One buff I really want is for white Pikmin to do normal damage again, there's no reason why they should as much damage as winged or ice with half as much utility
Well, for what it's worth, I think it's fine for them to have reduced damage (they are smol afterall), but the trade off should be their strengths getting buffed. I'd like their speed to be buffed. They should be the Pikmin you use when you need to transport something quickly.
@@xcuber2786 Agreed they're meant to be fast and small and that was kinda shown in some challenge levels for collecting nuggets. Like they should be faster than winged pikmin whose only real edge over them is being able to fly over obstacles and use short cuts
Rather than just crushing damage, the Jelly Crushblat would splash water until the Hydro Jelly freezes, in which case it only crushes. Break the Hydro Jelly, and both attacks go away, making it harmless.
@@aidanhammans9337 I love this. This means players would have to decide between ice with attacking the jelly, rocks with immunity to being flattened, or water with immunity to water. Hard choices with multiple hazards make the greatest fights.
RAGGINS FIX THAT MISTAKE ON YOUR CHANNEL BANNER THE WINGED PIKMIN HAVE TWO STRIPES ON THEIR BELLY NOT 1 FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT I LOVE WINGED PIKMIN THIS IS F***ING DISREPECTFUL I'M MAD AGAIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
RAGGINS FIX THAT MISTAKE ON YOUR CHANNEL BANNER THE WINGED PIKMIN HAVE TWO STRIPES ON THEIR BELLY NOT 1 FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT I LOVE WINGED PIKMIN THIS IS F***ING DISREPECTFUL I'M MAD AGAIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
0:20 I would have brought back the light bulb puzzle from pikmin 3 also just add some more electric hazard enemies. I remember in 2 we at least got a lot of electric traps. Could have also added more electric gates underground in the caves
@@zacharyweaver276 But if you couldn't then it'd be an instant kill again? (well not instant but still, no hazard should 100% fatal aside from bombs and crushing)
@@nathanblackburn1193every other element causes pikmins to run around aimlessly while electrocuted pikmins just.... lay there It makes sense too if your on fire or poisoned, you can still move and struggle, while electrocution would just drop you dead on the spot
5:23 yeah I'd have some enemies with pink hook things like those roots that winged pikmin grab onto then lift the enemy into the air dropping them and either doing damage or exposing a vulnerable body part to attack
This is an excellent video. I absolutely agree with the lightbulbs, and I agree so much too with things needing to not be generalized if we want each type to stand out. Never thought I'd see the day that people said we needed to buff rock pikmin and winged pikmin, but man Pikmin 4 really did that to us haha. Love your editing and art by the way!
I also think it'll be cool if White Pikmin retained their exclusive ability from Pikmin 2, to only them being able to spot treasures completely burried underground.
@e-mananimates2274 i kinda see it as white pikmin are the ones who spot treasure completely burried and yellow pikmin the ones who dig it up faster than the others
@@e-mananimates2274 Maybe making poison a much more prominent hazard would be a good idea. Also maybe they should do something like poisonous mist. As the name implies it is a mint-colored mist made out of poisonous gas that is released by certain tubes and fill up specific areas of a subfloor; only white pikmin have access to the poisoned areas and in order to stop the gas they should interact with valves to stop the flow of the poison ;b
@@ZombieChicken1310 That's a good idea! By the way, one of the shorts introduced an acidic spit that could dissolve objects. It's something to consider.
the way I would do it is by specializing each group into a different groups, with the 1st game's group being primarily the best for just filling your group, 2nd game ones are best for efficiency, pikmin 3's are best for combat, and pikmin 4's are best for exploration yellows and wings could be make different by making yellows fly vertical, while wings fly horizontal (and if I had to consider pikmin 5, those pikmin would probably be built for construction)
Wow, I love your take. I agree. I've had the idea for a while that there should be 3 merged Onions. Instead of each Onion being separate, like in Pikmin 1 and 2 or the Onions being merged into one like in Pikmin 3/4, there should be 3 merged Onions that each have 3 pikmin types inside. The pikmin types that are within the merged Onions would, by default, group pikmin whose traits best suited a particular play style. (The Onions that get marged together could also be chosen by the player) For example, one Onion could have Reds, Purples, and Rocks for combat. Another Onion could be Yellows, Whites, and Winged for transportation and puzzle solving. The third Onion would have Blues, Ice, and some other type for exploration and traversal. Or you could mixed them up however you'd like. The reason for this - aside from thinking it'd be really cool - is that there'd be different landing sites you could choose to go to at the start of the day. With multiple captains you could split them up and have each captain with a merged Onion in different landing sites. Divide and conquer.
4:17 For wings I would have brought back those pink roots from 3 and hide treasures and other items under them. Also have more bamboo gates along with bringing in more enemies that pink pikmin are the best at killing like scornets
1:27 I'd forgotten about the bat boss in pikmin three if they bring that back definitely gotta have the lightbulb puzzle also using said bulbs to open up paths in dark areas and potentially in night mode
Glad your back. Also, I love bamboo gates. They are a different type of obstacle that you don’t commonly see in Pikmin. Making them permanently stay open would remove their purpose.
I think rocks are good in a vaccum, but outclassed by purples, ice, and Oatchi rushes Coincidentally, I want Oatchi removed, purple impact damage removed, and freezing to not make invulnerable areas of an enemy vulnerable. So, uh, I'd do that. I do typically use rocks for combat a bit early game after Blossoming Arcadia, and then later into the game just for fun.
I love this video a lot! It's very creative with good discussion. I think Pikmin 4's reduction to three Pikmin types is actually LARGELY good, just because in prior Pikmin games, I would overcompensate for what I don't know and bring Pikmin I wouldn't need. But in the end game, when you're scavenging the map, that matters a lot less and you want to use Pikmin who are better at collecting like pinks, so I think flarlic should grant a new overworld Pikmin type so players would consequently bring more Pikmin types so it would feel like Pinks would have better utility (they're amazing in Giant's Hearth and Hero's Hideaway because of their verticality). It would indirectly buff pinks. This is more an overall nerf but I think the leaf-bud-flower dynamic should mark Pikmin's defense, so all leaf Pikmin die nigh instantly to hazards while flowers survive a bit longer. So electricity has a three-hit total. This might be silly, but Pikmin Bloom has a small buff to rock Pikmin where they can carry, I think three times the regular Pikmin. Pink Pikmin are also the fastest, but only if literally every Pikmin carrying an item is pink. I think right now, Pikmin feel like a "match the square block to the square hole" design, so I'd work more to make all hazards more deadly and dynamic (which I suppose works against two of the Pikmin you list). Fire could burn enemies but be doused if water touches it, electricity should chain across enemies and water, toxics should fill a room with poison gass and potentially turn Pikmin into zombie Pikmin, stuff like that. I think this philosophy of dynamic design should extend to treasures: Pink Pikmin would be the only ones that could carry helium balloons or floating treasures, rock Pikmin could be the only ones who can carry something spiky, metal treasures absorb static from hazards so yellows should carry them.
Of all the ways I've heard to "buff" the pikmin types, giving the treasures themselves elements to deal with is such a genius idea I'm kinda shocked we haven't seen them do it yet. That one addition would make it so much easier to not only make multi pikmin type puzzles more interesting, but also to combat the kinds of cheese strategies that, frankly, plagued pikmin 3 and 4, and made a lot of these types feel more useless than was even intended. (Wings invalidating yellows and blues, oatchi invalidating everything, ect.)
