Doing pre release unscripted thoughts on new weapons, first up the nova shooter, check it out on 2nd channel and full thoughts will be here once the update drops: th-cam.com/video/11oUoAtXZa4/w-d-xo.html
Mahi Mahi should’ve been like the version in Splat 1 where you had room to move and the water was an actual cool gimmick. I just miss Splat 1 Mahi so much.
recently been playing splat 1, and Mahi is an entirely different stage in comparison. there’s so many islands, mid is huge and has some really good extensions on each side and there’s little secret spots like the small ramped grating area near spawn that opens up when the water drops and an isolated island that acts as both decent cover and a high ground. i faced top level JP E-liters but at the same time there was so much cover and incredible approach options that i could just avoid them entirely
Yeah seriously why did they have to ruin every single stage?? There used to be stages I was actually excited for when I saw them, but now in 3 the best I can do is hope for one of the few stages that aren't terrible.
Personally I think they simplified the map design for newer players. There's only ONE way you have to push, and only ONE way you have to defend from. You don't have to think about people flanking you 90% of the time because they physically can't. It's really sad, but I feel this is the best explanation besides the devs wanting to sabotage their own game or not knowing how their own game works. I hope they learn that it's okay to add depth to where you go and defend, even if it makes it slightly more confusing for new players.
Unfortunately, if that's the case, then it's severely backfiring, since these simple maps hurt newer/ less experienced players more than veterans. For an example: Chargers are a high skill weapon to use, and are currently one of the most oppressive weapons in splat 3, due to the poor map design. If the maps had flanks, then newer players could more easily get around the charger without being spotted, and could even attempt to contest them with a flank. Without flanks, they just have to basically stop playing the game, until they get their special, and hope it can displace the charger long enough to push back.
@@bluetoad6848 this exactly. i'm pretty sure their intention WAS to simplify maps, but simplifying maps doesn't have to come at the cost of downscaling and getting rid of flanks. a lot of the splat 3 maps would actually be perfectly approachable with better flank routes! plus, flanking and getting around the enemy team is a very basic part of the game's progression and one that the game should be teaching new players.
The lack of flanking in Splatoon 3 maps is one of my biggest gripes with Splatoon 3. News maps don’t have as many alternate routes so once a good back line is in a spot, it’s hard to get around them.
Someone needs to make a vid where rhey go back to the old maps and notes the differences from then and now. All the maps in splat3 feel lifeless and idk how to describe why
Fun fact, they have Code in the game that makes Tenta Missiles painting not count towards your next Special, BUT it's only in the Lobbies Training Area.
tenta missile painting already does not count toward your next special. the problem is that painting you do with your main and sub weapons does count towards your special before your missiles even landed.
Thanks for generating this great content. As a Chinese player from Taiwan I have tried to learn Japanese to get more information and discussion about the game. I recently found this channel and I think you did a great job making the daily video more informative with discussion about the current environment and logical analysis. Japanese TH-camrs usually put two games in a 10 minute video with titles often like blah blah blah is powerful. They usually did a great job. But I think it's due to their ability rather than some objective analysis. I have subscribed your channel. Hope you can keep making these great contents.
Squid School teaches and talks about splatoon, often very thoroughly and gives a lot of insight and the channel is growing fast. I'd recommend to check that out if you are interested
People fall on water because the mid is too small to even move until it reaches the 2nd phase. I would rather fall in Splatoon 1 Mahi Mahi and would be my fault than Splatoons 3 variant where you can easily spawncamp with 0 flank options
I wish the game didn't consider you splatted when you fell into water/off the stage. Taking half the amount than a normal splatting does is still punishing but not executingly painful.
@@ZlueTheDragon honestly in turf war the 2 small water holes in mid before water drops is so annoying. I know turf war isn’t supposed to be competitive but I just wish the map design in that mode isn’t even worse than it is in others
Hot take: Point sensor and angle shooter should be fused into a single sub. It does 10 splash damage at max and leaves behind the point sensor sphere that tags you when you go within it.
or just any backline weapon, honestly. they always give backliners point sensor, mist, beacon, sprinkler, or mine and honestly yeah it fits the weapon but at the same time it would be cool to have an explosher kit with a bomb so it could defend itself
@@Fridgemasters I would trade missiles on flingza for a bomb lol, mine just doesn't help it that much. I guess it'd make it ultra ink hungry but it's nice to be able to actually deny space in an effective way. With the way the maps are right now you can't even be flanked a lot of the time so using mine as a flank warning is almost useless...
as an eliter main who never played splatoon 1 i would love burst bombs if the maps get better at countering eliter, i feel like with those 2 changes the game would feel more adaptable to situations on both sides
Yeah same position and I agree. Playing eliter would be more fun if the maps were more dynamic and I actually had to think more instead of just covering all of mid for free. The burst bomb would allow some nice counterplay to getting dived though because eliter is so slow that on more open maps that would become a large issue for it.
I agree that splashdown should be brought back. But only in Salmon Run (But I wouldn't take it over Reef. They have different uses in Salmon. The situations where you want to splash in salmon are different from the situations you want to ride the shark)
As a new person to the series and looking back at Splat 1+2 and seeing the different map design, I’m thinking Nintendo make Splat 3’s maps like they are to appeal to the casual crowd getting into the game for the first time so the maps focus and funnel them towards objective - which is why Calms is dreaded outside of high and highest play.
The other day I was frustrated and went to Reddit to vent about the map design and got bombarded by redditors. Having prochara agree with my opinions makes it all feel better
Personally, I liked the respawn domes from Splatoon 2 because then at least you had some form of invincibility (ink can’t pierce through it) and could still farm for special if the enemy was in your turf. Now in Splatoon 3, you’re forced out of your spawn if you want to shoot/do anything, which, while there IS armor, still makes you prone to essentially getting splatted all the time if you’re not careful.
As a casual Splatoon player, I did notice the maps on Splat 3 didn’t feel as nice as Splat 2. Most of the time in Splat 3 it feels like I’m walking in a straight line to the battle, and I either die right away, or kill 2 people.
Duude as a splat2 player I find myself missing the maps in splat2 when I play 3, like the Manta, Reef, Skipper pav, etc. there were so many places to go and the maps felt much bigger compared to 3.. well, hopefully that will change.
I just liked to walk around in Recon to look at all the nice scenery and liveliness of stages. I try to do it now but there's... really nothing to look at.
As someone who has played e-liter for a little bit now, I've gotten a somewhat amount of kills by comboing an enemy into running into an ink mine and partial charging. So it getting burst bomb isn't the worst thing in the world in my opinion.
It's pretty difficult when they all have to be symmetrical. But I do see where you're coming from. Stuff like Saltspray Rig and Skipper Pavillion are really fun because they use the required reflection in a different way than most. I also personally like stages that utilize varying heights and elevation, like Moray Towers or Flounder Heights(which I'm excited is coming back). I also love stages that give a whole smorgasbord of path options, like Kelp Dome and Camp Triggerfish. On the other hand though, stages with designated large open areas like Blackbelly Skatepark and Piranha Pit are really fun too. To be honest, I feel like the outline of a stage has less to do with its enjoyability. I think what they do with the idea and how they make it unique is what matters most.
@@cobwebinthecorner Moray praise is not something I thought I'd hear. Even if I flaunt my Charger skills, I don't think I'd like it. You're a dead man if you're in mid and it's very linear in terms of strategy. It had a flank route or two so it's got something over 3 but that's not saying much since 3 managed to make the supposedly better stages worse than Mako
I love mahi it’s my favorite map, probably because I’m more on the casual side though. Just love how it’s the only map with a gimmick and is visually stunning
Hot take, Tri Stringer as a weapon feels incomplete. Stringer struggles a lot with inconsistent arrow hitboxes and the fact that it can't store its charge while Reef-Lux can.
I think many people think this cause tri-stringers main use it to apply pressure to the enemy team with charged arrows, not exactly for painting or splatting. I think the reason why they don’t have charge hold for tri stringer is because it has the charged arrows, while reef Lux doesn’t, as it’s supposed to be a more mobile weapon
Stringer is incredible, people just dont understand it yet. If u wanna see what I mean, check out Nbound's tips and montages, he's really the only stringer pioneer on youtube right now, and he's amazing
As an eliter main I agree with your hot take completely. Ink mines are super annoying and ink hungry and more of a chore to set up to the point where it’s just not fun to try to use them to get rid of flankers. If I could actually throw ANY BOMB. I’d love that, I’d take the extra flank routes. I love eliter wave breaker tho please don’t touch that haha.
