Very grateful that Chara gave me the opportunity to contribute to his wonderful community. I look forward to bringing you guys amazing content in the future!
In regards to Big Man's role in Deep Cut's music, he does do just about everything else that isn't singing. His singing roles are so minimal because he does the song composition, lyric writing, and iirc even the live choreography.
"Big Bubbler doesn't aid a push at all" is the craziest thing I've ever heard when I am CONSTANTLY trying to get the damn things off the towers, CB mounds, zones, and RM checkpoints.
I loved ink armor in 2, all my mains used it, and even I don't want it back. The mere fact that it invalidated an entire weapon class is enough for me to want it gone, seeing blasters' resurgence in 3 has been great
@@shade_7500 Individual stages, like Mincemeat Metalworks and Mahi Mahi, need improvement, not the main/special design. The maps need to be physically larger and allow for better flank routes!
What I want is for squid rolls to block one shots at full hp. I have had it happen enough times to know that chargers do not care about roll armor and one shot through it. Squid rolls aren't a constant armor like ink armor was and it takes skill to time it to the chargers shot.
Fun little meta update: Japan has started to run more splash and crab, because having a hydra explo hybrid with baller protection at will for nine seconds is a ridiculous amount of pressure and splash is also very good for paint, fights, and its burst bombs and follow up on unfinished crab kills. Charger in general is falling out more because of it and I think it's now being experimented with here in the west as well. Missiles is also picking up more in usage in place of an actual anchor so faster team compositions can play against chargers better and also because with double splash, you can do what people did in Splatoon 2 with mini and burst people that are low from missile chip damage. Armour would do absolutely nothing to fix this and it just makes weapons that are already falling out of the meta practically unusable.
Yeah, as a e-liter main, I don’t want to see it removed. I want better maps, so it’s more fair. I won’t stop using it, but I hope the maps are made more fair for others.
I don't mind the presence of maps where some weapon classes dominate. At the moment it feels like chargers dominate on most maps, however, which is more of a problem and kind of defeats what Splatoon's devs tell us is the point of having the map rotation system - Needing to figure out a weapon that will be good for both maps.
I'm still new to Splatoon and I rightfully get destroyed by other players better and more experienced than me. Is it annoying at times? Well yeah but that's what I get. I wouldn't ask for weapon removal as a big fix either. I mean it's not the snipers fault I'm bad at the game after all. That said if said weapon literally broke the game and caused the switch to shut down the software THEN I'd be for its removal so it gets fixed and added back.
@@Stephen-Fox imo they really need to revamp the maps. Its a fun challenge to master a weapon and be able to just use it on any map. In most maps you can see each other miles away and it’s predictable where people move because of the map design, not many routes to sneak up on enemies.
i went back on hammerhead and mahi in splatoon 1 a few days ago and i faced some super cracked JP E-Liters, but the fact is that because of the overall balanced map design with hella cover and decent flank routes, i was able to avoid them and fake them out most of the time, whereas you look at something like mincemeat or splat 3 mahi, and the insane power they are given is based solely on the fact that they can control the 2 measly routes the opposing team are given with barely any consequence
Personally they should mix ink cloud and point sensor into one sub. It probably wouldnt make the best sub but it would make some weapons with those subs better and also make have its nische.
Personally I think Point Sensor is in a good place right now because of the prevalence of Ninja Squid. Maybe if Ninja Squid got nerfed that would be fine but I think making Toxic Mist linger on opponents and maybe giving it a small amount of paint on the impact area or at your feet would be a huge improvement
@@UniGya ISnt it considered one of the worst sub? Combining 2 bad subs to make one nische one would be better. They wouldnt even need to change a lot theyd just do what they did with Bomb Defense DX in Spaltoon 2. It would function like basic msit but people will be more punished since they would also be located liike some kind of ultra trap cloud.
@@oliverdavid4568 Point Sensor was one of the worst subs in Splatoon 2, but in 3 it’s actually getting a decent amount of use. It’s still fairly weak, bombs are generally better, but on weapons like Explosher that don’t need a bomb it has a very good utility purpose of smoking out Ninja Squids. Toxic Mist definitely needs a buff, but Point Sensor already has enough of a niche that doing something like straight up combining it with Toxic Mist could actually make the sub too strong Also Point Sensor could never be the worst sub as long as Angle Shooter/Line Marker still exists lol
As a longtime casual inkbrush main, the lack of flank routes hurts. It feels so much harder to actually get in and do something because I’m forced to take a specific route where I can be easily seen, shot at and killed. It’s especially bad on zones (double whammy because zones is my favourite mode) and clams and I’m finding myself relying a lot on my teammates creating an opening for me, which means I’m spending a good portion of the match spamming bombs if my teammates cant do that. It feels even worse on the maps returning from splat1, because I remember playing on those maps and having ways around the previously mentioned issues. It sucks because inkbrush is a weapon I genuinely enjoy playing a lot and it’s not fun when it feels like I can barely do anything.
Same here, the lack of flank routes makes the weapon so much worse especially on certain stages like mincemeat metalworks Because everyone can see you.
I feel you- and I’m an e-liter main so I should be glad maybe it’s cause i mained brushes in splatoon 2 but even as a charger it just feels so much harder to get flanked in certain maps to the point where moving to a more likely spot to get flanked from makes it LESS BORING-.
I wish zipcaster had a lil bit more going for it, its one of the most fun when it works but then theres just times where it feels impossible to use (due to bad map layouts once again)
I feel like zipcaster would benefit from tall walls that don't really affect normal players too much, ex: the buildings in inkblot, or pillars in spillway. Maps like mahi-mahi just have either no walls or just around the edges.
To me, just changing it so that you don’t jump back to the place you activated the special would help a lot. It might take tuning to make that amount of movement ability fair, but it would let zipcaster fully play as a movement or reposition ability. Plus you can still get splatted in zipcaster mode, so it has a weakness. It also might help balance out maps since zipcasters could cross large open areas to flank the other side.
With the ban e liter take, I do agree that e liter can be annoying, but it's not a flawless weapon or anything, for example; it is VERY immobile, which sucks in a game like Splatoon. Yes it did get indirectly buffed since there are less displacement, and hp specials. If e liter was arguably broken, the hp special that they could MAYBE bring back is something like bubbler,(though I highly doubt that they would bring it back), and like you said outright banning a weapon, would be problematic for obvious reasons
The maps are the problem, not the weapon. If someone can sit on a comfortably single spot, pick off all the enemies and not have to worry about not standing in ink, its not a good map design.
@@Ihazfunkitty yeah the maps are pretty bad in Splatoon 3, I think one of the reasons they are bad is because like Chara said, many maps don't have a flank route
I’m an e liter main and yeah. Especially for scope, we can’t see shit around us except exactly infront. We are as inmoblie and easy to destroy as someone super jumping. YOU CAN JUMPSCARE US WITH SPLAT BOMBS- we either won’t see or won’t have the time to move due to low mobility
Splatoon 2 felt like you were stranded on a deserted island until you got your special except if you had the the wrong special, in which case you had to wait for your team to make an opening so you got to play the game, I'm so glad armor didn't came back
As a casual who enjoys the simpler to use weapons in Splatoon that if I'm using I know exactly how it works and don't have to worry about what firing mode or how to change between them and back when they were playing S2 - had ink armor on about half of the weapons I either played or was attempted to learn, I'm so glad to see the back of it. Yes, I get that it's broken at high level but worse still IMO it was _boring_ to use. The similarly simple-to-use support specials in S3 - Big Bubbler and Tacticooler - are so much more fun because where you place them matters. Plus Tacticooler has a jingle. That gives it better game feel.
Personally, I would like to see some win animations that utilize the inkling/octoling's squid/octo form in the future. Whether it be them going through the animation in their squid form entirely or them switching back and forth from squid to kid while doing some cool gun-trick acrobatics and striking a final pose as one or the other. I can kinda see why we haven't got any yet and it's not a big deal, but still think it would be nice to have. I don't think this is necessarily a hot take since I know I'm not the only one who feels this way, despite me not seeing much talk about this.
An idea I have for a sub weapon that would have similar function to disruptor is a throwable version of a flipper flopper's ring that traps players in ink. It essentially does the same thing as a disruptor as it denies an area but also actually inks the ground. Even though it doesn't do direct damage, the fact that it paints means that you can gain special from it, force players to re-ink the ground and because it makes ink it would actually do damage to things like big bubbler and rainmaker shields giving it more options.
I think this would be a hot take: Even if Main Power Up did not give increased damage to any weapon, I would still not want it back in Splatoon 3. The ability ended up being so poorly balanced that weapons like E-Liter required it while on weapons like brushes it was a waste of slots, and I see no reason that would be different if it returned.
i mean, intensify action is the same way in some weapons requiring it and others having it be a waste of slots. a blaster without intensify action relies on jump RNG, but a splatling or charger isn't gonna need that ability.
@Fish Ball it's also almost completely for jump rng. For squid rolls swim speed is more effective and there is no map where fast surge is actually useful
Not useless on brushes. I had only pure main power up gear with the ink brush on Clam Blitz. I was untouchable. Meant for it to be a meme build, but it got me to X rank lol.
