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Mahi feels like an actual map now. The buffs to all these weapons are really going to push them up to higher tiers. Now that kraken is buffed I going back to 96 gal deco :) This year for splatoon 3 is getting better
Well actually, besides the maps and netcode Splatoon 3's other biggest problem is the constant ane increasing number of OP weapons and lack of any balancing, also all Hitboxes. What's truly killing this game is the devs ridiculous way of "balancing" the game by making more and more weapons and specials overpowered and not actually balancing anything at all.
14:15 On turf war layout the total area after the water level dropped used to be around 1700, and now it’s 2220. Before the drop it used to be around 1350, and now it’s around 1800. It’s even bigger than the original mahi used to be (1950 after drop)
Lots of open space now, just unfortunate there aren’t islands all over the place that give the stage a unique feel. It more like a cereal bowl than a stage once the water drops but hey, an improvement is an improvement.
It's more frustrating cuz we won't be able to play S1 mahi after next year online. For them to make this stage something different, something worse and keep it like that for over a year is absolutely dissapointing
@@mrmelonman2893gotta love this being said approximately 34 minutes after this rework came out. That means that, at most, you've played 11 Turf War matches maybe. Ranked is harder to say but likely not much better. That's even assuming you've gotten a chance to see it used in play. Which I don't know.
Mahi is actually solid asf now not gonna lie, there’s more routes and places to go while they expanded the mid area which was hella needed. W in my opinion, better than the last one that’s for sure 😅
I think Mahi's problem is the lack of towers it has in turf war. We don't even see those towers outside of Turf War and Splat Zones. The towers add some segregation to the map, so in modes like Rainmaker and Clam Blitz, it feels so open with a lack of cover.
What do you mean my guy? Don’t you want to feel like the cheerios at the bottom of my mostly eaten bowl of cereal? Sarcasm btw, why is it a cereal bowl when water drops seriously
So yesterday I played Splatoon 1 Mahi Mahi for the first time in at least 3 years and I was blown away by how insanely fun it is and how much it feels like an actual map. This isn't half of that but at least it's way better now. I look forward to enjoying it a lot more now
It's not Splatoon 1's Mahi, but it doesn't feel like it's trying to be. Regardless, it's now a top-tier map in 3, even if the bar is six feet under. Gives me good hope for future reworks! I appreciate the nice Summer gradient patterns as well, were those always there?
Feel like you guys are sleeping on the roller changes. The 1-hit kill zone was _tiny_ before this patch, to the point where it wasn't even really any more reliable than the vertical flick (it just got you some damage instead of missing entirely, but never killing unless you were dead on). With this change I can easily see splat roller being as menacing in close quarters as tri-slosher like it was back in splatoon 1. And both it's kits are pretty well equipped to take advantage of that.
I honestly liked mahi despite its flaws, but it is still infinitely better now. It is definitely one of my favorite maps now, not quite as good as the Drizzle Season maps but if it was like this in the base game it would have been one of the best.
One thing for Mahi turf war: That tall block near mid at the end of the island flank? You can squid roll off of that onto plat. Not entirely huge, but getting up there without having to climb the block then jump to plat is pretty nice.
3:19 - Maybe, to add a left route, they could've put an inkrail on the last island, a bit like they did in Spla2's Moray to add a flank option for the higher mid ground. In the same way, the rail itself could have also be positioned so that you could get on it either from the rail spawner and the actual rail, to add yet another but riskier route even for the attackers to go around right instead of just dropping in mid: and by being put on the island, it won't fall along the rest of the stage, keeping it at a fixed height throughout the whole match.
This might be mega copium but I think there's still a chance for right flank. I can't get over the fact that part of the map is kinda there and kinda pointless without the actual flank part. My hope is that the released in the way it is to see how people react, and the might add in the flank in a future patch if they think the map needs it.
@@theghostcreator776 it kinda is. if a spawn area is heavily favoured for attacking team then it gives them an advantage and so leads to snowbally games and lockouts ('spawncamping') even if the two teams are similar in skill
Mahi is... _not_ impressing me the way it's doing for a lot of other people. I think the best change so far is Rainmaker defending! Originally, when they walked up to your spawn, there was NOWHERE to stand on the right. A single rainmaker shot or bomb would flush that area out, but now you have high-ground on that side. there's also a corner just GONE from splat zones now, that's gonna be strange to experience otherwise, it's uhhhh... it's s3 mahi
agreed, i think people are just way too desperate to see map reworks that they see these changes being better than they actually are. don’t get me wrong, the map is a lot better than before, but that really isn’t saying much lol, my biggest gripe still is that the islands are still underutilized, especially when the water level drops.
