Challenges should've just been available 24/7 as a party mode, with one or two modifiers every two hours. My friends who don't play splatoon much saw the trailer for challenges and got super excited, only to stop giving a fuck the second they saw the way it worked.
@@bu1ba5aur19I get that they haven’t got them in there yet, but when the game stops doing updates and splatfests and challenges, then they should add all of the challenges, splatfest mode and tri color modes to private battles
At least they patched it a bit by giving six two-hour rotations instead of three, but it's one of those cases where you ask why this was the design to begin with...
Not really. Some are, but there are plenty of "its this weapon, BUT WITH A STICKER ON IT" In my opinion its lame to go an extra step making unique looks/colours for the alt weapons, only to get lazy with 50% of them and not bother.
@@MysteriousStranger50 EVERY weapon kit has slightly different coloration, its just that some of them are harder to spot, tell me what weapons you think don't have color changes and I can probably point out the change.
Adding checkpoints to Rainmaker is one of my favorite changes in Splatoon 3. It really helps losing teams feel like they can make a comeback, and prevents the "my team made a mistake at the start of the match and we lost in 20 seconds" situation from the old games
I’m kinda surprised you didn’t include recon mode in this video. It is legitimately one of the best changes/additions they could’ve done. Now instead of having to wait who knows HOW long for a certain mode/map combination, you can easily access every single one of then whenever you want, which is perfect for practicing, trying out cool glitches/easter eggs, and so much more
I personally really like what they did with Opening Gambit in Splatoon 3. It went from a "Oh, time to stall him for 30 seconds" ability, to a risk vs. reward ability that's pretty solid on some slayer weapons. As long as you keep getting Splats or Assists of course.
The Salmon Run Quality of life changes from Chill Season 2023 are all up there for me, and adding Kraken Royale to Salmon Run is Chief among them. (The stage badges acting as checkpoints and making it easier to tell which King is in Rotation are good, too.) Also, Challenges! Those are inkredibly fun as well.
Wish I could say the same about challenges but they are just as common as the salmon run rotations in that happened Splatoon 2. Them adding Kraken to sr was the best fr. Had been hoping they would do that for a while.
I actually disagree with the latter. Badge checkpoints would've been a good change if it was implemented at launch. However, because they waited over a year to implement it, higher EVP solo queue will now always be infested by players who got carried to their badges, instead of players who actually earned theirs. Also, for some reason, the game decided to drop you at 200 points below where you originally got the badge, instead of exactly where it was received.
i know this is a minor one but i really like the song showing up in the bottom right at the start of a match its so like useless but its so cool at the same time
The ability to change the abilities of your gear with chunks and/or the splatnet app is so huge for me, especially in S3 where even the main ability can be changed with chunks. As someone who cares a lot about character customisation, being forced to wear the same cloths as everyone else in S1 without sea-snails honestly sucked and something that I don’t miss. The only thing I want rn is making changing abilities with chunks less expensive as 45 chunks is a lot vs the amount you get, even in stuff like Salmon Run.
Ohmygosh, so much this. Just being able to change main abilities and easily kit out the gear you WANT to use. . .instead of some of the stranger gear sets out there, is such a nice nod to customization.
5:40As a Splatoon 1 veteran there is just one thing I would like back . If you had ink resistance or LDE,OG,QR,QSJ,SJ The icon of the gear ability will sort of pulse letting you know it was still active. Sometimes I would lose track if my Opening Gambit is still active.
THIS. its such a QOL detail that really would help those using those abilities if it returns. Heck for something like opening gambit, putting a small analog timer would be even better.
Good point! Cus in splatoon 3, there are a few abilities like respawn punisher that pulse when active, like if the person who splatted you has RP you can see that it’s active, so I don’t think it would hurt for them to add that to other abilities
One of the changes I'm truly grateful for as a Salmon Run enthusiast, was the big weapon buffing of Sizzle Season, which fixed some of the worst weapons no-one wanted to play to make them more viable for high-level play. The Big Swig Roller finally being able to roll, the Dynamo not running out of ink every three seconds, the Snipewriter packing much more of a wallop, the Slosher getting an edge over its Tri-brother, the Stringers being much more consistant with charge damage, the Octobrush swinging it more freely, the Tenta Brella finally feeling powerful, and the Undercover Brella reaching the status of good Glowflies shield. It made Salmon Run a lot better to play, eliminating some of the weapons you didn't want to play, and thus having less undesirable rotations players would be stuck with for 40 hours. Big kudos to the dev team for that.
Being able to throw eggs in Salmon Run is *huge*, IMO. This probably falls under the same category as charge storage and roller vertical flicks, which is probably why you didn't include it, but I still think it deserves a mention.
I like this change. Grinding for those chunks and being rewarded feels really nice when you can change the Main ability for gear you like so you can look nice.
Especially during Splatfests, and because it takes less chunks it makes playing Splatfest easier since I don't have to adjust to a worse main ability on my shirt, I can just pop a small amount and get Ninja Squid, and if needed I could also then before it ends put an ability I don't care about the chunks for on it
The Salmon Run change turned me from a "Mainly play PVP but go to Grizzco when it's open" to a full-time Salmon Run player. Most of my Splatoon 3 playtime is spent in that mode, and the only occasions I play PVP anymore are Splatfests and grinding for specific levels.