@@Bawk_Bawk Want to know a crazy fact? We HAVE seen it. Once. The candle in Pikmin 4 can burn pink Pikmin. Never again, in one very specific situation. It's possible you can't even find pink Pikmin in that cave if I remember correctly, so you have to purposefully try to burn the kids. I have a design for a hypothetical Pikmin game based on collecting elements from the periodic table (carrying gasses, carrying liquids, carrying flame-sensitive objects, uranium cores only rock Pikmin can get near) that I want to make art assets for, but I've been too swamped to make it.
@@Nefnoj OH MY GOD I totally forgot about that candle! Yeah thatt was definitely more a neat interaction rather than it actually being a hazard to avoid, but it's true that was an elemental hazard on a treasure, wow. That's so crazy
I would buff the pikmin types by making the winged, rock, and white onions available earlier. Part of the reason they suck in the main campaign is because you only unlock enough of them to be useful when you’re already 90% done with the game. Plus, what if wings just took a straight path to the ship and just flew extremely high over the map? Also, 3 pikmin type limit sucks
winged pikmin could really gain some utility if they could actually carry other pikmin, especially with the 3 type limit, encounter a poison cloud or fire floor but you've not got whites or reds? not to worry your winged pikmin can carry your others across unharmed! this is a lead-in to my general idea of a pikmin game designed with the concept of letting pikmin piggyback each other to protect or carry them across obstacles they usually couldn't navigate themselves, they should also play up rocks resistance to getting peirced IMO, the perfect counter for spiny enemies or stage hazards. whites should be able to melt away metal like how it's shown in that one short, and it wouldn't take damage from anything else.
Blue pikmin buff ideas: •Can be flowered in water as if they where drinking nectar •More puzzles and enemies that are submerged in water •Can slightly weaken Fire element enemies it’s on
4:07 immunity to being eaten by small creatures is a bit much imo. Especially since rock pikmin thrown at those enemies tend to kill them in one hit anyways
I must say this is actually a pretty good video with a lot of stuff I agreed with (I came up with the idea of a frozen crushblat that can crush rock pikmin once they’re frozen, but they’re required to break it shell) the only thing I would say that should be added is the pink roots for wings, and just a slight nerf to yellows (getting launched farther by wind due to their big ears) Now time to say my buff ideas for my boys the blues and whites. *“Blue Pikmin”:* blues are good and only good in water, reds are good and not only good in fire, yellows are good and not only good in electricity (you see what I’m getting at?) blues are way too specialized compared to rest the Pikmin with their passive side abilities that make them extremely useful to have whenever without fire or electricity, and the worst part is that they get overshadowed by other things like Oatchi and ice pikmin just because water resistance is literally just a side perk they have (there’s no powerful water enemies in or out of the water so ice Pikmin just bulldoze everything) here’s how we fix all these apparent problems. 1: introduce more water enemies (enemies that shoot water and live in water) it is criminal that they made a gigantic ice and fire Blowhog but not a water one (no boss that uses water actively instead of just creating puddles) 2: make water more deadly (basically make it how it was originally and make it much harder for Oatchi to get them out of the water or even carry across) and the water that is sprayed like a hazard much harder to get off a pikmins stem (up to two or four whistles) 3: when you think about the original 3 types you kinda see a synergy (yellows for utility, reds for attacking, and what are we missing? THE MEDIC!) bringing back their lifeguard ability, but with the addition of saving pikmin from any hazard (besides the insta kill ones) would make them so much better outside of water since they can more easily carry treasure to the base if there’s a hazard enemy on the way or quickly revive Pikmin that you were too far away to save. --------------- *“White Pikmin”:* unlike blues who have suffered from never really changing the original type, whites have been progressively worse ever since the second game with their most powerful ability now is when they die (and I don’t think I have to educate you on why having a asset of your army die should NOT be the primary reason to have them) their speed, their damage, their underground treasure seeing, all for a type that didn’t need any of these nerfs (and let’s fix that ☺️☺️) 1: make poison the way it was originally (they start flailing around going a singular direction until they hit a wall) this would make poison more unique, and harder to save Pikmin from it. 2: give whites a bonus in digging underground objects (they only have the standard digging speed for objects that are visible, but over five times when it’s completely buried) this makes the player use their whites and yellows more strategically, yellows are good for digging most objects, but whites can dig underground objects way faster. 3: give them back their original damage and (just a tad less) speed, making them as weak as wings without some type of OP ability to fall back was a horrible idea from the beginning, and their speed is barely higher than the standard Pikmin (a slight detour from the wing Pikmin over a small bit of water can literally outspeed the white Pikmin) with their damage and speed back, it makes them way more efficient at destroying poison hazards (which the dog was better at due to the whites low damage) and their speed makes them the absolute king of getting objects to the base the fastest (wings are when you want to get it back to the base safely, whites should be when you want to get it back quickly) --------------- This comment took a lot of time to make, but I’m really passionate about making types actually good and I hope anyone that read this thought it was good, have a fabulous day!
rocks actually have a pretty unique advantage in combat, mostly against higher health enemies and flying ones (like snitchbug), because their dps cannot be shaken off. A lot of enemies don't even realize they're being attacked by rocks simply cause no pikmin is attached to them, and will idle about until they die. (Also their instant damage with a rush is insane if you have a big group) i think overall theyre one of the strongest combat tools if you can bring a lot of them, especially against overworld bosses
I think that, largely, the pikmin themselves don't need buffs so much, instead the world just needs more uses for them. Blue pikmin really only have one ability but being the only type to go underneath the surface of the water is a huge deal, as pikmin has always had a good amount of water. You could simply have enemies that are always electrified for yellow pikmin, and for rock pikmin, as you said, just put more hard breakable surfaces on enemies and the world that only the rock pikmin and bombs can break, and this method of indirect buffing can can extend to any other type.
Having more stuff that requires a type to defeat doesn’t make it good, it just makes it required. Let’s say Nintendo made a new type. The Magenta pikmin. Their special hazard is beams of light that’s an instant kill. Let’s also say that they are extra slow and have attack worse than pinks. But I put light beams everywhere in the game. Required for every piece of treasure. Outside of their required uses, you’d never use them. Now let’s say we remove some light beam hazards, and give them basic speed and attack. But now, in combat, they can shoot one 6:04 beam of light at the enemy doing the same amount as 5 red pikmin. Now people would actually want to use the pikmin, making it good.
I just replayed Pikmin 2. It feels strange that caves in Pikmin 4 are not randomized and there are no random bomb rocks dropping down from the ceiling. By the way in Pikmin4 we can just fly out the cave with S.S. Beagle while in Pikmin 2 we need to throw away every single collected item to go back to surface safely. I think caves in Pikmin2 are better.
Good point that I had ignored: limiting us to 3 types means they limited their own design potential, which gave us a lightweight version of what could have been
I think Buff 3 should be the one applied for Yellows, give them an advantage like the red pikmin. after all, blue became torpedos in the water, might as well give the other original type something for combat enemies should go back to quartz over glass, make some enemies harder (but still beatable) without them. maybe making more enemies with piercing attacks could boost their value too Winged Pikmin use shortcuts. that's like, their whole deal. also them using gravity (and some enemies) to their favor sounds pretty damn cool
The more I play Pikmin 4, the more uses I get out of these seemingly less crucial Pikmin. I actually love how open the game design is in letting you tackle ANY situation you might find yourself in regardless of skill or challenge. I love how fast yellows can dig, how a single white pikmin can poison off enemies faster than attacking them directly, the fact Winged Pikmin can carry objects over hazards, and that the rocks act like a free extra hit after other pikmin are knocked off a creature. There's all these tiny mechanics that dont seem like they matter in the long run, but if they weren't there something would definitely feel imbalanced.
