Oh yeah, getting grazed by the tri-strike and instantly exploding is the worst. Specially since the corner of the strike is farther than what he visual says.
Yeah, that visual absolutely should be changed. It's not actually the radius that's the problem, it's the fact that it doesn't actually show all of where it's going to hit
@@SomeGalNamedEve There was this one time where i was trapped between two strikes so i tried going in the middle of the visuals. Was thinking i'd maybe get dropped to like 10 but nope. Instant death.
to play devil's advocate making a big cylindrical hitbox growing at a fast rate is realy resource hungry compared to multiple/single squares (idk how the hitbox looks) but the same wired thing happens on the rainmaker pop which makes me think they use squares for big aoes
It probably should be louder, but honestly without a startup nerf it means nothing lol. I hear it coming all the time and still explode on the spot, because unless you see that someone has the special ready before it's used it's literally unreactable.
I'll be honest, after you play the game for a while, that startup sound is like a sleeper agent. You hear it so loud and clear lol But yeah it should probably get a louder one for the sake of people who don't play the game as often lol
It's always interesting, that they don't do more special related things with ranked objectives. For example, how bubbler runs out faster if it's on tower, and kraken knockback being increased by a ton if it's on there as well. I'm sure they could do something with other specials, like, if you reefslide into a splat zone, the damage radius is the same, but ink explosion is reduced. Perhaps if a booyah bomb gets directly launched at the tower, it's sphere doesn't expand as much, allowing players to get back on it a bit faster. Tower and zone cheesing is a chore and a half sometimes. And the only nerf they tried with reefslider was its paint radius, which did do absolutely NOTHING.
Zones Cheeze is most likely international, the mode flows terrible in random (mid level player won't cordinate to flip leading to the first fight deciding the game). Tower would need a "No special bubble" around itself, otherwise that change wouldn't do much ( you'de just strike next to it)
I would also make the circles that show where Tri-Strikes are going to land actually accurate. There have been so many times where I stayed out of the circle but still died
The next patch will either completely change the game by killing multiple weapons or basically do nothing with minor changes like the previous patches.
I really wish that cooler wasn’t 100% special saver. It allows way too much special spam and just kinda sucks on specials like zooka where you can use 2 shots and still get your whole special back. Just putting the saver down to saving like 80% is totally fine and wouldn’t hurt too much.
cooler canNOT allow you to keep a full special after death. if that doesnt change then the special is simply not fixed. you shouldnt have to need a cooler (or any special) in your team in order to win
Here’s a nerf I wanna see happen, ESPECIALLY before Grand Fest: *bring gold Aerospray’s PFS to 220* This thing has been RAMPANT as a cheater’s set to victory in EVERY Splatfest event since its release. Whenever a Splatfest happens, there will be ALWAYS be a guaranteed chance that you’d see a comp with a full set of gold aerosprays, all with max special recovery up, even those that has won a 100x, or 333x battle. Because of gold aero’s paint output from not only the main weapon itself, but also the help with sprinkler, makes it a Booyah Bomb producing MACHINE in a span of almost every 6.4 seconds for each player. I want a PFS nerf to gold aerospray to make it not spam Booyah Bomb as often as it does for the past several seasons ever since its release. This will also allow players to use the weapon itself more, rather than just being Booyah Bomb spam, while also trying not to outright kill the weapon’s usability. I may have a biased HATRED for this thing, but I’m trying my best to keep it fairly balanced, and not be overkill with the nerf, like giving it 240-300 as its PFS.
You may not like this solution but I’ve found the best gold aero counter is actually vunder. Sprinkler does nothing to your shield (it actually eats it like the rainmaker shield) and slider can break booyah armor if they are not higher than normal. Paint output is pretty good and mines are also decent in tricolor defense. I don’t think I’d go so far as running punisher on it but I’d be lying if I said I hadn’t spent matches focusing the gold aeros before because it was easy to bully them.
Any other shooter in the game would cry over a firerate nerf because of the paint output decrease. Squeezer on the other hand has a whole other firing mode for painting, so I think a fire rate nerf to it's long range mode might not even hurt at all. Even when I fail to mash properly it feels completely busted.
I'm not really sure if i like the change on the overtime on tower, because it implies that it would take 8 seconds for the tower to get back to a neutral state, therefore, buffing the stalling tower for special and maybe making the mode ever slower than it is
Great video Chara! The only thing i would add is to make it so splash wall doesnt complete destroy tent shield! I thinks its silly a sub weapon completely invalidates a main weapon. Tent shield should take considerable damage but it should instantly destroy the splash wall. Tenta brella into .52 or squeezer isnt the greastest matchup already but splash wall just dunks on tents main tool with little to no effort
Stamper I think needs some delay after a charge slash before you can horizontal again to make that combo a little more challenging. With the net code having inherent lag it can feel like you are getting one shot from pretty far away and have no time to react. I also think we’re going to see a decav nerf too, not sure what it’ll be but I think we’ll see it.
I think a better pencil nerf would be after a full charge, your first shot range starts at Splattershot range and ramps up from there I.e. each shot extends its range until the last shot being the original distance. This keeps it unique as a two shot long range charger but also forces the player to play closer without stripping the option to dump the first 3 shots to make the last two from a distance. Reduces its kill ability without making it a “two shot splatcharger.” Maybe slightly thin the width of the paint if you want a paint nerf, too.
a long time ago i thought to myself "what nerfs to some weapons need to be BETTER?" i don't remember any of them but it was things like for example giving flux more endlag on tap shots so that it paints more efficently and wastes less ink.
The zooka nerf is so obvious, I would be really, really curious why if Nintendo didn’t do it. They’re not dumb, they’d have a reason, and I’d like that reason to be known.
I honesty want to see shooters get a movement nerf. They are way too fast for having insane paint and fighting capabilities on a lot of the shooters. I think shot, 52, Nzap, splash, and jet should have slightly higher time before going into squid form after shooting.
Honestly I think they are fine. Shooter's whole thing is their very fast and tricky movement. It's what makes them special. And all those weapons except 52 have pretty bad fighting capabilities, compared to the actually good killing weapons like range, slosher and stamper.
Splatoon players wont be happy until movement is basically eliminated from the game strategically. Movement is something that can't be solved completely, and that gets away from a redditors ideal game of "Coin flip, who gets the first kill, then they win". Shooters having movement is actually good, you shouldnt have shitty movement without major strengths like chargers or hydra splatling
Tbh my bigger problem is with the lack of unique short range shooters. Having a fast mobile short range shooter is great, but it shouldn't be the only kind that's viable. I think 52 would have a better identity if it was a biiit slower, but I'd also love to see the (non squeezer) semi autos get some love, I haven't seen them mentioned at all in so long, and I think them being better would make the short range shooter category feel less stale. I don't wanna nerf all shooter mobility though, cuz tbh Splatoon 3 is a movement shooter at heart and that would just feel bad for a lot of players
6:42 I really like this Triple Inkstrike change idea. Something I've noticed reading through comments is that some people don't realize Tri-Strike does actually have a visual indicator for the outer edge of the Strike hitboxes: multiple rings of sparkles. They only show up for opposing Inkstrikes, but once you know to look for them, successfully evading strikes becomes much easier.