I like the fact that you can actually see what your team and the opponent's weapons are at the top. It makes it a lot easier to keep track of who's alive and who isn't. I also like how you see a little X when a teammate or opponent dies. Going back to the first thing, since different weapon kits are more visually different, like having different colors, and the 2D art at the top for the weapon having a symbol on if it's a different kit than the vanilla kit, it makes it a lot more easier to anticipate what your opponent can throw at you.
One that was lightly touched on in the UI section, but not exactly is how the game's graphic style has improved throughout the years. Comparing the models and animations from Splat 1/2 to Splat 3 is like night and day.
The change to how you spawn was also a good one. While some of the spawn areas in 3 aren't great, it's the way you spawn that's better. It's quicker, you have armor for a short time after you spawn, and you can choose where you spawn. So if you were spawn camped in 1 or 2 then, even on a good map, it was hard to get out of spawn. Especially on maps like Arowana Mall or Walleye Warehouse. I went back to play S2 recently and was reminded of how good a change it was because spawning in the same spot as your teammates in a little bubble was terrible.
I kind of hope that intensify action might get a change similar to the squiffer change in the future. I think letting intensify action reduce air charge speed for any weapon could open the door for some new playstyles even if they arent optimal. Right now its only really good for shooters, blasters, and other niche situations. I would love to see stupid flying chargers, stringers, and splatlings at the cost of abilities (splatlings sacrificing run speed for air mobility would be fun) Could also be fun if intensify action changed a few other movement related things like the dualie roll endlag or launched brella shield speed. I just wanna see the ability get some use on other classes.
@@ethanbaer65This is true. I think it would be fine on splatlings, as they are already heavily gear dependent on run speed up and they would need to pick between better ground or air capabilities. Chargers and stringers don't really depend on gear at all though and I dunno if I want bouncing backlines running near Int. action pures to be the standard lol. Dualies and brella changes would probably be a bit of a balancing nightmare, but I think both classes could use it.
I've had this idea in the past, for the charging weapons, anyway. It would be cool if it could be balanced well. (the Brella one shouldn't be shield launch speed, that would only benefit Tent. Splat Brella doesn't want the shield to launch faster, and Undercover can't do it at all.)
Not Only does the editor frequently use the octopath ost but now he ALSO used Argentis and the strascrusher beasts theme from hsr??? I fucking love your taste man, keep it up man
7:26 I think there's lore behind Salmon Run. In splatoon 2, we're introduced to Salmon Run and wasn't available often as a way to define that the salmons were a new threat in the splatoon world. In Splatoon 3, it may be available all time as a way to define that the salmons had multiplied like ants and now are massive threat to the splatoon world (for example: Salmon Kings). I think if Splatoon 4 follows this idea it would mean that we should expect salmon settlements where there were once inkling/octoling territory. Either the salmons take over the splatoon world or the inklings and octolings will learn to live them in peace.
Not sure if this is mentioned but one change I like in splatoon 3 was the introduction of sheldon licenses. For those who hadn't played in the previous titles not only did you had to pay in cash to get the weapon you want but you had to wait until you were at that specific level to unlock it. Now you can easily purchase new weapons buy spending 1 license and if there a weapon you want but your a bit underleveled you can still get the weapon you want, but at the cost of 3 lincenses. Not only that but for every weapon that you get at least 1 star on it you get another license, which imo encourages players from both new and veterans to try a variety of weapons and experiment on finding the ones that fits thier playstyle.
tableturf having PvP is number 1 in my list. But just like salmon run being availible all the time, it really should have been a thing from the start lol
If it had to be one its probably inkjet being giga buffed and then balanced in a way that makes it fair but strong. Its so darn fun to learn.how to use and most of the kits its on really pair well with pack
Don’t know if mentioned, but clam blitz improved a lot, takes only 8 to make a power clams, and you can see teammates clam count and opponent's clam counts
my favourite change as of late is definitely being able to change your ability on your gear including mains, its a bit of a grind but it means i get to wear the drip i want and still have good stats
It wasn't a huge change, but the relatively recent buff to dualie's dodge speed makes vanilla dualies feel so dang good. I've mained dualies since Splatoon 2 came out and it's one of the best mechanical changes they've made for that weapon.
I think you could have added Tableturf as a best change because, throughout the series people have enjoyed the nuanced mini-games, but for the 3rd installment to fill the void of a mini-game, the devs went full out with Tableturf. Honestly if Tableturf had a better reward structure it could be its own game, somehow. Its very underappreciated because it's appears the same way the other previous min--games are by how its shown. Its pretty hard to even find because its tucked away from view when start appear in the plaza after turning on the game. While all the other min-games at least could be easily found when you load up the game. Another reason why its not appreciated as much is because theirs no way to quickly go to it from the menu, which is a bummer for how much depth it has for a game in a game. Most players as a result don't even touch it. Even though its not popular because of these mistakes or about Nintendo being worried to over push it, its still at least a medium change to deserve a honorable mention. Instead of the devs adding another cheap mini-game they added an entirely new mode imo, that does a strong job at greatly immersing players into the world building of Splatoon 3 which makes the game feel more whole. Its a load of fun and gives players who are interested in the game lots of lore. I also think the change of Jude making the player go through the mechanics of how the game functions is a necessity to new players. Before he would just spout out advice, but now for a new player seeking information they can actually see what he means and form a better understanding of how the game works quickly. significant video to understand how far the game has come, can't wait to see more like it.