I think they should add the missing flank by adding a bounce pad from Story Mode in that corner. It’d thematically fit the map, add a cool route in a unique way, and just be kind of fun. Since you wouldn’t need to enter swim form to bounce, you could maybe pull some cool moves like charging an E-Liter, bouncing up, and doing a midair snipe, or using a Dualie roll to quickly descend from the bounce and land on solid ground faster than any other class. You could shield your ascent with your Brella, you could pop up with an Ultra Stamp hammer swing to splat someone standing too close to the ledge, the possibilities for both casual and competitive fun would be endless. (Also Undercover with Torpedo and either Ink Storm or Tacticooler, that’d be so fun)
Now the islands in all mode will be good for beakons bc r more accessible bc before patch u had to jump if u were in a island bc it wasn't connected to mid talking abt clams, rain and tower before re water lvl drop
Tower was still connected to mid on old Mahi, the jump was a little bit larger and didn't use a block but was still pretty easy to do consistently and wasn't really precise, both with a normal swim jump and a squid surge. Clams and Rain on the other hand yeah were completely cut off, except through that one-way ultra precise frame perfect jump that was almost definitely not intended, unlike the jump in Tower.
@@nicolo2227 You could on Zones and Turf, and also could on Tower but it was a slightly harder jump that didn't use a middle block, like I said, but still pretty easy to do.
You can squid roll back to spawn from snipe if you just try hard enough. But you got it eventually. Either way the map feels really well tuned and I actually found the original mahi-mahi to be tame compared to maps like mincemeat. But this makes me hopeful for future patches
the fact that this map is now "okay" just shows that Squid Research Labs REALLY wants us to play the game a certain way when we play it entirely differently
i like that for killer wail its easier to splat someone without having to stack 2/3 of the special on one person definitely also gonna be a huge zooka counter
With kraken buffed, as well as the splat roller’s horizontal killing range being buffed, I may be back into my Splat 1 krak-on splat roots, and also probably be using deco 96 even more too.
Never thought i'd say this, but painbrush might end up being a weapon i'll main. They're giving it buffs that deal with the weapon's problems (ink efficiency, damage range, etc.). I still have a problem with the windup though
I agree with most of what you said, but I actually really like tower, I think it is actually kinda cool, and the trench is kinda interesting as it is much less of a problem and in the way but is still something to play around. And when the water changes the ridge is a bit if PAINTABLE cover that you can play around.
I'm glad Mahi is now a mid map, I'll take that, but I'm disappointed that it still doesn't LOOK unique. I'm not talking about the water level mechanic, visually it still looks blocky and generic, like it was made with a level maker. A lot of Splatoon 3's maps have this problem
As someone who enjoys all of Bamboo, Inkbrush and Tri-sTringer I feel this patch pushes Wail towards the wrong direction. I think the better approach would have been to buff Wails damage to 150% when the lasers are uninterrupted by any stage terrain, and nerfed to 50% if they aren't (similar to how Stingray damage worked in S2). 100% being pre-patch damage and 117% being post-patch This way weapons like Inkbrush, 52 or Sploosh can take advantage of the higher damage while rushing thiers opponent down, whereas something like Tri-Stringer still has the global location + harrassment tool in exchange for getting less damage
@@Aego384 Having a global, high damage special isn't healthy for the game. So I much rather see a special that can be used as a global location and minor displacement tool, while also helping in a rush-down situation.
@@Aego384Killer wail's a global special, meaning it can melt you from across the map with its damage buff now, which isn't really healthy for the game. Think about stinger from splatoon 2
There is absolutely no cover on the main routes anymore. Splatlings are going to be able to just stand there and shoot now. I feel like throwing a booya or strikes is going to be the only way to be able to approach
My headcanon for this is that the owners at Mahi Mahi resort stopped investing their budget into the battle stage, since it wasn't used in Splatoon, but now that it's being used again, they've invested their money into using it again
ayo i just had an idea for a new weapon. so like you know how someweapons just get a little penalty for running out of ink? like reduced charge speed? take a very weak weapon. remove that penalty. imagine if that were a shooter. you just straight up almost wouldn't be able to overextend.
