I like this idea! It's nice to see them kind of dabbling into passives with the Jr's larger than normal ink tank, but def want to see it with other weapons too :)
@clarinetduck77633 жыл бұрын
Bows could also have a passive thermal ink effect. I think this would incentivizes arc shots and doing "sick" shots with the bow
@Insanebudd2 жыл бұрын
Sadly that didn’t happen but I feel like that would balance it out with the chargers because I feel like the bow is below average when it comes to balancing because one thing you shoot really fast but on another the arrows don’t always hit it.
@lightlemur5567 Жыл бұрын
This would have been an amazing addition cause bows actually run thermal ink
@Riddimensaur3 жыл бұрын
I always thought Brellas should have some sort of ink absorption mechanic. Blocking enemy shots with your shield restores your ink tank and you could even let it absorb bombs like it does rainmaker shots. I think that would benefit all the Brellas, help them stall a bit, fire off their shields easier, and maybe even let the Undercovers get splats more reliably with their subs.
@willc70763 жыл бұрын
I need this…
@糰青3 жыл бұрын
Imo, it would benefit all brellas in general instead of feeling like it only benefits the normal brella. In most situations, tent will die if it misses its 1 shot (5-8 hp isn't going to save tent) , and undercover does little to no dmg at all (4 hp at most), let alone the shield breaking with a bomb
@ohno-ip4en3 жыл бұрын
i think this would be a much more fun option that life steal, as the life steal would mean they're a defensive powerhouse tank at all times not just when they're shielding, i can't exactly see that being fun to play against, this though allows brellas to prolong and stall fights for longer the better they play
@ToxicPea3 жыл бұрын
I totally agree. I used to run Ink Saver main and Refill on my old herobrella set back when I was still playing Splatoon 2. Those two upgrades were vital for me to slow down the pace of the game and hold down the fort for the team in precarious situations. Giving brellas that mechanic would be a judd-send.
@blooky22203 жыл бұрын
Tenta brella will be op and kensa undercover brella will be op
@sonicrunn3r8953 жыл бұрын
Okay, hear me out here… What if classes just had one of the “one per gear” slot abilities (like Thermal Ink or Last Ditch Effort as examples) built in by default, tailored to their role. For example, Splatlings could have Thermal Ink as kind of an always “I've hit you with a shot or two, now I can see you” that wouldn't impede their run speed gear.
@howdoyoulife77733 жыл бұрын
frrrr like I always don't feel it's worth it to use one of the unstackable abilities as they take up an entire main. they're also extremely situational and not exactly worth it, so I feel like those should be passive
@fyreboy57983 жыл бұрын
I was thinking that the brushes would have a “sweet spot,” a spot where they can do more damage and perhaps splat faster in one less swing. Damage Up allowed you to do that in Splatoon 1, but if we just add the sweet spot as part of the hit box, we could have it as its own value.
@saiji90003 жыл бұрын
@Henburger Oh no
@peppermint_83 жыл бұрын
I like that, especially since I always picture the brushes as the splatoon version of a sword, so if melee was buffed I would like it.
@nikkole34943 жыл бұрын
Not going to lie the quality and timing of these videos is perfect
@sivie_ishere3 жыл бұрын
As a charger main i feel like its the perfect thing to have
@Oshascotty63403 жыл бұрын
Loved the idea of Brella life stealing, but I feel like its not THAT useful on tent considering how slow it shoots compared to the other Brellas, should be 20% instead of 10% (In my opinion)
@ProChara3 жыл бұрын
thats fair, I felt w the more drastic shield hp and more damage it would be fine w that
@captaincaption3 жыл бұрын
Roller's passive ability sound interesting, definitely should be implemented if possible 👍
@thatoneguywhoowns2cats7043 жыл бұрын
May I add a few full/semi-passives that I've been thinking about since Oliy released his weapon refinery videos. First I'll add that passive abilities could be more diverse amongst weapon classes. We don't have to limit ourselves to 10 points per kill for charger. What about Squiffer gaining more range ? Or Goob going down a weight class ? Rollers' stealth effect should vary depending on the main. Flingza gets a bit less compared to Splat, but Carbon might as well get NS by default if it doesn't get a kit with Burst. Dynamo is kind of a class of its own, a cool idea would be the ability to cancel the flicks during windup. Brellas should all go down a weight class when they get their shield launched or broken. Undercover already being light, unshielded Undercover would be the first (and probably only) super lightweight weapon in the game (30 AP for run and swim speed would be reasonable given how unthreatening Undercover with shields down is).
@ProChara3 жыл бұрын
I wanted passives to more seprate weapon classes, im all up for diversifying within the class but thats more a diffrent topic for stuff like squiffer range/goo weight class, it should be something where a new player can instantly understand the weapon class passive in a scentence of text, think if it was added to the card description like at the start. I really like the lower weight class with shield launch thats a really cool idea.
@Quickstein Жыл бұрын
Chara really predicted some stuff Inkbrush gets full ink immunity while rolling, sadly not for Octo Brush tho and no falloff for Stringers
@muffinhead20063 жыл бұрын
These are all great, I especially like your idea for rollers, sounds terrifying but it would be good for the class
@kingwoomy87813 жыл бұрын
Your logic for the Rollers makes sense, but remember that Splatoon originally intended for Rollers to focus on covering turf - not necessarily getting splats. At least, I think they were.