I say the zipcaster is typically situational in most cases and does require a lot of practice to utilize it to its fullest. In most instances its used mainly to break through a formation and try to take out a backline. You need to recon maps to get ideas as to find the best spots to jump to and consider hard on ink consumption since the special ends pretty fast. I like it overall but I do fell like it should last a bit longer. At best you can do 2 zips while being able to do anything with darting around the map.
As someone who is still fairly mediocre at the game, but plays almost exclusively octobrush and luna blaster, I really wish individual grapples didn't use as much of the ink tank. Ink tank rate goes down when you use ink and it goes down passively at rates that aren't bad, but as you said the grappling itself gobbles up so much ink, you don't really have time to actually engage for a flank if you need more than 2. For the passive, it would be neat if going into squid form made it go down slower but anything to give me a bit more time with it would be nice
I see where you're coming from but chargers already struggled in 2 due to armour, so I think being able to parry chargers whenever would really ruin the weapon
@@TreasureTrackerGreenToad you see, at this point it becomes a question of how consistent it is and whether the person you're fighting is even able to do it. I think that it shouldn't kill through squid roll armour, but it should damage the person you shot. It gives your teammates opportunity to capitalise on the damage, and overall makes the weapon less oppressive. Or they could just make better maps lmao
@@TreasureTrackerGreenToad I don't think it would because not only is parrying really hard to begin with due to the small amount of armour time, but you have to predict exactly when they are going to shoot. Usually if you die to an e litre you were caught off guard anyway
agreed. watching the enemy team perform their win animations feels like their rubbing their victory in my face. losing already stings; i don't need to feel worse.
This is my first splatoon game and even I can tell that liter, machine and lack of armor aren’t the issues, it’s the game’s poor map design that directly benefits long range and high damage weapons. I’m coming from other tactical shooters that suffer from the same issue where the characters and weapons are actually fairly well balanced. But there are so many choke points, so much open space and not enough cover or alternate routes. Hopefully they will fix this as the game moves forward in it’s lifespan.
After spending a long time trying to ensure perfect balance, then finally getting it and having the game we were working on be boring. It's similar to what you said, you just need to have better maps rather than trying to tone down all the weapons.
I think the best way to buff toxic mist and point sensor, arguably two of the worst subs in the game, is to simply combine them so that Toxic Mist Deluxe would also apply the location debuff on enemies They even have a similar AOE already
6:12 What about Squid Roll and Squid Surge, and also the fact that opponents who are stuck in it can't recover their own ink? It basically invalidates weapons who need Squid Roll like Dynamo, Octo Brush, Dualies, and more that you haven't already mentioned. Also, if an opponent can't recover their own ink while inside of it, then they will need to preserve their ink tank more or the spot where the Toxic Mist is covering is basically lost for a few couple of seconds. It's basically like an instant inked spot where no one can ink over it.
I hate the fact that they unironically went out of their way to increase the map design problem. One thing is making new stages that have those problems, but a very different one is taking maps that didn’t have those problems and adding them. Mahi Mahi and Hammerhead NEED to go back to what they were, or at least bring back part of what made them top tier maps in the first game.
A charger should get zipcaster. This would be a fairly situational loadout but it COULD be really good since the charger could take a more aggresive position temporarily and create more pressure while being relatively safe with the ejector button thing that zipcaster does. Also zipcaster should be cancelable by pressing the special button again you should be able to just eject from the special, which would waste the remaining duration in return for your safety, idk maybe add an extra cost, like even though you can no longer use it you still have to wait out the timer before you can charge another or maybe an ink cost so if your landing isn't safe you get punished?
I think it'd be interesting if they made Toxic Mist do damage over time akin to standing in enemy ink or an Ink Storm. I mean, it's literally a cloud of toxic gas, you'd think that'd do damage.
I love eliter so much. More than any other weapon, it makes me feel like I genuinely want to get better at it (not that I'm that bad, I'm just not good yet but when my eliter goes off it's the most fun I've had with this game). It's the same feeling I got the first time I played dragonball fighterz!
Hot take: I think that it would be great if Splatoon was a 5v5 or 6v6 that way fights would be more chaotic, it would make it less likely that your entire team gets killed of, and allow more synergy between teams. I could see why a 4v4 is fine, because 6 people snarling spawn would be awful and potentially make games more snowball based, but I would definitely like the idea of adding more people per team.
Honestly man, thank you so much for your work Thanks to your videos, I became more aware of my playstyle, I got two rank ups from B to S in a little more than a week, I discovered how nice some weapons are and even though I've always loved splatoon I feel like I love playing splatoon 3 way more than I've ever loved 1 or 2, thanks man, I really really apreaciate all your work, good luck
Imagine if they mixed mist and marker throws in a straight line and bounces off walls and floor, but at the end of it’s lifespan it explodes into mist it’d be harder to aim onto a chokepoint, but gives more utility to the two word subs in the game
I just wanna add that Big Man represents Brazillian culture, but I do hope he has more to do in the future. Though the fact that the male idol has a more animalistic design when the female ones are more humanoid is a bit of a problem in video game design.
No, Salmon Run absolutely needs more checkpoints. It's an unreasonable grind to reach max hazard level within a single rotation in Freelance, where you'll constantly be pulled back down by bad random teammates. Also, the Switch can't even handle high rank Salmon Run without dropping FPS. So that's really cool.
not sure about other peoples switch but mine can't handle entering the lobby, mine drops frames like crazy when I first enter the lobby but smoothens out... salmon run high tide is always brutal on frames alone.. sure makes it fun
The solution for E-Liter and other far-range weapons isn't to ban them or to introduce game breaking specials, it's for Nintendo to stop making stages where those weapons can hide and not be touched, like Inkblot in Tower Control. Also would be nice if they had a team-building algorithm to casual Turf War so I'm not stuck against a team of Reefs
MY hot take is that the new rule where it end the game early FUCKING SUCKS! I was in a RANK UP BATTLE trying to get to s+ and we had had control of the zone for the entire game down to 18 points and then someone on the opposing team DCed and ended the game early. We were like 99% gonna win that game and I then proceeded to go 2 and 3 and not rank up. I am still livid because that wouldn’t have happened in splat2 because you would still be awarded the win. Im so fucking livid to this day.
Hot Take: Ink Mines are slept on, and are invaluable to Splat3's choke-heavy maps. When we see more mines on more weapons OR we see a buff to Undercover Ink Mine complainers will spike among the population
crab tank can literally counter booyah bomb- quite crazy to me (you can turn into a ball and just live through the booyah bomb, your tank will break but it can help you stay in for longer without dying)
Bring back InkArmor solely for the Zipcaster, even if its just protection from oneshots. as an octo brush main Ive been killed and oneshoted in Zipcaster way too many times!
4:31 I believe if toxic mist was change like so it'd be much better: Make it a smoke screen, have it be mostly translucent for teammates but be more obscure for enemies. And lastly: Give yourself and allies a single chunk effect benefit of Tank Refill while in it's effect radius. This buffs it as a disruption tool that can let you move forward, forcing opponents to either keep an eye on it to make sure nobodies hiding, toss subs to weed anyone out, and block line of sight in some capacity. As a user you can toss it on teammates to let them escape, get more ink, or push forward. Tossing on opponents means they are slowed and can't get back ink but can still squid roll out or other things. I think this makes it more fun to fight with and play against because now it has many more but still reasonable uses.
I have a few: 1. Zipcaster should have the effects of Ink Armor when you're no zipcasting, but when it's broken your ink tank is equal to the amount of special you had at the time of break. 2. Seeker should come back, not just because it leaves a longer ink trail, but because it was the only other sub to deal damage on contact, 3. Carbon Deco should have Burst Bombs and Wavebreaker/Ink Storm.
Here's son random thoughts i had: -maps currently are build this way due to alot of long ranged specials (like crab tank trizooka killerwail and inkjet[?]) -buff toxic mists slow down effect and ammo drain so its more severe to be inside it but can be weakend by sub resist and sub power up increases the AoE of the toxic mist And just cuz im a Sprinkler enjoyer -remove the slowing down of the sprinklers paint speed and keep it at max speed
As someone who will more-or-less always be a casual player of this series, some of these hot takes made even me laugh. Especially when comes to these "weapon balance" comments/suggestions. I personally love listening to discussions about the state of the game from other people, and especially from pro players who are more keen on the smaller details, trends, and skills needed to succeed. Definitely been feeling the pinch in Salmon Run, but I think it being more ramped-up and hectic makes it more fun when the right weapon rotations are involved. Hoping it will get better when more maps and the eventual Big Run event.
As an additional take, even I've been feeling that the launch maps are very constrained and "3-lane-y" for lack of a better term, which is the main reason why the longer range weapons like E-Liter and Hydra have been performing so well. I miss wider maps like Kelp Dome, Piranha Pit, and to a lesser extent, Blackbelly Skatepark and Camp Triggerfish.