Giving Tri-Strike the same style of cooldown as Missiles and Chumps to reduce spamming would be nice, and as a trade off they could buff the mobility (either running speed or access to Swim form.
Tbh the one change ive been asking for since like fresh season is to buff Trislosher's falloff because of the way falloff is calculated for sloshers (falloff happens when the projectile goes under your inkling's feets no matter distance travelled or aim) its the slosher that gets punished the MOST for simply standing on blocks and using your height advantage because even standing on stacks in mako and aiming straight down will turn your 62% shots into 48 and rob you of your kills which for a weapon MEANT to use falloff is legitimate bs, especially since its the only slosher that is affected this harshly by falloff I wish it got a parity buff with Bucket so that its falloff is capped at a dead 50 at least on the main projectile
I think we could nerf squeezer’s fall off rate so it can’t chase kills as easily, especially with the bad paint. Also, blasters are hard. You can’t easily nerf the aoe because then they get too weak and can’t even punish ledges.
Question:when you say need the zooka start-up time, do you mean the activation time. Cause I can get behind that . I often don't use fire the zooka once I activate it unless I get panicked (which often results in trades)😅
As long as Stamper doesn't get ANOTHER major, unneeded nerf like its paint nerf, I'm happy. I'd much prefer they just nerf Cooler, Zooka, and Pencil and focus on buffing things again with this patch, though, especially considering it's likely our last balance patch for the game, and they probably won't be changing much weapon-design-wise between games if S2 > S3 is anything to go off of.
I wouldn't call the Stamper paint nerf unneeded since it was one of the best (arguably THE best) fighting weapons and also a very good painting weapon at the time. Scaling the paint back made it harder for Stamper to literally do everything but left its fighting ability intact, which is relatively fair since the fighting is the part with the extremely high skill ceiling.
@@mister-sheep The thing is, they also nerfed it's PfS, which isn't needed with the paint nerf, and both combined make the weapon feel miserable to get Zipcaster or Crab on without a significant amount of Special Charge Up. I agree that the paint was a fair trade-off, but not removing the PfS change in its place has made the weapon feel far worse ever since. I've played the weapon since launch, and to me the only really "balanced" feeling nerfs the weapon has gotten were nerfing the near modern-Decavitator-level horizontal swing, and its ink efficiency.
There’s most likely going to be more balance patches after this one, like how Splatoon 2 still received patches even after Final Fest. There’s also third kits to consider, although that’s still up in the air
@@NinjaRabbit29 At this point, unless we get an announcement some time soon, I doubt we're getting third kits. I think they would have done them right during the big "season" update along with the nerf-focused patch, so unless they're hiding them for... Some reason? They probably would have mentioned it at the end of the mid-season patch notes.
one change i want to see to tri strike is just make the tickrate consistent with other damage-over-time attacks. this would actually make the special easier to survive and i have no clue why the tickrate is so sluggish when there's like 4 other damage-over-time effects in the game that dont work like this. i can see maybe how having 3 strikes at once could be laggy though, so they could just make it 1/3rd the tick speed? (it would still be way better)
Hi! I’m a bit of a more casual player, and I’m curious about the Trizooka Nerf. I completely agree that the special is very strong and needs a nerf, but I’m a bit confused on how the startup lag is supposed to help. Sure, you can react now and go behind cover, but… then what? I don’t know how exactly to counter Zooka while it’s actually active, and it often is just a “go hide for one special duration” button against me. So I wanted to ask: How do you actually counter Zooka?
For tristrike and cooler I would give them both falloff to their power. Tristrike, I would decrease the lethal radius for it, so if you’re just barely clipped by it, it wont insta-kill. For cooler I would give its effects falloff, preferably something that’s exponential so that the effects are still strongly felt up until the very last seconds. Mainly this is because I think it’s so bs that you can get the cooler and then die with it 12 seconds later and still get the full effects of the instant respawn. You might not even need to do this scaled falloff for the other effects, but at least do it for the instant respawn. Honestly your changes are probably better than mine but these are what I came up with after my experience playing against the specials.
The graph was part of a recent Twitter post-chara probably retweeted it if you check out his Twitter. The graph shows that playing Squeezer produces better ranking results for players, compared to weapons on the left side of the graph. If I remember the post correctly, this trend happens across all skill levels so it isn't a weapon difficulty thing either.
A friend of mine wants Splattershot Pro and Squeezer to swap ranges, and I'd honestly like that change for this patch. I think if they do that, they can skip having to do a bunch of band aid nerfs for Squeezer. Maybe it can have the old paint back as compensation.
Just curious but how are you creating the “mockups” for these kind of videos? Did you make a mod that lets you change different in-game values or is it just clever editing?
I don’t really see the range AOE nerf happening, because it would end up making it feel quite a bit different, it would really change the spacing requirement for it and make it more awkward to use I kinda think they would make it a heavy weapon or something before they do that
I like your changes especially the zooka one. I like the changes you did to strikes but I personally think strikes should get a cooldown cause it’s the most spammable special and can be annoying to fight I would give it 6.5 to 7 second cooldown before you can charge another one
I feel like octobrush just needs a consistent 3 shot at the edge of its range like how blaster has a consistent 2 shot, it would be more reliable and cos octobrushes kits are somewhat decent this could make the weapon more reliable
another change to ink wall i want to see is an indicator of where its going to land when r is pressed/held. just a ease of use change for those not used to the throw distance. although preferably i would like more control of where i want to place it like how you throw sprinkler, suction bomb, etc. also i think tacticooler should still get a special saver nerf to like about 75% special saved. tower control should also get a passive special charge nerf for the pushing team to like 2p per second instead of 4.5p
You say you don't want any weapons removed from the meta, but I say screw it, buff Pro more and nerf Squeezer into the ground just so we don't have a weapon that requires you to mash in the top tiers.
While *_DO_* drool at the thought of Shooter players suffering, knowing Squeezer players have to sacrifice their fingers in order to perform well brings me equal joy. I would rather just butcher Squeezer and keep Pro in its place: beneath me.
@@kado-2323 Until you remember some controllers have a turbo function and thus realize they're just playing like any other shooter except with super inflated stats. The painting mode isn't the reason Squeezer players use that thing.