@bukenator0788 Жыл бұрын
the good old days when the tri-stringer was called the "splat bow"
@justsam41142 жыл бұрын
Three words for the life steal mechanic, Under cover brella
@TheLaXandro3 жыл бұрын
We kinda already have passives in the game, though. Jr has its big ink tank, Sploosh has stealth acceleration, splatlings have an increased affinity for RSU, and a bunch of weapons like Pro, Dynamo and Luna- for ISM. Which is why I think passives should be on per-weapon basis, not per-class. Look at Ballpoint, for example- it was very specifically stripped of what is the closest we get to a class-wide passive, because it doesn't work well with it. Different passives on otherwise similar weapons can help really differentiate them too. Say, Aero gets increased ink resistance to help it survive or/and be more aggressive, while Jr gets faster respawn time to become a less valuable target in the first place, and bam, they are suddenly played completely differently. Not all passives have to be positive either, a strong weapon with a crippling passive can be a fun concept. For example, give Bamboozler fatigue so every consequtive full-charge shot makes it do less damage for a while, forcing it to rely more on partial charges. That kind of thing would be out of place on other chargers, only Booz can pull it off. I love the charger passive, it would help so many weapons besides chargers themselves. Stick it on Pro and it's instantly both stronger and more coherent in its game plan, even without 99.9. I don't really like the one you got for blasters, though, faster respawn just makes you play recklessly and fish for big stupid gets. Besides, Rapid Pro would not benefit from it in the slightest. Blasters are more methodical and punish-heavy, especially the oneshot ones, so I would rather increase the respawn time of those they splat instead, especially if they direct. This way you only reward success, and also make people play more cautiously around those weapons since trades against them are not equal. Different jump heights mean there would be areas that only sloshers can access. There's a good reason why Inkjet returns home after it ends, and why blasters can't rocket jump. Straight up life steal would be silly, brellas or not, but something in the same vein can drastically improve survivability and uptime of otherwise defenseless frontliners. Nothing big, just let some of them shrug off chip damage from subs or stray shots after a successful engagement. Something like +20 hp on splat for something like Splattershot sounds fair; or faster health regen after a splat for something that's more focused on single impactful engagements- say, Gloogas. No falloff + Splash-o-Matic = tons of fun to be had. Or on Gals, they are known internally as Gravity afterall.
@ProChara3 жыл бұрын
Its impossible to create a unique passive for every weapon and the point of this is to make the classes more distinct, certain weapons do have their own unique thing (like jr) but I wouldnt put those in the same catagory as class passive. Blasters have to be agro and risky thats kind of part of their playstyle, yea their punish heavy but they also have to make risky plays, as for increasing respawn time, personally im not a fan of it in general because it slows the game down and is a lot more drastic, especailly the OHKO blasters, it also still doesnt let you be that risky, feeding is still feeding. Sloshers id assume stage design is adjusted to make it up for it. But an extra 2.5 meters of jump height really isnt that much so that wouldnt be too hard. Faster health regen breaks certain matchups esp slower weapons so id stay away from it (aparently it was a beta sp1 ability as well though) Its also worth noting the passives are supposed to fit the weapon class, like splash with no falloff is cool but thats not what splash is about, sloshers are about angles so jump height fits them, same for chargers key picks etc, so the passives arent supposed to be just any cool buff, but something that fits how the class as a whole is supposed to feel, which is why their class passives. Hopefully my explanations make sense.
@TheLaXandro3 жыл бұрын
@@ProChara some weapons would share the passives across classes, and there are a lot of unique effects that can be had too. It'll be like MPU is now- a bunch of common generic effects like damage up and inking increase, a couple essentially class-specific effects like splatlings' duration increase, and a couple one-offs like Slosher's falloff reduction or Tent's more durable shield. Same with passives. Slower respawn does slow the game down, but blasters are already on the verge of being too slow for the meta, especially ones like Grim that also have to grasp for every bit of uptime they don't get. Letting them adjust the speed of the game in their favour without changing anything when they aren't in play would help them catch up if they do their job, while faster respawn wouldn't really help them with comebacks, blasters are so bad at them by default that quick respawn would be like a bandaid on an amputation. At best, quicker respawn would just make them less glass cannon and more zerg rush. Faster respawn passive still has its place I think, but only on something heavily disadvantaged by default. Maybe even a brand new weapon specifically for it, something like a fast shieldless brella, free QR will let it play like a savage and fish for unequal trades. You'd be surprised at how many walls and ledges there are that are the exact height to not let you jump over them. Plus the mobility increase from them can be a bit too much in general, especially around ramps. Plus think of the spreadfires and generally inaccurate weapons, they already struggle with jumpers since the higher they aim the worse the spread gets. Faster regen can really break matchups, but if it's tied to getting clean splats its ability to do so is greatly diminished. Sure, if regen Splattershot splats someone between two of your blaster blasts you might need a third one, but that's assuming whoever it splatted didn't shoot back. It won't let it survive 1v1s any better and it won't even let it engage on full health any more often since regen delay isn't dependent on current health, it'll just let it take a bit more risky opportunities in one go. Any 2v1 will still shred it. Same with the second kind with shorter regen timer, except you have to disengage to benefit from it in the first place. My idea was to put it on Gloogas and maybe Tetras, so that's just mitigation for the fact they can't regen while rolling. I actually disagree on Splash, no falloff fits it more than anything else. Splash's main point is precision, which on base level just means perfect accuracy and fast shot velocity helping you hit, but going deeper that precision can also be used to mitigate its slight range disadvantage by hitting with precisely angled falloff, and logical conclusion to that precision is consistent cover abuse with a shooter, something most other shooters aren't precise or/and powerful enough for (it's mostly used by Hydra that makes it possible through sheer firepower). Current trend of 99.9 Splashes largely does that already, it always splats in 3-5 hits, but 99.9 should be weeded out going forward, which would leave most Splashes with 28, at most 30 damage.