I think a good and simple fix to Yellows would be to give the Bomb Rocks again. Just make them the only Pikmin able to carry them and they'll be more useful.
I think White Pikmin should have an acid ability,there could be steel barriers that the acid could melt. If you need to go down a lower platform, melt a hole to get down, humongous ditch, but there a pipe on the side, they could melt it, then turn it on so water can fill it, and cross it with the Ice Pikmin freezing it. And Pink could be used for platforming if they could pick up large items, why not you too. It's like throwing your partner in Pikmin 3, pick a spot, they'll lift you up and take you to the other side.
The problem with pikmin types rendering each other's abilities useless could be remedied if they split the game up into 2 separate "continents", and each one only has certain types available. So for example, one has Yellow pikmin and the other has Winged pikmin. So they don't take away each other's jobs. One has blues, the other has ice pikmin. And one has purples, the other has rocks. Then each side has 4 types, which wouldn't get overwhelming, and they could design each area more tightly around those 4 types. It would be kinda like having two separate story modes going on at the same time, on opposite sides of the planet, which is why the onions can't merge. Maybe they don't merge until the end of the game or something. Of couse, they could also just have less types in general.
Honestly I think they just need to give the player more wings. You get like 25 before the final area, and the winged onion is probably the hardest one to get (outside of purple and white, but you can find them all over caves). From my experience, wings only ever work well in swarms
Hey, the icy crushblat is something that i suggested on someones custom enemies video, and got made! Crazy that other people can have such similar ideas.
How every pikmin type can be buffed: Red pikmin: On top of hitting harder, they now also attack faster than other pikmin types. Blue pikmin: When underwater, blue pikmin are basically just as powerful as red pikmin. They hit twice as fast and hit much harder. Purple pikmin: Not only can they stun enemies again when slamming, but their size makes enemies unable to eat as many purple pikmin at a time as other pikmin types. For example: an enemy that can eat 4 pikmin at a time can only eat two Purples at a time. Purple pikmin count as two pikmin basically. White pikmin: while being eaten by poison-based enemies like the moldy slooches and bulborbs still doesn't hurt them. Eating whites now simply stuns them. Giving time to attack or escape. On top of that, white pikmin are generally smarter than most types. They will try to steer around hazards rather than walk into them for example. Rock pikmin: Rock pikmin are now more resistant to explosions, meaning that they only are now killed if they are closer to the blast than others. If they are hit far away enough from a blast(that would usually kill other pikmin types), they simply just fly backwards similar to if an enemy was trying to stab them. Winged pikmin: Their eyesight is just as good as white pikmin, which now allows them to uncover objects completely buried in the ground. They also now carry objects at the same speed as white pikmin. Ice pikmin: Water based and water dwelling enemies like the water dumple, wollyhops, watery blowhogs, etc are now frozen more easily by them than other enemies. On top of that, they also now share rock pikmins immunity to stabbing attacks. Glow pikmin: Glow pikmin are now permanent members of your pikmin squad and will reside in the onions with your pikmin. However, you can only get more glow pikmin from lumiknolls during the night hours. You also cannot bring glow pikmin out on the surface during the day, only at night or in caves. They still do not count towards your death toll if "killed".
Honestly, I'd nerf Yellow Pikmin by removing their ability to dig fast, and give that ability to the White Pikmin. Being fast and being able to see buried treasures was part of the White Pikmin's gimmick, so being able to dig faster seems like a reasonable extension of their abilities.
I feel whites need a buff more than most other types, since they feel underpowered even when in areas with plenty of poison hazards. They should absolutly have their damage restored to 1x, and be the only type who can dig up buried treasures. A new mechanic would also be nice, and i think spitting acid would be a cool feature to give whites. It could be used to errode rusted metal to solve puzzles, and give whites a damage buff against mechanical enemies like the man-at-legs.
For Yellow and Rock pikmin they should bring back the stuff from Pikmin 3, like the wire connecting (they could even make the wire connecting part of puzzles, where calling the yellows away disconnects the wire instead of it staying on permanently) and crystals along with more crystal enemies and electric enemies, electricity is lethal in Pikmin 4 but similar to fire and poison it's just too slow, so instead electricity should paralyse non-yellow pikmin for a few seconds, even if you whistle them they stay paralysed, however with the current electric enemies there aren't any that could capitalise on vulnerable paralysed pikmin as Anode Dweevils and Anode Beetles don't eat pikmin so we need more enemies that are electric and eat (or otherwise kill) pikmin. Winged Pikmin just need their quicker pathing back, just make winged pikmin take shortcuts and maybe actually give them increased damage to aerial enemies (it was a misconception in 3 that they did that).
I think they just need more caves and areas dedicated to each type and that was the problem. the area with the aquiferous Summit in the sun-speckled terrace could have had a crystal wall blocking the area and it could have been rock-themed, you'd have to find the rock onion to do it and the armoured moredad could be the boss of a 6 sublevel aquiferous Summit. maybe mix it with blue and rock and that could make it way more interesting. you could do something similar with the dark cave in the blossoming Arcadia, it could be electric-themed and its 5 sublevels or something with a titan dweevil as the cave boss but only with the shock therapist. they could even do something with the primordial thicket and winged pikmin, say a large tree stump out of the way but the area is entirely designed for winged pikmin. the boss is a scornet maestro or something new perhaps. each level of the stump is like a condensed area of a sublevel but instead of going down you go up. these are just some ideas I'm throwing around but I think there was definitely more room for development regarding creativity in the areas of pikmin 4, maybe the large size and a more linear play style hindered creativity but who knows
Making Blue Pikmin "slippery" due to their natural affinity for water and being wet could make them partially, if not completely immune to sticky hazards and such, letting them be useful in particular fights
It would be cool that if we had the 3 pikmin type rule. That at some point during the game the captain or olimar said fuck it and launched an all out swarm of all the pikmin types onto a powerful final boss , showing all of the pikmin types in a unique fight and all the ones we helped grow and cultivate !
Honestly, keep the 3 Pikmin type limit, until you have the full onion. Once the onion has a limit of 100, then you can bring however many types out as you want.
It's a pity the Winged Pikmin are next to useless in the game as I really do like them... They might be good over stretches of water and maybe bypass a barrier, but that's about it. Your buff ideas for them are reasonable, but one idea I have is that they are the best Pikmin at evading enemy attacks! As for Yellow Pikmin, they seem to have an affinity with electricity, so why not have them operate machinery? I can imagine them controlling a giant robot in one area for instance!
I think a goood way to buff all ppikmin would to raise the type limit to 5 or 4 types because in previous games the most pikmin types you can have at once is 5
I honestly couldn't tell you whether whites or pinks were more useful in this game for transporting treasure because quite honestly I would just rather carry pikmin who can fight and take the extra time with taking the treasures back. They aren't nearly fast enough
My personal changes would be - electricity kills in 1.5 seconds instead of 5s. - electric hazards and fire geysers stay on for more time, and stay disabled for less time.(Really. Compare the difference I timing from Pikmin 2 to 4 and it's clear as day.) - change the freeze effect from ice Pikmin from 5s to 1s - significantly increase hp of almost everything in the game. - increase hp of enemies in later areas to compensate for you having more max Pikmin and a more powerful oatchie. Either that, or nerf oatchi's combat upgrades by removing the stun and decreasing bite damage and ram damage. The ability of flinging your whole army into an enemy at once is already super good. - make the waterwraith much faster. - white Pikmin have 4x movement speed, much like yellow Pikmin have 4x digging speed.