RIP mahi I actually had hope. The mode they improved the most was turf war which sucks because that (and zones sometimes) was the only fun one, they should've given the others more since absolutely nobody likes it on clams rainmaker and tc
Rainmaker i feel is decent but clam blitz it’s at least 30% better than before but it just feels in mid, not so bad but not really a good choice. I am still really happy for the rework.
@@fantasylandviews2320 that is not true at all lmao, most casuals like just running around which you can't do on mincemeat. if they liked being agressive so much you wouldn't see as many complaints about spawncamping.
Imagine if in Mahi clams your islands went from your basket to mid, making a flank for your team into mid AND another route to basket for the other team. Please add this Nintendo 🥲
Mahi feels like an actual map now. The buffs to all these weapons are really going to push them up to higher tiers. Now that kraken is buffed I going back to 96 gal deco :) This year for splatoon 3 is getting better
you mean the rest of the year is getting better
Yes
@@GOATED_IcarusIn a sea of doomer cephalopods, I admire your positivity!
Well actually, besides the maps and netcode Splatoon 3's other biggest problem is the constant ane increasing number of OP weapons and lack of any balancing, also all Hitboxes. What's truly killing this game is the devs ridiculous way of "balancing" the game by making more and more weapons and specials overpowered and not actually balancing anything at all.
@@normanred9212nope the maps and net code is definitely the bigger issue lmao
14:15 On turf war layout the total area after the water level dropped used to be around 1700, and now it’s 2220. Before the drop it used to be around 1350, and now it’s around 1800. It’s even bigger than the original mahi used to be (1950 after drop)
good to know
WAIT THATS KINDA INSANE??
Lots of open space now, just unfortunate there aren’t islands all over the place that give the stage a unique feel. It more like a cereal bowl than a stage once the water drops but hey, an improvement is an improvement.
That's good to know
Mahi went from kinda bad to sub par that's a dub
They went in the positive direction and that's all that matters
@@qwertyman506Splat 3 devs learn how to map design
Unfortunate it had to happen a year into the game, but I'll take it
There will be fan servers for sure. Look up Pretendo
@@Churro_EYT how is this relevant?????
@@Savariable There will still be ways to play Splatoon 1 online after official servers close.
It's more frustrating cuz we won't be able to play S1 mahi after next year online. For them to make this stage something different, something worse and keep it like that for over a year is absolutely dissapointing
It’s been reworked calm down
@@abdulrahiimliadi2002but the ranked modes still don’t properly incorporate the platforms in mid
@@abdulrahiimliadi2002 the rework barely did anything lmao
@@mrmelonman2893gotta love this being said approximately 34 minutes after this rework came out.
That means that, at most, you've played 11 Turf War matches maybe. Ranked is harder to say but likely not much better.
That's even assuming you've gotten a chance to see it used in play. Which I don't know.
@@squidduFRR
Mid feels like a open field wit a buncha poles and floating balloons, I love this shit
Mahi is actually solid asf now not gonna lie, there’s more routes and places to go while they expanded the mid area which was hella needed. W in my opinion, better than the last one that’s for sure 😅
another thing to note is that on turf war before water drops, the water holes between the jump at mid are gone so failing it isn't nearly as punishing
I think Mahi's problem is the lack of towers it has in turf war. We don't even see those towers outside of Turf War and Splat Zones. The towers add some segregation to the map, so in modes like Rainmaker and Clam Blitz, it feels so open with a lack of cover.
Personally, I think it needs a Wahoo Pole
@@jaxwarp8373 I say add 10, if not more. You at least get some sort of cover, or if they are placed well, you can get some segregation
What do you mean my guy? Don’t you want to feel like the cheerios at the bottom of my mostly eaten bowl of cereal?
Sarcasm btw, why is it a cereal bowl when water drops seriously
its not the best but the map makers got the spirit and im happy for em
So yesterday I played Splatoon 1 Mahi Mahi for the first time in at least 3 years and I was blown away by how insanely fun it is and how much it feels like an actual map. This isn't half of that but at least it's way better now. I look forward to enjoying it a lot more now
It's not Splatoon 1's Mahi, but it doesn't feel like it's trying to be. Regardless, it's now a top-tier map in 3, even if the bar is six feet under.