Hmm, you know I don't really think about balancing. Atleast recently I haven't. I been approaching everything in the games I play as "this is a puzzle I need to solve as it currently is, and a puzzle I may need to resolve if things change later" as a splatling main, chargers and especially e-liter scare me,but I use them as an excuse to figure out how to play around their range and still do the best I can. But if you want me to do a joke balance patch idea. Give the hydra the reflux charge speed, and also double its range so it can fight everything at a super safe distance.
i think the stage rotation and rank system are both great. i like the fact that you can do an open series and not lose too many points. and the fact that there’s two rank modes available makes the rotation even better, you got two to choose from. i personally don’t think stage voting would be enjoyable for me, dunno why but yea
I don't understand the hammerhead bridge hate. Yeah it's very open with low cover but compared to the other maps like that, back lines need to expose themselves a lot more making them more vulnerable
In turf war (I know, I know) I'm not sure I've seen a Hammerhead match not wind up with one team spawn camping the other. It practically happens automatically as soon as you take mid. It might even be worse than early S2 Starfish Mainstage before they reworked that stage for that - I'm sure I occasionally was in matches of that which didn't devolve into one side spawncamping.
Angle Shooter should become THE Point Sensor replacement. It'll function like regular Angle Shooter, but instead of just marking someone only when the marker hits, it'll spawn Point Sensor & Toxic Mist sphere at the end of its path that lasts for slightly longer than a Point Sensor. If it doesn't hit a wall by then, it'll take a short downwards curve towards the ground, slightly extending its range. And BAM, Angle Shooter is more useful, you don't need to hit someone directly to have an effect on them, and it also makes Point Sensor & Toxic Mist obsolete.
I use the rapid pro casually and have never figured out how to use the Toxic Mist well. It locks down chokes worse than point sensor and in a fight it just seems like a waste of ink for how little it does. Sure it denies area, but every lethal bomb can do that better and inks as well.
I hate going up against e liters in turf as much as the next guy, but banning them outright is outrageous. They have their place in ranked and Salmon Run (they just seem annoying in turf tbh, but I'm a casual so what do I know) my hot take is that people should stop the whole trapping the other team in base. From someone who's been on teams on both sides , getting stuck in base is just frustrating and trapping people in base gets boring halfway through because aside from kills there's nothing to do. If I'm on a trapping team I kinda hope that someone breaks through because then there's an actual threat and actual fun gameplay. And what's worse is that most maps don't seem to let you break out of the base trapping. The only one I'm able to do it consistently is Mako Mart. If I try on Mahi or Mincemeat I just get splatted. Again, I'm just a casual player so I don't know if my complaints are legit or not 😅
In theory it's not hard to break out at all, everyone just panics and sends themselves to the slaughter of 4 people below as opposed to regrouping and going in. Hell, even just waiting for an opening to slip by works wonders, ive won games by completely covering the mid and enemy base because they were so fixated on my spawn.
As some who got into Splatoon 2 LATE AF, Splatoon 3 definitely feels VERY GOOD in Balance. I think I can see how some weapon are perceived as strong, but overall, I personally do not have an issue with any individual weapon, nor a team of a specific selection. There is definitely options and/or counterplay against things. One just needs to understand what is available to them. (I personally love using Parry on single-hits or sudden Ults like Reefslider) **Should probably note, this opinion is from someone who plays without motion, currently. I'm too used to other game(s) I've played in which I have the muscle impulse to move my camera constantly to look around. Motion not letting me look up/down REALLY messes with me. (I know it's not AS GOOD as motion, but I do have the Stick Sensitivity maxed regardless, for whatever optimization I can get outta this)
Honestly, I think we got a bit spoiled with S3’s launch. Compared to a lot of other Triple-A game launches recently such as OW2, Splatoon 3 was incredibly polished. Sure, not perfect, but with OW2, console players would get completely kicked out of the game when they got an achievement, having to wait again in the several-hours-long queue. S3 had few major bugs outside of the Tent one and server/netcode issues, so I think we should be grateful for what we got.
While I agree, I'd like to add that I still have the game crash on me in between rotations or after a SR Lobbies DC me and that's after the recent patches. If it weren't for being able to just skip the news I'd have probably stepped away from the game until enough updates rolled around to fix the crashes. It might not be as bad as other games but it still ruins the experience.
You mentioned Inkzooka "being unable to slot into comps," (8:22) but you didn't give a reason why. I want to know what makes it hard to slide into comps, because I struggle with double inkzooka (hoping the reasoning can work for crab as well), and I'm assumming there's a counter that I haven't thought of.
Hot take: We should be able to choose between Point Sensor and Angle Shooter on which sub we want to use for any of the point sensor/angle Shooter weapons. Since they function a bit similar(and both are a bit trash), we can choose whether to have better tracking or better “damage” combos.
7:50 Ink Armor is already in Splatoon 3, albeit only after a respawn or during a Squid Roll. If Ink Armor ever makes a return as a special weapon, it would require major reworks, namely no global range and only one recipient - either its user or a teammate they target. To compensate, Ink Armor would last longer and provide twice the extra HP as before. However, an Ink Armor user will suffer a much greater special gauge penalty - 100% instead of 50% - when splatted. Passing Ink Armor to a teammate will prompt the user's character to shout, "Schnell! Go get zem! Raus, raus!"
Toxic Mist has 2 big problems, duration and cost. For the current cost it needs to last at least 50% longer than it does, ideally at least twice as long. I could also see combining it with either point sensor or sprinkler.
My hot take is I want the losing animations back with the sad song. I don’t care that the other team won, I care that I lost. I wanna see my inkling sad with the depressing music
I never really understood why people like Big Man so much. He's just kinda, there, doing stuff. I like his character, but I don't get the hype that he gets. It's probably just me. Although your battle with him in the main story got me to laugh super hard at the reference when I first saw it. That was great.
Something I wanted was for them to remove toxic mist and point sensor, and combine it into line marker. Line marker will have it’s usually sensor line, but if an opponent is hit directly, will take slight damage and will have the effects of toxic mist attached to them
I use the Rapid Blaster Pro and I have a love-hate relationship with Mist. I like using it to support my teammates, making it easier to splat enemies going for objective, but I really feel the lack of something more immediately impactful, like one of the three meta bombs or even something weird like a splash wall. Oh well, the main is still fun.
3:02 I play eliter because its broken but also i wanted to say If a weapon is good on all stages and is broken because the maps are bad inherently its a weapon problem because it doesnt fit the new design so they should change the design because it will continue to be busted if there is more bad maps and nothing will change so it kinda is a weapon thing. i doubt they will edit the stages also which is the best solution so the only solution is a nerf to the eliter like if the maps continue to favor eliter i think it might be an eliter problem instead of map issue
This is a really strange take but I think they should buff a little bit the new weapon types to make people play them more. Splatanas and stringers are really fun to use but they are kinda difficult and don't give that much reward so I don't see people use them at mid ranks (Splatana wiper meta would be funny cmon)
@@MugenEclipse Then I Hope that on the next weapon sets reeflux changes it's special. The buff would also make It more agro because It would actually be better to get in the fight than painting as crazy because they would loose the 1v1
for the reefslider: ...yea its to (forcefully) reposition yourself in areas but what it also does is forcing enemy players to move away which can be helpfull although once started you cant control it (only explode it sooner) For elitters (or chargers in general): its sort of the main thing that chargers can do OHKO in exchange for not turfing that well as other weapons yes they have the most reach of the game...BUT they often lack speed which is a good balance between good and bad things about the chargers For shoters: Shoters are meant to be a al-round weapon class...they usealy dont have much drawbacks but also isnt the best in what other weapons class can do Sure you have shoters tuned to quickly kill (Gal's) or to quickly turf (arrowspray) but there are usealy other weapon class which can get the job done better but with more risks related to there class For the Inkarmor and OHKO: by adding something which becomes the whole match is not the best way to fix the OHKO's Getting a One hit is Hard and often needs some skill (or luck)...even more if your trying to hit someone who is faster then you for exemple with the Sploosh-o-matic you need to get so close onto someone to splat them where if a charger shots...and misses they will reveal themself and often need a short time to recharge for me OHKO's are a High Risk but High gain thing By returning inkarmor you will bring something in that all the teams must use in order to actuely make a chance against a team who does use it...frequently... for me the Cooler does this job very well...as it buffs players for a short time and insta-respawns them Once when the buff is active(removing the buff when respawning)...but not in a way that makes it a Pain to play against
Ok my hot take is that the bloblobber's damage should be nerfed just a little. (Like make it take 4 hits to kill instead of 3.) And this has nothing to do with competitive matches - this is purely because in low-level casual matches the lag can sometimes be unbearable and the bloblobber can just randomly kill you despite missing completely.
5:18 this is why I also think that squid beakon is also not good. It deals zero damage has to be planted at your feet so you can’t even rely on voice chat to tell your teammates to press forward after you throw and this is totally ignoring that it can be broken easily.