@@DiegoG2004 - The original commenter mentioned the mashing, not me. - Not everyone uses a turbo controller - Squeezer with a turbo controller still doesn’t play like any other shooter, a distinct feature of prominent Shooters is not only unfair amounts of paint output, but the ink efficiency to better cycle their mindless special spam. It’s clear that Squeezer plays more like an unhealthy midline. - “super inflated stats” just sounds like a definition of all the Shooters in the meta. They may not be broken, but their lack of real weaknesses is still concerning. All Shooters have slightly better frame data when submerging in/exiting out of ink compared to literally every other weapon class in the game get to outright ignore sub strafing entirely. They may not all have range like the other meta weapons, but they can still put up a fight considering 52. Gal has a wall and can poke with wail, Splattershot is shooting a Trizooka half of the time, and Squeezer has both a wall AND Trizooka despite caring the least about how much range the opponent has. - The painting mode may not be the selling point, but outright losing/ignoring the paint mode is still technically a disadvantage, especially when your special weapon is Trizooka. - While I am confused what the motive of this quarrel is, I must compliment that you called Squeezer a “thing”. Technically it is entirely appropriate to call an inanimate object a “thing”, but what makes it special is that I don’t see the players who use it as human, rather a soulless entity from the depths of Hell. Point being I see both the player and the weapon as a “thing”, so seeing this comment made my day.
@@m4rcyonstation93 It’s a little more complicated than that. I do hate people who main Shooters, but only because of their actions. If you just randomly play a Shooter one time, I would just be really disappointed in you. It’s specifically the players who commit to the weapon. Those who look at this beautiful and unique game with all of its variety in weapons and go, “Gee, I sure do want whatever the most basic all-rounder weapon in this game is!”. Players like those simply dampen the fun for me. I say this with the utmost sincerity: it’s not personal. I don’t like you exclusively because you made that choice, no other reason. I don’t care if you’re a good person, just don’t play lame stuff in my funny squid game.
Wouldnt the srtike changes counteract the tower control overtime changes? I guess it would depend on how severe the chnges would be, but it could theoretically be a problem correct?
The wall shooters have been so much more present since I ranked up, and while I can somewhat deal with .52, squeezer is just too strong for me, even with my best weapons. I really hope that those two are the devs' primary focus in the next patch
I really don't agree with splash wall nerf, especially one like that. It's already a poor reactionary sub, and needs to be used preemptively. Slowing the speed would feel so bad on all the other wall weapons.
Been playing both Squeezers to get a 5 star on them, so I’ve been talking with my friends about nerfs for it a lot, we talked about things like nerfing the strafe speed or range of it, or buffing Pro to be an alternate of sorts to it. It’s been fun. Also considering wall, in Splatoon 1, you could only put down one wall at a time and not put down a second wall until your first one broke Also THANK YOU for addressing TriStrike cheese, cannot stand that shit
That is the main reason I don’t like Tower Control as much, because of Strike and Booyah. I think that nerf to strike would definitely improve the mode for me! Now we’ll have to see what the devs will do…
One idea I had for Trizooka is not to give it the S1 nerf, but to instead give about 24 frames of delay between when you press the trigger and when it shoots, signified by a glow from the opening and the ink draining from the capsules on the side. Lets observant players be able to know when they need to stop what they’re doing and get down to cover. That and reduce the AOE size by 10%, it should be good but not this crazy.
I’m praying to the splatoon gods that they nerf pencil so we can finally have more good cooler options and they nerf zooka and strike to the ground Please make inkjet better
CHARA! PLEASE TALK ABOUT THE EXTREMELY MASSIVE OBJECT DAMAGE STAMPER HAS AGAINST ALL BRELLAS!! IT ISNT OKAY THAT 1 CHARGE SLASH IS ENOUGH TO DESTROY ANY SHIELD EXCEPT TENTA
High object damage is one of the big deals of splatanas lol, also almost sure that's only true to undercover There just certain weapons that you can't really go against, for example: i play as a stamper and i can't get myself to fight squeezer without dying or trading most of the time
I don't think they'll nerf Range Blaster because it's a weapon very dependent on the meta so nerfing the weapons around it would allow weapons like S-Blast to have more of a reason to be used
At around 8:56 there is a clip that's not mine. I've posted this already on twitter but I got credited for a clip that isn't mine. I did send some replays but this one isn't from me. Pls fix 'cause I don't want to get credit for something that isn't mine.
Nintendo: let’s make a support-based special, and give it to… Aerospray: my whole goal is to paint the ground and team support Nintendo: give it the old kit Gold dynamo and snipewriter: I literally 1HK anything that grazes my path Nintendo: hello
Pencil is a 2 shot weapon Aerospray only paints and nothing else, it's a turf war noob weapon that promotes painting the map, special spam and not engaging in fights. Pencil and dynamo have big strenghts and big weaknesses that grant them more adequate playstyles for tacticooler
I’m only A rank, but the bloblobber is so annoying and difficult to kill. I don’t think it should be able to 1 shot, although it would probably ruin the weapon given how bad it technically already is.
Chara, I HAVE AN IDEA TO REWORK TACTICOOLER and transform it into an in game mechanic: make It a progress bar. At the start of the match a member of each team will be randomly chosen by the game to be the "team captain". During the first 40 seconds of the game the team captain can pass this role to a teammate. In the exact same way, if the guy who got passed by a teammate the team captain role can give It to another teammate (like the jumpmaster in Apex Legends). Up in the screen (HUD) every team will have a progress bar that can be filled by painting, splating enemies or helping with the objective (in Anarchy battles). Once this progress bar is completely filled the team captain can "cast" a Tacticooler and the bar would go empty again once the Tacticooler effect runs out. This way Tacticooler can stay in the next game without being mandatory for every team composition to run a Tacticooler weapon, since now it's integrated in battles as a new mechanic. (PD: sorry for my bad english, it's not my first lenguage)
Remember, less 5% of the playerbase has ever done any kind of competitive play. Splatoon is largely still a casual game and a complete rework like this simply won't sit well for anyone outside of high level play.
I think 52 Gal and Squeezer should have a bit more of a nerf, as well as Splattershot. There's always so many of those weapons being picked, at least in online matches with randoms. I'd like to see more variety than shooters (even if it's gotten a bit better) but the devs can be shooter biased.
I'm convinced they're gonna nerf everything except shot and squeezer, and if they do, they're gonna nerf parts of its kit instead of the main weapon, therefore hurting ALL weapons that have that sub or special
As a Glooga User, I'd rather nerf .52 and Squeezer than Wall. The delay of deploying Splash-wall is already good. Usually, I get splatted before it even hits the ground. Most top level players can even counteract or throw bombs at it.
Id like to see tri noveau get a special points buff to 200, it doesn't get soda enough Nerf the burst bomb from 50 to 40 damage on directs Machine should have the frame rate buff nullified and it should be restored to pre 4.0 status
Kinda hope at this point zooka nerf is just "each shot damages the user for 30 damage. Can splat user while firing with low hp" It would at least make it go away.