I really wish they kept the ability to know what main abilities you had active from Splatoon 1. As in, whenever comeback was active or stealth jump, it flashed on your screen until it ran out. I wish they would bring that back.
6:28 This was even worse in Splatoon 2 if you were playing on handheld mode. The camera would never adjust properly so you were only able to see better if you play looking down at your switch and not forward... I'm so glad they fixed this in 3.
A change I love is how quickly I can use the menu. Splatoon 1 and 2 feel like it takes a good 10 seconds before the equip screen comes up/disappears. Now I can breeze through and select my gear without missing a beat... On TOP of being exactly where I was instead of teleporting to a fixed location in the hub. Unfortunately, a downgrade I noticed is changing your player appearance. Rather than Splatoon 1 and 2's simple character selection screen, it uses the animation from the trailer. So it's abnormally longer. It also sucks because this is the only way you customize Little Buddy, and even then you're forced to customize your character first. As a result, I almost never touched the player customization feature and relied on amiibos.
I hope Nintendo Improves the training rooms for both salmon run and just normal battle mode. It would be cool to test bosses and different weapons from the copy machine in them.
The one thing with the UI that they got wrong in my opinion is taking away the specials. There's only a small icon that shows up if they're in your field of view, and it goes away almost immediately. You just have to remember who was lit up on your team and glance up to see if they still are. It was so much easier to see who's doing what no matter where on the stage you were in Splatoon 2. They've been really good about giving more information to the player in 3, but this was a piece of info they weirdly hid from us.
honestly its so noticeable when salmon run went from "oh hey we got a lil bonus side mode that opens sometimes" to an actual gamemode you can play all the time that has egg throwing, king salmonids and a whole event dedicated to the salmonids invading pvp maps
Does anyone know why Splatoon devs keep giving mid to bad weapons such horrible kits while giving high to top tiers amazing ones? Like yeah burst bomb works well with carbon roller, crab tank is a top tier special and you're giving it to an already top tier weapon. What does dynamo get? Superchumps
Correction: half of the high to top tiers are that good BECAUSE they have amazing kits in a game filled with mediocrity. To answer your question, no one really knows why Splatoon devs are so bad at making kits, we only see patterns. For example, we can tell that they really, REALLY love Shooters because not only do they make up about a third of all weapons, but most of them have amazing kits and every patch it feels like some random Shooter is getting an unnecessary buff.
Salmon Run having limited availability was actually a really smart move in Splatoon 2. The devs realized it would be more niche among the playerbase, especially when it was new and largely seen as more "difficult" than something like Turf War. By making it a timed, but regular, event, they could count on dedicated Salmon Run players to get on & play at similar times, ensuring that lobbies can fill up. It's the same reason why ranked modes swap out, rather than choosing any you want!
One of my favorite is additions and one I wanted added, when Splatoon 3 was going to be released, is loadouts/fits. Gone are the days to memorize which combination of clothes you want to use for your weapons/screenshotting them in Splatoon 2. However, it's odd it had to be included in the first place, considering it's been a staple in shooter games ever since Call of Duty 4: Modern Warfare.
I like the replay system in Splatoon 3. It was something I wanted to have in the previous games, but never had the option to use out side of private battles. Now I have that option all the time.
A change that would be extremely high on my list is server-side multiplayer save data launching with Splatoon 3, allowing for cloud saves for the single player. I put maybe 500 hours into Splatoon 2 and would often see people with far more hours lose everything because they had to send their systems into Nintendo for repairs, or their Switches got lost or broken. Splatoon 3 not having server-side backup/cloud saves was legitimately make or break for me in terms of buying it.
They need to let us bring our own weapons to Salmon Run. Either that or choose the weapons instead of it basically being random. I don't know if they're trolling us with the weapon rotations but if I get one more Charger I swear to Cod
While that sounds great on paper (I would LOVE to use my Octo Shot in this mode), it would just turn the mode into a broken mess. The rotation system is due to balancing purposes. Each rotation usually has 2 medium range weapons, a close-quarters weapon, and a long range weapon. Each one excels at defeating certain bosses. If everyone got to bring in their own weapon, imagine how broken the mode would become: Would you want to take down a Steelhead when everyone has inaccurate close-range weapons? Imagine having to take out multiple Stingers when everyone is using a roller. When it comes to the Xtrawave, where would the challenge be if everyone had a Hydra Splatling?