In my opinion Toxic Mist should also do damage similar to standing in enemy ink, I mean it's called TOXIC Mist yet all it does is effect movement speed and ink recovery, I also think it should be a little bit cheaper ink wise because for such a mediocre effect it sure uses a lot of ink like at least 5% less Also Sprinkler should only have the first 2 stages and the third weakest stage should just be removed as it's completely worthless Edit: Ink Armour should totally be brought back and it should have the effect of refilling your allies ink tanks as well because that would be fair and balanced and healthy for the meta 🙃
Toxic Mist being all the effects of standing in enemy ink with a decent duration would be a pretty cool zoning tool. A way of having Ink that doesn't go away but which also doesn't last.
Hot take: They need to bring back Baller. It would be great for infiltrating the other team's base, but I'm just a casual player, so I'm not sure if this would actually help.
Dude, the removal of Baller forced me to re-evaluate my entire play style. I would fill up my special/plow my way to the middle ASAP and Baller my way to enemy spawn point. It was so satisfying on Musselforge, Inkblot, and Manta Maria. The ban hammer and reef slider just aren't the same.
I know this comparison is a little bit weird but the e liter sorta reminds me of the situation that happened with fortnite's heavy sniper rifle because in that game the heavy sniper rifle was incredibly overpowered with intense range and could one shot with ease
As someone who's pretty new to Splatoon as a whole, your videos have been really helpful for learning about the game! While I don't think I'm gonna get into competitive, I really like learning about it and spectating a lot, and I agree a lot with the problems with the maps in this game. I despise going against e-liter, but I don't like the idea of outright banning it because of the map design. From my POV, I think a lot of the maps are too narrow, and the ones especially designed to be less cramped need more paths to help make them more dynamic instead of being fully straight forward.
Stamper needs a buff, an indirect fast swipe + a direct fast swipe should kill, a direct burst bomb + an indirect fast swipe should kill, an indirect burst bomb + a direct fast swipe should have the POTENTIAL to kill. If you want a more aggressive weeapon like zip caster seems to want. Otherwise lean more into the semi-anchor play style that it currently CAN do, hanging back a little but not as much as the anchor players. Idk what buffs for this play style would look like.
I agree a lot with your takes on toxic mist. Another nice way to buff it would be decreasing the ink consumption so even if its an ok sub you at least can use it more and having two mist active in the field
I'm gonna hit y'all with the coldest take ever: the beta version of Eeltail Alley from trailer 2 looked way more fun to play than the final one we ended up with
@@lol-ih1tl Nah If you go back watch the return of the mammalians trailer, the Eeltail alley there is completely different from the final version of the game (which is way more narrow with fewer options to get around by comparison)
Trust me, I’ve heard someone try defending S2 special design on the internet and while using the ink armor argument as well as “dodge missiles”, they also said to sting ray that it’s good design with their “explanation” stating that we should just be expecting a ray to appear during our pushes and that we are dumb for complaining about it.
Maybe a way to deal with making most better could be a lock down. If you land it on someone they can’t leave the most without jumping (and sub power up decreases jump speed or duration, or both, give it a reason to be run) and then you could almost remove it’s slow down because it would be a really good way to stop pushes. I’d still let players shoot out so that it’s not an instant win card for engagements. I think though that an actual lock down in a specific area would be a boon to weapons with it on their kit such as tri-stringer and blaster.
My dream buff to Mist, and to Point Sensor due to their similarities, is to make them CSGO smokes. Deliberately make them obscure vision for both sides, while keeping their already existing perks. This would serve to hamper pushes with info denial, help ease rotations, and still slow opponents/recon locations for those inside the smokes. I'm not sure how balanced/healthy (mostly healthy) they would be in the context of splatoon's meta/engine (vision obscurement is not a part of Splatoon, outside of Booyah Bomb/Tri-strike for about 2 seconds), but kits with those subs like Explo, H3, Tri-stringer and Tri-Slosher would gain more depth in their subs without said subs needing a massive rework
5:56 Would this even do much though? If you direct-hit someone with Toxic Mist, they're right in the centre and have the maximum escape distance, meaning a short disruptor effect would mostly overlap with the time it takes to get out anyway (unless they drop or climb a wall). I think I'd rather see some sort of damage-over-time effect, which would also make it impossible to heal inside the mist.
I like seeing other people's hot takes, makes me feel better about my lousy opinion on that seeker should return. I just don't like how they were split in half between curling bomb & autobomb, I was never competitive, I just played for the fun of it & I always had fun with seekers. I remember one time playing the Carbon Roller Deco on Walleye & the entire enemy team was on the ground when I got my special & launching all those seekers, I took out the entire apposing team like what the heck were you guys doing?
Brian is right that not everyone is amazing at Salmon Run, but it is a huge time sink if you do want to get the badges. I think it should have checkpoints. I can get to EVP 200 pretty easily now in freelance, but I don't have 6+ hours to spend within 40 hours of an SR rotation. I just simply can't get over to EVP 400 because I have no time. I do think I have a lot to improve in in SR, but I also think if I do get into a higher rank like 400, playing at that level often will naturally make me even better and more efficient that EVP 200 would eventually feel like nothing, as even Profreshional feels too easy now.
if they are to bring back a special or two from Splat2, i would bring back the Splashdown and Baller. Splashdown was good for crowd control and clearing out congested areas such as the splat zones or the tower, and breaking the rainmaker shield. Best part was, you could super jump over the rainmaker shield, and splashdown it, killing everyone, and allowing your team to get the rainmaker, that is if you weren’f killed in the process.
As a casual who made it to A/S rank In splatoon 2 I had absolutely no idea ink armor was so hated because in my experience it never seemed to do much for me or my opponents. Looking back though, I can see how a coordinated team might get some mileage out of effectively doubling their health. I understand why it had to go but I’ll always love my glorified ink refill.
As an brush main, I loved the permeant ink brush from 2 with the ink armor, it was a fantastic counter to chargers. Now I’m 3, I have ways to counter chargers without the armor. I’ve grown to absolutely love the killer wail 5.1. It’s perfect against the one shot weapons. Yes one shot kill weapons are annoying, especially the stamp chainsaw. I’ve grown to hate that the most. However I don’t think ink armor would help.
Very grateful that Chara gave me the opportunity to contribute to his wonderful community. I look forward to bringing you guys amazing content in the future!
That splashtag of yours was funny
You did so good on this one! I can't wait to see what else you end up doing for this channel
The editing was REALLY good in this video, very well done
Very coll logi, very cool
wrdgaf
In regards to Big Man's role in Deep Cut's music, he does do just about everything else that isn't singing. His singing roles are so minimal because he does the song composition, lyric writing, and iirc even the live choreography.
He's also the hype man.
even if this is true by lore standards, it still feels like a copout since its a thing they can just *say*
that is cool
I wish they pointed this out in game. The only source we have for this info is Twitter and the website.
@@lexo632 he's the hype manta
"Big Bubbler doesn't aid a push at all" is the craziest thing I've ever heard when I am CONSTANTLY trying to get the damn things off the towers, CB mounds, zones, and RM checkpoints.
They're just spreading a little misinformation, thats all-
It has reduced duration while on the tower, so there is that
Big bubbler doesnt help you move forwards (except on tower) it only lets you hold a position. Thats all it does.
@@xana3961 I actually started a successful forward push thanks to big bubbler
It controlling the zone is it pushing the objective
I loved ink armor in 2, all my mains used it, and even I don't want it back. The mere fact that it invalidated an entire weapon class is enough for me to want it gone, seeing blasters' resurgence in 3 has been great
I mained vanilla junior in 2 and I agree that it had to go
So being oneshotted on metal work by an eliter from the enemy spawn without having counterplay Is fun
@@shade_7500 oh my god you haven't even watched the video
@@shade_7500
Individual stages, like Mincemeat Metalworks and Mahi Mahi, need improvement, not the main/special design. The maps need to be physically larger and allow for better flank routes!
What I want is for squid rolls to block one shots at full hp. I have had it happen enough times to know that chargers do not care about roll armor and one shot through it. Squid rolls aren't a constant armor like ink armor was and it takes skill to time it to the chargers shot.
Fun little meta update: Japan has started to run more splash and crab, because having a hydra explo hybrid with baller protection at will for nine seconds is a ridiculous amount of pressure and splash is also very good for paint, fights, and its burst bombs and follow up on unfinished crab kills. Charger in general is falling out more because of it and I think it's now being experimented with here in the west as well. Missiles is also picking up more in usage in place of an actual anchor so faster team compositions can play against chargers better and also because with double splash, you can do what people did in Splatoon 2 with mini and burst people that are low from missile chip damage.
Armour would do absolutely nothing to fix this and it just makes weapons that are already falling out of the meta practically unusable.
Can confirm seeing a huge spike in crab tanks and having to bring out object shredder to duel them more
Man's read the future
I got chills going up my spine when I heard that ink armor hot take
god i am not ready for ink armour to return
"You haved freed us from the OHKO meta!"
Ink armor: "Oh I wouldn't say freed. More like... under new management"
Yeah, as a e-liter main, I don’t want to see it removed. I want better maps, so it’s more fair. I won’t stop using it, but I hope the maps are made more fair for others.