Gives me good hope for future reworks! I appreciate the nice Summer gradient patterns as well, were those always there?
makes me kinda wish s1 mahi and this mahi could co-exist in the same game. even though they can't for some obvious reasons
@@catboytaviThey could re-theme it
Feel like you guys are sleeping on the roller changes. The 1-hit kill zone was _tiny_ before this patch, to the point where it wasn't even really any more reliable than the vertical flick (it just got you some damage instead of missing entirely, but never killing unless you were dead on).
With this change I can easily see splat roller being as menacing in close quarters as tri-slosher like it was back in splatoon 1. And both it's kits are pretty well equipped to take advantage of that.
I def think its a solid deal but I already think both were good b4 so for me it doesnt change much
I AM SO HAPPY RIGHT NOW MAHI LOOKS SO MUCH BETTER
yeah, the map still isn't amazing, but IT STILL LOOKS SO MUCH BETTER
Agreed tbh, it’s a lot better than I thought it would be. There’s so much more room!!!
I honestly liked mahi despite its flaws, but it is still infinitely better now. It is definitely one of my favorite maps now, not quite as good as the Drizzle Season maps but if it was like this in the base game it would have been one of the best.
One thing for Mahi turf war: That tall block near mid at the end of the island flank? You can squid roll off of that onto plat.
Not entirely huge, but getting up there without having to climb the block then jump to plat is pretty nice.
3:19 - Maybe, to add a left route, they could've put an inkrail on the last island, a bit like they did in Spla2's Moray to add a flank option for the higher mid ground. In the same way, the rail itself could have also be positioned so that you could get on it either from the rail spawner and the actual rail, to add yet another but riskier route even for the attackers to go around right instead of just dropping in mid: and by being put on the island, it won't fall along the rest of the stage, keeping it at a fixed height throughout the whole match.
Why did they put a Tetris block in the middle lmao
To commemorate the original design of the map lol.
Paying homage.
definitely to spite us
This might be mega copium but I think there's still a chance for right flank. I can't get over the fact that part of the map is kinda there and kinda pointless without the actual flank part. My hope is that the released in the way it is to see how people react, and the might add in the flank in a future patch if they think the map needs it.
I like how he says glooga players have waited 4 years for a buff as if range hasn’t been waiting 8.
Range is still in a great spot in s3 as of right now. Gloogas are subpar and have been for a while.
he IS the range players so i think he has that right
Range has only been mediocre as a main weapon for 6 years though
@@loamjomesNot really it has a good niche
Range is doing well in the meta right now and has a good kit but glooga is doing terribly with literally the one of the best kits in the game
Always the duality of "don't allow spawn camping" and "give us more ways into the other teams spawn"
We have dozens of maps that succeeded in this formula.
Spawncamping isn't an issue when teams are similar in skill
@@theghostcreator776 it kinda is. if a spawn area is heavily favoured for attacking team then it gives them an advantage and so leads to snowbally games and lockouts ('spawncamping') even if the two teams are similar in skill
Yo that roller change, we got S1.0 rollers. Now we just need S1 Octobrush back PLS
What about dynamo ;-;
@@toasture9119 omg yeah Dynamo too! Sorry I’m an Octobrush main so I forgot
@@Squirtle128 its ok, even the devs forgot about it
@@toasture9119 I’m so sorry. 😭😭
Mahi is... _not_ impressing me the way it's doing for a lot of other people. I think the best change so far is Rainmaker defending! Originally, when they walked up to your spawn, there was NOWHERE to stand on the right. A single rainmaker shot or bomb would flush that area out, but now you have high-ground on that side.
there's also a corner just GONE from splat zones now, that's gonna be strange to experience
otherwise, it's uhhhh... it's s3 mahi
agreed, i think people are just way too desperate to see map reworks that they see these changes being better than they actually are.
don’t get me wrong, the map is a lot better than before, but that really isn’t saying much lol, my biggest gripe still is that the islands are still underutilized, especially when the water level drops.
The upgrade to “an map” is the biggest dub we’ve had in forever
I think they should add the missing flank by adding a bounce pad from Story Mode in that corner. It’d thematically fit the map, add a cool route in a unique way, and just be kind of fun.
Since you wouldn’t need to enter swim form to bounce, you could maybe pull some cool moves like charging an E-Liter, bouncing up, and doing a midair snipe, or using a Dualie roll to quickly descend from the bounce and land on solid ground faster than any other class. You could shield your ascent with your Brella, you could pop up with an Ultra Stamp hammer swing to splat someone standing too close to the ledge, the possibilities for both casual and competitive fun would be endless.