I had no idea that the camera was changed between 2 and 3 with the auto panning. All I knew was that 3 felt so much better than 2 in the first 5 minutes of the game. Then a year later I go back to Splatoon 2 and immediately said "I hate this."
the undercover being able to instantly recover it's shield after an assist or splat is such a minor thing but HHHH bro I am thankful for it every day (now add a 5 to the 40 damage come on you know you wanna)
The changes to splash and squiffer are definitely my favourite. Going back to splatoon 1 and seeing the state they’re in just feels… wrong. The stuff they added makes them stand out far more than they ever could without them
To be honest i expected to see the S3 bluefin depot rework in this video, it would be the opposite equivalent of Mahi Mahi rework in the Worst changes video.
I remember the splat 2 camera drift, made stuff like h3 and certain situations with blasters and chargers aneurysm-inducing. To this day even it unneeded now in s3 u tend to hold* Y to lock my camera in place to prevent it from swaying around. A thing I wonder if many people utilize.
As someone that is still playing s1 every week and has never played s2 or s3 (i don t have a switch), i can tell you that i can recognize every single main ability and when an opponent has kraken/bubler
I wish that if you get splatted while holding the Rainmaker, you only lose 25% of your special instead of the full 50%. Also I wish we had some more Quality of Life updates like you get a special victory animation if you were holding the rainmaker at the end of the match
maybe is not a big deal but i think the checkpoints in competitive gameplay and the fact we could enjoy splatfest when they where finish are some changes I value a lot. OFC with all of what you said. I also think the second versions of the weapons this game are better, more different. But one of the best thing you did not say is the chance to have your own name, badges and banner to give you more personification and creativity to be different is also something to value
My one complaint about being able to practice between matches is that the match maker loves to kick me into a match precisely before I'd get to see the result of something new I'm testing 😉
One thing I wished they did with the opponent UI special gauge is show how much it's filled already, and not only if it's full or not. Maybe in Splatoon 4.
The Last Ditch Effort’s nerf because it’s more enjoyable to play tc and rm now than before like in splatoon 2 where 3 players of the leading team bombs spam in overtime.
iirc the devs had a feeling the mode wouldn't be too popular, so they went with the limited time shift approach. Upon realizing how popular the mode ended up being, they made it 24/7 in 3!
I may be biased as a mini enjoyer but considering it's place as the small aggressive splatling (that isn't naut) I think it'd be cool if it had no jump charge penalty. Any amount of air time with it just feels bizarre
Now if only challenges could also become available for the entire time they're up, instead of alternating rotations
Challenges should've just been available 24/7 as a party mode, with one or two modifiers every two hours. My friends who don't play splatoon much saw the trailer for challenges and got super excited, only to stop giving a fuck the second they saw the way it worked.
And in PBs permanently
@@bu1ba5aur19I get that they haven’t got them in there yet, but when the game stops doing updates and splatfests and challenges, then they should add all of the challenges, splatfest mode and tri color modes to private battles
I guess the devs really like making the rotations restrictive from splatoon 2 sr days.
At least they patched it a bit by giving six two-hour rotations instead of three, but it's one of those cases where you ask why this was the design to begin with...
This is probably the most minor change, but I REALLY like that in Splatoon 3, the second kits are more visually distinct
yeah, whenever I see one of the older second kit designs, I usually find myself thinking "that's what we dealt with?"
except custom blaster for some reason
Not really. Some are, but there are plenty of "its this weapon, BUT WITH A STICKER ON IT"
In my opinion its lame to go an extra step making unique looks/colours for the alt weapons, only to get lazy with 50% of them and not bother.
@@MysteriousStranger50 EVERY weapon kit has slightly different coloration, its just that some of them are harder to spot, tell me what weapons you think don't have color changes and I can probably point out the change.
@@Dav-star-SS custom blaster?
Adding checkpoints to Rainmaker is one of my favorite changes in Splatoon 3. It really helps losing teams feel like they can make a comeback, and prevents the "my team made a mistake at the start of the match and we lost in 20 seconds" situation from the old games
I’m kinda surprised you didn’t include recon mode in this video. It is legitimately one of the best changes/additions they could’ve done. Now instead of having to wait who knows HOW long for a certain mode/map combination, you can easily access every single one of then whenever you want, which is perfect for practicing, trying out cool glitches/easter eggs, and so much more
it was a really close cut like with the spawning system (which got in the thumbnail)
That, and it now has an hour of time as opposed to a regular turf war matches timer of 3 minutes
I personally really like what they did with Opening Gambit in Splatoon 3. It went from a "Oh, time to stall him for 30 seconds" ability, to a risk vs. reward ability that's pretty solid on some slayer weapons. As long as you keep getting Splats or Assists of course.
The Salmon Run Quality of life changes from Chill Season 2023 are all up there for me, and adding Kraken Royale to Salmon Run is Chief among them. (The stage badges acting as checkpoints and making it easier to tell which King is in Rotation are good, too.)
Also, Challenges! Those are inkredibly fun as well.
Wish I could say the same about challenges but they are just as common as the salmon run rotations in that happened Splatoon 2. Them adding Kraken to sr was the best fr. Had been hoping they would do that for a while.
I actually disagree with the latter. Badge checkpoints would've been a good change if it was implemented at launch. However, because they waited over a year to implement it, higher EVP solo queue will now always be infested by players who got carried to their badges, instead of players who actually earned theirs. Also, for some reason, the game decided to drop you at 200 points below where you originally got the badge, instead of exactly where it was received.