I don't mind the presence of maps where some weapon classes dominate. At the moment it feels like chargers dominate on most maps, however, which is more of a problem and kind of defeats what Splatoon's devs tell us is the point of having the map rotation system - Needing to figure out a weapon that will be good for both maps.
I'm still new to Splatoon and I rightfully get destroyed by other players better and more experienced than me. Is it annoying at times? Well yeah but that's what I get. I wouldn't ask for weapon removal as a big fix either. I mean it's not the snipers fault I'm bad at the game after all.
That said if said weapon literally broke the game and caused the switch to shut down the software THEN I'd be for its removal so it gets fixed and added back.
@@Stephen-Fox imo they really need to revamp the maps. Its a fun challenge to master a weapon and be able to just use it on any map.
In most maps you can see each other miles away and it’s predictable where people move because of the map design, not many routes to sneak up on enemies.
Agree, they need to add new maps or fix the current ones, the current ones are just less fun than in any other game
i went back on hammerhead and mahi in splatoon 1 a few days ago and i faced some super cracked JP E-Liters, but the fact is that because of the overall balanced map design with hella cover and decent flank routes, i was able to avoid them and fake them out most of the time, whereas you look at something like mincemeat or splat 3 mahi, and the insane power they are given is based solely on the fact that they can control the 2 measly routes the opposing team are given with barely any consequence
Personally they should mix ink cloud and point sensor into one sub. It probably wouldnt make the best sub but it would make some weapons with those subs better and also make have its nische.
Ink cloud…? As in toxic mist?
Personally I think Point Sensor is in a good place right now because of the prevalence of Ninja Squid. Maybe if Ninja Squid got nerfed that would be fine but I think making Toxic Mist linger on opponents and maybe giving it a small amount of paint on the impact area or at your feet would be a huge improvement
@@jjQlLlLq Yes you are right, but you understand what i meant.
@@UniGya ISnt it considered one of the worst sub? Combining 2 bad subs to make one nische one would be better. They wouldnt even need to change a lot theyd just do what they did with Bomb Defense DX in Spaltoon 2. It would function like basic msit but people will be more punished since they would also be located liike some kind of ultra trap cloud.
@@oliverdavid4568 Point Sensor was one of the worst subs in Splatoon 2, but in 3 it’s actually getting a decent amount of use. It’s still fairly weak, bombs are generally better, but on weapons like Explosher that don’t need a bomb it has a very good utility purpose of smoking out Ninja Squids. Toxic Mist definitely needs a buff, but Point Sensor already has enough of a niche that doing something like straight up combining it with Toxic Mist could actually make the sub too strong
Also Point Sensor could never be the worst sub as long as Angle Shooter/Line Marker still exists lol
As a longtime casual inkbrush main, the lack of flank routes hurts.
It feels so much harder to actually get in and do something because I’m forced to take a specific route where I can be easily seen, shot at and killed. It’s especially bad on zones (double whammy because zones is my favourite mode) and clams and I’m finding myself relying a lot on my teammates creating an opening for me, which means I’m spending a good portion of the match spamming bombs if my teammates cant do that.
It feels even worse on the maps returning from splat1, because I remember playing on those maps and having ways around the previously mentioned issues.
It sucks because inkbrush is a weapon I genuinely enjoy playing a lot and it’s not fun when it feels like I can barely do anything.
Same here, the lack of flank routes makes the weapon so much worse especially on certain stages like mincemeat metalworks Because everyone can see you.
I feel you, it's like they actively tried to make any map in this game feel bad to play on
I feel for you pal
I feel you- and I’m an e-liter main so I should be glad maybe it’s cause i mained brushes in splatoon 2 but even as a charger it just feels so much harder to get flanked in certain maps to the point where moving to a more likely spot to get flanked from makes it LESS BORING-.
I wish zipcaster had a lil bit more going for it, its one of the most fun when it works but then theres just times where it feels impossible to use (due to bad map layouts once again)
Agreed! Especially on maps like Mahi Mahi where the map is flat and there's nothing to Zipcast onto.
I feel like zipcaster would benefit from tall walls that don't really affect normal players too much, ex: the buildings in inkblot, or pillars in spillway. Maps like mahi-mahi just have either no walls or just around the edges.
To me, just changing it so that you don’t jump back to the place you activated the special would help a lot. It might take tuning to make that amount of movement ability fair, but it would let zipcaster fully play as a movement or reposition ability. Plus you can still get splatted in zipcaster mode, so it has a weakness. It also might help balance out maps since zipcasters could cross large open areas to flank the other side.
@@corvidaegudmund1186 Yeah i really want that lol but i feel like suggesting that just SOUNDS OP even though im pretty sure it wouldnt be
@@mini_k It *can* be not OP, but it's going to take a loooot of testing and refining.
With the ban e liter take, I do agree that e liter can be annoying, but it's not a flawless weapon or anything, for example; it is VERY immobile, which sucks in a game like Splatoon. Yes it did get indirectly buffed since there are less displacement, and hp specials. If e liter was arguably broken, the hp special that they could MAYBE bring back is something like bubbler,(though I highly doubt that they would bring it back), and like you said outright banning a weapon, would be problematic for obvious reasons
The maps are the problem, not the weapon.
If someone can sit on a comfortably single spot, pick off all the enemies and not have to worry about not standing in ink, its not a good map design.
@@Ihazfunkitty yeah the maps are pretty bad in Splatoon 3, I think one of the reasons they are bad is because like Chara said, many maps don't have a flank route
@Grima the Fell Dragon Mahi Mahi anyone :)
I’m an e liter main and yeah. Especially for scope, we can’t see shit around us except exactly infront. We are as inmoblie and easy to destroy as someone super jumping. YOU CAN JUMPSCARE US WITH SPLAT BOMBS- we either won’t see or won’t have the time to move due to low mobility
Splatoon 2 felt like you were stranded on a deserted island until you got your special except if you had the the wrong special, in which case you had to wait for your team to make an opening so you got to play the game, I'm so glad armor didn't came back
splatoon 2 to 3 feels like night and day.
As a casual who enjoys the simpler to use weapons in Splatoon that if I'm using I know exactly how it works and don't have to worry about what firing mode or how to change between them and back when they were playing S2 - had ink armor on about half of the weapons I either played or was attempted to learn, I'm so glad to see the back of it. Yes, I get that it's broken at high level but worse still IMO it was _boring_ to use. The similarly simple-to-use support specials in S3 - Big Bubbler and Tacticooler - are so much more fun because where you place them matters. Plus Tacticooler has a jingle. That gives it better game feel.
Tacticooler can also be memed. Sprite Cranberry!!
@@sophiegrey9576 JUUUIIIIICE
@@sophiegrey9576
obamna
SODA!!!!!!!!!!!!
@@m4rcyonstation93 A fellow Vaushite?!
Personally, I would like to see some win animations that utilize the inkling/octoling's squid/octo form in the future. Whether it be them going through the animation in their squid form entirely or them switching back and forth from squid to kid while doing some cool gun-trick acrobatics and striking a final pose as one or the other. I can kinda see why we haven't got any yet and it's not a big deal, but still think it would be nice to have. I don't think this is necessarily a hot take since I know I'm not the only one who feels this way, despite me not seeing much talk about this.
Squid bag win emote😳
@@Im_better 😈
You are absolutely right about e liter. It was fine in splatoon 1, and it was a different beast there. Too soon to determine it needs nerfs.
Tentacooler should get an icon on the map. would really help jumping in to the right location
doesnt it have one already?
@@rivalbede Pretty sure it does yeah
@@rivalbede it doesn’t, it just marks the position that it’s standing in from line of sight of the game (ie not the map)
An idea I have for a sub weapon that would have similar function to disruptor is a throwable version of a flipper flopper's ring that traps players in ink. It essentially does the same thing as a disruptor as it denies an area but also actually inks the ground. Even though it doesn't do direct damage, the fact that it paints means that you can gain special from it, force players to re-ink the ground and because it makes ink it would actually do damage to things like big bubbler and rainmaker shields giving it more options.
Imagine if splashdown worked that way.
I think this would be a hot take: Even if Main Power Up did not give increased damage to any weapon, I would still not want it back in Splatoon 3. The ability ended up being so poorly balanced that weapons like E-Liter required it while on weapons like brushes it was a waste of slots, and I see no reason that would be different if it returned.
i mean, intensify action is the same way in some weapons requiring it and others having it be a waste of slots. a blaster without intensify action relies on jump RNG, but a splatling or charger isn't gonna need that ability.
@Fish Ball it's also almost completely for jump rng. For squid rolls swim speed is more effective and there is no map where fast surge is actually useful
@@harmless9336 The only time Where I've used squid surge is on the fish sticks in salmon run.
Not useless on brushes. I had only pure main power up gear with the ink brush on Clam Blitz. I was untouchable. Meant for it to be a meme build, but it got me to X rank lol.