>wall Every other weapon with it will suffer. The game is already scant on defensive options, and aggressive walling is pretty much the only non-passive sub usage that doesn't involve bombs so this majorly kills diversity, at least without a tradeoff buff. Squeez should get its extra range over 3-liners removed, in return for its old short-ranged inking. Snipewriter should get reverted to how it was on launch, slower and less efficient, and then range nerf on top. People miss the fact that red Snipes still gets used if cooler duty is taken by something else. Cooler needs its unconditional Quick Respawn removed to make the game's entire meta not cancer. Make it work kinda like regular QR- if you don't get a splat on Cooler, you get fast respawn, else you get normal respawn. Otherwise, some nice changes. I'd also nerf Splatanas' object damage with ranged slashes, but that concerns all three of them.
idk man... i just want 3rd kits. I know is not going to happen but i can not think about anything more rn. Some weapons deserve to be playable and some kits are boring. But if we dont get more wepaons wich woud mean into more balances, this could be our final patch... and most of the weapons have suction bomb and no one of them bust or torpedo😭😭
I feel like overtime being extended to 8 seconds would still not be enough to stop strike spam, bot only because if there's a teammate close to the tower, it's still a gg strike, but also you've extended the duration of the strike explosion making it even better for stalling. I don't know the perfect number but I feel like there should be more done to avoid striking the tower in overtime. Good video otherwise.
Honestly hope its the opposite and the good for too long weapons just get gutted. As a solo player who actually liked S2 the game really has never felt worse with how every weapon and playstyle is built to just kill and die over and over. Its diverse as long as everything is doing the same thing. The game has gotten so fast while needing such a higher level of precision than before, that it just isn't the same fun. At least make 1 shots bad again
@@HeDronHeDronHedron this was a few days ago but I really have to ask for clarification on that. My biggest (and likely excessive) hatred in this game is range blaster. Beyond 'it had it before' in what way does this weapon deserve to 1 shot? Most rollers have to close to 1 shot, that makes sense. Most chargers have to stay far back, that makes sense. This weapon gets to do both as it specializes in walling out but when someone tries to take advantage of its """weakness""" of getting rushed down it can just 1 shot that player with no startup. Yes it has to hit a direct but so do other weapons like squiffer and the bows that also lack a blast and still have some level of charge. Just wondering why people defend this weapons design (aside from chara saying its fun), I don't really struggle against it anymore but games involving it are never fun because it's only real counterplay is either never fight it properly by never getting in sight range or pray it misses, because if they have good aim there is no alternative. Just want to also say I don't like all the consistency buffs carbon got, it was perfectly usable on release, but I don't have a properly thought arguement against that. I don't see how this is a cooler issue beyond them making weapons that are good with cooler better for no reason.
I think the splatanas should get a object damage reduction, same for wellstring no weapon should have that much object damage, minus big swig cause its big swig
Knowing the devs, they're going to overdo it because they have never had a good track record with nerfing midrange weapons. I personally think midrange weapons should be limited to 1 per comp because Inkjet must be good again.
Just, no. We must acknowledge the ACTUAL reason why we don’t see Inkjet: there’s only like one viable frontline that has it. Enperry, Nautilus 79, Octo Shot, Octobrush, and others have had their Inkjets robbed from them. We shouldn’t bully midlines not only because Nintendo will already be bullying them for us, but also because they are not at fault for Inkjet’s decline; it’s Nintendo’s fault.
Oh yeah, getting grazed by the tri-strike and instantly exploding is the worst. Specially since the corner of the strike is farther than what he visual says.
Yeah, that visual absolutely should be changed. It's not actually the radius that's the problem, it's the fact that it doesn't actually show all of where it's going to hit
@@SomeGalNamedEve There was this one time where i was trapped between two strikes so i tried going in the middle of the visuals. Was thinking i'd maybe get dropped to like 10 but nope. Instant death.
It really is so annoying, why is it a touch of death special? Like, booyah bomb doesn’t instantly kill you, why can this one?
@@DiegoG2004 New nerf idea: found?
to play devil's advocate making a big cylindrical hitbox growing at a fast rate is realy resource hungry compared to multiple/single squares (idk how the hitbox looks) but the same wired thing happens on the rainmaker pop which makes me think they use squares for big aoes
Nintendo is going to say "Screw it" and buff Snipewriter
Charged shots now do 99.9 dmg
points for cooler reduced to 100 points
Sprinkler shots insta-kill you
@@yellowcapalex2825*Disconnects you from the game
What if they say "screw it, let's make splattershots special 130p"
Normal specials: “we have our own fun gimmicks that expand the combat of the game”
Trizooka: *loads gun* “somebody is going to die tonight”
Ikr zooka needs it's original nerf back from s1 plus some other nerfs to the blast radius and damage since it is a little too stromg
*Presses ZR to launch out of spawn and dies to zooka before touching the ground*
J U S T R E A CT
I think that trizooka’s star up sound should be louder than it currently is. I’m sick of being sniped across the map by something I didn’t even hear.
It probably should be louder, but honestly without a startup nerf it means nothing lol. I hear it coming all the time and still explode on the spot, because unless you see that someone has the special ready before it's used it's literally unreactable.
It would be funny if it made a sound of a grenade exploding
@@squiddler7731 yea they need to give it the old start lag from s1 when they fixed it then 😂😂😂
I'll be honest, after you play the game for a while, that startup sound is like a sleeper agent. You hear it so loud and clear lol
But yeah it should probably get a louder one for the sake of people who don't play the game as often lol
My greatest takeaway from this is overtime has always had a visual indication and I never knew about it
Same! I just thought it randomly ended if you weren't fast enough lol. Good to know
wahoo timer moment
It's always interesting, that they don't do more special related things with ranked objectives.
For example, how bubbler runs out faster if it's on tower, and kraken knockback being increased by a ton if it's on there as well.
I'm sure they could do something with other specials, like, if you reefslide into a splat zone, the damage radius is the same, but ink explosion is reduced.
Perhaps if a booyah bomb gets directly launched at the tower, it's sphere doesn't expand as much, allowing players to get back on it a bit faster.
Tower and zone cheesing is a chore and a half sometimes. And the only nerf they tried with reefslider was its paint radius, which did do absolutely NOTHING.
Zones Cheeze is most likely international, the mode flows terrible in random (mid level player won't cordinate to flip leading to the first fight deciding the game).
Tower would need a "No special bubble" around itself, otherwise that change wouldn't do much ( you'de just strike next to it)
I would also make the circles that show where Tri-Strikes are going to land actually accurate. There have been so many times where I stayed out of the circle but still died
Omg it's suspicious temmie. It's probably just a square for the hitbox for performance tbh
I said this already on a different comment, but there is a visual indicator of the true outer edge of the Inkstrike hitbox: a few rings of sparkles.
the last clip with the tent is so silly lmao. if only we had a "push the objective" button
I personally want 2 more options to communicate in solo queue instead of JUST This way! or Booyah!
