it and still have it send forward and explode, maybe at the cost of a smaller explosion radius…
i feel like vac would actually benefit from increasing the max ink it can consume, while keeping the current scaling; maxing the shot size at it’s current max fill size, but letting it continue to fill until like double that. overloading then killing a vac is its main counter, so letting it take in more ink gives teammates time to prevent you from dying (theoretically) or push with the vac also make blocking ink just work in the netcode please
Really it only just needs to have rapid fires like shooters, splatlings, dualies and crab tank fill it significantly slower, every thing else can stay the same Also yea ink vac vortex protection has brella shield levels of in consistency lol
It has a slower kill than dynamo, the worst paint of any main weapon, awful ink effiency, and is extermly punishable at higher ranks. You can see any competitive players talk about the weapon and they’ll echo the same sentiment.
@@jetjosh No I've actually seen competitive players (including me) talk good about it, also blaster and range blastee have a much worse paint because the clash shoots way more rapidly than them and clash doesn't have the slowest kill time either, undercover brella has a slower kill time than clash.
It doesn’t have worse paint than range blaster, Undercover brella is the only main weapon in the game with slower kill time than clash, you can watch Chara’s, Gem’s and FLC’s tier list, almost all comp players have been aware of clash not being a very good main weapon since end game S2.
Feel free to post your own patch notes ideas in the comments
I personally disagree with the Kraken buff you suggested. Kraken's effectiveness isn't really dependent on its endlag, but the endlag does balance out how aggressive it can be. In other words, decreasing the endlag doesn't increase its effectiveness but rather just makes it so you might survive slightly more aggressive plays if you're not already being shot at. If you wanted to buff Kraken, my first idea would be to bring back how it was affected by swim speed and ninja squid in S1, making it faster but more gear dependent and not going well with Ninja Squid.
EDIT: Also, for Ink Vac, I think reducing the amount of ink needed for a full charge would actually make it worse. It already gets filled really fast by a hydra or a crab tank, making it easily countered by even some non-special weapons. If you want it for just the shot, then you would probably do better using a trizooka.
The point of the ink vac is to suck things. I think they should instead focus on buffing the sucking part rather than the aftershot. Great vid!
The vac shot radius and damage was already buffed last patch, I can’t do the same buff two times in a row.
I dont want Kraken to have decreased endlag ever, having to decide whether to retreat with your last bit of special or go for a risky kill adds at least a little bit of depth and player urgency, it *is* a highly mobile invincibility special.
I want Dynamo Roller to become an absolute Juggernaut of a weapon.
Most people want to buff its paint, but thats Big Swigs job.
I want Dynamo to be the big, slow Roller that deals massive damage with a massive hitbox.
To do this, id buff the minimum damage of the horizontal flick from 40 to 60, so its a guaranteed two shot, and overall does better damage. This would also increase its one hit KO range.
For vertical flick, id increase its range by 10%, so it matches the range of Splat Charger, and buff the minimum damage from 40 up to 80.
That way the vertical flick is slow, but hits like a truck with super long range.
I want undercover to have a fire rate or damage buff
Nintendo made it so that undercover limited their max damage per shot to 40 even though they can actually do more damage based on the amount of pellets they produce so either they give undercover a well deserved damage buff or let it paint better because I only play this weapon on splat zones and it’s not very good at keeping objective under heavy fire. Maybe they could do both and actually buff it’s damage without using the shield but then boost its rapid fire in the shield in which then it gets its 40 damage cap.
Personally for mist I would make it so if someone is hit with the initial mist, it will stick to them once they leave the mist for 2-3 seconds. This is giving some of disruptors utility but not as strong.
For nova a way I would buff its damage is to make it have a 4 shot kill from close range but at the middle of its effective range it becomes a 5 shot. This it can fight better at close range but isn't annoying at long range.
I didn’t want to buff mist its self because if the sub was actually good it would be pretty unhealthy for the game imo
I think ur nova idea is honestly goated, should of thought that myself lol
For kraken i would say give it’s unique trait of being affected by swim speed. Having less endlag of an invincible special sounds cool but remember that you should be punished for going in recklessly inside enemy lines. And for tristrike, no swimming in the tristrike isnt really good mostly cause how spammable it is. If you give it the ability to swim at least make it have at least rainmaker levels of reduced speed cause having the ability to peak at no risk would be like missile spam or at least give it the missile timer cause if you seen now tristrike is spammed cause of ttek popularity and how much value just spam gets.
I'm pretty sure sprinkler already has 100 hp unless you meant to say damage.
Anyway I would either make so you can have 2 sprinklers on the map at the same time or buff paint range by 10% and decrease ink consumption to 55%
For toxic mist I'd just increase the radius by 9%
Also buff brella damage back to 90.0
As a former glooga main, I would increase the turret mode damage from 52.5 to 60.0 and its normal damage from 36.0 to 45.0. Also make it so it loses 1 damage per frame when the shots start to fall instead of 2.25 (why?). Same for turret mode.