I actually like Ink Mines on E4K with a main or two of ink saver sub, dropping two mines then wave breaker then another mine or two is a great way to escape flankers imo, and if you set up mines beforehand as well you can just tap-shot them. You don’t even really need someone to peel for you, a lot of the time.
@@novinovi- Ink saver sub makes a huge difference for most damaging subs. It makes subs a LOT more usable in more situations since you don’t have to worry about having an empty tank after using them, and you can use a second one much quicker since A. You used less ink on the first one, and B. The fill-line is lower for the second one. I usually have 6 sub-slots of it on any weapon with a damaging sub (except angle pointer), and that’s enough for most sets. I’m pretty sure it also has an increased effect with Ink Mines.
@@JamUsagi ok so that’s why ink mines were such a pain, thx so much I gotta try that. I focused so much on my ink saver main I didn’t even consider lol. Also yeah angle pointer is just 💀
I think splash down was better from a utility perspective. it was the anti special, special. It could delete bombs which reef can't, bubbles, kill baller, kill stamp, kill inkjet,kill booyah, and it's wide fall off hitbox meant it could break multiple armors. Reef has utility against certain specials like crab, bubble, inkjet, stamp (unless you wiff and they throw it at you), booyah, and a vacuum who won't move. But not breaking bombs means unless you get a team wipe your going to die. Not to mention splashdown was it's cheapest at 110 sp and would refund you like all of your special if you die mid use. Plus I haven't checked the frame data but I feel like reef has a longer start up until you get your I-frames. The opponent can see the max length of the track in bright colors meaning even if you come from a flank a player with good reactions will still move and the further away you use the more time they have to react. In summary they are both mid tbh.
As a Nautilus main I 100% agree. I used both kits in different modes in 2 and while I'm excited for 79, I never saw 47 as bad and when I saw it has storm instead of baller I actually popped off because I legit really like storm.
I mained Gold Naut in Splat2 (behind Grim) and while I was disappointed that its current Splat3 kit is less aggressive, I've grown to love it and it has great uses. Not a huge fan of point sensor on it, though it does have its uses, but inkstorm is really nice for naut!
I have played on both the attacking and defending teams of tricolor, and I find that a way to somewhat balance it is to either completely remove or severely reduce the time reduction per ultra signal attempt (if you even touch the ultra signal, the time to claim in will be reduced next time you touch it). In exchange, the amount of time it takes to claim the ultra signal is reduced. This would force attackers to push as a team rather than constantly making independent and random attempts at the ultra signal and eventually getting it.
@@sylent1 well it would work well because crab still has long range pressure like the liter but it has great survivability plus burst bombs aren;t as broken for it as a lot of people say so yeah it's pretty balanced
One thing I've been having fun with at lower levels (because that's what I am) is running a TON of sub up on Jr. It's SO fun to huck bombs halfway across the map at chargers and splatlings who can't reliably punish. And if it's a scope it's like a 70/30 they're going down 😂
If you want to be a real Splat Bomb fiend, then combine Sub Power Up with Last-Ditch Effort and you can also spam Splat Bombs more often. Don't forget the Big Three sub abilities: Ink Resistance Up, Intensify Action, and Sub Defense Up.
@@DaDoc540 I haven't spent any chunks atm, so I just have what I have and just got a million sub ups for some reason. Main three are LDE, ninja squid, and the less visible super jump one. Like I genuinely have like 5 or 6 sub up XD. Ultimately I'm trying to build a slayer for splatana stamper, so I'm going to need a ton more swim speed. Though Tentatek Shot in the new update looking pretty good too ngl...
6:10 i have been in love with this nautilus kit. Instead of having a useless special like baller. You now have a really good special that works with the weapon. And point sensor isn't even that bad because it can support your team. One of the main weakness of naut is that it can't paint and struggles to move in certain positions if there's people there inkstorm solves both problems. It's like a really solid support aggressive kit kinda like the ballpoint with beakon in splatoon 2.
Hot take: the complaint about e-liters dominating is only REALLY true at high level Splatoon where e-liters don't miss their shots and most of the people who complain about it on reddit and in the comments are people who are bad at positioning and being aggressive in the correct way to punish back-liners who aren't reliably hitting them. And I'm not a pro, so this applies to me too, I'm just self-aware that I could be doing better.
I’m only mid-ish level, but I play elitre scope and gloogas, so I’m talking from the perspective as both the attacker and the attackee-more flanks would be very needed, the last take is right imo. I don’t think burst bomb would change super a lot about elitre, it would just allow it to push up harder and engage more in the actual battle instead of sitting back, as well as providing a defensive option in case of attacks, plus there’s no damage up so it absolutely would Not be as bad as s1. More flanks would def help open up counterplay and make matches more balanced overall hopefully this all made sense, im not super great at articulating aha
Personally, my least favorite map right now is Undertow Spillway and I think that route behind the glass idea you mentioned would definitely help the map feel less awful to play on.
Splashdown would be way better if it stayed in the air way less. So only .5 to 1.5 seconds once at peak height of using the special giving it less time to be shot down and quicker reaction time to shoot it down, as well as a tiny bit of armor while it's going up and loses all damage dealt to the user before activating it and it can only get killed at the peak of its height when using it. As well as losing said armor when you reach the peak so it isn't busted. Like being able to cancel reefslider before it starts moving, but right before it goes down to hit the ground and can't be killed once it starts to go down.
I fully agree with the Undertow and Hagglefish changes you suggested. Those are my two favorite maps in the game rn because of how well-designed they are right out of the gate. Just one little tweak on each of them and they'd be peak stage design.
I actually completely agree with your e-liter take. As an inkbrush main, believe it or not. In every past game I have found the e-liter to be healthy for it and led to some really cool duels when we were both the carries on each team. However, right now I pretty much pray the enemy team doesn’t have one because I don’t have any answer to it and am forced to give up aggressive space against it. I just need cover to work with.
I have an utterly insane take that a lack of a twitter account will prbly prevent me from reaching into the next vid. Undercover better than Splat Brella. At least in non-lan play. Better sub, better ink efficiency, better paint, and doesn’t have to worry about online screwing with their shield timing game nearly as much. The advantages splat brella has is being able to sustain itself against serious focus fire, and a more reliable kill. You could of course chock it down to a skill issue, it’s just *HOW* much higher is splat brella’s potential exactly? And who’s to say people are taking advantage of the (admittedly few) strengths of the undercover to their fullest yet either? Both suck ass of course still, but undercover is my beloved
Tenta Missiles seem 20 billion times more annoying and absolutely more rage-inducing than they did in Splatoon 2. I say we replace it. (This is coming from someone who does like to use Tenta Missiles, but hasn't much at all in Splatoon 3). And better map designs in general... with my personal picks being: Mahi-Mahi Resort: Would be 10x more interesting if it resembled the old map but with a better spawn (long spawn is slow, current spawn is... bland) and bigger mid + some nice flank routes that *almost* reach the other spawn but don't (as to not be *too* OP). Hagglefish Market: Generally for me it's a 9/10 stage. The flank routes are actually quite nice when you use them not-so-obviously. A bit of tweaking could add even more fun to it! Undertow Spillway: One of my favorite stages right now, it's so chaotic and just AWESOME. A third flank would be nice though. Not sure if I like the "open glass" idea at the top. But a third route nonetheless would be nice. Hammerhead Bridge: I actually like the new Hammerhead, but I wish they had a few more grates just for fun! Also a right flank into mid would be helpful... Flounder Heights: PLEASE OH PLEASE JUST LET ME BE A SNEAKY NINJA PLEASE SPLATOON DON'T REMOVE THE AWESOME RIGHT-SIDE WALL FLANK IT WAS BEAUTIFUL IN SPLATOON ONE 😭
Except it's not. Explosher is just better when it comes to sitting back and painting endlessly. Blob is also super reactable at long range so it needs to play aggressively but nobody ever does.
@Aacro X it gets out 12 shots without any saver so it isn't ink hungry like a brella. I mostly run triple swim speed up to get around its slowness as it doesn't need to be stealthy if it can get up in people's faces in half a second.