Maybe a "go Go GO!" Option for one. Good for saying push the objective while still having that happy go lucky inkfish vibe?
@@BEEEES I agree, the other could maybe be something like No!
@@BEEEES maybe "c'mon!" will make a return?
We're definitely getting a Snipewritter nerf because of how much it was used in the World Championships.
that was a good one
@@ouh.my_ Minus the whole situation related to the champions.
Love the copium
The next patch will either completely change the game by killing multiple weapons or basically do nothing with minor changes like the previous patches.
I’d like to see the special saver get slightly nerfed from 100% to 85% or 70%
I really wish that cooler wasn’t 100% special saver. It allows way too much special spam and just kinda sucks on specials like zooka where you can use 2 shots and still get your whole special back. Just putting the saver down to saving like 80% is totally fine and wouldn’t hurt too much.
cooler canNOT allow you to keep a full special after death. if that doesnt change then the special is simply not fixed. you shouldnt have to need a cooler (or any special) in your team in order to win
Here’s a nerf I wanna see happen, ESPECIALLY before Grand Fest: *bring gold Aerospray’s PFS to 220*
This thing has been RAMPANT as a cheater’s set to victory in EVERY Splatfest event since its release. Whenever a Splatfest happens, there will be ALWAYS be a guaranteed chance that you’d see a comp with a full set of gold aerosprays, all with max special recovery up, even those that has won a 100x, or 333x battle.
Because of gold aero’s paint output from not only the main weapon itself, but also the help with sprinkler, makes it a Booyah Bomb producing MACHINE in a span of almost every 6.4 seconds for each player.
I want a PFS nerf to gold aerospray to make it not spam Booyah Bomb as often as it does for the past several seasons ever since its release. This will also allow players to use the weapon itself more, rather than just being Booyah Bomb spam, while also trying not to outright kill the weapon’s usability.
I may have a biased HATRED for this thing, but I’m trying my best to keep it fairly balanced, and not be overkill with the nerf, like giving it 240-300 as its PFS.
give this guy a TRUE......
Bothers me how due to its spam, other weapons that are good in TW like Sploosh and Flux (or even Splash and silver spray) aren’t common during Fests
You may not like this solution but I’ve found the best gold aero counter is actually vunder. Sprinkler does nothing to your shield (it actually eats it like the rainmaker shield) and slider can break booyah armor if they are not higher than normal. Paint output is pretty good and mines are also decent in tricolor defense. I don’t think I’d go so far as running punisher on it but I’d be lying if I said I hadn’t spent matches focusing the gold aeros before because it was easy to bully them.
lol I got to top 200 on x rank using this kit. If you use it correctly, you can farm a booyah bomb every 5-10 seconds 😂
7:43 Hell yeah, Tropical Freeze music
Any other shooter in the game would cry over a firerate nerf because of the paint output decrease. Squeezer on the other hand has a whole other firing mode for painting, so I think a fire rate nerf to it's long range mode might not even hurt at all. Even when I fail to mash properly it feels completely busted.
I'm not really sure if i like the change on the overtime on tower, because it implies that it would take 8 seconds for the tower to get back to a neutral state, therefore, buffing the stalling tower for special and maybe making the mode ever slower than it is
he said the change would only apply to overtime. the regular neutral timer during the game would be the same
Eh your squeezer and 52 nerfs are still very light slaps on the wrist. The devs said they want to decrease their overall ABILITY
If they wanted to make Squeezer’s shot output worse, long range could maybe have a bit ink consumed each shot
Great video Chara! The only thing i would add is to make it so splash wall doesnt complete destroy tent shield! I thinks its silly a sub weapon completely invalidates a main weapon. Tent shield should take considerable damage but it should instantly destroy the splash wall. Tenta brella into .52 or squeezer isnt the greastest matchup already but splash wall just dunks on tents main tool with little to no effort
I hope there actually going to be impactful changes this patch
0:52 it’s Aloha Coroika🤩
ALOEWAVES
I actually know Aloelin (the .52 in that clip)
@@agentblackbird9435 same haha
That flip sound from super paper mario awoke nostalgia in me I did not remeber I had
8:48 um, wouldn’t the change you suggested with tri-strike make it last longer than this so you would have to make the timer longer?
Stamper I think needs some delay after a charge slash before you can horizontal again to make that combo a little more challenging. With the net code having inherent lag it can feel like you are getting one shot from pretty far away and have no time to react.
I also think we’re going to see a decav nerf too, not sure what it’ll be but I think we’ll see it.
Stamp buffs incoming (please?)
I think a better pencil nerf would be after a full charge, your first shot range starts at Splattershot range and ramps up from there I.e. each shot extends its range until the last shot being the original distance. This keeps it unique as a two shot long range charger but also forces the player to play closer without stripping the option to dump the first 3 shots to make the last two from a distance. Reduces its kill ability without making it a “two shot splatcharger.” Maybe slightly thin the width of the paint if you want a paint nerf, too.
a long time ago i thought to myself "what nerfs to some weapons need to be BETTER?"
i don't remember any of them but it was things like for example giving flux more endlag on tap shots so that it paints more efficently and wastes less ink.
The zooka nerf is so obvious, I would be really, really curious why if Nintendo didn’t do it. They’re not dumb, they’d have a reason, and I’d like that reason to be known.
I honesty want to see shooters get a movement nerf. They are way too fast for having insane paint and fighting capabilities on a lot of the shooters. I think shot, 52, Nzap, splash, and jet should have slightly higher time before going into squid form after shooting.
Honestly I think they are fine. Shooter's whole thing is their very fast and tricky movement. It's what makes them special. And all those weapons except 52 have pretty bad fighting capabilities, compared to the actually good killing weapons like range, slosher and stamper.
Splatoon players wont be happy until movement is basically eliminated from the game strategically. Movement is something that can't be solved completely, and that gets away from a redditors ideal game of "Coin flip, who gets the first kill, then they win". Shooters having movement is actually good, you shouldnt have shitty movement without major strengths like chargers or hydra splatling
Tbh my bigger problem is with the lack of unique short range shooters. Having a fast mobile short range shooter is great, but it shouldn't be the only kind that's viable.
I think 52 would have a better identity if it was a biiit slower, but I'd also love to see the (non squeezer) semi autos get some love, I haven't seen them mentioned at all in so long, and I think them being better would make the short range shooter category feel less stale.
I don't wanna nerf all shooter mobility though, cuz tbh Splatoon 3 is a movement shooter at heart and that would just feel bad for a lot of players
@@HeDronHeDronHedronNgl I felt like that playing Splatoon 1, the mobility is much more hampered there (and 2 as well)
6:42 I really like this Triple Inkstrike change idea.
Something I've noticed reading through comments is that some people don't realize Tri-Strike does actually have a visual indicator for the outer edge of the Strike hitboxes: multiple rings of sparkles. They only show up for opposing Inkstrikes, but once you know to look for them, successfully evading strikes becomes much easier.