Now I get to play with noobs who don't know now to lure! It's especially easy to get carried with good rotations.@@spearmintpony7105
Kraken royal always saves me during glowfly rush 😭
i know this is a minor one but i really like the song showing up in the bottom right at the start of a match its so like useless but its so cool at the same time
The ability to change the abilities of your gear with chunks and/or the splatnet app is so huge for me, especially in S3 where even the main ability can be changed with chunks.
As someone who cares a lot about character customisation, being forced to wear the same cloths as everyone else in S1 without sea-snails honestly sucked and something that I don’t miss.
The only thing I want rn is making changing abilities with chunks less expensive as 45 chunks is a lot vs the amount you get, even in stuff like Salmon Run.
Ohmygosh, so much this. Just being able to change main abilities and easily kit out the gear you WANT to use. . .instead of some of the stranger gear sets out there, is such a nice nod to customization.
5:40As a Splatoon 1 veteran there is just one thing I would like back .
If you had ink resistance or LDE,OG,QR,QSJ,SJ
The icon of the gear ability will sort of pulse letting you know it was still active. Sometimes I would lose track if my Opening Gambit is still active.
THIS. its such a QOL detail that really would help those using those abilities if it returns. Heck for something like opening gambit, putting a small analog timer would be even better.
I would also love for this to come back!!
Good point! Cus in splatoon 3, there are a few abilities like respawn punisher that pulse when active, like if the person who splatted you has RP you can see that it’s active, so I don’t think it would hurt for them to add that to other abilities
Yeah I noticed that when playing Splatoon 1 again. I would love if they add it back
One of the changes I'm truly grateful for as a Salmon Run enthusiast, was the big weapon buffing of Sizzle Season, which fixed some of the worst weapons no-one wanted to play to make them more viable for high-level play.
The Big Swig Roller finally being able to roll, the Dynamo not running out of ink every three seconds, the Snipewriter packing much more of a wallop, the Slosher getting an edge over its Tri-brother, the Stringers being much more consistant with charge damage, the Octobrush swinging it more freely, the Tenta Brella finally feeling powerful, and the Undercover Brella reaching the status of good Glowflies shield.
It made Salmon Run a lot better to play, eliminating some of the weapons you didn't want to play, and thus having less undesirable rotations players would be stuck with for 40 hours. Big kudos to the dev team for that.
Being able to throw eggs in Salmon Run is *huge*, IMO. This probably falls under the same category as charge storage and roller vertical flicks, which is probably why you didn't include it, but I still think it deserves a mention.
Removing mpu was my favorite, but also being able to change main abilities so you don't have to sacrifice style for function.
I like this change. Grinding for those chunks and being rewarded feels really nice when you can change the Main ability for gear you like so you can look nice.
Especially during Splatfests, and because it takes less chunks it makes playing Splatfest easier since I don't have to adjust to a worse main ability on my shirt, I can just pop a small amount and get Ninja Squid, and if needed I could also then before it ends put an ability I don't care about the chunks for on it
The Salmon Run change turned me from a "Mainly play PVP but go to Grizzco when it's open" to a full-time Salmon Run player. Most of my Splatoon 3 playtime is spent in that mode, and the only occasions I play PVP anymore are Splatfests and grinding for specific levels.
I like the fact that you can actually see what your team and the opponent's weapons are at the top. It makes it a lot easier to keep track of who's alive and who isn't. I also like how you see a little X when a teammate or opponent dies.
Going back to the first thing, since different weapon kits are more visually different, like having different colors, and the 2D art at the top for the weapon having a symbol on if it's a different kit than the vanilla kit, it makes it a lot more easier to anticipate what your opponent can throw at you.
One that was lightly touched on in the UI section, but not exactly is how the game's graphic style has improved throughout the years. Comparing the models and animations from Splat 1/2 to Splat 3 is like night and day.
The change to how you spawn was also a good one. While some of the spawn areas in 3 aren't great, it's the way you spawn that's better. It's quicker, you have armor for a short time after you spawn, and you can choose where you spawn. So if you were spawn camped in 1 or 2 then, even on a good map, it was hard to get out of spawn. Especially on maps like Arowana Mall or Walleye Warehouse. I went back to play S2 recently and was reminded of how good a change it was because spawning in the same spot as your teammates in a little bubble was terrible.
Now, If only the spawn armor actually protected you from everything, instead of barely anything. Then it would be a great change.
It also gives you a better view of the surrounding area, and it's very viscerally satisfying to literally launch yourself back into the fight.
I kind of hope that intensify action might get a change similar to the squiffer change in the future. I think letting intensify action reduce air charge speed for any weapon could open the door for some new playstyles even if they arent optimal. Right now its only really good for shooters, blasters, and other niche situations. I would love to see stupid flying chargers, stringers, and splatlings at the cost of abilities (splatlings sacrificing run speed for air mobility would be fun) Could also be fun if intensify action changed a few other movement related things like the dualie roll endlag or launched brella shield speed. I just wanna see the ability get some use on other classes.
There would probably be a lot of balance issues if they did this, but man, it would be fun.