I hope they update all of the maps. I casually hated Hammerhead before as well, and now I like it more (I hate being forced to walk) but I also hate getting spawncamped with nothing you can really do. I think Walleye should return, but with added flanks. Arowana too, etc. I think the stages are more than just their layouts, they’re each symbols. I want them to return the symbols, but fix the layouts. Wahoo world as well.
I don't know if this is a hot take or not, but to me, a big part of why burst litre was so strong was the strength of iss, and even more than that the strength of damage up. Even if you didn't ohko with your partial, you could just toss a burst to finish the job for you. I get that it helps with movement and stuff but honestly I can't see how it would help for getting kills in this game.
I think the reason Nintendo has such poor map design in S3 is the same reason the network connectivity is worse in S3 than S2. S3 pushes the Switch to its limits, so there aren't spare CPU cycles to handle larger maps, or network hiccups. Particularly when one of the Switches is effectively the server for a given match, while at the same time actively being a client and rendering a 3D battlefield, etc.
I agree with your hot take about liter it would be a lot more fun someone showed up behind me any point on any stage and one thing I want to add about why this game is faster is no waiting for armor
Hot take: If Kraken is ever brought back it should be mechanic wise similar to Maws and be given to Splatana Stamper to make up for its slow speed and how Splatana wiper has more of an advantage then it in speed. Hot take 2: Bring back Crusty Sean , Marigold is annoying.
people will act like eliter getting burst bombs will be the absoulte death of fun then say they want carbon or trislosher with burst back. Noticeable trend where short range weapons don't like it when backlines aren't 100% doomed because the short range got too close
I’m an eliter main and people act like we’re “overpowered etc” only people who learn to aim with a sniper are good, people who put in effort and practice yet there is not as much hatred when with a braindead weapon becomes broken and dominates.
@@novinovi- its such a ridiculous argument too because we can only kill as fast as we can charge but something like a trislosher can teamwipe in the time it takes to charge a single eliter shot and that's perfectly fine for some reason
I'm not worried about eliter getting burst bombs at all, them taking the time to throw a bomb is less time charging up a snipe me. The weapon itself isn't even OP, the maps make it really strong. Also, eliter players get shit on cuz they slow the game down/most people find them unfun to fight against
Tbh I'm one of the Splashdown > reefslider guys. It's most definitely because I'm not used to reefslider yet and how it should be used, but it's still the worst special in the game imo. Another thing that makes me hate it is that they gave the worst special in the game to tetras, AGAIN. Let's just hope that tetras' 2nd kit gets zipcastor
I feel that if armor and splash down get brought back they would need reworks (so I decided to share my ideas) Splash down: now pulls up your mini map and gives you a big radius (think 2-3x the size of wave breaker) and allows you to super jump anywhere within the radius. Upon landing the super jump (which id say would be about 1.5 seconds) a big splash down (prob out 50% bigger than 2’s splash) and have less recovery time For ink armor it may still have its activation time but I’m thinking it no longer chains to teammates and now gives 100 extra armor to the person who casts it (also less knock back atleast from attacks that don’t break the armor) or if you wanted to add some depth it could chain to a teammate giving 25 of its hp to a close by teammate (such as 1’s bubbler)
You mentioned Splatoon 1's bubbler, so I'm sure you're aware that it sounds basically like you want the regular bubbler back. The Splashdown idea though really just sounds like Splatoon 1's Inkstrike, but you are the missile instead. I'd be down if Splashdown worked like that tbh since it would still give you a risk (as compared to Splatoon 1's Inkstrike where you could launch it from spawn and be completely safe), but I don't think Ink Armor would be good in any form tbh. The big reason why invincibility and armor-based specials were removed from Splatoon 3 is that it can completely ruin weapons with low damage output's ability to splat enemies. For example, a weapon with low damage (say 25 dmg per hit) would now have to hit 6 shots instead of 4 to kill because of armor's 30hp. Specials like the Splatoon 1 Bubbler and Kraken can't be killed, basically forcing you to run away due to your inability to protect yourself from them. The Baller in 2 was partially invincible, but it had health and knockback, so you could still counter it, and they can't shot you while in the baller. Splatoon 3 is actually really nice in terms of most of the specials because support specials don't offer the same invincibility that older specials had, letting the lower damage/support weapons not be completely outclassed. Big Bubbler gives you an area of temporary invincibility, but can be countered by destroying the shield or entering the shield and attacking from within. Some specials still give you armor, but they can still be countered or avoided, and most of those force you to give up your movement (like some parts of Reefslider and most of Booya Bomb). I'm rambling, but here's the TL;DR: Ink Armor just isn't really healthy for the game regardless of implementation. Ink Armor alone changes how competitively viable some weapons are due to how it changes the shots required to splat opponents. Armor still exists in the game in certain scenarios, but letting people activate armor at any time can make it hard for weapons to stand a chance against them. The Splashdown idea could work, but Ink Armor should stay as a part of respawning and certain specials instead of being a thing usable wherever and whenever.
Regarding the missles in shooter take. I feel like it doesn’t even really matter what shooter it would be, it’d outdo every other current missle weapon and I just hope we don’t see a shooter with missles… even though they’ll probably do it at some point
Eh, flingza already has fantastic burst paint. So the shooter would need SOME variety of excellent upside. They give it to a gal (52 OR 96), splattershot, or jet its all over though
My hot take: the hydra isn’t as good as people say it is. Trust me, i main hydra, and you still get constantly forced to move via tenta missiles and ink storm, and tri-zooka basically hard counters it.
I kinda wish that we could have turf wars on the Clam/Rainmaker version of the maps, and what would most likely be an unpopular opinion, I think that the Rainmaker Mahi-Mahi map would make a good Turf War map, I just really like the open feel from it over the more cramped and linier feel from the current turf war version.
wait, i’m confused and never actually played much splatoon until after the toni kensa update. does nintendo actually make changes and tweaks to the maps? i’ve never seen this happen
can we get a short mincemeat metalworks analysis? i don't really understand why people don't like that stage; i think it's decently fun and well designed.
I feel like people would probably say it's a waste of tickets but I'd like it if they added a stamper with basic wiper kit and vice versa, i feel like burst bomb on wiper would help with its faster playstyle
I only saw the thumbnail but I want splashdown back so bad man, i get that people say its bad but i love it. I was also stomping in high rank tower control with clear dapps in spoon 2 so either im a god (im definitely not) or splashdown didn’t get the love it deserved
Not sure if you will see this but I am wondering why you think only splash and jr are the only good shooters rn? What about the splattershot? Imo it’s a strong option since zooka is a good special and suction bomb is one of the best subs in the game. It’s allows you to be more aggressive if you need in your comp.
I just wish there were better flanks on maps. Sure on the defensive side you have another route to worry about, but it’s better to have more options rather than a charger shutting down the only entry on the stage
My issue with Splatoon 3 maps is a lot of them feel similar to me. They seem like really standardized e sport maps with almost a moba like design to them.
Hot Take: Sloshing Machine would still be broken with better maps. Booyah Bomb as a panic special is genuinly awful, and the fact that a weapon with that range can easily 2-shot is broken.
my main problem with tenta missiles is that it takes too long, I just think it's boring to play as and irritating to play against I'd like if the missile count got cut in half, range is reduced, but the missiles go slightly faster and movement when firing missiles is expanded upon, make it a more close range option compared to a killer wail
My hot take: Splatoon 2 & 3 maps feel like the cut down small, feature removed portable DS/PS Vita versions of a full console game by comparison to 1. While Splatoon portable is a literal dream come true for me and I am more than willing to take these compromises I wish we had much larger maps in general, more map variety and more unique fun map gimmicks like Splatoon 1. I feel like we have partially betrayed one of Splatoon's core principles/promises for/to ultra casual players of allowing them to contribute to the fight painting unoccupied areas and fight over contesting multiple varried objectives, flank roots and taking more 1v1 duels in favor of 2&3s team fight heavy cramped map playstyle that pushes everyone mid. Versuses maps like Bluefin Depot that were extremely interesting and fun for mid level players to flank around on and salt spray rig which was a blast for casual play with all the interesting map areas even if it wasn't a good fit in ranked
i started to main Nautilus, while i think it could have a better kit, i actually like how point sensor and rain synergize with it, pair it with thermal ink and you get a ton of fall off kills
One of my problems with rollers(splat specifically) and gals is that one, the 52. Gal is a 2-shot high fire rate weapon, with just enough spread to almost always hit you. And the roller can just cancel out any other close range weapon with the bubbler, if people wanted to they could just camp a rainmaker with splatter shot jr.s. The thing about explosher for me is that if an explosher hits you it will put ink around you most likely causing you to get stuck only to get again and die. With the sloshing machine I have seen some of the most crazy hit boxes ever, there was a moment where a sloshing machine literally hit me through a solid wall when I was on one side of the wall and he hit the OPPOSITE side. Now for specials specifically, the ultra stamp can counter any other special. I personally think that the ink vac is one of the most balanced specials for support players. It can counter things like missles or booyah bombs and even control a area. Other specials like reefslider just feel really annoying, and this might just be me but when a reefslider is anywhere near me it will either oneshot me or just put me at no hl afterwards. Specials like booyah bomb and killer wail 5.1 really only annoy me and only end up making me move from an area. It DOES become a problem in modes like tower control though. Most other weapons seem pretty fair and adaptable, some weapons even just let me have fun like the stamper.