@ProChara3 жыл бұрын
@@TheLaXandro Interesting points thanks for explaining your ideas.
@jungomo16353 жыл бұрын
Ok, here's my critique: *Chargers* _(Extra special points per kill)_ I find that number increases aren't as cool as actual effects, so perhaps increase the explosion radius from getting kills? That way, you get the bonus points _from_ covering more turf. *Splatlings* _(Increased run speed)_ The problem isn't that they need more run speed, it's that they naturally benefit from it more than any other class. With a class that's constantly charging and firing, it's no wonder they'd use it to go a bit faster. Maybe a better passive would be increased strafing speed (sideways movement) when firing and charging. It might be better if it was forwards and backwards movement, though. Better strafing is really strong. *Rollers* _(Quieter movement)_ That's not really a passive, that's just them turning the game audio down. You could even counteract this by turning your volume up. Maybe a better one would be increased jump height when swimming through ink. That way, you can get places faster and get the jump on opponents from afar more easily. *Sloshers* _(Higher jumps)_ There's a big problem with this one. You should never change one stat in a couple specific instances and leave it at that. That makes it feel tacked on, a second thought. If you wanted to do this one, you'd have to change jumps a lot more. This could easily be done by changing jumps depending on weight class. Higher jumps for lighter weapons, lower jumps for heavier weapons. After doing so, it wouldn't feel as unnatural to make sloshers jump one or two units higher. *Dualies* _(Ink resistance)_ The real problem here is that there is no inherent ink resistance. There should be an invincibility timer before you take damage from ink no matter if you have ink resistance equipped or not. Of course, that's just the extension of the damage-up problem. But that would certainly not feel as bad if there was inherent ink resistance. Maybe they could move slightly faster in the air, to encourage both jumping and dodge rolling to confuse opponents? *Blasters* _(Quick respawn)_ This one just doesn't feel all too special. Blasters need something that make them stand out, something explosive... and to do that, they shall deal insane knockback on directs! ... Just kidding, that would ruin every rapid main's life and do literally nothing for the rest. I think something similar to chargers would work here, where enemies killed splatter ink everywhere. Not bigger explosion, but droplets get spread everywhere. *Brellas* _(Restore shield health from damage dealt)_ This one could work, but then again, it's more of a weapon mechanic than a unique mechanic. It would probably work better as the unique mechanic to one new brella weapon. Maybe the unique mechanic for all brellas could be parrying bombs if they open the canopy on them while they're in the air. Maybe a bit powerful for undercover brella, but it would have to be tested. *Shooters* _(Increased swim speed)_ Kind of hard to come up with a unique, helpful ability for such a diverse class, huh? No ideas for this one, I'll tell you why in the conclusion. *Brushes* _(Ink resistance when rolling)_ I already talked about this earlier with dualies. A better mechanic might be increased control when swimming. We don't know if sub-strafing will be in the next game, and if it's not, this would help brush players stay in the trail they made while moving at high speeds. *Bows* _(Reduced falloff)_ This isn't a unique mechanic, it's a weapon mechanic. Maybe reduced gravity when attacking would be interesting. Still the same max jump height, but when falling, they can shoot to stay in the air longer, especially from high points. *Conclusion* I really dislike the idea of adding unique abilities to weapon classes, for a few reasons. 1. You will get some classes with very generic abilities, simply having them to fill the quota. That's how I feel about the shooter and blaster class ones especially. 2. If you aren't getting some generic stat increase that you could get from gear, you're getting a change to how your class works, which isn't even unique, it's just how how the class works. 3. And if you aren't getting either of those, you're messing with baseline mechanics, such as jump height and rewards for killing people (which right now is just the baseline death explosion radius). These mechanics should either not be touched at all or be fully integrated through more than one specific instance. In the end, all of the weapon classes are already very different from each other. They each deal different damage to brella shields, work in different ways, heck the weapons in the shooter class could take up multiple classes on their own. I don't see a reason to make them even further from each other by messing with game mechanics. The best way to differentiate a class is through changing weapon specific abilities, like roller vertical swings and storing charges with chargers as exemplified in Splatoon 2. I think they should keep that up in the third game, those were really good design choices by the dev team. I just hope they keep it in check. Too much complexity is never much fun. *tl;dr* Weapon classes are already unique, and can be made more unique by adding unique weapon mechanics, not by tacking on generic abilities or changing core game mechanics. Anyways, thanks for the good video Chara. Appreciate your content, especially the game design stuff. _EDIT:_ Organized it a bit.
@ProChara3 жыл бұрын
Rollers audio being lower would matter in a full environment esp w game audio being played, sound is the main way to detect sharkers such as the bubbles when standing still, so I disagree there Brella can't pary bombs, thatd be cool but thats the main way to break shield so its a massive buff Sub strafing being removed would just ruin movement in the game, I doubt theyd do that Intresting read only wanted to add to those points ty for comment
@fernavliz13 жыл бұрын
Sorry, didn´t read it all but I agree with your conclusion. I think weapons should not have a base passive power up; I like that you can design a different playstyle with the same weapon by the different gears and abilities it has. Like one build could be all about swim speed and damage to point blank range, and other with the same weapon could be like a total revenge superjump splashdown after being killed... Yeah, I am talking about the vanilla sploosh; same weapon, two totally different styles. Probably there are people with better examples, but this is the only one I know. But I aslo think brellas needs a little something, because I am bad at aiming and I am afraid of most weapons except brellas, as I defeat them notoriously easily. The bounce back could be cool, even if the bounced bombs wouldn´t damage the enemy. I think it will make them pursposeful for defensive positions like the tower control. I also would add for the slosher the ability to store and throw a teammate, Yes a TEAMMATE... It will totally break the game but will be a hell out of fun XD. Not counting all the spawncamping it could probably do.