When it comes to pikmin buffs, I'd definitely add _something_ to blues. As it stands, their entire _raison d'être_ is they resist water, an environmental hazard that's nullified partially by oatchi and entirely by ice pikmin. The only reason you'd ever want to bring a blue out is to get some underwater treasure or because the submerged castle forces you, which is boooooooooooriiiiiiiiiing. Another video suggested blue pikmins could keep a droplet of water on their head after exiting water or getting attacked by water spits. It would protect them from being grabbed and/or blown away once (this would not work underwater). It could add some more depth in combat against enemies like snitchbugs, crawmads or aristocrabs, especially since these last two tend to spawn near water spots.
I think Whites need a buff. I’d have it so when they get thrown they have a chance to poison an enemy on contact which would either deal damage overtime or it would make all Pikmin deal more damage to that enemy (I’d say the latter) For yellows I’d have them have a small chance to stun an enemy for around 2-3 seconds when thrown onto an enemy For rocks I’d increase their damage to make the drawback actually worth it And finally for Blues I’d have them be able to swim in mud and deal double damage when in water Wings just need to be able to take shortcuts again
I’d give the dig speed buff to White Pikmin, as well as bring back their ability to see buried treasures Because why do all Pikmin Species suddenly know where buried treasure is now?
in my opinion, buffing the winged pikmin's travel paths would inadvertently also nerf white pikmin by making their extra speed especially useless only way i see this making sense is if some types became candypop only, like in pikmin 2
I'd give the bulbmin some unique obstacles like root barriers they can chew through since glow pikmin exist and are basically just better cause they're immune to all elements and teleport to you when they're idle
considering how early into the game you get yellow pikmin, and how few winged pikmin you have until the very end, I don’t really see the argument that they overshadowed yellow pikmin. I feel like yellows were fine in this game and definitely didn’t need a buff as much as others, like white pikmin, for example. whites’ lower damage and overall scarcity led me to hardly ever use them unless a poison hazard was present
I will buff blue pikmin in two ways 1st: make them save others again from drowning 2nd: after getting out of the water they get "wet body" effect/status where it haves a 90% to not be eaten by a enemie and slip away instead
Reds: are fine Blues: should get their ability to save drowning pikmin again like from pikmin 1 and 2 Yellows: electric should be instant kill again light bulbs should have returned and maybe a new future where if a yellow pikmin has recently interacted with electricity it becomes charged for a short amount of time and this charge has the ability to stun enemies for a short little bit similar to the purples stuns in pikmin 2 Purples: are completely overpowered but the fact that their throwing arch animation was unfinished and how they always do impact damage regardless kinda annoys me and how you don’t have to have them slam onto the enemy anymore Whites: give them back their X-ray vision give them normal attack damage have more poison hazards bring back poison gates and more poison enemies Rocks: make it so that they are immune to being eaten by small enemies and are slightly explosion resistant bring back crystals and make it so their anti crush abilities are more prevalent Wings: give them shortcut path finding and more flying enemies and also a weird little nitpick fix their animations their animations look so weird and slow Ice: are completely overpowered Glowmin: are fine since you can’t bring them outside of dungeons Bulbmim: bring them back and have it so they are no longer immune to all hazards but instead have different and unique enemy interactions
I mean yeah, not having a new game upcoming will do that. Welcome to the pikmin fandom. At least we probably won't have to wait another decade for the next game this time... hopefully...
Feel like they shouldve just stick with main 3 then 2 xtra for game specific. Keeping every type from previous games just gets. . .messy. And dont get me wrong my favs are white, but man, the color identities are getting blurry
White pikmin are useless. They can't even find hide treasures ¿WHY? Ice pikmin are tragic, the best zones to freeze the water are the first 3, but you don't have enought pikmin on the field yet... so lost 20 or 30 or even 50 pikmin to freeze the water is dump in early game when you already have blue pikmin The blue are the best in water AND they have a whole area for them Rock pikmin are cool, but they are useless if you have bombs Purple, you don't need them in the game but they are fucking gods Red have this new burn mecanic... and you only need one pikmin Yellow needs a nerf ochin at the begining to shine with electricity and NEED pink pikmin far far FAR away to not be useless, and that's the reason why the game don't want you have pink pikmin until the fucking game end Pink (in big groups) are easy the best pikmin in game for almost any situacion, like the purples. But the game wants to make them not accesible and necesary because the yellow can shine Gloom pikmin are bulmin but better, they are perfect the way they are Ochin needs a nerf, because he can do almost ANYTHING. And that make useless pikmin like white, yellow, pink (with charge it can move high objects to the ground) or even blue And farm items like bombs make useless the rock and ice pikmin At the end of the day you only need gloom to night, purples to one boss and one treasure, and one red to burn things. It's kind of sad.
One buff I really want is for white Pikmin to do normal damage again, there's no reason why they should as much damage as winged or ice with half as much utility
You are so absolutely right. It is criminal.
Well, for what it's worth, I think it's fine for them to have reduced damage (they are smol afterall), but the trade off should be their strengths getting buffed. I'd like their speed to be buffed. They should be the Pikmin you use when you need to transport something quickly.
@@xcuber2786 Agreed they're meant to be fast and small and that was kinda shown in some challenge levels for collecting nuggets. Like they should be faster than winged pikmin whose only real edge over them is being able to fly over obstacles and use short cuts
Agreed
And find hide treasures under ground please, I don’t know why they lost that habilite
I just want Blue Pikmin to act as life guards like they did in 1 and 2.
thats so true
I love that idea! Give them more utility!
3:57 love the hydro berry crushblat idea would be fun
It's absolute genius, the visual alone is perfect. If there's anything the Pikmin community has nailed down, it's how to design fun enemies.
@@Nefnoj I gotta agree with that at least.
Rather than just crushing damage, the Jelly Crushblat would splash water until the Hydro Jelly freezes, in which case it only crushes. Break the Hydro Jelly, and both attacks go away, making it harmless.
@@aidanhammans9337 I love this. This means players would have to decide between ice with attacking the jelly, rocks with immunity to being flattened, or water with immunity to water. Hard choices with multiple hazards make the greatest fights.
@@aidanhammans9337 Well I think even the unarmored crushblatt could squish pikmin but it was a lot harder. Still a great idea
2:06 they definitely should have had more crystal enemies in pikmin 4. Also bring in crushing traps for the rocks to destroy
Crystals on enemies were probably removed due to the 3 pikmin type limit.
@costby1105 yeah the three type limit was a bad move imo. Bring back the caves with every hazard
@@costby1105and change the limit to 4 or five
The legend has returned
indeed
indeed
missing those old days
RAGGINS FIX THAT MISTAKE ON YOUR CHANNEL BANNER THE WINGED PIKMIN HAVE TWO STRIPES ON THEIR BELLY NOT 1 FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT I LOVE WINGED PIKMIN THIS IS F***ING DISREPECTFUL I'M MAD AGAIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
RAGGINS FIX THAT MISTAKE ON YOUR CHANNEL BANNER THE WINGED PIKMIN HAVE TWO STRIPES ON THEIR BELLY NOT 1 FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT FIX IT I LOVE WINGED PIKMIN THIS IS F***ING DISREPECTFUL I'M MAD AGAIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
The king has returned
god knows if i will be sticking around......
oh wow a normal dahun- GUNNADAHUN?????!!!!??
:o he’s leaving again?
It's quite sad that white pikmins have lost their ability to see underground treasures. Now every single type of Pikmin can do it.