I find it fascinating that so many players assume E-Liters to be broken. Either my luck is crazy, or over 90% of the people I've seen use the weapon, have the aim of a person with Parkinson's disease. Literally they're dead weight to any comp they're in, and that goes for all charger players I see. Encountering a good charger player is more rare than winning the lottery, I swear
You must have the crazy luck then. Cuz I tend to run into good chargers a lot (unless they're on my team then they can't shoot for their life for some reason)
While it might not be the same in competitive I don't think shooters are healthy right now still. Even if they have counterplay now seeing 6 shooters in every open lobby I see is getting real tiring and doesn't make it feel that much different from 2. They could easily be toned down and still be good, they were fine until they were overbuffed in 2. Edit: especially when it's all splattershot, splash, 52. Weapons that were also everywhere in 2.
Hopefully they will fix mahi mahi. Maybe they could say something like “a bunch of pranksters destroyed the stage so they have to fix it” or sum. I know that was a pretty bad excuse but it’s not what’s important
New Mahi Mahi is a good map. I just feel that it being a completely different map than Mahi Mahi is the problem. Just change the name, so that the original one still has a chance to return.
maybe this is a hot take in itself but the maps are the biggest problem in splatoon 3 right now, tenta missiles are annoying and should be changed, but ive never had another time in any splatoon game where there are literally time slots i do not wanna play during because every mode has a map i hate to the point id rather touch grass than chance playing on it
4:12 was the worst timed twitch chat post in my LIFE I was talking to someone else about the frying pan slosher that "leaked" on Twitter and my take happened to come up right then I still think vjet is more fun to fight because it just doesn't have as much area denial, and at least from a bamboo perspective I can actually approach it a bit and shut it down or use subs to deal with it. Eliter has so much range and dominates the maps in this game so much that I can't do anything about it without using a special half of the time. Cjet was probably less fun to fight than eliter because that ray basically does what eliter does but worse, controlling literally the entire map in an inescapable way, but vjet just used its special every so often to enable some fights.
I actually agree on the E-liter bit, and dont even think it would be too annoying to fight against even without experience vs an E-liter who has 300 or so hours of experience.
They should fuse Beakons and Inkmine. You can put up to 3 Beakons(you can jump to them and see people nearby). Buy if someone destroy the Beakon, it can cause a little bit of damage and track the person who broke it, for 5 seconds
Burst bomb on liter in splatoon 1 was substantially worse because they costed cheaper, meaning with some sub saver you could throw 4 on a full tank. Also, liter had echolocator, effectively giving liter the ability to throw 4 bombs, pop special, throw 4 more. Without that, liter with burst I think could actually be well balanced.
Honestly, as much as it can be agreed on that Reefslider is a better Special, I honestly do miss Splashdown and think it could've at least been made better instead of removing from online play, especially in Salmon Run.
I think reefslider and splashdown are pretty similar in how good they are.Reefslider has good mobility and splashdown has a quick and easy explosion while not being forced to go to a certain spot. I prefer splashdown though (atleast when i play tetras)
“Blob isn’t good” Ok… good to know the weapon I hate with every fiber of my being is bad. And therefore I’m probably bad.. Ok I already knew that. But Sloshing Machine and Blob have earned a place on my shitlist due to a series of matches I played where my wifi had very brief moments of being *slightly* touchy… which mean projectiles that didn’t touch me made me explode. Is this partially the fault of my wifi at the time? Yes. Did the salt flowing through my veins still contest salt water? *Yep!*
i'm a charger main, but whenever i play one in splatoon 3 it's just incredibly boring. the most attacks i get my way are a bomb or two (a zipcaster if someone's feeling evil) and everyone is constantly in my range. theres no competition, and now whenever i want to play charger i just open splatoon 2 instead. so for the last one, i'd definitely agree it'd be way more fun for both the e-liter and the enemy team if there was flank routes
I have a potential hot take of my own. The Hydra's hate is undeserved. The reason why I bring it up, is I saw a plaza post saying "Hydra mains dni" (dni means do not interact, I legit had to look it up on google). I only main Hydra because: A. I can't seem to main any other weapons(besides the ones everyone else uses). And B. Twas' my main from S2
Doing pre release unscripted thoughts on new weapons, first up the nova shooter, check it out on 2nd channel and full thoughts will be here once the update drops: th-cam.com/video/11oUoAtXZa4/w-d-xo.html
I love these videos
where is the vid where you talked about the maps?
Heads up, you have some scam comments in this video impersonating you.
Hey, just thought you should know, someone impersonating you replied to my other comment trying to scam me
@@ZCyberFawkes aware they multiply faster then I can ban them unfortunatly but am removing rn. Its all bots
Mahi Mahi should’ve been like the version in Splat 1 where you had room to move and the water was an actual cool gimmick. I just miss Splat 1 Mahi so much.
Yeah there was no reason to change it
The central area is too small and the match ends really fast rainmaker mode
"Mahi mahi should've been like the version in splat 1 where it was good"
recently been playing splat 1, and Mahi is an entirely different stage in comparison. there’s so many islands, mid is huge and has some really good extensions on each side and there’s little secret spots like the small ramped grating area near spawn that opens up when the water drops and an isolated island that acts as both decent cover and a high ground. i faced top level JP E-liters but at the same time there was so much cover and incredible approach options that i could just avoid them entirely
Yeah seriously why did they have to ruin every single stage??
There used to be stages I was actually excited for when I saw them, but now in 3 the best I can do is hope for one of the few stages that aren't terrible.
Personally I think they simplified the map design for newer players. There's only ONE way you have to push, and only ONE way you have to defend from. You don't have to think about people flanking you 90% of the time because they physically can't. It's really sad, but I feel this is the best explanation besides the devs wanting to sabotage their own game or not knowing how their own game works. I hope they learn that it's okay to add depth to where you go and defend, even if it makes it slightly more confusing for new players.
That still doesn't justify making the stages horrible...
Unfortunately, if that's the case, then it's severely backfiring, since these simple maps hurt newer/ less experienced players more than veterans. For an example: Chargers are a high skill weapon to use, and are currently one of the most oppressive weapons in splat 3, due to the poor map design. If the maps had flanks, then newer players could more easily get around the charger without being spotted, and could even attempt to contest them with a flank. Without flanks, they just have to basically stop playing the game, until they get their special, and hope it can displace the charger long enough to push back.
It doesn't fit with the theme of Chaos. There should be multiple routes
@@bluetoad6848 this exactly. i'm pretty sure their intention WAS to simplify maps, but simplifying maps doesn't have to come at the cost of downscaling and getting rid of flanks. a lot of the splat 3 maps would actually be perfectly approachable with better flank routes! plus, flanking and getting around the enemy team is a very basic part of the game's progression and one that the game should be teaching new players.
@@bluetoad6848 I mean I think it is the reason and yeah, it also forces more fights and spawncamping at lower levels which ive seen complaints about
The lack of flanking in Splatoon 3 maps is one of my biggest gripes with Splatoon 3. News maps don’t have as many alternate routes so once a good back line is in a spot, it’s hard to get around them.
Someone needs to make a vid where rhey go back to the old maps and notes the differences from then and now. All the maps in splat3 feel lifeless and idk how to describe why
@@citrusblast4372Hinestly, the maps aren’t even that bad.