@@Fish_Ball intensify is actually pretty good on hydra and heavy. not a massive amount is needed but quite a few splatling builds run some
I say the zipcaster is typically situational in most cases and does require a lot of practice to utilize it to its fullest. In most instances its used mainly to break through a formation and try to take out a backline. You need to recon maps to get ideas as to find the best spots to jump to and consider hard on ink consumption since the special ends pretty fast. I like it overall but I do fell like it should last a bit longer. At best you can do 2 zips while being able to do anything with darting around the map.
As someone who is still fairly mediocre at the game, but plays almost exclusively octobrush and luna blaster, I really wish individual grapples didn't use as much of the ink tank. Ink tank rate goes down when you use ink and it goes down passively at rates that aren't bad, but as you said the grappling itself gobbles up so much ink, you don't really have time to actually engage for a flank if you need more than 2. For the passive, it would be neat if going into squid form made it go down slower but anything to give me a bit more time with it would be nice
The one change I really want to see is e litres not 1 shotting through squid roll armour. Parrying is cool but e litre can just negate it
whaaa? dont think it does. i believe you're mistaken here.
@@iknowwhereyoulive618 It does
I see where you're coming from but chargers already struggled in 2 due to armour, so I think being able to parry chargers whenever would really ruin the weapon
@@TreasureTrackerGreenToad you see, at this point it becomes a question of how consistent it is and whether the person you're fighting is even able to do it. I think that it shouldn't kill through squid roll armour, but it should damage the person you shot. It gives your teammates opportunity to capitalise on the damage, and overall makes the weapon less oppressive.
Or they could just make better maps lmao
@@TreasureTrackerGreenToad I don't think it would because not only is parrying really hard to begin with due to the small amount of armour time, but you have to predict exactly when they are going to shoot. Usually if you die to an e litre you were caught off guard anyway
Here's my hot take: BRING BACK LOSE ANIMATION.
I rather see myself losing than watching others winning.
It would be even better if they add a skip button
agreed. watching the enemy team perform their win animations feels like their rubbing their victory in my face.
losing already stings; i don't need to feel worse.
"Ink armor should return"
Me: "I just want to talk to him"
* Pulls out trizooka *
"I just want to talk to him"
This is my first splatoon game and even I can tell that liter, machine and lack of armor aren’t the issues, it’s the game’s poor map design that directly benefits long range and high damage weapons. I’m coming from other tactical shooters that suffer from the same issue where the characters and weapons are actually fairly well balanced. But there are so many choke points, so much open space and not enough cover or alternate routes. Hopefully they will fix this as the game moves forward in it’s lifespan.
After spending a long time trying to ensure perfect balance, then finally getting it and having the game we were working on be boring. It's similar to what you said, you just need to have better maps rather than trying to tone down all the weapons.
Big man is actually amazing, he writes all of deep cut's songs and brought brazilian types of music in and I love him and he's so cool
Could you please make an entire video, where you’re talking about the maps, their issues and how to fix them?
I am but it is a larger project ill start as soon as the updates out next month (since itl have 2 more maps)
I think the best way to buff toxic mist and point sensor, arguably two of the worst subs in the game, is to simply combine them so that Toxic Mist Deluxe would also apply the location debuff on enemies
They even have a similar AOE already
6:12 What about Squid Roll and Squid Surge, and also the fact that opponents who are stuck in it can't recover their own ink? It basically invalidates weapons who need Squid Roll like Dynamo, Octo Brush, Dualies, and more that you haven't already mentioned. Also, if an opponent can't recover their own ink while inside of it, then they will need to preserve their ink tank more or the spot where the Toxic Mist is covering is basically lost for a few couple of seconds. It's basically like an instant inked spot where no one can ink over it.
I hate the fact that they unironically went out of their way to increase the map design problem. One thing is making new stages that have those problems, but a very different one is taking maps that didn’t have those problems and adding them. Mahi Mahi and Hammerhead NEED to go back to what they were, or at least bring back part of what made them top tier maps in the first game.
Do you really want to go back to Walleye, Kelp, Arowana, Port Mackerel and Camp Triggerfish?
A charger should get zipcaster. This would be a fairly situational loadout but it COULD be really good since the charger could take a more aggresive position temporarily and create more pressure while being relatively safe with the ejector button thing that zipcaster does.
Also zipcaster should be cancelable by pressing the special button again you should be able to just eject from the special, which would waste the remaining duration in return for your safety, idk maybe add an extra cost, like even though you can no longer use it you still have to wait out the timer before you can charge another or maybe an ink cost so if your landing isn't safe you get punished?
I think it'd be interesting if they made Toxic Mist do damage over time akin to standing in enemy ink or an Ink Storm. I mean, it's literally a cloud of toxic gas, you'd think that'd do damage.
I love eliter so much. More than any other weapon, it makes me feel like I genuinely want to get better at it (not that I'm that bad, I'm just not good yet but when my eliter goes off it's the most fun I've had with this game). It's the same feeling I got the first time I played dragonball fighterz!
Hot take: I think that it would be great if Splatoon was a 5v5 or 6v6 that way fights would be more chaotic, it would make it less likely that your entire team gets killed of, and allow more synergy between teams. I could see why a 4v4 is fine, because 6 people snarling spawn would be awful and potentially make games more snowball based, but I would definitely like the idea of adding more people per team.
Part of the reason that it’s not is because the switch actually could not handle it.
Honestly man, thank you so much for your work
Thanks to your videos, I became more aware of my playstyle, I got two rank ups from B to S in a little more than a week, I discovered how nice some weapons are and even though I've always loved splatoon I feel like I love playing splatoon 3 way more than I've ever loved 1 or 2, thanks man, I really really apreaciate all your work, good luck
Imagine if they mixed mist and marker
throws in a straight line and bounces off walls and floor, but at the end of it’s lifespan it explodes into mist
it’d be harder to aim onto a chokepoint, but gives more utility to the two word subs in the game
I just wanna add that Big Man represents Brazillian culture, but I do hope he has more to do in the future. Though the fact that the male idol has a more animalistic design when the female ones are more humanoid is a bit of a problem in video game design.
No, Salmon Run absolutely needs more checkpoints. It's an unreasonable grind to reach max hazard level within a single rotation in Freelance, where you'll constantly be pulled back down by bad random teammates.
Also, the Switch can't even handle high rank Salmon Run without dropping FPS. So that's really cool.
not sure about other peoples switch but mine can't handle entering the lobby, mine drops frames like crazy when I first enter the lobby but smoothens out... salmon run high tide is always brutal on frames alone.. sure makes it fun
The solution for E-Liter and other far-range weapons isn't to ban them or to introduce game breaking specials, it's for Nintendo to stop making stages where those weapons can hide and not be touched, like Inkblot in Tower Control.
Also would be nice if they had a team-building algorithm to casual Turf War so I'm not stuck against a team of Reefs
MY hot take is that the new rule where it end the game early FUCKING SUCKS! I was in a RANK UP BATTLE trying to get to s+ and we had had control of the zone for the entire game down to 18 points and then someone on the opposing team DCed and ended the game early. We were like 99% gonna win that game and I then proceeded to go 2 and 3 and not rank up. I am still livid because that wouldn’t have happened in splat2 because you would still be awarded the win. Im so fucking livid to this day.
Hot Take: Ink Mines are slept on, and are invaluable to Splat3's choke-heavy maps. When we see more mines on more weapons OR we see a buff to Undercover Ink Mine complainers will spike among the population
Mist can lock out chock points but correct me if im wrong
bombs can do the same thing right?
crab tank can literally counter booyah bomb- quite crazy to me
(you can turn into a ball and just live through the booyah bomb, your tank will break but it can help you stay in for longer without dying)
Bring back InkArmor solely for the Zipcaster, even if its just protection from oneshots. as an octo brush main Ive been killed and oneshoted in Zipcaster way too many times!
Not related but I just ate a pineapple
epic
yum!
4:31
I believe if toxic mist was change like so it'd be much better: Make it a smoke screen, have it be mostly translucent for teammates but be more obscure for enemies. And lastly: Give yourself and allies a single chunk effect benefit of Tank Refill while in it's effect radius.
This buffs it as a disruption tool that can let you move forward, forcing opponents to either keep an eye on it to make sure nobodies hiding, toss subs to weed anyone out, and block line of sight in some capacity. As a user you can toss it on teammates to let them escape, get more ink, or push forward. Tossing on opponents means they are slowed and can't get back ink but can still squid roll out or other things.
I think this makes it more fun to fight with and play against because now it has many more but still reasonable uses.
I have a few:
1. Zipcaster should have the effects of Ink Armor when you're no zipcasting, but when it's broken your ink tank is equal to the amount of special you had at the time of break.
2. Seeker should come back, not just because it leaves a longer ink trail, but because it was the only other sub to deal damage on contact,
3. Carbon Deco should have Burst Bombs and Wavebreaker/Ink Storm.
Here's son random thoughts i had:
-maps currently are build this way due to alot of long ranged specials (like crab tank trizooka killerwail and inkjet[?])