Giving Tri-Strike the same style of cooldown as Missiles and Chumps to reduce spamming would be nice, and as a trade off they could buff the mobility (either running speed or access to Swim form.
Genuinely who is going to notice those sparkles in the middle of a game
@@agentblackbird9435 I do, every time.
they’re gonna nerf clash blaster let’s face it, it’s Nintendo
@@wolfyspl Nope, increased fire rate, explosion radius, range and 150p trizooka!
Clash is already pretty weak right now, I'd be very surprised if they were to touch it honestly
Tbh the one change ive been asking for since like fresh season is to buff Trislosher's falloff
because of the way falloff is calculated for sloshers (falloff happens when the projectile goes under your inkling's feets no matter distance travelled or aim) its the slosher that gets punished the MOST for simply standing on blocks and using your height advantage because even standing on stacks in mako and aiming straight down will turn your 62% shots into 48 and rob you of your kills which for a weapon MEANT to use falloff is legitimate bs, especially since its the only slosher that is affected this harshly by falloff
I wish it got a parity buff with Bucket so that its falloff is capped at a dead 50 at least on the main projectile
I think we could nerf squeezer’s fall off rate so it can’t chase kills as easily, especially with the bad paint. Also, blasters are hard. You can’t easily nerf the aoe because then they get too weak and can’t even punish ledges.
Question:when you say need the zooka start-up time, do you mean the activation time. Cause I can get behind that . I often don't use fire the zooka once I activate it unless I get panicked (which often results in trades)😅
As long as Stamper doesn't get ANOTHER major, unneeded nerf like its paint nerf, I'm happy. I'd much prefer they just nerf Cooler, Zooka, and Pencil and focus on buffing things again with this patch, though, especially considering it's likely our last balance patch for the game, and they probably won't be changing much weapon-design-wise between games if S2 > S3 is anything to go off of.
I wouldn't call the Stamper paint nerf unneeded since it was one of the best (arguably THE best) fighting weapons and also a very good painting weapon at the time. Scaling the paint back made it harder for Stamper to literally do everything but left its fighting ability intact, which is relatively fair since the fighting is the part with the extremely high skill ceiling.
@@mister-sheep The thing is, they also nerfed it's PfS, which isn't needed with the paint nerf, and both combined make the weapon feel miserable to get Zipcaster or Crab on without a significant amount of Special Charge Up. I agree that the paint was a fair trade-off, but not removing the PfS change in its place has made the weapon feel far worse ever since.
I've played the weapon since launch, and to me the only really "balanced" feeling nerfs the weapon has gotten were nerfing the near modern-Decavitator-level horizontal swing, and its ink efficiency.
There’s most likely going to be more balance patches after this one, like how Splatoon 2 still received patches even after Final Fest. There’s also third kits to consider, although that’s still up in the air
@@NinjaRabbit29 At this point, unless we get an announcement some time soon, I doubt we're getting third kits. I think they would have done them right during the big "season" update along with the nerf-focused patch, so unless they're hiding them for... Some reason? They probably would have mentioned it at the end of the mid-season patch notes.
what would you think of making the cooler destroyable with 650 HP as a means of counterlay, would it kill cooler or put it in a healthier spot?
one change i want to see to tri strike is just make the tickrate consistent with other damage-over-time attacks. this would actually make the special easier to survive and i have no clue why the tickrate is so sluggish when there's like 4 other damage-over-time effects in the game that dont work like this. i can see maybe how having 3 strikes at once could be laggy though, so they could just make it 1/3rd the tick speed? (it would still be way better)
Hi! I’m a bit of a more casual player, and I’m curious about the Trizooka Nerf. I completely agree that the special is very strong and needs a nerf, but I’m a bit confused on how the startup lag is supposed to help. Sure, you can react now and go behind cover, but… then what? I don’t know how exactly to counter Zooka while it’s actually active, and it often is just a “go hide for one special duration” button against me.
So I wanted to ask: How do you actually counter Zooka?
For tristrike and cooler I would give them both falloff to their power. Tristrike, I would decrease the lethal radius for it, so if you’re just barely clipped by it, it wont insta-kill. For cooler I would give its effects falloff, preferably something that’s exponential so that the effects are still strongly felt up until the very last seconds. Mainly this is because I think it’s so bs that you can get the cooler and then die with it 12 seconds later and still get the full effects of the instant respawn. You might not even need to do this scaled falloff for the other effects, but at least do it for the instant respawn.
Honestly your changes are probably better than mine but these are what I came up with after my experience playing against the specials.
chara, could you explain the diagram at 2:47? i was a bit confused there
The graph was part of a recent Twitter post-chara probably retweeted it if you check out his Twitter.
The graph shows that playing Squeezer produces better ranking results for players, compared to weapons on the left side of the graph.
If I remember the post correctly, this trend happens across all skill levels so it isn't a weapon difficulty thing either.
A friend of mine wants Splattershot Pro and Squeezer to swap ranges, and I'd honestly like that change for this patch. I think if they do that, they can skip having to do a bunch of band aid nerfs for Squeezer. Maybe it can have the old paint back as compensation.
my man is back at it again shelldon posting keep at it shelldon we love you
Just curious but how are you creating the “mockups” for these kind of videos? Did you make a mod that lets you change different in-game values or is it just clever editing?
I believe it's just clever editing
I don’t really see the range AOE nerf happening, because it would end up making it feel quite a bit different, it would really change the spacing requirement for it and make it more awkward to use
I kinda think they would make it a heavy weapon or something before they do that
I dont think so. Didnt really impact normal blaster and rapids playstyle.
2:01 Aloha appearance!!!!
Is this actually a comp player who references a Splatoon Manga character? Awesome!
@@JakoBpyroTechAloelin/Alowaves
I like your changes especially the zooka one. I like the changes you did to strikes but I personally think strikes should get a cooldown cause it’s the most spammable special and can be annoying to fight I would give it 6.5 to 7 second cooldown before you can charge another one
I feel like octobrush just needs a consistent 3 shot at the edge of its range like how blaster has a consistent 2 shot, it would be more reliable and cos octobrushes kits are somewhat decent this could make the weapon more reliable
another change to ink wall i want to see is an indicator of where its going to land when r is pressed/held. just a ease of use change for those not used to the throw distance. although preferably i would like more control of where i want to place it like how you throw sprinkler, suction bomb, etc.
also i think tacticooler should still get a special saver nerf to like about 75% special saved.
tower control should also get a passive special charge nerf for the pushing team to like 2p per second instead of 4.5p
I think there's no control so you can't just place wall on yourself constantly
You say you don't want any weapons removed from the meta, but I say screw it, buff Pro more and nerf Squeezer into the ground just so we don't have a weapon that requires you to mash in the top tiers.