Fun fact, they have Code in the game that makes Tenta Missiles painting not count towards your next Special, BUT it's only in the Lobbies Training Area.
What about the Sheldon/Shoal test zones?
@@dropfish3109 those are technically just extra lobbies so i think they work the same way
@@goatsfluffy8254 “i think”
@@dropfish3109 if you care so much just go test it
tenta missile painting already does not count toward your next special. the problem is that painting you do with your main and sub weapons does count towards your special before your missiles even landed.
Thanks for generating this great content. As a Chinese player from Taiwan I have tried to learn Japanese to get more information and discussion about the game. I recently found this channel and I think you did a great job making the daily video more informative with discussion about the current environment and logical analysis. Japanese TH-camrs usually put two games in a 10 minute video with titles often like blah blah blah is powerful. They usually did a great job. But I think it's due to their ability rather than some objective analysis. I have subscribed your channel. Hope you can keep making these great contents.
Squid School teaches and talks about splatoon, often very thoroughly and gives a lot of insight and the channel is growing fast. I'd recommend to check that out if you are interested
Thank you I appreciate the compliment
Mahi isn't that bad, you can't tell me watching other people fall in the water isn't peak game design
We're not complaining about the water (except in tc)! We're complaining about the lack of options and the scale of the map itself.
People fall on water because the mid is too small to even move until it reaches the 2nd phase.
I would rather fall in Splatoon 1 Mahi Mahi and would be my fault than Splatoons 3 variant where you can easily spawncamp with 0 flank options
I wish the game didn't consider you splatted when you fell into water/off the stage. Taking half the amount than a normal splatting does is still punishing but not executingly painful.
@@ZlueTheDragon honestly in turf war the 2 small water holes in mid before water drops is so annoying. I know turf war isn’t supposed to be competitive but I just wish the map design in that mode isn’t even worse than it is in others
@@SJrad idk why they added the 2 holes there, reefslider is basically a death sentence if you aim at the wrong angle.
Hot take: Point sensor and angle shooter should be fused into a single sub. It does 10 splash damage at max and leaves behind the point sensor sphere that tags you when you go within it.
I disagree. Angle Marker needs the trip wire to do a minor amount of damage. However, I think the Mist and Sensor should be fused.
Thank you!! Glad to know that someone has the same thought as me
@@Inhaledcorn that was my thought... we can hope the two "almost good debuffs" can get this treatment.
Agreed
Due to its arc, being able to throw Point Sensors over walls is one of its biggest strengths. I'd hate to lose that.
I do like the idea of giving the E-Liter a kit that allows it to at least somewhat defend itself if the enemy closes the distance.
or just any backline weapon, honestly. they always give backliners point sensor, mist, beacon, sprinkler, or mine and honestly yeah it fits the weapon but at the same time it would be cool to have an explosher kit with a bomb so it could defend itself
@@Fridgemasters I would trade missiles on flingza for a bomb lol, mine just doesn't help it that much. I guess it'd make it ultra ink hungry but it's nice to be able to actually deny space in an effective way. With the way the maps are right now you can't even be flanked a lot of the time so using mine as a flank warning is almost useless...
as an eliter main who never played splatoon 1 i would love burst bombs if the maps get better at countering eliter, i feel like with those 2 changes the game would feel more adaptable to situations on both sides
Yeah same position and I agree. Playing eliter would be more fun if the maps were more dynamic and I actually had to think more instead of just covering all of mid for free. The burst bomb would allow some nice counterplay to getting dived though because eliter is so slow that on more open maps that would become a large issue for it.
I agree that splashdown should be brought back. But only in Salmon Run (But I wouldn't take it over Reef. They have different uses in Salmon. The situations where you want to splash in salmon are different from the situations you want to ride the shark)
Fair there I could totally see it working in Salmon
Fr splashdown has helped me so much in salmon, and it’s in the singleplayer so why not have it in SR!
Nintendo: Your wish is granted we added back in Salmon run and multiple with now to 👊 👊
As a new person to the series and looking back at Splat 1+2 and seeing the different map design, I’m thinking Nintendo make Splat 3’s maps like they are to appeal to the casual crowd getting into the game for the first time so the maps focus and funnel them towards objective - which is why Calms is dreaded outside of high and highest play.
As a new and casual player to S3, they failed lmao
The other day I was frustrated and went to Reddit to vent about the map design and got bombarded by redditors. Having prochara agree with my opinions makes it all feel better
Personally, I liked the respawn domes from Splatoon 2 because then at least you had some form of invincibility (ink can’t pierce through it) and could still farm for special if the enemy was in your turf. Now in Splatoon 3, you’re forced out of your spawn if you want to shoot/do anything, which, while there IS armor, still makes you prone to essentially getting splatted all the time if you’re not careful.
As a casual Splatoon player, I did notice the maps on Splat 3 didn’t feel as nice as Splat 2. Most of the time in Splat 3 it feels like I’m walking in a straight line to the battle, and I either die right away, or kill 2 people.
That game really had good maps like Snapper Canal and Manta Maria.
Duude as a splat2 player I find myself missing the maps in splat2 when I play 3, like the Manta, Reef, Skipper pav, etc. there were so many places to go and the maps felt much bigger compared to 3.. well, hopefully that will change.
I just liked to walk around in Recon to look at all the nice scenery and liveliness of stages. I try to do it now but there's... really nothing to look at.
As someone who has played e-liter for a little bit now, I've gotten a somewhat amount of kills by comboing an enemy into running into an ink mine and partial charging. So it getting burst bomb isn't the worst thing in the world in my opinion.
The point is that people KNOW its really good, and don't want it again. It was INFAMOUS.
I've gotta practice this combo cuz ain't no way..
Hot Take: Splatnet is pretty useful, and everyone completely forgot about wandercrust. The only person I've seen with the stay crusty cap is myself.
Yeah I have it too but I don’t wear it
@@SJrad Ditto!
I have it also
Splatoon devs trying not to make a map the shape of
[ ]
[ ]
For the 754th time
It's pretty difficult when they all have to be symmetrical. But I do see where you're coming from. Stuff like Saltspray Rig and Skipper Pavillion are really fun because they use the required reflection in a different way than most. I also personally like stages that utilize varying heights and elevation, like Moray Towers or Flounder Heights(which I'm excited is coming back). I also love stages that give a whole smorgasbord of path options, like Kelp Dome and Camp Triggerfish. On the other hand though, stages with designated large open areas like Blackbelly Skatepark and Piranha Pit are really fun too. To be honest, I feel like the outline of a stage has less to do with its enjoyability. I think what they do with the idea and how they make it unique is what matters most.
@@cobwebinthecorner Moray praise is not something I thought I'd hear. Even if I flaunt my Charger skills, I don't think I'd like it. You're a dead man if you're in mid and it's very linear in terms of strategy.
It had a flank route or two so it's got something over 3 but that's not saying much since 3 managed to make the supposedly better stages worse than Mako
I love mahi it’s my favorite map, probably because I’m more on the casual side though. Just love how it’s the only map with a gimmick and is visually stunning
idk why, i just love this series
I'm more of a backline kind of guy and I wish there was more flank routes because games feel bland without options for the other team to approach me.
LISTEN TO HIM HES TOUCHED GRASS!
Hot take, Tri Stringer as a weapon feels incomplete. Stringer struggles a lot with inconsistent arrow hitboxes and the fact that it can't store its charge while Reef-Lux can.
I think many people think this cause tri-stringers main use it to apply pressure to the enemy team with charged arrows, not exactly for painting or splatting. I think the reason why they don’t have charge hold for tri stringer is because it has the charged arrows, while reef Lux doesn’t, as it’s supposed to be a more mobile weapon
Stringer is incredible, people just dont understand it yet. If u wanna see what I mean, check out Nbound's tips and montages, he's really the only stringer pioneer on youtube right now, and he's amazing
As an eliter main I agree with your hot take completely. Ink mines are super annoying and ink hungry and more of a chore to set up to the point where it’s just not fun to try to use them to get rid of flankers. If I could actually throw ANY BOMB. I’d love that, I’d take the extra flank routes. I love eliter wave breaker tho please don’t touch that haha.
I actually like Ink Mines on E4K with a main or two of ink saver sub, dropping two mines then wave breaker then another mine or two is a great way to escape flankers imo, and if you set up mines beforehand as well you can just tap-shot them. You don’t even really need someone to peel for you, a lot of the time.