I want the devs to buff Dynamos damage, increasing its paint by 20% and increasing vertical flicks damage to 75 damage. They should lower the points for specials for rapid deco from 210 to 190 and decrease the jump RNG by 35%.
I had a dynmao buff planned in the video that i forgot to script lol. I was gonna increase the range the vertical flick can one shot by 20% and increase the horizontal flick aoe hitbox by 15%.
@@jetjoshidk what you mean by increase it’s hit box, why does it need that
@@osiohanu8166 have a bigger a bigger aoe hit box for the horitzonal flick could make less easy to counter plus you can sometimes just squid roll through it lol
@@jetjosh I think the hit box is plenty big, unless you mean they fix that weird thing where there’s sometimes a hole in the middle of the flick collision box, it’s already plenty big. What it needs is more damage and better ink coverage
# BuffBrellas
I think instead of an endlag buff for Kraken, they should slightly increase its duration.
the duration is fine, the value from the special its self is just incositent
@OctoJosh In addition to that, it's a transformation special, meaning that you can't use your actual weapon with the special itself, like you could with, say, an Ink Storm or Tenta Missiles.
in the beginning my ears just tuned out ur voice to focus on the instrumental to hair scare from parappa 2
you’re the first person to acutally recognize the song lol
You should modify the inc vac capacity buff like how they did it for brellas back in early Splatoon 2, the only things that need to have a significantly lower fill rate for the vac tank are shooters, dualies, splatlings, and the crab tank. U know, rapid fire weapons cuz they fill it the quickest. And it should be around a 30% lower fill rate
Oh and tune back the shooter accuracy cause it wins way too many interactions at max range just because of that. Wiper use to be a even mu against it and now shots can make it more favorable because wiper has slow kill time. Yes wiper is already a good weapon but it also doesnt have dodge rolls to go in. Viper can fight shooters somewhat evenly woth torpedo but as soon as you throw it you are practically dead if they get 3 lucky shots. Feels kinda dumb when you have slow shots but perfect accuracy but die to slightly inaccurate but fast shots.
I think it’d be cool if Reefslider got a new feature where instead of a regular explosion, it would throw out a “tidal wave” of sorts that starts wherever you choose to explode and quickly expands. This would do 70 damage to combo with the indirect damage from the base explosion, and instantly eat enemy attacks and bombs. You’ll still be vulnerable from higher ground that the wave can’t reach, but when you’re on equal ground with somebody it’ll be deadly
Nice rework idea! I think this is cooler than the common allow reef slider to splash down jump rework most people in the community are thinking rn
I agree with pretty much everything here. Just for the love of god make rapid deco 200p again
Some things that i want to see are a) i want sprinkler to have a burst fire with less spread when first deployed so it can be used as a spacing tool if placed on walls, since a more focused spread is more threatening. b) they need to buff machine back a little bit, i think giving it 2 or 3 frames back between sloshes and maybe 210 back would be very nice since it got way overnerfed… c) rapid deco needs to be back to 200p, since it already had terrible paint. d) i think reef slider should allow you to dodge roll off of it and still have it send forward and explode, maybe at the cost of a smaller explosion radius…
i feel like vac would actually benefit from increasing the max ink it can consume, while keeping the current scaling; maxing the shot size at it’s current max fill size, but letting it continue to fill until like double that. overloading then killing a vac is its main counter, so letting it take in more ink gives teammates time to prevent you from dying (theoretically) or push with the vac
also make blocking ink just work in the netcode please
Really it only just needs to have rapid fires like shooters, splatlings, dualies and crab tank fill it significantly slower, every thing else can stay the same
Also yea ink vac vortex protection has brella shield levels of in consistency lol
Give undercover brella 45 damage, make its damage consistent at 45, and increase shield regeneration
Watch them make clash blaster 160p instead of fixing the paint
that would be a nintendo decision right there lmao
Clash Blaster does not need a buff.
It’s the worst main weapon in the game, just giving it something minor.
@@jetjosh It's not though, it can kill very quickly and you don't even have to aim perfectly. It's also especially good on tower.
It has a slower kill than dynamo, the worst paint of any main weapon, awful ink effiency, and is extermly punishable at higher ranks. You can see any competitive players talk about the weapon and they’ll echo the same sentiment.
@@jetjosh No I've actually seen competitive players (including me) talk good about it, also blaster and range blastee have a much worse paint because the clash shoots way more rapidly than them and clash doesn't have the slowest kill time either, undercover brella has a slower kill time than clash.
It doesn’t have worse paint than range blaster, Undercover brella is the only main weapon in the game with slower kill time than clash, you can watch Chara’s, Gem’s and FLC’s tier list, almost all comp players have been aware of clash not being a very good main weapon since end game S2.
stick user disliked
Only play stick controls due to motion sickness
Would be playing motion if i could lol