@neru81043 жыл бұрын
I 100% agree with the shooters one. As a kpro main, there's no room for swim speed on a build for it, and for ttek, there's only room for a little bit of ssu. And like you said, all shooters benefit from a little extra mobility, whether you're a jet, or a Jr, mobility is very very useful
@TheLaXandro3 жыл бұрын
KPro deserves to suffer for all its MPU-induced sins, and Ttek can do as much swim speed as it wants to, it's all a matter of what you'll be willing to sacrifice for it. Is more speed worth trading for bomb spam, or QR insurance? It's your choice entirely, that's why it's gear building.
@TheEggoEffect3 жыл бұрын
Something I’ve been thinking about for a while regarding the Dualies in Splatoon 3 is how to differentiate them from other weapons due to the new squid roll being available on all weapons. I think a great way to preserve the concept of a an aggressive, high-mobility class would be to add a double jump mechanic. This would not only make Dualies harder to hit in a firefight (like they are now with dodge rolls), but also open up new ways to navigate the map; as a probably very extreme example, being able to instantly cross to the enemy Splat Zone in Camp Triggerfish. This would especially make flanking and pushing into the enemy base quicker and easier, which I think suits the weapon class well.
@ProChara3 жыл бұрын
I talked about it in my main weapon removal vid in terms of dualies adding to squid rolls but double jump could work, just would be very hard to design stages around it
@marzhmello2183 жыл бұрын
A really cool passive for sloshers would be a 'stun' so to speak. If you hit an enemy from higher up, you could temporarily stun them for like half a second, and they'll be unable to do anything. However, This could be nerfed by also creating a 'sweet spot', like it will work only from a certain distance, so you couldn't just camp up high and stun everyone.
@DPRK_Best_Korea3 жыл бұрын
idk, i think the devs wanted to make the splatlings be a slower weapon class. I think that the class (or at least the heavier ones like the heavy and hydra) should get passives akin to bomb defense or just giving them more hp outright.
@ProChara3 жыл бұрын
I mean the devs tried they made splatlings slower at the start of Splatoon 2 and it didnt work, all of em ended up getting run speed buffs, and its been around 6 years of splatlings using run speed videos, I think its just part of the class at this point
@PygmentSplat3 жыл бұрын
Undercover brella not doing damage made my day
@gabe98263 жыл бұрын
This was an awesome video. I loved the background music choices.
@joeyjose7273 жыл бұрын
Passives in Salmon Run? What a sexy idea, I wish Hydra got that run speed buff in that mode... the rest are decent but Hydra feels like a slog at times
@halloweenpeachy3 жыл бұрын
I really think Rollers need a better lethal range. Yes I play the exception but I’ve played carbon and splat roller a decent amount and my shots never kill when they should unless I stack mpu. A quieter roller sounds like a good quality of life thing but you also want your horizontal flick to kill if you want to be stealthy.
@TheLaXandro3 жыл бұрын
I mean, any weapon would benefit from better lethal range. Imagine if NZap had the same range as Jet, it'd be so good.
@halloweenpeachy3 жыл бұрын
@@TheLaXandro Lethal means ohko. No shooter is gonna ohko I'd imagine without making it too broken.
@du6z3 жыл бұрын
Great video Chara! I love all the ideas especially the brellas life-steal
@lykun_3 жыл бұрын
I would only agree with the run speed increase on splatlings, if the speed still caps at the same even with run speed gear abilities. max run speed in spoon3 being no higher than it is right now in spoon2, just you start faster and need less main/subs to reach the optimal speed
@ProChara3 жыл бұрын
yea the max wouldnt change
@crowpond36653 жыл бұрын
I wouldn’t say it’s needed but it would be super fun
@matt20273 жыл бұрын
You are sooooooo right about splatlings, especially in SR. I mained the heavy for a while, and any time it turned up in the SR rotation it was almost unplayable for not having run speed.
@iznxai3 жыл бұрын
roller could also have an ability to break bombs when rolling over them
@Swuxi7653 жыл бұрын
Oh please no, the sloshers already piss me off. Now I might have to deal with them jumping even higher and getting better angles. 🙄 😭
@sherbertshortkake66493 жыл бұрын
What if Brellas could shoot their sheild to regenerate it..?
@sherbertshortkake66493 жыл бұрын
Probably couldn't apply to Undercover
@obed1ent_3 жыл бұрын
Tbh i don't really think passive abilities fit in a game like splatoon.Its not really like U choose a character.
@lamegamertime3 жыл бұрын
It would be interesting to have a jump height increase. 2x jump height even, which gets it over walls no other class can get up, would be real interesting. And vampiric effects are really cool imo
@d_mon96312 жыл бұрын
"the ability to arc shots over walls is really something exclusive to this class" *sloshers would like to know your location*
@ProChara2 жыл бұрын
well arc 1 shots is what I mean, none of the sloshers are OHKOs
@d_mon96312 жыл бұрын
@@ProChara ok that's fair
@ericolens32 жыл бұрын
I just wish L could be used. For chargers, it would be a scope. (Slower charge speed but a slight boost in range, meh squffer and bamboo could use it when all the ememies are short ranged weapons to keep a longer range, but it wouldn't be super impressive for the true long rangers like heavy splatling, goo tuber, splat charger, etc.) For other weapons classes, I'm still not quite sure yet but "scope" shouldnt be an entirely different weapon. Just arm or disarm the scope with L. Unless there could be an additional sub weapon/call out. Say an enemy marker, Fall back, push forward, hold your position. WATCH OUT
@desmo-ciel3 жыл бұрын
Just saw my Jr in ur CHS footage. Really happy about it!