@@ethanbaer65This is true. I think it would be fine on splatlings, as they are already heavily gear dependent on run speed up and they would need to pick between better ground or air capabilities. Chargers and stringers don't really depend on gear at all though and I dunno if I want bouncing backlines running near Int. action pures to be the standard lol. Dualies and brella changes would probably be a bit of a balancing nightmare, but I think both classes could use it.
On Rollers, the time to get to max rolling speed
So in other words, Main Power Up but without the damage boost
I've had this idea in the past, for the charging weapons, anyway. It would be cool if it could be balanced well.
(the Brella one shouldn't be shield launch speed, that would only benefit Tent. Splat Brella doesn't want the shield to launch faster, and Undercover can't do it at all.)
Not Only does the editor frequently use the octopath ost but now he ALSO used Argentis and the strascrusher beasts theme from hsr??? I fucking love your taste man, keep it up man
How does Chara’s Video make me have PTSD over those two bosses😂
Prochara out of all things that make me have PTSD over Star Rail-
7:26 I think there's lore behind Salmon Run. In splatoon 2, we're introduced to Salmon Run and wasn't available often as a way to define that the salmons were a new threat in the splatoon world.
In Splatoon 3, it may be available all time as a way to define that the salmons had multiplied like ants and now are massive threat to the splatoon world (for example: Salmon Kings).
I think if Splatoon 4 follows this idea it would mean that we should expect salmon settlements where there were once inkling/octoling territory.
Either the salmons take over the splatoon world or the inklings and octolings will learn to live them in peace.
I like how it’s much easier to tell when someone disconnected because that’s a common occurrence
Not sure if this is mentioned but one change I like in splatoon 3 was the introduction of sheldon licenses. For those who hadn't played in the previous titles not only did you had to pay in cash to get the weapon you want but you had to wait until you were at that specific level to unlock it. Now you can easily purchase new weapons buy spending 1 license and if there a weapon you want but your a bit underleveled you can still get the weapon you want, but at the cost of 3 lincenses. Not only that but for every weapon that you get at least 1 star on it you get another license, which imo encourages players from both new and veterans to try a variety of weapons and experiment on finding the ones that fits thier playstyle.
Also a good change: the visibility when overtime ends in splatoon 3
YES!! But that counts as the UI change. =P
tableturf having PvP is number 1 in my list. But just like salmon run being availible all the time, it really should have been a thing from the start lol
Sheldon licenses make it so much easier to get all the weapons. I hated having to pick between money for gear or weapons
“stopping kids from saying first” has become the new “first”.
If it had to be one its probably inkjet being giga buffed and then balanced in a way that makes it fair but strong. Its so darn fun to learn.how to use and most of the kits its on really pair well with pack
Missed private battles going from 8 players to 10. Commentating S1 tournaments must have been hell
I really like how fast paced 3 feels
When i play 2
While i still have fun, it feels like everything moves soo much slower
We all know the biggest change is having to skip the news
FR
5:09 How did it take 175 hours in this game to only just now be informed matter-of-factly that there is a jukebox in the training lobby :)
Don’t know if mentioned, but clam blitz improved a lot, takes only 8 to make a power clams, and you can see teammates clam count and opponent's clam counts
my favourite change as of late is definitely being able to change your ability on your gear including mains, its a bit of a grind but it means i get to wear the drip i want and still have good stats
Wow, I can't believe the gear-ability system rework didn't make it
It wasn't a huge change, but the relatively recent buff to dualie's dodge speed makes vanilla dualies feel so dang good. I've mained dualies since Splatoon 2 came out and it's one of the best mechanical changes they've made for that weapon.
I think you could have added Tableturf as a best change because, throughout the series people have enjoyed the nuanced mini-games, but for the 3rd installment to fill the void of a mini-game, the devs went full out with Tableturf. Honestly if Tableturf had a better reward structure it could be its own game, somehow. Its very underappreciated because it's appears the same way the other previous min--games are by how its shown. Its pretty hard to even find because its tucked away from view when start appear in the plaza after turning on the game. While all the other min-games at least could be easily found when you load up the game. Another reason why its not appreciated as much is because theirs no way to quickly go to it from the menu, which is a bummer for how much depth it has for a game in a game. Most players as a result don't even touch it. Even though its not popular because of these mistakes or about Nintendo being worried to over push it, its still at least a medium change to deserve a honorable mention. Instead of the devs adding another cheap mini-game they added an entirely new mode imo, that does a strong job at greatly immersing players into the world building of Splatoon 3 which makes the game feel more whole. Its a load of fun and gives players who are interested in the game lots of lore. I also think the change of Jude making the player go through the mechanics of how the game functions is a necessity to new players. Before he would just spout out advice, but now for a new player seeking information they can actually see what he means and form a better understanding of how the game works quickly. significant video to understand how far the game has come, can't wait to see more like it.
I'm literally grinding to level 42 (Marie) right now. Such an underrated game mode.
I really wish they kept the ability to know what main abilities you had active from Splatoon 1. As in, whenever comeback was active or stealth jump, it flashed on your screen until it ran out. I wish they would bring that back.