While *_DO_* drool at the thought of Shooter players suffering, knowing Squeezer players have to sacrifice their fingers in order to perform well brings me equal joy. I would rather just butcher Squeezer and keep Pro in its place: beneath me.
@@kado-2323 Until you remember some controllers have a turbo function and thus realize they're just playing like any other shooter except with super inflated stats.
The painting mode isn't the reason Squeezer players use that thing.
@@DiegoG2004
- The original commenter mentioned the mashing, not me.
- Not everyone uses a turbo controller
- Squeezer with a turbo controller still doesn’t play like any other shooter, a distinct feature of prominent Shooters is not only unfair amounts of paint output, but the ink efficiency to better cycle their mindless special spam. It’s clear that Squeezer plays more like an unhealthy midline.
- “super inflated stats” just sounds like a definition of all the Shooters in the meta. They may not be broken, but their lack of real weaknesses is still concerning. All Shooters have slightly better frame data when submerging in/exiting out of ink compared to literally every other weapon class in the game get to outright ignore sub strafing entirely. They may not all have range like the other meta weapons, but they can still put up a fight considering 52. Gal has a wall and can poke with wail, Splattershot is shooting a Trizooka half of the time, and Squeezer has both a wall AND Trizooka despite caring the least about how much range the opponent has.
- The painting mode may not be the selling point, but outright losing/ignoring the paint mode is still technically a disadvantage, especially when your special weapon is Trizooka.
- While I am confused what the motive of this quarrel is, I must compliment that you called Squeezer a “thing”. Technically it is entirely appropriate to call an inanimate object a “thing”, but what makes it special is that I don’t see the players who use it as human, rather a soulless entity from the depths of Hell. Point being I see both the player and the weapon as a “thing”, so seeing this comment made my day.
@@kado-2323 Jesus Christ I assume this is ironic but damn you really do hate shooter players
@@m4rcyonstation93 It’s a little more complicated than that. I do hate people who main Shooters, but only because of their actions. If you just randomly play a Shooter one time, I would just be really disappointed in you. It’s specifically the players who commit to the weapon. Those who look at this beautiful and unique game with all of its variety in weapons and go, “Gee, I sure do want whatever the most basic all-rounder weapon in this game is!”. Players like those simply dampen the fun for me. I say this with the utmost sincerity: it’s not personal. I don’t like you exclusively because you made that choice, no other reason. I don’t care if you’re a good person, just don’t play lame stuff in my funny squid game.
The ink efficiency debuff to the 52. gal is a good idea, but what if instead of 69 shots with no main saver, it got 52 shots minimum for consistency
Wouldnt the srtike changes counteract the tower control overtime changes? I guess it would depend on how severe the chnges would be, but it could theoretically be a problem correct?
ALOELIN I SEE YOU
I kind of wish that cooler was countered by respawn punisher, but be symmetrical, allowing for more of a choice between pencil and other backlines
Pfor Special or ink efficeny for buff for gloogas, I think the wall nerf would be pretty significant for it.
The wall shooters have been so much more present since I ranked up, and while I can somewhat deal with .52, squeezer is just too strong for me, even with my best weapons. I really hope that those two are the devs' primary focus in the next patch
I really don't agree with splash wall nerf, especially one like that. It's already a poor reactionary sub, and needs to be used preemptively. Slowing the speed would feel so bad on all the other wall weapons.
Been playing both Squeezers to get a 5 star on them, so I’ve been talking with my friends about nerfs for it a lot, we talked about things like nerfing the strafe speed or range of it, or buffing Pro to be an alternate of sorts to it. It’s been fun. Also considering wall, in Splatoon 1, you could only put down one wall at a time and not put down a second wall until your first one broke
Also THANK YOU for addressing TriStrike cheese, cannot stand that shit
That is the main reason I don’t like Tower Control as much, because of Strike and Booyah. I think that nerf to strike would definitely improve the mode for me! Now we’ll have to see what the devs will do…
One idea I had for Trizooka is not to give it the S1 nerf, but to instead give about 24 frames of delay between when you press the trigger and when it shoots, signified by a glow from the opening and the ink draining from the capsules on the side. Lets observant players be able to know when they need to stop what they’re doing and get down to cover. That and reduce the AOE size by 10%, it should be good but not this crazy.
I’m praying to the splatoon gods that they nerf pencil so we can finally have more good cooler options and they nerf zooka and strike to the ground
Please make inkjet better
I would actually love to see some of these changes.
all i want is a Painbrush rework that removes the startup and makes the time between flicks slower. Nintendo I BEG OF YOU
CHARA! PLEASE TALK ABOUT THE EXTREMELY MASSIVE OBJECT DAMAGE STAMPER HAS AGAINST ALL BRELLAS!! IT ISNT OKAY THAT 1 CHARGE SLASH IS ENOUGH TO DESTROY ANY SHIELD EXCEPT TENTA
Nah it’s okay tbh it should be able to do that with a horizontal- This message was sent to you by the Splatana stamper supremacy
High object damage is one of the big deals of splatanas lol, also almost sure that's only true to undercover
There just certain weapons that you can't really go against, for example: i play as a stamper and i can't get myself to fight squeezer without dying or trading most of the time
Am i the only one who wants splash wall to have an aim reticle😭
Yeah, that would be a great Quality of life change for it.
what day should the patch be again?
I agree with a majority of those nerfs, though I would add a cooldown to strike personally
I don't think they'll nerf Range Blaster because it's a weapon very dependent on the meta so nerfing the weapons around it would allow weapons like S-Blast to have more of a reason to be used
At around 8:56 there is a clip that's not mine. I've posted this already on twitter but I got credited for a clip that isn't mine. I did send some replays but this one isn't from me. Pls fix 'cause I don't want to get credit for something that isn't mine.
Nintendo: let’s make a support-based special, and give it to…
Aerospray: my whole goal is to paint the ground and team support
Nintendo: give it the old kit
Gold dynamo and snipewriter: I literally 1HK anything that grazes my path
Nintendo: hello
Pencil is a 2 shot weapon
Aerospray only paints and nothing else, it's a turf war noob weapon that promotes painting the map, special spam and not engaging in fights.
Pencil and dynamo have big strenghts and big weaknesses that grant them more adequate playstyles for tacticooler
Aerospray wasn't magically gonna be top tier if they gave it Tacticooler. It's still the second worst Shooter class weapon in the game.
as long as they don't touch inkbrush i'll be okay. and wail, it's critical for the kit synergy lol
I’m only A rank, but the bloblobber is so annoying and difficult to kill. I don’t think it should be able to 1 shot, although it would probably ruin the weapon given how bad it technically already is.
Honestly I think blob as a concept should never have been added to the game
Good changes although the cooler stand actually lasts 15 seconds not 13. I'm not sure about the Tower change though.
Chara, I HAVE AN IDEA TO REWORK TACTICOOLER and transform it into an in game mechanic: make It a progress bar.