@giokage26733 жыл бұрын
Tbh this is an extremely smart and fun idea I hope gets into splatoon 3. It would make the game way more fun and open up more possibilities gear wise.
@charcolttheone34923 жыл бұрын
I know that this isn't relevant to the video but I'd like a cross bow weapon that can hold a charge but you don't need to hold the zr button. It would be shorter range though and have a higher damage output
@dublejump3 жыл бұрын
I main Custom Hydra and I'm fine with the run speed. A boost would be nice but I would rather have a range buff. I don't use any run speed, instead I use one pure gear with swim speed and one main and one sub of ink resistance. This allows me to maneuver around enemies who get too close as they are not expecting it and I can pop up with a partial charge and kill them easily. The swim speed also allows me to reposition quickly to help support my team. But maybe I need to rethink my strat as I've been stuck hovering around S+ to S+3. I enjoy your videos, keep up the good work.
@mekhiwatkins15353 жыл бұрын
I would also like a range buff considering that you can improve run speed with gear. At the same time, the run speed with a full charge is so unnecessarily slow! Maybe they could increase the range and then give more effect to the run speed ability (40-50% instead of 35%).
@5pyral_3 жыл бұрын
It’d be cool if these ideas were mentioned in the weapon class discussions so the experts of the weapon class can share what passive ability they would like to see
@ProChara3 жыл бұрын
well i only came with most of them now, ive mentioned sloshers/blasters to kyo the day before so Ik he likes those
@thecinedrone3 жыл бұрын
congrats for 10k! your videos are really good and interesting
@CanineWolf05973 жыл бұрын
I like the whole brella concept because I am a brella main
@fernavliz13 жыл бұрын
I would add more specific mechanics to the weapons. Probably an unbalanced and broken one, but I would add to all the sloshers the ability to store and throw teammates; YES TEAMMATES. It would be cool because you could throw them directly to an unreachable tower control in the middle of a gap of water, or you could also throw them to the enemy base to spawncamping... or just throw them directly to the water or void to just for the LOLS and see the teammate reaction XD. Broken but fun for a while. Also, I read somewhere on this comments about adding an ability for brellas to parry back bombs or bounce elsewhere the incomig bombs by timing the open of the brella. I think it would be cool, athough it might cause balance issues.
@jordannelson191011 ай бұрын
Why is youtube giving me a notification for this video NOW?
@woomy7292 жыл бұрын
I didn't know what I was expecting to hear but all these suggestions are perfect
@lizwicksonatastudios3 жыл бұрын
I play Eliter, Splat Charger, Bamboo, Squiffer, BPN and Chydra so I like your idea!
@Sizyphus3 жыл бұрын
A good roller passive would be built in ninja squid. (Worth noting I also think that swim speed penalty should be taken off in the third game, and other abilities possibly buffed to be made on par. Perks should be game changing and also not sack half your kit in order for them to work well.) However I will say that it’s possible rollers get significantly better with the new movement options in Splatoon 3. If so then built in ninja squid would probably be too good. But as of now it seems like they need it.
@PK_Ghostin3 жыл бұрын
These are all a good idea, charger is the only one I’d argue with because bamboo can turf somewhat well compared to the other chargers, so that passive effect would be kinda weird
@ProChara3 жыл бұрын
bamboo is hard to tell because bamboos in such a weird spot with MPU, I dont think or at least I hope the weapon will feel diffrent in 3
@forter96603 жыл бұрын
Imagine if when you got a kill with a sniper you would charge twice as fast. That would be broken
@Javacado153 жыл бұрын
The slosher ability may raise a problem with them being able to reach areas they aren't supposed to. This would make maps taller since now all walls that aren't supposed to be jumped over hv to be raised. I do like the idea though.
@ProChara3 жыл бұрын
yeah admitidly thats a problem that would have to be adressed with map design, but I think its something that can be looked out for
@abraham36733 жыл бұрын
quick respawn on blaster and ink res on dualies is genius
@Kay-ql2wl3 жыл бұрын
I feel like some of these highly restrict creative ways to plays certain weapons, and reduce the fun simplicity of the more casual side of gameplay. I do really love these ideas though!
@ProChara3 жыл бұрын
how so? I tried to only add to the weapons
@abhinavdoma66383 жыл бұрын
The only ones I don't agree with is the sniper. In higher x rank, every sniper main is wayy too good and if they get a buff for their special would make them too op
@woomynation3 жыл бұрын
6:00 I'm dying, why is this so true
@Rat_dot_com_slash3 жыл бұрын
My friend watches your videos constantly so thank you for making him happy and stuff 🥺🤙
@ProChara3 жыл бұрын
im glad to hear that
@lydiaaragon60663 жыл бұрын
*Me Blown Away By His Gameplay* Wow This Person Has Great Ideas And Is Great At The Game
@peppermint_83 жыл бұрын
“And the undercover can’t even deal damage” As an undercover fan, I felt that. Edit: your gonna call me weird, but I like the sorella version. Idk, I just LOVE splat bombs, and I’m still in the low ranks so I don’t have to put much thought into weapon choice!
@DueNorthGaming3 жыл бұрын
I love the music you used in this video 10/10
@ToxicPea3 жыл бұрын
I like the lifesteal concept for the brella, but I don't want to think of the lore ramifications for that concept. Eugh. I'd rather just have an ink saver main buff on all brellas since you swim and recover less compared to other mid-liner classes.