It was too unfair anyways.plus with the 3 type limit the game would be impossible
Well impossible to 100 percent.plus that takes up a slot in your 3 types
0:20 I would have brought back the light bulb puzzle from pikmin 3 also just add some more electric hazard enemies. I remember in 2 we at least got a lot of electric traps. Could have also added more electric gates underground in the caves
1:06 definitely agree that electricity should be lethal again even if they don't make it an instant kill
It’s lethal in 4
@@Magic_Ice yes but you can counter it with a whistle
@@zacharyweaver276 But if you couldn't then it'd be an instant kill again? (well not instant but still, no hazard should 100% fatal aside from bombs and crushing)
@@nathanblackburn1193 electricity was in 2. I don't think it's OP to leave it that way.
@@nathanblackburn1193every other element causes pikmins to run around aimlessly while electrocuted pikmins just.... lay there
It makes sense too if your on fire or poisoned, you can still move and struggle, while electrocution would just drop you dead on the spot
5:23 yeah I'd have some enemies with pink hook things like those roots that winged pikmin grab onto then lift the enemy into the air dropping them and either doing damage or exposing a vulnerable body part to attack
This is an excellent video. I absolutely agree with the lightbulbs, and I agree so much too with things needing to not be generalized if we want each type to stand out. Never thought I'd see the day that people said we needed to buff rock pikmin and winged pikmin, but man Pikmin 4 really did that to us haha. Love your editing and art by the way!
thanks vantage you always stay as a legend. thanks for commenting
I also think it'll be cool if White Pikmin retained their exclusive ability from Pikmin 2, to only them being able to spot treasures completely burried underground.
It's rather unusual how it's not a factor in the latest game. Maybe they could dig as fast as Yellow Pikmin, too!
@e-mananimates2274 i kinda see it as white pikmin are the ones who spot treasure completely burried and yellow pikmin the ones who dig it up faster than the others
@@ZombieChicken1310 Fair enough! I just thought it would give white Pikmin extra utility.
@@e-mananimates2274 Maybe making poison a much more prominent hazard would be a good idea. Also maybe they should do something like poisonous mist. As the name implies it is a mint-colored mist made out of poisonous gas that is released by certain tubes and fill up specific areas of a subfloor; only white pikmin have access to the poisoned areas and in order to stop the gas they should interact with valves to stop the flow of the poison ;b
@@ZombieChicken1310 That's a good idea! By the way, one of the shorts introduced an acidic spit that could dissolve objects. It's something to consider.
the way I would do it is by specializing each group into a different groups, with the 1st game's group being primarily the best for just filling your group, 2nd game ones are best for efficiency, pikmin 3's are best for combat, and pikmin 4's are best for exploration
yellows and wings could be make different by making yellows fly vertical, while wings fly horizontal
(and if I had to consider pikmin 5, those pikmin would probably be built for construction)
Wow, I love your take. I agree. I've had the idea for a while that there should be 3 merged Onions.
Instead of each Onion being separate, like in Pikmin 1 and 2 or the Onions being merged into one like in Pikmin 3/4, there should be 3 merged Onions that each have 3 pikmin types inside.
The pikmin types that are within the merged Onions would, by default, group pikmin whose traits best suited a particular play style. (The Onions that get marged together could also be chosen by the player)
For example, one Onion could have Reds, Purples, and Rocks for combat. Another Onion could be Yellows, Whites, and Winged for transportation and puzzle solving. The third Onion would have Blues, Ice, and some other type for exploration and traversal. Or you could mixed them up however you'd like.
The reason for this - aside from thinking it'd be really cool - is that there'd be different landing sites you could choose to go to at the start of the day. With multiple captains you could split them up and have each captain with a merged Onion in different landing sites. Divide and conquer.
Oh yeah, I forgot about wigwam man. Good to see you!
what up!!
@@WigwamMan the sky
4:17 For wings I would have brought back those pink roots from 3 and hide treasures and other items under them. Also have more bamboo gates along with bringing in more enemies that pink pikmin are the best at killing like scornets
1:27 I'd forgotten about the bat boss in pikmin three if they bring that back definitely gotta have the lightbulb puzzle also using said bulbs to open up paths in dark areas and potentially in night mode
Glad your back. Also, I love bamboo gates. They are a different type of obstacle that you don’t commonly see in Pikmin. Making them permanently stay open would remove their purpose.
For me, Winged Pikmin needs a buff the most, they took away almost everything good that it had in Pikmin 3, by the way, good vid
I think rocks are good in a vaccum, but outclassed by purples, ice, and Oatchi rushes
Coincidentally, I want Oatchi removed, purple impact damage removed, and freezing to not make invulnerable areas of an enemy vulnerable. So, uh, I'd do that.
I do typically use rocks for combat a bit early game after Blossoming Arcadia, and then later into the game just for fun.
Buddy really said
“Alright im back guys. lets buff some Pikmin.”
😆🙏
THE RETURN OF THE KING!!!
big haid w
Yay more pikmin content!
Return of the King
🙏💙
Never played pikman but still enjoyed the vid 👍
Play it now my friend, it’s the game of the century
Thanks!!
I love this video a lot! It's very creative with good discussion.
I think Pikmin 4's reduction to three Pikmin types is actually LARGELY good, just because in prior Pikmin games, I would overcompensate for what I don't know and bring Pikmin I wouldn't need.
But in the end game, when you're scavenging the map, that matters a lot less and you want to use Pikmin who are better at collecting like pinks, so I think flarlic should grant a new overworld Pikmin type so players would consequently bring more Pikmin types so it would feel like Pinks would have better utility (they're amazing in Giant's Hearth and Hero's Hideaway because of their verticality). It would indirectly buff pinks.
This is more an overall nerf but I think the leaf-bud-flower dynamic should mark Pikmin's defense, so all leaf Pikmin die nigh instantly to hazards while flowers survive a bit longer. So electricity has a three-hit total.
This might be silly, but Pikmin Bloom has a small buff to rock Pikmin where they can carry, I think three times the regular Pikmin. Pink Pikmin are also the fastest, but only if literally every Pikmin carrying an item is pink.
I think right now, Pikmin feel like a "match the square block to the square hole" design, so I'd work more to make all hazards more deadly and dynamic (which I suppose works against two of the Pikmin you list). Fire could burn enemies but be doused if water touches it, electricity should chain across enemies and water, toxics should fill a room with poison gass and potentially turn Pikmin into zombie Pikmin, stuff like that.
I think this philosophy of dynamic design should extend to treasures: Pink Pikmin would be the only ones that could carry helium balloons or floating treasures, rock Pikmin could be the only ones who can carry something spiky, metal treasures absorb static from hazards so yellows should carry them.
Of all the ways I've heard to "buff" the pikmin types, giving the treasures themselves elements to deal with is such a genius idea I'm kinda shocked we haven't seen them do it yet. That one addition would make it so much easier to not only make multi pikmin type puzzles more interesting, but also to combat the kinds of cheese strategies that, frankly, plagued pikmin 3 and 4, and made a lot of these types feel more useless than was even intended. (Wings invalidating yellows and blues, oatchi invalidating everything, ect.)
@@Bawk_Bawk Want to know a crazy fact? We HAVE seen it. Once. The candle in Pikmin 4 can burn pink Pikmin. Never again, in one very specific situation. It's possible you can't even find pink Pikmin in that cave if I remember correctly, so you have to purposefully try to burn the kids.
I have a design for a hypothetical Pikmin game based on collecting elements from the periodic table (carrying gasses, carrying liquids, carrying flame-sensitive objects, uranium cores only rock Pikmin can get near) that I want to make art assets for, but I've been too swamped to make it.