I'm a proud squiffer main because it's jump charge just makes it so fun
Preach it! From another proud Squiffer Main.
6:28 This was even worse in Splatoon 2 if you were playing on handheld mode. The camera would never adjust properly so you were only able to see better if you play looking down at your switch and not forward... I'm so glad they fixed this in 3.
Honorable mention to everything related to getting gear abilities you want. Yeah it’s not perfect but it’s soooo much better than it was in splatoon 1
A change I love is how quickly I can use the menu. Splatoon 1 and 2 feel like it takes a good 10 seconds before the equip screen comes up/disappears. Now I can breeze through and select my gear without missing a beat... On TOP of being exactly where I was instead of teleporting to a fixed location in the hub. Unfortunately, a downgrade I noticed is changing your player appearance. Rather than Splatoon 1 and 2's simple character selection screen, it uses the animation from the trailer. So it's abnormally longer. It also sucks because this is the only way you customize Little Buddy, and even then you're forced to customize your character first. As a result, I almost never touched the player customization feature and relied on amiibos.
I hope Nintendo Improves the training rooms for both salmon run and just normal battle mode. It would be cool to test bosses and different weapons from the copy machine in them.
The one thing with the UI that they got wrong in my opinion is taking away the specials. There's only a small icon that shows up if they're in your field of view, and it goes away almost immediately. You just have to remember who was lit up on your team and glance up to see if they still are. It was so much easier to see who's doing what no matter where on the stage you were in Splatoon 2. They've been really good about giving more information to the player in 3, but this was a piece of info they weirdly hid from us.
honestly its so noticeable when salmon run went from "oh hey we got a lil bonus side mode that opens sometimes" to an actual gamemode you can play all the time that has egg throwing, king salmonids and a whole event dedicated to the salmonids invading pvp maps
Does anyone know why Splatoon devs keep giving mid to bad weapons such horrible kits while giving high to top tiers amazing ones? Like yeah burst bomb works well with carbon roller, crab tank is a top tier special and you're giving it to an already top tier weapon. What does dynamo get? Superchumps
Correction: half of the high to top tiers are that good BECAUSE they have amazing kits in a game filled with mediocrity. To answer your question, no one really knows why Splatoon devs are so bad at making kits, we only see patterns. For example, we can tell that they really, REALLY love Shooters because not only do they make up about a third of all weapons, but most of them have amazing kits and every patch it feels like some random Shooter is getting an unnecessary buff.
Salmon Run having limited availability was actually a really smart move in Splatoon 2. The devs realized it would be more niche among the playerbase, especially when it was new and largely seen as more "difficult" than something like Turf War. By making it a timed, but regular, event, they could count on dedicated Salmon Run players to get on & play at similar times, ensuring that lobbies can fill up. It's the same reason why ranked modes swap out, rather than choosing any you want!
I'm surprised you didn't put map reworks on this list. Some of those maps were AWFUL before they were changed in 1
The only UI element I want for this game is an togglable ink tank meter under the special meter.
I don’t even need to watch the video to know that the best change was letting you change weapons in anarchy open after a game
Sorry bro
@@HIMB667it happens
This one is funny bc it's not so much a change as it is something they took away for no reason & then gave back 😭
Don’t forget in splatoon 1 the kraken had no knock back and you couldn’t kraken tame
One of my favorite is additions and one I wanted added, when Splatoon 3 was going to be released, is loadouts/fits.
Gone are the days to memorize which combination of clothes you want to use for your weapons/screenshotting them in Splatoon 2.
However, it's odd it had to be included in the first place, considering it's been a staple in shooter games ever since Call of Duty 4: Modern Warfare.
I like the replay system in Splatoon 3. It was something I wanted to have in the previous games, but never had the option to use out side of private battles. Now I have that option all the time.
SHOUT OUT TO THE EDITOR FOR INCLUDING ARGENTI'S/EMANATOR OF PROPAGATION'S BOSS BATTLE THEME FROM HSR AS BACKROUND MUSIC????
Lmao its a banger fr
@@Luci_4k argenti's theme might be my favorite one in the whole game due to the violins frrrrr
same name lol
Lmao, that Star Rail music in your vid threw me off so hard! I thought I had it playing on another tab or something! XD
A change that would be extremely high on my list is server-side multiplayer save data launching with Splatoon 3, allowing for cloud saves for the single player.
I put maybe 500 hours into Splatoon 2 and would often see people with far more hours lose everything because they had to send their systems into Nintendo for repairs, or their Switches got lost or broken. Splatoon 3 not having server-side backup/cloud saves was legitimately make or break for me in terms of buying it.
They need to let us bring our own weapons to Salmon Run. Either that or choose the weapons instead of it basically being random. I don't know if they're trolling us with the weapon rotations but if I get one more Charger I swear to Cod
While that sounds great on paper (I would LOVE to use my Octo Shot in this mode), it would just turn the mode into a broken mess. The rotation system is due to balancing purposes. Each rotation usually has 2 medium range weapons, a close-quarters weapon, and a long range weapon. Each one excels at defeating certain bosses. If everyone got to bring in their own weapon, imagine how broken the mode would become:
Would you want to take down a Steelhead when everyone has inaccurate close-range weapons? Imagine having to take out multiple Stingers when everyone is using a roller. When it comes to the Xtrawave, where would the challenge be if everyone had a Hydra Splatling?