@nikkole34943 жыл бұрын
Also 40 subs to 10k! We’ll probably hit it today!!!!!
@spysoldierscout45623 жыл бұрын
tl;dr: I like the idea of unique passives for every weapon. I think the faster move speed for Splatlings goes against its original idea a bit, and I would change it to some damage resistance instead. Lastly, I would also nerf every weapon class a bit, as not to make these passives just straight upgrades in the next game. Unique abilities are always great for making new weapon types feel distinct, and unique passives are a good way to start, so I really do like this idea. A lot of the concepts here are something no other class could do in some way and don't feel out of place with the class they're actually on. There are some exceptions, like the base-swim-speed-up for Shooters, but that one works well too, because like you said its the broadest and first introduced class, letting the "have some extra of our main feature"-route make sense as well. The only thing I kind of dislike is the Splatling passive of more run speed: Isn't the whole point of charging up your gun that you move slower and thus are more vulnerable? The passive would help with distinctivising it from Chargers, sure, but it would be less of an upgrade, but more of... less-of-a-downgrade and defining feature which the weapon type was launched with. If I may give my own suggestion: As I pointed out earlier, the weapon is meant to be slower when charging up, but then being kind of a turret to mow down anything that isn't behind a rock on 10. So let's lean into that and give Splatlings a small amount of defense up, making them just a little safer, but not letting them tank bombs or the like. Though I am indecisive when to give it that "passive" - Just always? Only when firing? Or charging up? Possibly both? Beacuse the first-most one would make it a full-on passive, but take away from the "turret" idea again and probably make it too much of an upgrade. Speaking of upgrades, there's one last thing I want to adress: Almost all of these concepts in the video were straight upgrades, with the exception of the Brella life steal, though Chara added the weaker shield to make the life steal stronger and thus actually relevant. As Splatoon 2 is in a pretty balanced state most of the time, those upgrades could be hurtful to that state. Though I do like the passives and would like them to make an actual impact, I'd want the rest of the weapon to be toned down a bit as to not support some form of power creep there.
@ProChara3 жыл бұрын
Splatlings I can see that, im a bit sketchy on defense up but I mean it could work Splatlings would still move slower with the charge its just more having 1 and a half mains worth of run speed up by default Yea the balance will be different in 3 anyway and I dont think any of these are too drastic outside of brella as well as a lot of main weapons could honestly use buffs and less special spam reliance, but tone downs may be nessesary
@DecadoPrime3 жыл бұрын
I hope the splatbow is good since they keep promoting it alot
@WyGuy493 жыл бұрын
I like slosher jump height and hope that there might be an ability like that for the 3rd game
@weareboradb99163 жыл бұрын
Alright, I understand where you're coming from. But instead of Brellas having a life steal, they should have a slightly increased damage buff when their shield is broken. Tenta brellas Shooting speed increases the lower your ink is. Undercover brellas get stat buffs per kill that last about 5 seconds. Timer resets per kill. (These buffs only apply to clothes not the weapon itself. [Getting a kill increases the effectiveness of clothing abilities.] This is to put UBrellas in a spot where you are rewarded for being a one man army.) For the Rollers, have each kill be a benefit to them such as chaining kills together. With the Dynamo roller slightly decreases windup time to fling the roller, Carbon rollers area of 1 hit KO range gets extended, Flingza rollers vertical swing could increase range, and regular rollers get slightly reduced damage when doing a vertical swing. (Their buffs get reset if they're killed.) For the Expolsher the farther the target the more splash damage you deal. Clash blaster, the more you shoot the more damage you do (Up to indirect damage done by a regular blaster at 15% ink capacity). Shooters gain slight ink recovery per kill (Get ink back per kill.). These are just my ideas.
@Javacado153 жыл бұрын
Maybe main power up improves the passives?
@artessf23403 жыл бұрын
the problem with sloshers jump height increased is that for vanilla sloshers mostly you can't get consistent kills as damage decreases when height increases. Plus, all sloshers avoid jumping because of bombs. I think sloshers should rather have a greater gravity that allows them to jump a lot and then fall quickly on the ground without being always killed by bomb spam
@ProChara3 жыл бұрын
increased gravity could work as a bonus or maybe some sort of fast fall, jus a bit faster ig
@oshy33853 жыл бұрын
Brella's Passive would turn the "Worst weapon in the game" into the Most OP weapon! Like seriously, you only got 100 hp, and if you keep hitting others with the Undercover, along with the fact that splatting an enemy, or getting an assist regenerates your shield completely, it would make Undercover Meta with the lifesteal advantage
@ProChara3 жыл бұрын
I mean undercovers max damage is 40, so at most if your 100% accurate with no falloff damage, you heal 4 damage per shot, itd be a good buff but the only undercover that might really feel better from this would be sorella, also since it only works with shield up and undercover shield breaks easily it would also be the easiest brella to negate the passive
@oshy33853 жыл бұрын
@@ProChara Yeah, I guess, so if that's the case, then Undercover would just be exactly how it is right now unless used extremely aggressively or extremely passively....Good insight
@TyPhenirW0LF Жыл бұрын
This is an interesting rebalance, but when you consider how much more important specials were in Splatoon One, you realize that every kit is made up of Main, Sub, and Special... And each of them is important to the overall picture. The current set up makes specials much less important (which makes them exceedingly difficult to balance because of the razor thin margins between OP and Useless.) Making mains more important will distort the issues even further. I suggest if you're gonna make special passives for specific weapons, you tie them to gear abilities so that players have to build into that. I would also suggest a new "Special" type that inverts the way the special meter works. Basically, you start off with the "special" active... And it's a potent passive that gives you something wild, like swimming in enemy ink. However, as you ink, splat, or do other things that build your special meter, you fill the meter until you are forced into a cool down for the power. On gear, abilities like Special Saver becomes Special Shaver for these top loaded passive specials. These new specials wouldn't be as flat out potent as normal specials (which might need buffing with this) but they would invert the way people think about the specials in the game and give rise to new plays types. Aggressive assassins would like swimming in enemy ink, but would need to carefully manage their splat-ink ratio to stay out of cool down. You could have powerful aura buffs for players who run support, you could have ink armor for backliners, you could have many tricky abilities... But the specials would favor PRO players who are able to win without excessive inking strategies, because they would need to balance territory claiming with their special meter... Or leave the inking to teammates that specialize in inking terrain. Even in Turf War these abilities would be useful in skilled hands. You have to be careful because the top loaded ability give you a slight edge, but when they can run out at very critical moments if the users aren't carefully managing their actions. Inverted specials don't need to be kit locked like specials currently are... They can simply add "pro" kits to each weapon that swaps the special for the "inverted" specials. This would double the available kits, ultimately, once every weapon has an alternate top loader option for special. Well, we can dream.