At the start of the match a member of each team will be randomly chosen by the game to be the "team captain". During the first 40 seconds of the game the team captain can pass this role to a teammate. In the exact same way, if the guy who got passed by a teammate the team captain role can give It to another teammate (like the jumpmaster in Apex Legends).
Up in the screen (HUD) every team will have a progress bar that can be filled by painting, splating enemies or helping with the objective (in Anarchy battles). Once this progress bar is completely filled the team captain can "cast" a Tacticooler and the bar would go empty again once the Tacticooler effect runs out.
This way Tacticooler can stay in the next game without being mandatory for every team composition to run a Tacticooler weapon, since now it's integrated in battles as a new mechanic.
(PD: sorry for my bad english, it's not my first lenguage)
Remember, less 5% of the playerbase has ever done any kind of competitive play. Splatoon is largely still a casual game and a complete rework like this simply won't sit well for anyone outside of high level play.
The hell
I think 52 Gal and Squeezer should have a bit more of a nerf, as well as Splattershot. There's always so many of those weapons being picked, at least in online matches with randoms. I'd like to see more variety than shooters (even if it's gotten a bit better) but the devs can be shooter biased.
I'm convinced they're gonna nerf everything except shot and squeezer, and if they do, they're gonna nerf parts of its kit instead of the main weapon, therefore hurting ALL weapons that have that sub or special
Wellstring should have one second of white ink frames, sorella tent 200p to 210p, blob 190p to 200p.
We need to be able to use sub weapon in trizooka but it can’t just end has to go full duration
As a Glooga User, I'd rather nerf .52 and Squeezer than Wall. The delay of deploying Splash-wall is already good. Usually, I get splatted before it even hits the ground. Most top level players can even counteract or throw bombs at it.
I think Tri-Strike's nerf should be a shortened duration with which to throw them.
I would like to see 52 and squeezer be no longer problematic for the nerfs
Id like to see tri noveau get a special points buff to 200, it doesn't get soda enough
Nerf the burst bomb from 50 to 40 damage on directs
Machine should have the frame rate buff nullified and it should be restored to pre 4.0 status
Kinda hope at this point zooka nerf is just "each shot damages the user for 30 damage. Can splat user while firing with low hp"
It would at least make it go away.
Missed opportunity to say Inkcoming
The tc change would be good if you didn't buff strike's duration
Devs, "lets nerf this pretty balanced sword, its too op" that snipewriter in the corner, "oh thank god im not noticed 😰"
>wall
Every other weapon with it will suffer. The game is already scant on defensive options, and aggressive walling is pretty much the only non-passive sub usage that doesn't involve bombs so this majorly kills diversity, at least without a tradeoff buff.
Squeez should get its extra range over 3-liners removed, in return for its old short-ranged inking.
Snipewriter should get reverted to how it was on launch, slower and less efficient, and then range nerf on top. People miss the fact that red Snipes still gets used if cooler duty is taken by something else.
Cooler needs its unconditional Quick Respawn removed to make the game's entire meta not cancer. Make it work kinda like regular QR- if you don't get a splat on Cooler, you get fast respawn, else you get normal respawn.
Otherwise, some nice changes. I'd also nerf Splatanas' object damage with ranged slashes, but that concerns all three of them.
I wasn’t surprised Wall was first at all, it’s by far the most annoying thing in the game right now
idk man... i just want 3rd kits. I know is not going to happen but i can not think about anything more rn. Some weapons deserve to be playable and some kits are boring. But if we dont get more wepaons wich woud mean into more balances, this could be our final patch... and most of the weapons have suction bomb and no one of them bust or torpedo😭😭
I feel like overtime being extended to 8 seconds would still not be enough to stop strike spam, bot only because if there's a teammate close to the tower, it's still a gg strike, but also you've extended the duration of the strike explosion making it even better for stalling. I don't know the perfect number but I feel like there should be more done to avoid striking the tower in overtime. Good video otherwise.
Would not be averse to a damage nerf for Fizzy Bomb, making it 45 and 30 instead of 50 and 35. I play Bamboo mk II, by the way.
soo. of everyone doesn't use the same weapons is the game not balanced enough?
Platoon
Sometimes I forget this is an actual word
spoon
Honestly hope its the opposite and the good for too long weapons just get gutted. As a solo player who actually liked S2 the game really has never felt worse with how every weapon and playstyle is built to just kill and die over and over. Its diverse as long as everything is doing the same thing. The game has gotten so fast while needing such a higher level of precision than before, that it just isn't the same fun.
At least make 1 shots bad again
this is a cooler issue, not a "kill and die issue", 1 shots being good adds strategy to the game the same way tetras does
@@HeDronHeDronHedron this was a few days ago but I really have to ask for clarification on that. My biggest (and likely excessive) hatred in this game is range blaster. Beyond 'it had it before' in what way does this weapon deserve to 1 shot? Most rollers have to close to 1 shot, that makes sense. Most chargers have to stay far back, that makes sense. This weapon gets to do both as it specializes in walling out but when someone tries to take advantage of its """weakness""" of getting rushed down it can just 1 shot that player with no startup. Yes it has to hit a direct but so do other weapons like squiffer and the bows that also lack a blast and still have some level of charge.
Just wondering why people defend this weapons design (aside from chara saying its fun), I don't really struggle against it anymore but games involving it are never fun because it's only real counterplay is either never fight it properly by never getting in sight range or pray it misses, because if they have good aim there is no alternative.
Just want to also say I don't like all the consistency buffs carbon got, it was perfectly usable on release, but I don't have a properly thought arguement against that. I don't see how this is a cooler issue beyond them making weapons that are good with cooler better for no reason.
What is defined by skill offset?
I think the splatanas should get a object damage reduction, same for wellstring no weapon should have that much object damage, minus big swig cause its big swig
“No weapon should have that much object damage” *Lists weapon that can have it just fine*
Splatanas and wellstring also need it
I really waynt Brella back into the Meta. Giving it 90 damage back isn’t that hard and making it 180p wouldn’t be that harmful.
Stampers vertical damage should taper off and be weaker as it goes… there’s no reason for it to have full damage when the swing already ran out 🙄
Horrible idea, banned from cooking
SQUEEZER GONNA BURRRRRRN (hopefully 😢)
Knowing the devs, they're going to overdo it because they have never had a good track record with nerfing midrange weapons. I personally think midrange weapons should be limited to 1 per comp because Inkjet must be good again.
Just, no. We must acknowledge the ACTUAL reason why we don’t see Inkjet: there’s only like one viable frontline that has it. Enperry, Nautilus 79, Octo Shot, Octobrush, and others have had their Inkjets robbed from them. We shouldn’t bully midlines not only because Nintendo will already be bullying them for us, but also because they are not at fault for Inkjet’s decline; it’s Nintendo’s fault.
I just hope they don’t nerf tristrike by giving it a special cooldown. It’s my guilty pleasure turf war crack.