@@JamUsagiis having 2 ink saver sub that big of a difference? I kinda feel dumb now for not thinking of that haha.
@@novinovi- Ink saver sub makes a huge difference for most damaging subs. It makes subs a LOT more usable in more situations since you don’t have to worry about having an empty tank after using them, and you can use a second one much quicker since A. You used less ink on the first one, and B. The fill-line is lower for the second one.
I usually have 6 sub-slots of it on any weapon with a damaging sub (except angle pointer), and that’s enough for most sets. I’m pretty sure it also has an increased effect with Ink Mines.
@@JamUsagi ok so that’s why ink mines were such a pain, thx so much I gotta try that. I focused so much on my ink saver main I didn’t even consider lol.
Also yeah angle pointer is just 💀
This is so epic! At 2:30 you splatted me (the flingza), so I'm practically the main character. ;) Thanks for the amazing videos!
I think splash down was better from a utility perspective. it was the anti special, special. It could delete bombs which reef can't, bubbles, kill baller, kill stamp, kill inkjet,kill booyah, and it's wide fall off hitbox meant it could break multiple armors. Reef has utility against certain specials like crab, bubble, inkjet, stamp (unless you wiff and they throw it at you), booyah, and a vacuum who won't move. But not breaking bombs means unless you get a team wipe your going to die. Not to mention splashdown was it's cheapest at 110 sp and would refund you like all of your special if you die mid use. Plus I haven't checked the frame data but I feel like reef has a longer start up until you get your I-frames. The opponent can see the max length of the track in bright colors meaning even if you come from a flank a player with good reactions will still move and the further away you use the more time they have to react. In summary they are both mid tbh.
Reef can destroy bombs now after the balance patch
@@apersonwhomayormaynotexist9868 oh really cool why was it not like that at launch. They can still bomb your end lag or just shoot you lol
As a Nautilus main I 100% agree. I used both kits in different modes in 2 and while I'm excited for 79, I never saw 47 as bad and when I saw it has storm instead of baller I actually popped off because I legit really like storm.
I mained Gold Naut in Splat2 (behind Grim) and while I was disappointed that its current Splat3 kit is less aggressive, I've grown to love it and it has great uses. Not a huge fan of point sensor on it, though it does have its uses, but inkstorm is really nice for naut!
I have played on both the attacking and defending teams of tricolor, and I find that a way to somewhat balance it is to either completely remove or severely reduce the time reduction per ultra signal attempt (if you even touch the ultra signal, the time to claim in will be reduced next time you touch it). In exchange, the amount of time it takes to claim the ultra signal is reduced.
This would force attackers to push as a team rather than constantly making independent and random attempts at the ultra signal and eventually getting it.
It is
Saltspray Rig should come back no changes. That stage was GOD LIKE.
burst bomb eliter does need to come back tbh
If we will have good map
Hot take: give e-liter burst bomb but give it a close range special (ex: crab, reef, vacuum)
@@kaden7466 nah bro
eliter with burst bombs and crab
perfect kit right there
@@glamrockmicrowave yeah and op, probably. I don't play eliter
@@sylent1 well it would work well because crab still has long range pressure like the liter but it has great survivability plus burst bombs aren;t as broken for it as a lot of people say
so yeah it's pretty balanced
Imagine tri stringer with point sensor + inkjet lmao
One thing I've been having fun with at lower levels (because that's what I am) is running a TON of sub up on Jr. It's SO fun to huck bombs halfway across the map at chargers and splatlings who can't reliably punish. And if it's a scope it's like a 70/30 they're going down 😂
If you want to be a real Splat Bomb fiend, then combine Sub Power Up with Last-Ditch Effort and you can also spam Splat Bombs more often. Don't forget the Big Three sub abilities: Ink Resistance Up, Intensify Action, and Sub Defense Up.
@@DaDoc540 I haven't spent any chunks atm, so I just have what I have and just got a million sub ups for some reason. Main three are LDE, ninja squid, and the less visible super jump one. Like I genuinely have like 5 or 6 sub up XD. Ultimately I'm trying to build a slayer for splatana stamper, so I'm going to need a ton more swim speed. Though Tentatek Shot in the new update looking pretty good too ngl...
6:10 i have been in love with this nautilus kit.
Instead of having a useless special like baller.
You now have a really good special that works with the weapon.
And point sensor isn't even that bad because it can support your team.
One of the main weakness of naut is that it can't paint and struggles to move in certain positions if there's people there inkstorm solves both problems.
It's like a really solid support aggressive kit kinda like the ballpoint with beakon in splatoon 2.
Hot take: the complaint about e-liters dominating is only REALLY true at high level Splatoon where e-liters don't miss their shots and most of the people who complain about it on reddit and in the comments are people who are bad at positioning and being aggressive in the correct way to punish back-liners who aren't reliably hitting them.
And I'm not a pro, so this applies to me too, I'm just self-aware that I could be doing better.
I’m only mid-ish level, but I play elitre scope and gloogas, so I’m talking from the perspective as both the attacker and the attackee-more flanks would be very needed, the last take is right imo. I don’t think burst bomb would change super a lot about elitre, it would just allow it to push up harder and engage more in the actual battle instead of sitting back, as well as providing a defensive option in case of attacks, plus there’s no damage up so it absolutely would Not be as bad as s1. More flanks would def help open up counterplay and make matches more balanced overall
hopefully this all made sense, im not super great at articulating aha
Personally, my least favorite map right now is Undertow Spillway and I think that route behind the glass idea you mentioned would definitely help the map feel less awful to play on.
5:19 the echo here is a really nice touch
Splashdown would be way better if it stayed in the air way less. So only .5 to 1.5 seconds once at peak height of using the special giving it less time to be shot down and quicker reaction time to shoot it down, as well as a tiny bit of armor while it's going up and loses all damage dealt to the user before activating it and it can only get killed at the peak of its height when using it. As well as losing said armor when you reach the peak so it isn't busted. Like being able to cancel reefslider before it starts moving, but right before it goes down to hit the ground and can't be killed once it starts to go down.
Yeah im pretty sure the splashdown v reef slider guy used the reef slider like the splashdown…. Which gets you killed a lot faster then splashdown
I fully agree with the Undertow and Hagglefish changes you suggested. Those are my two favorite maps in the game rn because of how well-designed they are right out of the gate. Just one little tweak on each of them and they'd be peak stage design.
I actually completely agree with your e-liter take.
As an inkbrush main, believe it or not. In every past game I have found the e-liter to be healthy for it and led to some really cool duels when we were both the carries on each team.
However, right now I pretty much pray the enemy team doesn’t have one because I don’t have any answer to it and am forced to give up aggressive space against it. I just need cover to work with.
I have an utterly insane take that a lack of a twitter account will prbly prevent me from reaching into the next vid.
Undercover better than Splat Brella. At least in non-lan play. Better sub, better ink efficiency, better paint, and doesn’t have to worry about online screwing with their shield timing game nearly as much. The advantages splat brella has is being able to sustain itself against serious focus fire, and a more reliable kill. You could of course chock it down to a skill issue, it’s just *HOW* much higher is splat brella’s potential exactly? And who’s to say people are taking advantage of the (admittedly few) strengths of the undercover to their fullest yet either? Both suck ass of course still, but undercover is my beloved
Tenta Missiles seem 20 billion times more annoying and absolutely more rage-inducing than they did in Splatoon 2. I say we replace it. (This is coming from someone who does like to use Tenta Missiles, but hasn't much at all in Splatoon 3).
And better map designs in general... with my personal picks being:
Mahi-Mahi Resort: Would be 10x more interesting if it resembled the old map but with a better spawn (long spawn is slow, current spawn is... bland) and bigger mid + some nice flank routes that *almost* reach the other spawn but don't (as to not be *too* OP).
Hagglefish Market: Generally for me it's a 9/10 stage. The flank routes are actually quite nice when you use them not-so-obviously. A bit of tweaking could add even more fun to it!
Undertow Spillway: One of my favorite stages right now, it's so chaotic and just AWESOME. A third flank would be nice though. Not sure if I like the "open glass" idea at the top. But a third route nonetheless would be nice.
Hammerhead Bridge: I actually like the new Hammerhead, but I wish they had a few more grates just for fun! Also a right flank into mid would be helpful...