@Kairyu_Gen13 жыл бұрын
What if weapons just had abilities like normal gear? CDS had a version with ink saver and a version with resistance. You could even introduce new abilities that are exclusive to weapon main slots that do a lot of what you talked about.
@ProChara3 жыл бұрын
like multiple options to choose from? Could be cool
@only80352 жыл бұрын
For splatling, a extra 25% bonus run speed can be good
@dangelotbcx36933 жыл бұрын
Congratulations prochara getting to 10k subs
@yaya61953 жыл бұрын
If they do add the ability for splatlings I’m genuinely curious on how gear builds would differ considering how much run speed we could get rid of
@IsLeafOn3 жыл бұрын
Great video as always Chara, keep it up
@Yubeyo46783 жыл бұрын
I think instead of having damage lifesteal hp i think it should lifesteal shield hp (unless your shield is broken) this way you wont just keep your shield up and it still helps buff stalling if you know when to shoot and when to shield you would be very hard to kill.
@ProChara3 жыл бұрын
possibly but itd have to be more health healed if shield damage, I could see that though
@ianw.78973 жыл бұрын
charger main and that is perfect i need that lmao. especially vanilla needs it because it’s stingray output is meh
@marzhmello2183 жыл бұрын
I feel like splatlings should have their default run speed and charging speed the same, so it would be kinda a buff.
@piano1forte23 жыл бұрын
This is a great idea, but maybe some passives would need to vary within some of the weapon classes, idk
@Coin75163 жыл бұрын
Great video I just think that the splatting one is a bit simple and seems like more of a normal buff, so how about when unloading shots your run speed is greatly increased so you play a bit more tactically
@ProChara3 жыл бұрын
possibly, I dont think being simple is a bad thing, passives are something that should be easily understood
@hunterstjean1193 жыл бұрын
Maybe splatlings should have like 10-20% extra run speed when at low ink
@deltacroissant20093 жыл бұрын
I think that brella should instead have reduced canopy deploy time and maybe when the canopy is deployed it gives you a pure of Bomb defense.
@ProChara3 жыл бұрын
reduced canopy deploy time is also kind of a nerf so I stayed away from that aspect since brella likes to hold shield more then launch it, tent that could fit well though
@BJ864913 жыл бұрын
any plans for 10k celebration?
@ProChara3 жыл бұрын
I have a special vid in the works
@BJ864913 жыл бұрын
@@ProChara 👀
@dorsal66123 жыл бұрын
personally, I think that adding even more run speed to splatlings would be pretty much redundant at this point. It's clear how much run speed you need for splatlings to be mobile at all and it's a bit ridiculous, and a main and a half of run speed constantly would be a strange way of fixing it. I think that it would work at times when it isn't necessarily supposed to do anything, and might make way for a bit of jank. The run speed debuffs when charging and shooting would almost make this buff useless except for when it isn't charging, which the splatlings don't really need because whenever we're not charging we're swimming. And either way you could just decrease the debuffs, but I think we know that isn't a good idea after pre-nerf ballpoint. Here's my idea: How about instead of just increasing run speed or decreasing the run speed debuffs how about we make it so that when you fully charge a shot, you both run faster while holding ZL, and the entire burst you shoot after releasing it. I think that this would reward heavy and hydra for playing slightly more backed up roles which I believe could make for a very interesting meta. It would also reward the mini for playing a more aggressive role (which is what it's made for) because it fully charges a shot so fast, the mini could just run around with a fully charged shot ready to blast anyone running at full speed the entire time which would be incredible helpful for such an underpowered weapon. Even better yet, in my opinion, it would put the nautilus and ballpoint at a significant disadvantage because neither of those weapons are hardly ever fully charging a shot. The nautilus is best used in ink so it especially wouldn't benefit from this. I think that the ballpoint would probably need a bit of it's old run speed back or maybe just some regular nerfs as it isn't doing to hot right now in the meta, but I feel zero sorrow for the nautilus after it started shooting faster than my god damn charger, it kind of needs the inherent nerf. Maybe a bit confusing but TL;DR: once you fully charge a shot you run faster while charging and shooting, would balance splatlings and have them all on more of a level playing field imo.