@@Nefnoj OH MY GOD I totally forgot about that candle! Yeah thatt was definitely more a neat interaction rather than it actually being a hazard to avoid, but it's true that was an elemental hazard on a treasure, wow. That's so crazy
Absolutely on the first part
The 3 type limit is ehat saved red pikmin from becoming like they are in 2
The man, the myth, the legend. . .
😆💙💙
yay finally your back to Pikmin
Got lost out in a simulation for half a year..
I feel like the rock pikmin should be heavier then normal pikmin.
I would buff the pikmin types by making the winged, rock, and white onions available earlier. Part of the reason they suck in the main campaign is because you only unlock enough of them to be useful when you’re already 90% done with the game. Plus, what if wings just took a straight path to the ship and just flew extremely high over the map?
Also, 3 pikmin type limit sucks
winged pikmin could really gain some utility if they could actually carry other pikmin, especially with the 3 type limit, encounter a poison cloud or fire floor but you've not got whites or reds? not to worry your winged pikmin can carry your others across unharmed! this is a lead-in to my general idea of a pikmin game designed with the concept of letting pikmin piggyback each other to protect or carry them across obstacles they usually couldn't navigate themselves,
they should also play up rocks resistance to getting peirced IMO, the perfect counter for spiny enemies or stage hazards.
whites should be able to melt away metal like how it's shown in that one short, and it wouldn't take damage from anything else.
Blue pikmin buff ideas:
•Can be flowered in water as if they where drinking nectar
•More puzzles and enemies that are submerged in water
•Can slightly weaken Fire element enemies it’s on
4:07 immunity to being eaten by small creatures is a bit much imo. Especially since rock pikmin thrown at those enemies tend to kill them in one hit anyways
Can’t believe I missed this 😭
I must say this is actually a pretty good video with a lot of stuff I agreed with (I came up with the idea of a frozen crushblat that can crush rock pikmin once they’re frozen, but they’re required to break it shell) the only thing I would say that should be added is the pink roots for wings, and just a slight nerf to yellows (getting launched farther by wind due to their big ears)
Now time to say my buff ideas for my boys the blues and whites.
*“Blue Pikmin”:* blues are good and only good in water, reds are good and not only good in fire, yellows are good and not only good in electricity (you see what I’m getting at?) blues are way too specialized compared to rest the Pikmin with their passive side abilities that make them extremely useful to have whenever without fire or electricity, and the worst part is that they get overshadowed by other things like Oatchi and ice pikmin just because water resistance is literally just a side perk they have (there’s no powerful water enemies in or out of the water so ice Pikmin just bulldoze everything) here’s how we fix all these apparent problems.
1: introduce more water enemies (enemies that shoot water and live in water) it is criminal that they made a gigantic ice and fire Blowhog but not a water one (no boss that uses water actively instead of just creating puddles)
2: make water more deadly (basically make it how it was originally and make it much harder for Oatchi to get them out of the water or even carry across) and the water that is sprayed like a hazard much harder to get off a pikmins stem (up to two or four whistles)
3: when you think about the original 3 types you kinda see a synergy (yellows for utility, reds for attacking, and what are we missing? THE MEDIC!) bringing back their lifeguard ability, but with the addition of saving pikmin from any hazard (besides the insta kill ones) would make them so much better outside of water since they can more easily carry treasure to the base if there’s a hazard enemy on the way or quickly revive Pikmin that you were too far away to save.
---------------
*“White Pikmin”:* unlike blues who have suffered from never really changing the original type, whites have been progressively worse ever since the second game with their most powerful ability now is when they die (and I don’t think I have to educate you on why having a asset of your army die should NOT be the primary reason to have them) their speed, their damage, their underground treasure seeing, all for a type that didn’t need any of these nerfs (and let’s fix that ☺️☺️)
1: make poison the way it was originally (they start flailing around going a singular direction until they hit a wall) this would make poison more unique, and harder to save Pikmin from it.
2: give whites a bonus in digging underground objects (they only have the standard digging speed for objects that are visible, but over five times when it’s completely buried) this makes the player use their whites and yellows more strategically, yellows are good for digging most objects, but whites can dig underground objects way faster.
3: give them back their original damage and (just a tad less) speed, making them as weak as wings without some type of OP ability to fall back was a horrible idea from the beginning, and their speed is barely higher than the standard Pikmin (a slight detour from the wing Pikmin over a small bit of water can literally outspeed the white Pikmin) with their damage and speed back, it makes them way more efficient at destroying poison hazards (which the dog was better at due to the whites low damage) and their speed makes them the absolute king of getting objects to the base the fastest (wings are when you want to get it back to the base safely, whites should be when you want to get it back quickly)
---------------
This comment took a lot of time to make, but I’m really passionate about making types actually good and I hope anyone that read this thought it was good, have a fabulous day!
rocks actually have a pretty unique advantage in combat, mostly against higher health enemies and flying ones (like snitchbug), because their dps cannot be shaken off. A lot of enemies don't even realize they're being attacked by rocks simply cause no pikmin is attached to them, and will idle about until they die. (Also their instant damage with a rush is insane if you have a big group) i think overall theyre one of the strongest combat tools if you can bring a lot of them, especially against overworld bosses
I think that, largely, the pikmin themselves don't need buffs so much, instead the world just needs more uses for them. Blue pikmin really only have one ability but being the only type to go underneath the surface of the water is a huge deal, as pikmin has always had a good amount of water. You could simply have enemies that are always electrified for yellow pikmin, and for rock pikmin, as you said, just put more hard breakable surfaces on enemies and the world that only the rock pikmin and bombs can break, and this method of indirect buffing can can extend to any other type.
Having more stuff that requires a type to defeat doesn’t make it good, it just makes it required. Let’s say Nintendo made a new type. The Magenta pikmin. Their special hazard is beams of light that’s an instant kill. Let’s also say that they are extra slow and have attack worse than pinks. But I put light beams everywhere in the game. Required for every piece of treasure. Outside of their required uses, you’d never use them. Now let’s say we remove some light beam hazards, and give them basic speed and attack. But now, in combat, they can shoot one 6:04 beam of light at the enemy doing the same amount as 5 red pikmin. Now people would actually want to use the pikmin, making it good.
I just replayed Pikmin 2.
It feels strange that caves in Pikmin 4 are not randomized and there are no random bomb rocks dropping down from the ceiling.
By the way in Pikmin4 we can just fly out the cave with S.S. Beagle while in Pikmin 2 we need to throw away every single collected item to go back to surface safely. I think caves in Pikmin2 are better.
He’s back 💪
💙💙😆
Good point that I had ignored: limiting us to 3 types means they limited their own design potential, which gave us a lightweight version of what could have been
I think Buff 3 should be the one applied for Yellows, give them an advantage like the red pikmin. after all, blue became torpedos in the water, might as well give the other original type something for combat
enemies should go back to quartz over glass, make some enemies harder (but still beatable) without them.
maybe making more enemies with piercing attacks could boost their value too
Winged Pikmin use shortcuts. that's like, their whole deal.
also them using gravity (and some enemies) to their favor sounds pretty damn cool
Legalise Nuclear Pikmin.
The more I play Pikmin 4, the more uses I get out of these seemingly less crucial Pikmin. I actually love how open the game design is in letting you tackle ANY situation you might find yourself in regardless of skill or challenge.
I love how fast yellows can dig, how a single white pikmin can poison off enemies faster than attacking them directly, the fact Winged Pikmin can carry objects over hazards, and that the rocks act like a free extra hit after other pikmin are knocked off a creature. There's all these tiny mechanics that dont seem like they matter in the long run, but if they weren't there something would definitely feel imbalanced.