(Also Undercover with Torpedo and either Ink Storm or Tacticooler, that’d be so fun)
I just hope they buff the strafing speed of Octobrush so it can get its dmg more reliable
Eh, i dont think they were cooking, they just put it in the microwave and warmed it up
12:59 the devs took the "tetris piece map" comment personally lmao
Now the islands in all mode will be good for beakons bc r more accessible bc before patch u had to jump if u were in a island bc it wasn't connected to mid talking abt clams, rain and tower before re water lvl drop
Tower was still connected to mid on old Mahi, the jump was a little bit larger and didn't use a block but was still pretty easy to do consistently and wasn't really precise, both with a normal swim jump and a squid surge. Clams and Rain on the other hand yeah were completely cut off, except through that one-way ultra precise frame perfect jump that was almost definitely not intended, unlike the jump in Tower.
bc bc fr fr r u bc fr
Zoomers actually speak like this.
@@legoboy7107 in old S3 mahi if u were on the islands u couldn't go to mid
@@nicolo2227 You could on Zones and Turf, and also could on Tower but it was a slightly harder jump that didn't use a middle block, like I said, but still pretty easy to do.
@@legoboy7107 in fact I didn't say zone and turf. Pls read
Also if it's slightly harder y bother on tower? The islands were far away from objective
Chara being happy after the dissapointment of the drizzle season is so nice to see.
You can squid roll back to spawn from snipe if you just try hard enough. But you got it eventually. Either way the map feels really well tuned and I actually found the original mahi-mahi to be tame compared to maps like mincemeat. But this makes me hopeful for future patches
I love how the tower clips through 2 blocks on the path lmao
They could’ve just replicated S1 Mahi and called it a day.
the fact that this map is now "okay" just shows that Squid Research Labs REALLY wants us to play the game a certain way when we play it entirely differently
Mahi clams is actually playable?! This is a win we take another decent map mode!
i haven't played once this season and the pain brush buff is making me wanna come back real bad i'm so happy
kinda sad this game fell off in NA. all these changes would have been amazing when the game first dropped
Closer to the OG, still a road to go.
i like that for killer wail its easier to splat someone without having to stack 2/3 of the special on one person
definitely also gonna be a huge zooka counter
3:10 you can still squid roll here you just need to squid roll at the very top of the wall
They gave that buff to splat roller and carbon when Dynamo is right there is both hilarious and sad at the same time. I feel so bad for Dynamo players
With kraken buffed, as well as the splat roller’s horizontal killing range being buffed, I may be back into my Splat 1 krak-on splat roots, and also probably be using deco 96 even more too.
I think this was such a good upgrade but WOW the s3 layout is still so different from the original, maybe not in a bad way, just very odd
14:20 its literally 600p it went from 1635 to 2245
I feel prouder than ever to have my title of 'Mahi Mahi Resort Splat Zones Enthusiast' with the rework
You can definitely make that wall jump on low tide
"Painbrsh might be a real weapon" - my brother in christ, painbrush just went from good to amazing.
Never thought i'd say this, but painbrush might end up being a weapon i'll main. They're giving it buffs that deal with the weapon's problems (ink efficiency, damage range, etc.). I still have a problem with the windup though
I agree with most of what you said, but I actually really like tower, I think it is actually kinda cool, and the trench is kinda interesting as it is much less of a problem and in the way but is still something to play around. And when the water changes the ridge is a bit if PAINTABLE cover that you can play around.
No dynamo buff hurts. Especially since they buffed the best roller. (Please give us tempered dynamo with Auto, Booyah)
nintindo after yet again not giving us a single flank
they’re flankophobic
@@bringbackthedarkness thats the funniest thing ive heard dear god got me laughing at 1 in the morning
I will always remember that I was around when mahi was a bad map
I'm glad Mahi is now a mid map, I'll take that, but I'm disappointed that it still doesn't LOOK unique. I'm not talking about the water level mechanic, visually it still looks blocky and generic, like it was made with a level maker. A lot of Splatoon 3's maps have this problem
Made me sad when he said clams is different and it wasn’t 😢
Maybe Splatoon 4 will bring back original versions of Mahi & Hammerhead 🤞
The kraken buff is crazy bro, once a top tier weapon besides 96 it’ll rise once again like it’s predecessor
As someone who enjoys all of Bamboo, Inkbrush and Tri-sTringer I feel this patch pushes Wail towards the wrong direction.