@ProChara3 жыл бұрын
i like faster speed for full charges that makes sense, im not sure how that would work with BP though
@dorsal66123 жыл бұрын
@@ProChara Yeah the BP could very well lose its novelty of being fast since every splatling would be fast while the BP never full charges. it depends on what the strafe speed for BP is in splatoon 3 and how much this passive would actually buff the run speed. also I forgot to mention but awesome video and I love all of these ideas!
@NeverEverWatchThis Жыл бұрын
If buckets had that ability now a days, the meta would go back to triple trislosher cuz of the maps lol.
@rubberchickensfoot89123 жыл бұрын
The charger buff seems unnecessary for bamboo, but idk I'd there are any good buffs that can benefit both. Also I dont see why splatlings couldn't just have better run speed while firing instead of an entire class buff.
@ProChara3 жыл бұрын
well run speed while charging matters too especially for being agro, and a better base mobility could also help for repositioning or grates, so I think all run speed increases help the class.
@AmbessaCongo2 жыл бұрын
tbh the passive with the roller wont rlly work cus while u have all the music and the splatting sounds in a match u wont rlly notice a little change in the swimming sound. id be better to add smth like a little more resistant to an echo locator
@kanirekt-exe50503 жыл бұрын
Nice ideas, except I have a few changes: Dualies shouldn’t get full-on ink immunity, but rather ink damage immunity. You still get slowed down, but you can roll all you want without taking passive damage from enemy ink and subsequently being clapped by shitty mpu weapons. This makes it so that Dualies have a unique advantage, but running in mindlessly will still get you killed if you’re surrounded by enemy ink. Oh, and Dualie Squelchers should be exempt from this buff. All blasters should have jump rng removed, along with the buffs you gave. Why? Because jump rng for blasters is not equivalent to that if chargers, or shooters, or Sloshers. Blasters get pretty much one shot that is potentially powerful, but covers a really small area. So in higher ranks, it’s far more important to get directs. If it’s almost impossible to do that because of RNG, it undermines one of the core aspects of the weapon. Sure, rapid-shots like Luna and Clash could be less affected, but literally anything else that simply doesn’t shoot that fast now has to cope with the idea that a shot WILL miss at a specifically bad time. Blasters need to be rid of jump rng. Please don’t give chargers extra points for kills. This would make them broken and prone to special spam. Instead, let’s just give them a slightly bigger ink tank like Splat Jr. that way they can take more shots K I’m done! Tell me what u think!
@alandarkcaster29023 жыл бұрын
the music makes it so you can't hear the roller audio. but other than that, great vid!
@ProChara3 жыл бұрын
u can still hear it even with music, same for bubbles when sharking and swimming players, which is why i think reducing just roller/rollers swimming sounds could help
@ember91323 жыл бұрын
Chara's a video making machine!
@VaniSpl3 жыл бұрын
Where do you take all those ideas from? Great video Chara!
@ProChara3 жыл бұрын
I got the idea of weapon class passives from OW2s role passives then slowly thought of them all and the concept last week
@NovaTide213 жыл бұрын
Imagine if blaster had the passive ability that whenever it got a kill, it gets a faster fire rate for a short period of time
@thereal_skittle-chan36313 жыл бұрын
Ok, so what if u can combine abilities to gear to make like one main ability. Let me explain, so what if u can put swim speed up and mpu together to make ONE main ability. So that u have a two for one kinda package. And this can be with all abilities. This is just an idea.
@skippytox4103 жыл бұрын
I don't think passives should be able to hold the rolls or abilities that gear can, that is unless the reduced effectiveness when stacking effects is factored in when you have, say QR on your gear while using a blaster. But other than that it's a solid idea/concept, good thinking Chara!
@ProChara3 жыл бұрын
it would reduce effectivness when stacking similar to how weight classes work
@iznxai3 жыл бұрын
shooting without opening shield could start hp regen like in ink
@RH-cc4of3 жыл бұрын
In theory, what you’re saying is cool as heck but depending on the passive, map design could become a problem right? Like if sloshers can jump higher then they’d be able to do certain jumps on the map that weren’t intended?
@unknown_user7453 жыл бұрын
What if someone has bad aim when using chargers?
@theoneandonlybananafrom17763 жыл бұрын
Nautilus gets NOTHING from run speed so would the run speed be buffed to heavy run speed or would it just do nothing?
@ProChara3 жыл бұрын
I checked Naut builds to make sure but generally they use a main or two of runspeed, so they still would benifit but not as much, but naut is the best of the splatlings anyway so I think its alright here
@spearmintpony71053 жыл бұрын
Eh, as a splatling main, I can't really agree with this. A much more interesting perk would be to be to halve all damage taken from any main weapon that isn't a fully-charged charger or direct hit from a roller, as well as built-in Ink Resistance Up equal to about 2 mains. Another idea could be faster cool-down time after using a sub weapon.
@ProChara3 жыл бұрын
the damage reduction would be way too broken/I stayed away from any damage reduction since defense up wasnt brought back from Sp1, inkres could work fine since thats useful for them too, but I figured dualies needed it more
@Dylan-lt1kf3 жыл бұрын
What if slosher had the ability to pick up small spots of ink when you run out of ink. And you can pick up spots of enemy ink but the damage is reduced from 70 to 50 and the only way to get rid of the enemy ink in your tank is to play careful on how you slosh with enemy ink and the ink tank separates the enemy teams ink and your teams ink? The player would be given the ability to absorb ink into the bucket with ZR when you run out of ink and slowly recharge your ink tank
@rubberchickensfoot89123 жыл бұрын
Seems overly complex
@Dylan-lt1kf3 жыл бұрын
@@rubberchickensfoot8912 maybe including the feature to absorb enemy ink was a stretch but just an interesting feature for sloshers to recover ink