I think a good and simple fix to Yellows would be to give the Bomb Rocks again. Just make them the only Pikmin able to carry them and they'll be more useful.
The man, once a myth, still a legend
I think White Pikmin should have an acid ability,there could be steel barriers that the acid could melt. If you need to go down a lower platform, melt a hole to get down, humongous ditch, but there a pipe on the side, they could melt it, then turn it on so water can fill it, and cross it with the Ice Pikmin freezing it.
And Pink could be used for platforming if they could pick up large items, why not you too. It's like throwing your partner in Pikmin 3, pick a spot, they'll lift you up and take you to the other side.
Pikmin content?at cheap price? Satisfactory🤤
😁
Wigwam satisfying this man on a whole new level… 😳
The problem with pikmin types rendering each other's abilities useless could be remedied if they split the game up into 2 separate "continents", and each one only has certain types available.
So for example, one has Yellow pikmin and the other has Winged pikmin. So they don't take away each other's jobs.
One has blues, the other has ice pikmin.
And one has purples, the other has rocks.
Then each side has 4 types, which wouldn't get overwhelming, and they could design each area more tightly around those 4 types.
It would be kinda like having two separate story modes going on at the same time, on opposite sides of the planet, which is why the onions can't merge. Maybe they don't merge until the end of the game or something.
Of couse, they could also just have less types in general.
I like this concept.
Honestly I think they just need to give the player more wings. You get like 25 before the final area, and the winged onion is probably the hardest one to get (outside of purple and white, but you can find them all over caves). From my experience, wings only ever work well in swarms
Hey, the icy crushblat is something that i suggested on someones custom enemies video, and got made! Crazy that other people can have such similar ideas.
How every pikmin type can be buffed:
Red pikmin:
On top of hitting harder, they now also attack faster than other pikmin types.
Blue pikmin:
When underwater, blue pikmin are basically just as powerful as red pikmin. They hit twice as fast and hit much harder.
Purple pikmin:
Not only can they stun enemies again when slamming, but their size makes enemies unable to eat as many purple pikmin at a time as other pikmin types.
For example: an enemy that can eat 4 pikmin at a time can only eat two Purples at a time. Purple pikmin count as two pikmin basically.
White pikmin: while being eaten by poison-based enemies like the moldy slooches and bulborbs still doesn't hurt them. Eating whites now simply stuns them. Giving time to attack or escape.
On top of that, white pikmin are generally smarter than most types. They will try to steer around hazards rather than walk into them for example.
Rock pikmin:
Rock pikmin are now more resistant to explosions, meaning that they only are now killed if they are closer to the blast than others.
If they are hit far away enough from a blast(that would usually kill other pikmin types), they simply just fly backwards similar to if an enemy was trying to stab them.
Winged pikmin:
Their eyesight is just as good as white pikmin, which now allows them to uncover objects completely buried in the ground. They also now carry objects at the same speed as white pikmin.
Ice pikmin:
Water based and water dwelling enemies like the water dumple, wollyhops, watery blowhogs, etc are now frozen more easily by them than other enemies. On top of that, they also now share rock pikmins immunity to stabbing attacks.
Glow pikmin:
Glow pikmin are now permanent members of your pikmin squad and will reside in the onions with your pikmin. However, you can only get more glow pikmin from lumiknolls during the night hours. You also cannot bring glow pikmin out on the surface during the day, only at night or in caves. They still do not count towards your death toll if "killed".
Honestly, I'd nerf Yellow Pikmin by removing their ability to dig fast, and give that ability to the White Pikmin. Being fast and being able to see buried treasures was part of the White Pikmin's gimmick, so being able to dig faster seems like a reasonable extension of their abilities.
I feel whites need a buff more than most other types, since they feel underpowered even when in areas with plenty of poison hazards. They should absolutly have their damage restored to 1x, and be the only type who can dig up buried treasures. A new mechanic would also be nice, and i think spitting acid would be a cool feature to give whites. It could be used to errode rusted metal to solve puzzles, and give whites a damage buff against mechanical enemies like the man-at-legs.
For Yellow and Rock pikmin they should bring back the stuff from Pikmin 3, like the wire connecting (they could even make the wire connecting part of puzzles, where calling the yellows away disconnects the wire instead of it staying on permanently) and crystals along with more crystal enemies and electric enemies, electricity is lethal in Pikmin 4 but similar to fire and poison it's just too slow, so instead electricity should paralyse non-yellow pikmin for a few seconds, even if you whistle them they stay paralysed, however with the current electric enemies there aren't any that could capitalise on vulnerable paralysed pikmin as Anode Dweevils and Anode Beetles don't eat pikmin so we need more enemies that are electric and eat (or otherwise kill) pikmin.
Winged Pikmin just need their quicker pathing back, just make winged pikmin take shortcuts and maybe actually give them increased damage to aerial enemies (it was a misconception in 3 that they did that).
I think they just need more caves and areas dedicated to each type and that was the problem. the area with the aquiferous Summit in the sun-speckled terrace could have had a crystal wall blocking the area and it could have been rock-themed, you'd have to find the rock onion to do it and the armoured moredad could be the boss of a 6 sublevel aquiferous Summit. maybe mix it with blue and rock and that could make it way more interesting.
you could do something similar with the dark cave in the blossoming Arcadia, it could be electric-themed and its 5 sublevels or something with a titan dweevil as the cave boss but only with the shock therapist.
they could even do something with the primordial thicket and winged pikmin, say a large tree stump out of the way but the area is entirely designed for winged pikmin. the boss is a scornet maestro or something new perhaps. each level of the stump is like a condensed area of a sublevel but instead of going down you go up.
these are just some ideas I'm throwing around but I think there was definitely more room for development regarding creativity in the areas of pikmin 4, maybe the large size and a more linear play style hindered creativity but who knows
Making Blue Pikmin "slippery" due to their natural affinity for water and being wet could make them partially, if not completely immune to sticky hazards and such, letting them be useful in particular fights
It would be cool that if we had the 3 pikmin type rule. That at some point during the game the captain or olimar said fuck it and launched an all out swarm of all the pikmin types onto a powerful final boss , showing all of the pikmin types in a unique fight and all the ones we helped grow and cultivate !
Honestly, keep the 3 Pikmin type limit, until you have the full onion. Once the onion has a limit of 100, then you can bring however many types out as you want.
It's a pity the Winged Pikmin are next to useless in the game as I really do like them... They might be good over stretches of water and maybe bypass a barrier, but that's about it. Your buff ideas for them are reasonable, but one idea I have is that they are the best Pikmin at evading enemy attacks!
As for Yellow Pikmin, they seem to have an affinity with electricity, so why not have them operate machinery? I can imagine them controlling a giant robot in one area for instance!
Pikmin 5 should find Pellet Posies targeted by enemies. Due to this change, we should raise various creatures to be sacrificed to Pikmin.
I think a goood way to buff all ppikmin would to raise the type limit to 5 or 4 types because in previous games the most pikmin types you can have at once is 5
Me using rocks because I couldn’t be bothered to whistle my Pikmin off of enemies:
🌱
👁️👁️
I honestly couldn't tell you whether whites or pinks were more useful in this game for transporting treasure because quite honestly I would just rather carry pikmin who can fight and take the extra time with taking the treasures back. They aren't nearly fast enough
I really hope enemies in areas can respawn in Pikmin 4.
Every area become so dead after I finish exporing it :(
That is one of the WORST changes!
My personal changes would be
- electricity kills in 1.5 seconds instead of 5s.