I think the better approach would have been to buff Wails damage to 150% when the lasers are uninterrupted by any stage terrain, and nerfed to 50% if they aren't (similar to how Stingray damage worked in S2). 100% being pre-patch damage and 117% being post-patch
This way weapons like Inkbrush, 52 or Sploosh can take advantage of the higher damage while rushing thiers opponent down, whereas something like Tri-Stringer still has the global location + harrassment tool in exchange for getting less damage
Uh, Wail does more damage in this patch. How is that wrong?
@@Aego384 Having a global, high damage special isn't healthy for the game. So I much rather see a special that can be used as a global location and minor displacement tool, while also helping in a rush-down situation.
@@Aego384Killer wail's a global special, meaning it can melt you from across the map with its damage buff now, which isn't really healthy for the game. Think about stinger from splatoon 2
@@JDSTACKALOTT Ah, I get it now
There is absolutely no cover on the main routes anymore. Splatlings are going to be able to just stand there and shoot now. I feel like throwing a booya or strikes is going to be the only way to be able to approach
I must be dreaming
I just played Mahi Towers and I hate it that the water level drops only when the enemies pushed the tower into your base...
prochara and pastra should meet, they sound exactly the same
I wanna play New Mahi, but Mario Wonder comes friday :( I dunno what to do with myself
Finally I can use light tetra for this map
I tried to warn people that this would be mediocre but everyone was hyping this up like people did with crableg and shipshape
those are like goated maps though??
@@digital.lake.enjoyer shipshape maybe but crableg nope
mahi for me went from C- to A-.
LETS GO MAHI IS ACTUALLY PLAYABLE NOW
At 11:16 am I trippin or did the big power clam always paint when you threw it at something?
Yep
@@harmless9336 ig it makes sense I didn’t notice you shouldn’t be throwing it near enemy territory
Rare Mahi W
My headcanon for this is that the owners at Mahi Mahi resort stopped investing their budget into the battle stage, since it wasn't used in Splatoon, but now that it's being used again, they've invested their money into using it again
MAHI MAHI HYPEEEEEE
GQ The One goated
WOOOOOOOI
THEY UPDATED MAHI
Mahi Mahi Pole
ayo i just had an idea for a new weapon.
so like you know how someweapons just get a little penalty for running out of ink? like reduced charge speed?
take a very weak weapon. remove that penalty. imagine if that were a shooter. you just straight up almost wouldn't be able to overextend.
at least no more e liter cheese
It's still very low lying with little high ground/terrain so I wouldn't get your hopes up
@@LongDeadArtist better than before at least lol
these are the most mid updates ever. and they still kept spawn camping in. might as well not have done anything
RIP mahi I actually had hope. The mode they improved the most was turf war which sucks because that (and zones sometimes) was the only fun one, they should've given the others more since absolutely nobody likes it on clams rainmaker and tc
Rainmaker i feel is decent but clam blitz it’s at least 30% better than before but it just feels in mid, not so bad but not really a good choice.
I am still really happy for the rework.
It's still bad just not as bad
It's still meh
bro mahi said NO I WILL PROVE MYSELF WORTHY plz notice me chara your da best
Why do you keep cutting people off 😭
They barely changed crap, it still looks and is terrible.
The fact that we're acting like this is the 2nd coming of Christ really shows how shit the maps are lol
Only for Competitive Players.
@@fantasylandviews2320 the maps are worse for casual tho
@@HeDronHeDronHedron no, casuals like the forced engagement in and just out right being aggressive.
@@fantasylandviews2320 that is not true at all lmao, most casuals like just running around which you can't do on mincemeat. if they liked being agressive so much you wouldn't see as many complaints about spawncamping.
@@HeDronHeDronHedron spawncamping isn't aggressive play, getting Splats is aggressive play.
The cope is thick. Mahi is still terrible.
Not as terrible as you
chara likes to have the loudest voice in these discord calls. he thinks he’s the main character
u okay bro
The solution to this problem is a volume slider, on his end. Nothing to do with ego
Me when I watch a Prochara video and he’s the loudest voice:
please read the channel name of the uploader of the video
Well, this is _his_ channel.
1:57 AT LEAST Zipcaster has a route cause MAN is it unusable on vanilla Mahi
Imagine if in Mahi clams your islands went from your basket to mid, making a flank for your team into mid AND another route to basket for the other team. Please add this Nintendo 🥲