-buff toxic mists slow down effect and ammo drain so its more severe to be inside it but can be weakend by sub resist and sub power up increases the AoE of the toxic mist
And just cuz im a Sprinkler enjoyer
-remove the slowing down of the sprinklers paint speed and keep it at max speed
big man feels really shoe horned in, he feels more like a guest on deep cut's podcast than an actual member of the squad
Given that when you watch them he only seems to speak all of once, then laugh, I agree
Seeing a pro's take on the game is really enlightening and helpful. Keep up the good work!
I think that toxic mist should paint a cicle on its outer edge. just a Thin line which makes it impossible for players to swim through.
Even thinking of bringing Ink Armour back is crazy
As someone who will more-or-less always be a casual player of this series, some of these hot takes made even me laugh. Especially when comes to these "weapon balance" comments/suggestions. I personally love listening to discussions about the state of the game from other people, and especially from pro players who are more keen on the smaller details, trends, and skills needed to succeed.
Definitely been feeling the pinch in Salmon Run, but I think it being more ramped-up and hectic makes it more fun when the right weapon rotations are involved. Hoping it will get better when more maps and the eventual Big Run event.
As an additional take, even I've been feeling that the launch maps are very constrained and "3-lane-y" for lack of a better term, which is the main reason why the longer range weapons like E-Liter and Hydra have been performing so well. I miss wider maps like Kelp Dome, Piranha Pit, and to a lesser extent, Blackbelly Skatepark and Camp Triggerfish.
Hmm, you know I don't really think about balancing. Atleast recently I haven't. I been approaching everything in the games I play as "this is a puzzle I need to solve as it currently is, and a puzzle I may need to resolve if things change later" as a splatling main, chargers and especially e-liter scare me,but I use them as an excuse to figure out how to play around their range and still do the best I can.
But if you want me to do a joke balance patch idea. Give the hydra the reflux charge speed, and also double its range so it can fight everything at a super safe distance.
i think the stage rotation and rank system are both great. i like the fact that you can do an open series and not lose too many points. and the fact that there’s two rank modes available makes the rotation even better, you got two to choose from. i personally don’t think stage voting would be enjoyable for me, dunno why but yea
I don't understand the hammerhead bridge hate. Yeah it's very open with low cover but compared to the other maps like that, back lines need to expose themselves a lot more making them more vulnerable
The reason Hammerhead is hated is because it lacks ways to move around. You have only one way in and out.
In turf war (I know, I know) I'm not sure I've seen a Hammerhead match not wind up with one team spawn camping the other. It practically happens automatically as soon as you take mid. It might even be worse than early S2 Starfish Mainstage before they reworked that stage for that - I'm sure I occasionally was in matches of that which didn't devolve into one side spawncamping.
Angle Shooter should become THE Point Sensor replacement. It'll function like regular Angle Shooter, but instead of just marking someone only when the marker hits, it'll spawn Point Sensor & Toxic Mist sphere at the end of its path that lasts for slightly longer than a Point Sensor. If it doesn't hit a wall by then, it'll take a short downwards curve towards the ground, slightly extending its range. And BAM, Angle Shooter is more useful, you don't need to hit someone directly to have an effect on them, and it also makes Point Sensor & Toxic Mist obsolete.
my only takes are about tenta missiles, but its such a horribly designed special i doubt any takes would be considered "hot"
As an E-Liter main who has basically no idea of the meta these are... interesting :")
I use the rapid pro casually and have never figured out how to use the Toxic Mist well. It locks down chokes worse than point sensor and in a fight it just seems like a waste of ink for how little it does. Sure it denies area, but every lethal bomb can do that better and inks as well.
I hate going up against e liters in turf as much as the next guy, but banning them outright is outrageous. They have their place in ranked and Salmon Run (they just seem annoying in turf tbh, but I'm a casual so what do I know) my hot take is that people should stop the whole trapping the other team in base. From someone who's been on teams on both sides , getting stuck in base is just frustrating and trapping people in base gets boring halfway through because aside from kills there's nothing to do. If I'm on a trapping team I kinda hope that someone breaks through because then there's an actual threat and actual fun gameplay. And what's worse is that most maps don't seem to let you break out of the base trapping. The only one I'm able to do it consistently is Mako Mart. If I try on Mahi or Mincemeat I just get splatted. Again, I'm just a casual player so I don't know if my complaints are legit or not 😅
In theory it's not hard to break out at all, everyone just panics and sends themselves to the slaughter of 4 people below as opposed to regrouping and going in. Hell, even just waiting for an opening to slip by works wonders, ive won games by completely covering the mid and enemy base because they were so fixated on my spawn.
@@prismatica8416 I had someone get so deep into base that the only out routes were being camped, it's a real problem
As some who got into Splatoon 2 LATE AF, Splatoon 3 definitely feels VERY GOOD in Balance.
I think I can see how some weapon are perceived as strong, but overall, I personally do not have an issue with any individual weapon, nor a team of a specific selection.
There is definitely options and/or counterplay against things. One just needs to understand what is available to them.
(I personally love using Parry on single-hits or sudden Ults like Reefslider)
**Should probably note, this opinion is from someone who plays without motion, currently. I'm too used to other game(s) I've played in which I have the muscle impulse to move my camera constantly to look around. Motion not letting me look up/down REALLY messes with me. (I know it's not AS GOOD as motion, but I do have the Stick Sensitivity maxed regardless, for whatever optimization I can get outta this)
another way of buffing mist: make it possible to throw several on 1 tank. I'd love to watch the mist storms that happen then
Or well damage over time, seriously it's called toxic mist and it doesn't even inflict anything other than slowness and lowering ink?
Honestly, I think we got a bit spoiled with S3’s launch. Compared to a lot of other Triple-A game launches recently such as OW2, Splatoon 3 was incredibly polished. Sure, not perfect, but with OW2, console players would get completely kicked out of the game when they got an achievement, having to wait again in the several-hours-long queue.
S3 had few major bugs outside of the Tent one and server/netcode issues, so I think we should be grateful for what we got.
While I agree, I'd like to add that I still have the game crash on me in between rotations or after a SR Lobbies DC me and that's after the recent patches. If it weren't for being able to just skip the news I'd have probably stepped away from the game until enough updates rolled around to fix the crashes. It might not be as bad as other games but it still ruins the experience.
You mentioned Inkzooka "being unable to slot into comps," (8:22) but you didn't give a reason why. I want to know what makes it hard to slide into comps, because I struggle with double inkzooka (hoping the reasoning can work for crab as well), and I'm assumming there's a counter that I haven't thought of.
4:23 shoutouts to that autobomb experiencing dial-up internet
Hot take: We should be able to choose between Point Sensor and Angle Shooter on which sub we want to use for any of the point sensor/angle Shooter weapons. Since they function a bit similar(and both are a bit trash), we can choose whether to have better tracking or better “damage” combos.
7:50 Ink Armor is already in Splatoon 3, albeit only after a respawn or during a Squid Roll. If Ink Armor ever makes a return as a special weapon, it would require major reworks, namely no global range and only one recipient - either its user or a teammate they target. To compensate, Ink Armor would last longer and provide twice the extra HP as before. However, an Ink Armor user will suffer a much greater special gauge penalty - 100% instead of 50% - when splatted. Passing Ink Armor to a teammate will prompt the user's character to shout, "Schnell! Go get zem! Raus, raus!"
Toxic Mist has 2 big problems, duration and cost.
For the current cost it needs to last at least 50% longer than it does, ideally at least twice as long.
I could also see combining it with either point sensor or sprinkler.
My hot take is I want the losing animations back with the sad song. I don’t care that the other team won, I care that I lost. I wanna see my inkling sad with the depressing music
respect the B-roll gameplay coinciding with what Chara's talking about really accurately rare to see and it's great
I never really understood why people like Big Man so much.
He's just kinda, there, doing stuff. I like his character, but I don't get the hype that he gets. It's probably just me.
Although your battle with him in the main story got me to laugh super hard at the reference when I first saw it. That was great.
Something I wanted was for them to remove toxic mist and point sensor, and combine it into line marker. Line marker will have it’s usually sensor line, but if an opponent is hit directly, will take slight damage and will have the effects of toxic mist attached to them
6:21 The western Smash competitive scene is quaking 😂
I use the Rapid Blaster Pro and I have a love-hate relationship with Mist. I like using it to support my teammates, making it easier to splat enemies going for objective, but I really feel the lack of something more immediately impactful, like one of the three meta bombs or even something weird like a splash wall. Oh well, the main is still fun.
Big Man does backing vocals in the songs. You gotta listen closely for him, but he's there. He even has a beatbox solo in Anarchy Rainbow.