- electric hazards and fire geysers stay on for more time, and stay disabled for less time.(Really. Compare the difference I timing from Pikmin 2 to 4 and it's clear as day.)
- change the freeze effect from ice Pikmin from 5s to 1s
- significantly increase hp of almost everything in the game.
- increase hp of enemies in later areas to compensate for you having more max Pikmin and a more powerful oatchie. Either that, or nerf oatchi's combat upgrades by removing the stun and decreasing bite damage and ram damage. The ability of flinging your whole army into an enemy at once is already super good.
- make the waterwraith much faster.
- white Pikmin have 4x movement speed, much like yellow Pikmin have 4x digging speed.
3:35 let it grow not die 🌱
Yooo a new Pikmin video🔥
When it comes to pikmin buffs, I'd definitely add _something_ to blues.
As it stands, their entire _raison d'être_ is they resist water, an environmental hazard that's nullified partially by oatchi and entirely by ice pikmin. The only reason you'd ever want to bring a blue out is to get some underwater treasure or because the submerged castle forces you, which is boooooooooooriiiiiiiiiing.
Another video suggested blue pikmins could keep a droplet of water on their head after exiting water or getting attacked by water spits. It would protect them from being grabbed and/or blown away once (this would not work underwater). It could add some more depth in combat against enemies like snitchbugs, crawmads or aristocrabs, especially since these last two tend to spawn near water spots.
I know that this isn’t related to the video but when are you finishing Mario wonder
oh my god i forgot about that game!!
Amazing video :)
ayyyyyyy he's back
Ain’t no way we got another wigwam video before gta 6
😆
Honestly if there were maybe 1 or 2 more areas in the game they could have put heavy focus on the types that didn’t get utilized much
I think Whites need a buff. I’d have it so when they get thrown they have a chance to poison an enemy on contact which would either deal damage overtime or it would make all Pikmin deal more damage to that enemy (I’d say the latter)
For yellows I’d have them have a small chance to stun an enemy for around 2-3 seconds when thrown onto an enemy
For rocks I’d increase their damage to make the drawback actually worth it
And finally for Blues I’d have them be able to swim in mud and deal double damage when in water
Wings just need to be able to take shortcuts again
I’d give the dig speed buff to White Pikmin, as well as bring back their ability to see buried treasures
Because why do all Pikmin Species suddenly know where buried treasure is now?
I think we can all agree that Ice Pikmin need a buff.
No, they are like one of the strongest types in the game they do not need a buff
@@Manny4Life948 r/whoooosh
Blue Pikmin on the sidelines of this video: am I a joke to you
Blue pikmin where extremely useful and needed in Pikmin 4
@@WigwamMan I wouldn’t say extremely useful
@@WigwamManare you sure? you can 100% pikmin 4 without blue pikmin
I found myself using rocks quite a bit actually
in my opinion, buffing the winged pikmin's travel paths would inadvertently also nerf white pikmin by making their extra speed especially useless
only way i see this making sense is if some types became candypop only, like in pikmin 2
Rock Pikmin should have a charge like oatchi and do a massive roll at the enemy with 1 big rock Pikmin
A cool buff I’d like to see is not being restricted to 3 types only
One buff id give is bulbmin.
I'd give the bulbmin some unique obstacles like root barriers they can chew through since glow pikmin exist and are basically just better cause they're immune to all elements and teleport to you when they're idle
considering how early into the game you get yellow pikmin, and how few winged pikmin you have until the very end, I don’t really see the argument that they overshadowed yellow pikmin. I feel like yellows were fine in this game and definitely didn’t need a buff as much as others, like white pikmin, for example. whites’ lower damage and overall scarcity led me to hardly ever use them unless a poison hazard was present
idk about you but flying pikmin took over everything once i got them.
I will buff blue pikmin in two ways
1st: make them save others again from drowning
2nd: after getting out of the water they get "wet body" effect/status where it haves a 90% to not be eaten by a enemie and slip away instead
Reds: are fine
Blues: should get their ability to save drowning pikmin again like from pikmin 1 and 2
Yellows: electric should be instant kill again light bulbs should have returned and maybe a new future where if a yellow pikmin has recently interacted with electricity it becomes charged for a short amount of time and this charge has the ability to stun enemies for a short little bit similar to the purples stuns in pikmin 2
Purples: are completely overpowered but the fact that their throwing arch animation was unfinished and how they always do impact damage regardless kinda annoys me and how you don’t have to have them slam onto the enemy anymore
Whites: give them back their X-ray vision give them normal attack damage have more poison hazards bring back poison gates and more poison enemies
Rocks: make it so that they are immune to being eaten by small enemies and are slightly explosion resistant bring back crystals and make it so their anti crush abilities are more prevalent
Wings: give them shortcut path finding and more flying enemies and also a weird little nitpick fix their animations their animations look so weird and slow
Ice: are completely overpowered
Glowmin: are fine since you can’t bring them outside of dungeons
Bulbmim: bring them back and have it so they are no longer immune to all hazards but instead have different and unique enemy interactions
I think they should also bring back the fluke weed.
Is it just me? Or is pikmin not as hyped as it was back in 2023?
I mean yeah, not having a new game upcoming will do that. Welcome to the pikmin fandom. At least we probably won't have to wait another decade for the next game this time... hopefully...
Pikmin has died down an EXTREME amount. We all got what we wanted now everyone seems to be drifting away....
1:06 insta kill is to much, aspecialy for pikmin 4 which is directed to younger audiance, i think like 2-1,5 seconds whould be a great balance.
I want them to buff Bulbmin by bringing them back
Bring back the pink plants winged pikmin can carry
Sequel with white pikmin!
Rock pikmin are my favourite
I just want Pikmin games to be hard again
We don't need to buff rock, it's already pretty good (well, purples exist in Pikmin 4, but still)
Feel like they shouldve just stick with main 3 then 2 xtra for game specific. Keeping every type from previous games just gets. . .messy. And dont get me wrong my favs are white, but man, the color identities are getting blurry
i think its more than fine having this many its just hard to even utilise most of them with the 3 type limit in play
i wonder if modders can fix wings pathfinding
1:29 *Oatchi makes them almost useless
Electricity should be one and a half or two second kill, change my mind
White pikmin are useless. They can't even find hide treasures ¿WHY?
Ice pikmin are tragic, the best zones to freeze the water are the first 3, but you don't have enought pikmin on the field yet... so lost 20 or 30 or even 50 pikmin to freeze the water is dump in early game when you already have blue pikmin
The blue are the best in water AND they have a whole area for them
Rock pikmin are cool, but they are useless if you have bombs
Purple, you don't need them in the game but they are fucking gods
Red have this new burn mecanic... and you only need one pikmin
Yellow needs a nerf ochin at the begining to shine with electricity and NEED pink pikmin far far FAR away to not be useless, and that's the reason why the game don't want you have pink pikmin until the fucking game end
Pink (in big groups) are easy the best pikmin in game for almost any situacion, like the purples. But the game wants to make them not accesible and necesary because the yellow can shine
Gloom pikmin are bulmin but better, they are perfect the way they are
Ochin needs a nerf, because he can do almost ANYTHING. And that make useless pikmin like white, yellow, pink (with charge it can move high objects to the ground) or even blue
And farm items like bombs make useless the rock and ice pikmin
At the end of the day you only need gloom to night, purples to one boss and one treasure, and one red to burn things. It's kind of sad.
why oh god why couldn't the type limit at least have been five instead of three it's so bad
I wouldve loved the ability to upgrade it. Or it just be fully removed. Pretty bad feature.