Flounder Heights: PLEASE OH PLEASE JUST LET ME BE A SNEAKY NINJA PLEASE SPLATOON DON'T REMOVE THE AWESOME RIGHT-SIDE WALL FLANK IT WAS BEAUTIFUL IN SPLATOON ONE 😭
Splatoon 3 Mahi Mahi is a disgrace to humanity but it’s still better than Camp Triggerfish.
love yout stuff, goodluck in tourneys
You see, the Bloblobber is one of the top tier weapons for painting. That's why it's popular in Zones and Turf War
Except it's not. Explosher is just better when it comes to sitting back and painting endlessly. Blob is also super reactable at long range so it needs to play aggressively but nobody ever does.
@@harmless9336 I'd agree if it weren't so slow and ink-consuming
@Aacro X it gets out 12 shots without any saver so it isn't ink hungry like a brella. I mostly run triple swim speed up to get around its slowness as it doesn't need to be stealthy if it can get up in people's faces in half a second.
I actually think bloblobber is insane with one intensify action main effect
I hope they update all of the maps.
I casually hated Hammerhead before as well, and now I like it more (I hate being forced to walk) but I also hate getting spawncamped with nothing you can really do.
I think Walleye should return, but with added flanks. Arowana too, etc. I think the stages are more than just their layouts, they’re each symbols. I want them to return the symbols, but fix the layouts.
Wahoo world as well.
I don't know if this is a hot take or not, but to me, a big part of why burst litre was so strong was the strength of iss, and even more than that the strength of damage up. Even if you didn't ohko with your partial, you could just toss a burst to finish the job for you. I get that it helps with movement and stuff but honestly I can't see how it would help for getting kills in this game.
One of my takes is reefslider is better than zipcaster mainly because zip doesn't last long enough to move properly to flanks most of the time
One of Major issues with reffslider is the end lag after the explosion. That needs to get less lag and then I would agree
@@logangomes2922 it's also a great escape option
I think the reason Nintendo has such poor map design in S3 is the same reason the network connectivity is worse in S3 than S2. S3 pushes the Switch to its limits, so there aren't spare CPU cycles to handle larger maps, or network hiccups. Particularly when one of the Switches is effectively the server for a given match, while at the same time actively being a client and rendering a 3D battlefield, etc.
Video suggestion: give every weapon their worst possible kit excluding point sensor, toxic mist, angle shooter and beakon.
I agree with your hot take about liter it would be a lot more fun someone showed up behind me any point on any stage and one thing I want to add about why this game is faster is no waiting for armor
Hot take: If Kraken is ever brought back it should be mechanic wise similar to Maws and be given to Splatana Stamper to make up for its slow speed and how Splatana wiper has more of an advantage then it in speed.
Hot take 2: Bring back Crusty Sean , Marigold is annoying.
people will act like eliter getting burst bombs will be the absoulte death of fun then say they want carbon or trislosher with burst back. Noticeable trend where short range weapons don't like it when backlines aren't 100% doomed because the short range got too close
I’m an eliter main and people act like we’re “overpowered etc” only people who learn to aim with a sniper are good, people who put in effort and practice yet there is not as much hatred when with a braindead weapon becomes broken and dominates.
@@novinovi- its such a ridiculous argument too because we can only kill as fast as we can charge but something like a trislosher can teamwipe in the time it takes to charge a single eliter shot and that's perfectly fine for some reason
@@softy5447 exactly, yet we are the ones everyone complains about being overpowered-
I'm not worried about eliter getting burst bombs at all, them taking the time to throw a bomb is less time charging up a snipe me. The weapon itself isn't even OP, the maps make it really strong. Also, eliter players get shit on cuz they slow the game down/most people find them unfun to fight against
Tbh I'm one of the Splashdown > reefslider guys. It's most definitely because I'm not used to reefslider yet and how it should be used, but it's still the worst special in the game imo. Another thing that makes me hate it is that they gave the worst special in the game to tetras, AGAIN.
Let's just hope that tetras' 2nd kit gets zipcastor
I feel that if armor and splash down get brought back they would need reworks (so I decided to share my ideas)
Splash down: now pulls up your mini map and gives you a big radius (think 2-3x the size of wave breaker) and allows you to super jump anywhere within the radius. Upon landing the super jump (which id say would be about 1.5 seconds) a big splash down (prob out 50% bigger than 2’s splash) and have less recovery time
For ink armor it may still have its activation time but I’m thinking it no longer chains to teammates and now gives 100 extra armor to the person who casts it (also less knock back atleast from attacks that don’t break the armor) or if you wanted to add some depth it could chain to a teammate giving 25 of its hp to a close by teammate (such as 1’s bubbler)
Why would they ever need to bring them back??
@@anstupid4093 They don't but it's fun thinking of reworks for terribly designed specials.
You mentioned Splatoon 1's bubbler, so I'm sure you're aware that it sounds basically like you want the regular bubbler back. The Splashdown idea though really just sounds like Splatoon 1's Inkstrike, but you are the missile instead. I'd be down if Splashdown worked like that tbh since it would still give you a risk (as compared to Splatoon 1's Inkstrike where you could launch it from spawn and be completely safe), but I don't think Ink Armor would be good in any form tbh.
The big reason why invincibility and armor-based specials were removed from Splatoon 3 is that it can completely ruin weapons with low damage output's ability to splat enemies. For example, a weapon with low damage (say 25 dmg per hit) would now have to hit 6 shots instead of 4 to kill because of armor's 30hp. Specials like the Splatoon 1 Bubbler and Kraken can't be killed, basically forcing you to run away due to your inability to protect yourself from them. The Baller in 2 was partially invincible, but it had health and knockback, so you could still counter it, and they can't shot you while in the baller.
Splatoon 3 is actually really nice in terms of most of the specials because support specials don't offer the same invincibility that older specials had, letting the lower damage/support weapons not be completely outclassed. Big Bubbler gives you an area of temporary invincibility, but can be countered by destroying the shield or entering the shield and attacking from within. Some specials still give you armor, but they can still be countered or avoided, and most of those force you to give up your movement (like some parts of Reefslider and most of Booya Bomb).
I'm rambling, but here's the TL;DR: Ink Armor just isn't really healthy for the game regardless of implementation. Ink Armor alone changes how competitively viable some weapons are due to how it changes the shots required to splat opponents. Armor still exists in the game in certain scenarios, but letting people activate armor at any time can make it hard for weapons to stand a chance against them. The Splashdown idea could work, but Ink Armor should stay as a part of respawning and certain specials instead of being a thing usable wherever and whenever.
Regarding the missles in shooter take. I feel like it doesn’t even really matter what shooter it would be, it’d outdo every other current missle weapon and I just hope we don’t see a shooter with missles… even though they’ll probably do it at some point
Eh, flingza already has fantastic burst paint. So the shooter would need SOME variety of excellent upside. They give it to a gal (52 OR 96), splattershot, or jet its all over though
I like that they apparently didn’t put flounder heights in a damn blender and stich it back together with the worst decisions possible
My favorite 4d chess move is throwing the rain maker in the direction the opponent is going in as it limits how fast they can push
My hot take: the hydra isn’t as good as people say it is. Trust me, i main hydra, and you still get constantly forced to move via tenta missiles and ink storm, and tri-zooka basically hard counters it.
I kinda wish that we could have turf wars on the Clam/Rainmaker version of the maps, and what would most likely be an unpopular opinion, I think that the Rainmaker Mahi-Mahi map would make a good Turf War map, I just really like the open feel from it over the more cramped and linier feel from the current turf war version.
wait, i’m confused and never actually played much splatoon until after the toni kensa update. does nintendo actually make changes and tweaks to the maps? i’ve never seen this happen
can we get a short mincemeat metalworks analysis? i don't really understand why people don't like that stage; i think it's decently fun and well designed.
I think its way to wide open with no safe route to close the distance to an eliter or hydra
HAHAHAHAHAHAHAHHABHAAHHAHAHAHAHAHAAHHAHAHAHAHAHHAHAHAHAHAHAHAHBABAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHAHAHAHAHAH
Backliners.