I had no idea that the camera was changed between 2 and 3 with the auto panning. All I knew was that 3 felt so much better than 2 in the first 5 minutes of the game. Then a year later I go back to Splatoon 2 and immediately said "I hate this."
I spy with my little eye, a squiffer main that tastes sour 😂
Sourbraix mentioned in the clips !
Y'all really went for that 8 min mark.
Funny enough, it wasnt intentional this time lmao. It just lined up perfectly
@@Luci_4k oh, that sure is, dare I say it, absolutely wild.
the undercover being able to instantly recover it's shield after an assist or splat is such a minor thing but HHHH bro I am thankful for it every day (now add a 5 to the 40 damage come on you know you wanna)
The changes to splash and squiffer are definitely my favourite. Going back to splatoon 1 and seeing the state they’re in just feels… wrong. The stuff they added makes them stand out far more than they ever could without them
Personally, I love that you can change main abilities now. You can have good builds *and* not look like you got dressed in the dark anymore
Here is a cool buff they could give too crab tank: when in ball form, you can now hold ZR to make the crab tank explode.
(For obvious reasons)
To be honest i expected to see the S3 bluefin depot rework in this video, it would be the opposite equivalent of Mahi Mahi rework in the Worst changes video.
I remember the splat 2 camera drift, made stuff like h3 and certain situations with blasters and chargers aneurysm-inducing. To this day even it unneeded now in s3 u tend to hold* Y to lock my camera in place to prevent it from swaying around. A thing I wonder if many people utilize.
As someone that is still playing s1 every week and has never played s2 or s3 (i don t have a switch), i can tell you that i can recognize every single main ability and when an opponent has kraken/bubler
I remember there was a nerf to lethal bomb kill DMG radius either in splat 2 or 1
Think that was at release of 3
I wish that if you get splatted while holding the Rainmaker, you only lose 25% of your special instead of the full 50%.
Also I wish we had some more Quality of Life updates like you get a special victory animation if you were holding the rainmaker at the end of the match
A change that should happen: tableturf online with randos.
Im convinced this video was actually just secret charger propaganda with just how many charger clips were hit in this video alone
skipping the news was a game changer.. I used to never close splatoon2 to avoid the news.
Really love the graphs they added to the replays
star rail music in splatoon video omg best crossover ever
i miss splatoon 1 patches it felt like every update had radical changes
Me too. 😭
maybe is not a big deal but i think the checkpoints in competitive gameplay and the fact we could enjoy splatfest when they where finish are some changes I value a lot. OFC with all of what you said. I also think the second versions of the weapons this game are better, more different.
But one of the best thing you did not say is the chance to have your own name, badges and banner to give you more personification and creativity to be different is also something to value
Unexpectedly, Argenti boss theme!
Ayyyy!
My one complaint about being able to practice between matches is that the match maker loves to kick me into a match precisely before I'd get to see the result of something new I'm testing 😉
One thing I wished they did with the opponent UI special gauge is show how much it's filled already, and not only if it's full or not. Maybe in Splatoon 4.
YUHHH W CONTENT PROCHARA KEEP IT UP
What is with Chara putting two HSR boss themes on this video about best changes on Sploon to make me have PTSD on them
I like that you can see the king salmonid
Oh wait honkai starrail music? Cool
3:00
OMG HSR MENTIONED EVEN IF ONLY THROUGH MUSIC!!!
The Last Ditch Effort’s nerf because it’s more enjoyable to play tc and rm now than before like in splatoon 2 where 3 players of the leading team bombs spam in overtime.
My favorite change is the 133% increase in naut shot velocity because it's so damn silly
I suspect that salmon run was time limited because they were worried people wouldn't play it enough.
iirc the devs had a feeling the mode wouldn't be too popular, so they went with the limited time shift approach. Upon realizing how popular the mode ended up being, they made it 24/7 in 3!
4:29 You can also sub strafe with golden eggs in salmon run
But why would you do that
6:56 wouldn’t it be better if the camera just didn’t drift automatically at all?
Zipcaster getting buffed
I wonder… is it really “skipping” the news if it plays in the background?
I think a change they should make is NOT being able to see when someone speed jumps. It would be cool if a player just appeared. lol.
My favorite change was the splatoon 2 update that let you change your weapon and gear without needing to exit back to the lobby
Wait I never played splatoon 2 so can you elaborate on this
Where do you think the Order weapons would place tier-wise if they kept their default kits from the Memverse?
Splatoon 3 also doesn't have the camera point up at the ceiling if you're playing in handheld mode which is nice
I may be biased as a mini enjoyer but considering it's place as the small aggressive splatling (that isn't naut) I think it'd be cool if it had no jump charge penalty.
Any amount of air time with it just feels bizarre
I think one of the best Changes was having Checkpoints in Rainmaker and Tower
Salmon run being open limited times is a very good gimmick but outside of that it sucks
The map badges you get in Salmon Run.
removing stingray from future weapons and missile nerfs
babe wake up prochara posted