3:02 I play eliter because its broken but also i wanted to say
If a weapon is good on all stages and is broken because the maps are bad inherently its a weapon problem because it doesnt fit the new design
so they should change the design because it will continue to be busted if there is more bad maps and nothing will change so it kinda is a weapon thing.
i doubt they will edit the stages also which is the best solution so the only solution is a nerf to the eliter
like if the maps continue to favor eliter i think it might be an eliter problem instead of map issue
This is a really strange take but I think they should buff a little bit the new weapon types to make people play them more. Splatanas and stringers are really fun to use but they are kinda difficult and don't give that much reward so I don't see people use them at mid ranks (Splatana wiper meta would be funny cmon)
Only thing I'd disagree with on that is the reeflux, 99.9% of the people I see use that thing just run 3 special charge to spam missiles
@@MugenEclipse Then I Hope that on the next weapon sets reeflux changes it's special. The buff would also make It more agro because It would actually be better to get in the fight than painting as crazy because they would loose the 1v1
for the reefslider: ...yea its to (forcefully) reposition yourself in areas but what it also does is forcing enemy players to move away which can be helpfull
although once started you cant control it (only explode it sooner)
For elitters (or chargers in general): its sort of the main thing that chargers can do OHKO in exchange for not turfing that well as other weapons
yes they have the most reach of the game...BUT they often lack speed which is a good balance between good and bad things about the chargers
For shoters: Shoters are meant to be a al-round weapon class...they usealy dont have much drawbacks but also isnt the best in what other weapons class can do
Sure you have shoters tuned to quickly kill (Gal's) or to quickly turf (arrowspray) but there are usealy other weapon class which can get the job done better but with more risks related to there class
For the Inkarmor and OHKO: by adding something which becomes the whole match is not the best way to fix the OHKO's
Getting a One hit is Hard and often needs some skill (or luck)...even more if your trying to hit someone who is faster then you
for exemple with the Sploosh-o-matic you need to get so close onto someone to splat them
where if a charger shots...and misses they will reveal themself and often need a short time to recharge
for me OHKO's are a High Risk but High gain thing
By returning inkarmor you will bring something in that all the teams must use in order to actuely make a chance against a team who does use it...frequently...
for me the Cooler does this job very well...as it buffs players for a short time and insta-respawns them Once when the buff is active(removing the buff when respawning)...but not in a way that makes it a Pain to play against
What is that ink armor guy talking about?! I picked up Junior recently and popping Big Bubbler has been GREAT for securing the area and THEN pushing.
Ok my hot take is that the bloblobber's damage should be nerfed just a little. (Like make it take 4 hits to kill instead of 3.)
And this has nothing to do with competitive matches - this is purely because in low-level casual matches the lag can sometimes be unbearable and the bloblobber can just randomly kill you despite missing completely.
7:51 find it funny that they list machine when talking about one hit KOs when machine doesn't even one hit KO
5:18 this is why I also think that squid beakon is also not good. It deals zero damage has to be planted at your feet so you can’t even rely on voice chat to tell your teammates to press forward after you throw and this is totally ignoring that it can be broken easily.
In my opinion Toxic Mist should also do damage similar to standing in enemy ink, I mean it's called TOXIC Mist yet all it does is effect movement speed and ink recovery, I also think it should be a little bit cheaper ink wise because for such a mediocre effect it sure uses a lot of ink like at least 5% less
Also Sprinkler should only have the first 2 stages and the third weakest stage should just be removed as it's completely worthless
Edit: Ink Armour should totally be brought back and it should have the effect of refilling your allies ink tanks as well because that would be fair and balanced and healthy for the meta 🙃
Toxic Mist being all the effects of standing in enemy ink with a decent duration would be a pretty cool zoning tool. A way of having Ink that doesn't go away but which also doesn't last.
Hot take: They need to bring back Baller. It would be great for infiltrating the other team's base, but I'm just a casual player, so I'm not sure if this would actually help.
Dude, the removal of Baller forced me to re-evaluate my entire play style.
I would fill up my special/plow my way to the middle ASAP and Baller my way to enemy spawn point.
It was so satisfying on Musselforge, Inkblot, and Manta Maria.
The ban hammer and reef slider just aren't the same.
I know this comparison is a little bit weird but the e liter sorta reminds me of the situation that happened with fortnite's heavy sniper rifle because in that game the heavy sniper rifle was incredibly overpowered with intense range and could one shot with ease
big man feels like they added him at the last second to have a mascot
As someone who's pretty new to Splatoon as a whole, your videos have been really helpful for learning about the game!
While I don't think I'm gonna get into competitive, I really like learning about it and spectating a lot, and I agree a lot with the problems with the maps in this game.
I despise going against e-liter, but I don't like the idea of outright banning it because of the map design. From my POV, I think a lot of the maps are too narrow, and the ones especially designed to be less cramped need more paths to help make them more dynamic instead of being fully straight forward.
Stamper needs a buff, an indirect fast swipe + a direct fast swipe should kill, a direct burst bomb + an indirect fast swipe should kill, an indirect burst bomb + a direct fast swipe should have the POTENTIAL to kill.
If you want a more aggressive weeapon like zip caster seems to want.
Otherwise lean more into the semi-anchor play style that it currently CAN do, hanging back a little but not as much as the anchor players. Idk what buffs for this play style would look like.
I agree a lot with your takes on toxic mist.
Another nice way to buff it would be decreasing the ink consumption so even if its an ok sub you at least can use it more and having two mist active in the field
I'm gonna hit y'all with the coldest take ever: the beta version of Eeltail Alley from trailer 2 looked way more fun to play than the final one we ended up with
that was the Turf War variant.
@@lol-ih1tl Nah
If you go back watch the return of the mammalians trailer, the Eeltail alley there is completely different from the final version of the game (which is way more narrow with fewer options to get around by comparison)
Trust me, I’ve heard someone try defending S2 special design on the internet and while using the ink armor argument as well as “dodge missiles”, they also said to sting ray that it’s good design with their “explanation” stating that we should just be expecting a ray to appear during our pushes and that we are dumb for complaining about it.
Maybe a way to deal with making most better could be a lock down. If you land it on someone they can’t leave the most without jumping (and sub power up decreases jump speed or duration, or both, give it a reason to be run) and then you could almost remove it’s slow down because it would be a really good way to stop pushes. I’d still let players shoot out so that it’s not an instant win card for engagements. I think though that an actual lock down in a specific area would be a boon to weapons with it on their kit such as tri-stringer and blaster.
My dream buff to Mist, and to Point Sensor due to their similarities, is to make them CSGO smokes. Deliberately make them obscure vision for both sides, while keeping their already existing perks. This would serve to hamper pushes with info denial, help ease rotations, and still slow opponents/recon locations for those inside the smokes. I'm not sure how balanced/healthy (mostly healthy) they would be in the context of splatoon's meta/engine (vision obscurement is not a part of Splatoon, outside of Booyah Bomb/Tri-strike for about 2 seconds), but kits with those subs like Explo, H3, Tri-stringer and Tri-Slosher would gain more depth in their subs without said subs needing a massive rework
that's a pretty neat idea
5:56 Would this even do much though? If you direct-hit someone with Toxic Mist, they're right in the centre and have the maximum escape distance, meaning a short disruptor effect would mostly overlap with the time it takes to get out anyway (unless they drop or climb a wall). I think I'd rather see some sort of damage-over-time effect, which would also make it impossible to heal inside the mist.
I like seeing other people's hot takes, makes me feel better about my lousy opinion on that seeker should return. I just don't like how they were split in half between curling bomb & autobomb, I was never competitive, I just played for the fun of it & I always had fun with seekers. I remember one time playing the Carbon Roller Deco on Walleye & the entire enemy team was on the ground when I got my special & launching all those seekers, I took out the entire apposing team like what the heck were you guys doing?
For the first one, Big Man is canonically the brains of the group. He wrote anarchy rainbow
Brian is right that not everyone is amazing at Salmon Run, but it is a huge time sink if you do want to get the badges. I think it should have checkpoints. I can get to EVP 200 pretty easily now in freelance, but I don't have 6+ hours to spend within 40 hours of an SR rotation. I just simply can't get over to EVP 400 because I have no time. I do think I have a lot to improve in in SR, but I also think if I do get into a higher rank like 400, playing at that level often will naturally make me even better and more efficient that EVP 200 would eventually feel like nothing, as even Profreshional feels too easy now.
if they are to bring back a special or two from Splat2, i would bring back the Splashdown and Baller. Splashdown was good for crowd control and clearing out congested areas such as the splat zones or the tower, and breaking the rainmaker shield. Best part was, you could super jump over the rainmaker shield, and splashdown it, killing everyone, and allowing your team to get the rainmaker, that is if you weren’f killed in the process.
As a casual who made it to A/S rank In splatoon 2 I had absolutely no idea ink armor was so hated because in my experience it never seemed to do much for me or my opponents.
Looking back though, I can see how a coordinated team might get some mileage out of effectively doubling their health. I understand why it had to go but I’ll always love my glorified ink refill.
As an brush main, I loved the permeant ink brush from 2 with the ink armor, it was a fantastic counter to chargers. Now I’m 3, I have ways to counter chargers without the armor. I’ve grown to absolutely love the killer wail 5.1. It’s perfect against the one shot weapons. Yes one shot kill weapons are annoying, especially the stamp chainsaw. I’ve grown to hate that the most. However I don’t think ink armor would help.