I feel like people would probably say it's a waste of tickets but I'd like it if they added a stamper with basic wiper kit and vice versa, i feel like burst bomb on wiper would help with its faster playstyle
Poor Arashi bro 💀💀7:53
I only saw the thumbnail but I want splashdown back so bad man, i get that people say its bad but i love it. I was also stomping in high rank tower control with clear dapps in spoon 2 so either im a god (im definitely not) or splashdown didn’t get the love it deserved
Not sure if you will see this but I am wondering why you think only splash and jr are the only good shooters rn? What about the splattershot? Imo it’s a strong option since zooka is a good special and suction bomb is one of the best subs in the game. It’s allows you to be more aggressive if you need in your comp.
I just wish there were better flanks on maps. Sure on the defensive side you have another route to worry about, but it’s better to have more options rather than a charger shutting down the only entry on the stage
My issue with Splatoon 3 maps is a lot of them feel similar to me. They seem like really standardized e sport maps with almost a moba like design to them.
Hot Take: Sloshing Machine would still be broken with better maps. Booyah Bomb as a panic special is genuinly awful, and the fact that a weapon with that range can easily 2-shot is broken.
Mad respect for using Battle of Blizzard Bridge that song goes so hard
E-liter with splat bomb
That was a pain to deal with
Then again in splatoon 3 there isn't any "damage up" but still a pain I believe
Point sensor is a good sub rn because of all the ninja squid in the game.
my main problem with tenta missiles is that it takes too long, I just think it's boring to play as and irritating to play against
I'd like if the missile count got cut in half, range is reduced, but the missiles go slightly faster and movement when firing missiles is expanded upon, make it a more close range option compared to a killer wail
8:26 I changed the special to Triple Inkstrike. Did you see it?
My hot take: Splatoon 2 & 3 maps feel like the cut down small, feature removed portable DS/PS Vita versions of a full console game by comparison to 1. While Splatoon portable is a literal dream come true for me and I am more than willing to take these compromises I wish we had much larger maps in general, more map variety and more unique fun map gimmicks like Splatoon 1.
I feel like we have partially betrayed one of Splatoon's core principles/promises for/to ultra casual players of allowing them to contribute to the fight painting unoccupied areas and fight over contesting multiple varried objectives, flank roots and taking more 1v1 duels in favor of 2&3s team fight heavy cramped map playstyle that pushes everyone mid. Versuses maps like Bluefin Depot that were extremely interesting and fun for mid level players to flank around on and salt spray rig which was a blast for casual play with all the interesting map areas even if it wasn't a good fit in ranked
5:21 adjustable splashdown would be good
i started to main Nautilus, while i think it could have a better kit, i actually like how point sensor and rain synergize with it, pair it with thermal ink and you get a ton of fall off kills
Omg poor Arashi when getting missiled-
One of my problems with rollers(splat specifically) and gals is that one, the 52. Gal is a 2-shot high fire rate weapon, with just enough spread to almost always hit you. And the roller can just cancel out any other close range weapon with the bubbler, if people wanted to they could just camp a rainmaker with splatter shot jr.s.
The thing about explosher for me is that if an explosher hits you it will put ink around you most likely causing you to get stuck only to get again and die. With the sloshing machine I have seen some of the most crazy hit boxes ever, there was a moment where a sloshing machine literally hit me through a solid wall when I was on one side of the wall and he hit the OPPOSITE side.
Now for specials specifically, the ultra stamp can counter any other special. I personally think that the ink vac is one of the most balanced specials for support players. It can counter things like missles or booyah bombs and even control a area. Other specials like reefslider just feel really annoying, and this might just be me but when a reefslider is anywhere near me it will either oneshot me or just put me at no hl afterwards.
Specials like booyah bomb and killer wail 5.1 really only annoy me and only end up making me move from an area. It DOES become a problem in modes like tower control though.
Most other weapons seem pretty fair and adaptable, some weapons even just let me have fun like the stamper.
Also salmon run fish fly makes me want to unexist
I find it fascinating that so many players assume E-Liters to be broken. Either my luck is crazy, or over 90% of the people I've seen use the weapon, have the aim of a person with Parkinson's disease. Literally they're dead weight to any comp they're in, and that goes for all charger players I see. Encountering a good charger player is more rare than winning the lottery, I swear
You must have the crazy luck then. Cuz I tend to run into good chargers a lot (unless they're on my team then they can't shoot for their life for some reason)
While it might not be the same in competitive I don't think shooters are healthy right now still. Even if they have counterplay now seeing 6 shooters in every open lobby I see is getting real tiring and doesn't make it feel that much different from 2. They could easily be toned down and still be good, they were fine until they were overbuffed in 2.
Edit: especially when it's all splattershot, splash, 52. Weapons that were also everywhere in 2.
A nerf might not actually reduce the amount of shooter players. I think ease of use is what makes them so common.
@@matthewjones6786 There's also a wide variety of shooters so anyone can find a specific shooter that works with their playstyle well.
Hopefully they will fix mahi mahi. Maybe they could say something like “a bunch of pranksters destroyed the stage so they have to fix it” or sum. I know that was a pretty bad excuse but it’s not what’s important
New Mahi Mahi is a good map. I just feel that it being a completely different map than Mahi Mahi is the problem. Just change the name, so that the original one still has a chance to return.
maybe this is a hot take in itself but the maps are the biggest problem in splatoon 3 right now, tenta missiles are annoying and should be changed, but ive never had another time in any splatoon game where there are literally time slots i do not wanna play during because every mode has a map i hate to the point id rather touch grass than chance playing on it
Thanks for the PTSD flash backs of Burst Bomb E-liter.
As an e-liter main burst bombs would be lovely
I actually like the new maps but I can see room for improvement. Hopefully it gets the improvement people are looking for.
4:12 was the worst timed twitch chat post in my LIFE I was talking to someone else about the frying pan slosher that "leaked" on Twitter and my take happened to come up right then
I still think vjet is more fun to fight because it just doesn't have as much area denial, and at least from a bamboo perspective I can actually approach it a bit and shut it down or use subs to deal with it. Eliter has so much range and dominates the maps in this game so much that I can't do anything about it without using a special half of the time. Cjet was probably less fun to fight than eliter because that ray basically does what eliter does but worse, controlling literally the entire map in an inescapable way, but vjet just used its special every so often to enable some fights.
I actually agree on the E-liter bit, and dont even think it would be too annoying to fight against even without experience vs an E-liter who has 300 or so hours of experience.
They should fuse Beakons and Inkmine. You can put up to 3 Beakons(you can jump to them and see people nearby). Buy if someone destroy the Beakon, it can cause a little bit of damage and track the person who broke it, for 5 seconds
Burst bomb on liter in splatoon 1 was substantially worse because they costed cheaper, meaning with some sub saver you could throw 4 on a full tank. Also, liter had echolocator, effectively giving liter the ability to throw 4 bombs, pop special, throw 4 more. Without that, liter with burst I think could actually be well balanced.
The e liter and squiffer are a nightmare to fight it feels like to cancer to fight
Honestly, as much as it can be agreed on that Reefslider is a better Special, I honestly do miss Splashdown and think it could've at least been made better instead of removing from online play, especially in Salmon Run.
I think reefslider and splashdown are pretty similar in how good they are.Reefslider has good mobility and splashdown has a quick and easy explosion while not being forced to go to a certain spot. I prefer splashdown though (atleast when i play tetras)
“Blob isn’t good”
Ok… good to know the weapon I hate with every fiber of my being is bad. And therefore I’m probably bad..
Ok I already knew that. But Sloshing Machine and Blob have earned a place on my shitlist due to a series of matches I played where my wifi had very brief moments of being *slightly* touchy… which mean projectiles that didn’t touch me made me explode.
Is this partially the fault of my wifi at the time? Yes.
Did the salt flowing through my veins still contest salt water?
*Yep!*
if they give something like luna curling bomb and zip it will def become meta
7:55 RIP Arashi
i'm a charger main, but whenever i play one in splatoon 3 it's just incredibly boring. the most attacks i get my way are a bomb or two (a zipcaster if someone's feeling evil) and everyone is constantly in my range. theres no competition, and now whenever i want to play charger i just open splatoon 2 instead. so for the last one, i'd definitely agree it'd be way more fun for both the e-liter and the enemy team if there was flank routes
I have a potential hot take of my own.
The Hydra's hate is undeserved.
The reason why I bring it up, is I saw a plaza post saying "Hydra mains dni" (dni means do not interact, I legit had to look it up on google).
I only main Hydra because:
A. I can't seem to main any other weapons(besides the ones everyone else uses).
And
B. Twas' my main from S2