This Splatoon 1 Mechanic Could STOP Special Spam, Bring It Back For Splatoon 3

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  • čas přidán 1. 07. 2024
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    Timestamps:
    Intro - 0:00
    Why Splatoon 2 Has A Special Spam Problem - 0:39
    How Balance Patches Failed To Help - 3:05
    The Splatoon 1 Solution - 6:31
    Fixing Special Spam For Splatoon 3 - 8:18
    Outro - 9:57
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Komentáře • 201

  • @TheLaXandro
    @TheLaXandro Před 2 lety +277

    The map size increase really is drastic. Blackbelly went from the smallest map in Splatoon 1 to fifth largest in Splatoon 2, and second largest returning map. It's almost twice as big now, and most of that comes from increasing the size of the starting plateau and the hell pit- places nobody go to- instead of the mid that's just as crammed as ever, just a bit farther from spawn. Perfect areas for Jrs to just walk out of the spawn after going splat, instantly get that

    • @ProChara
      @ProChara  Před 2 lety +46

      Thanks for the specific map data, I shouldve used blackbelly as an example but I cut it and ancho for time purposes, the exact data is very cool

    • @halloweenpeachy
      @halloweenpeachy Před 2 lety +2

      @Gatling Spletzer the Inkhog SFM User Lmao

    • @TheLaXandro
      @TheLaXandro Před 2 lety

      @Gatling Spletzer the Inkhog I am not a girl. And the guy in my profile pic is also not a girl.

    • @spaghetto181
      @spaghetto181 Před 2 lety

      yet despite that on some maps spam is still very useful in s1... i can't imagine the spam pain s2 is OMG

    • @strawberrymilk607
      @strawberrymilk607 Před 2 lety +2

      @Gatling Spletzer the Inkhog Don't be creepy :/

  • @mello_450
    @mello_450 Před 2 lety +288

    i think special design is a very important factor to consider. like you rarely hear anyone complain about inkstorm spam bc the special is designed in a way that prevents spamming with the cooldown (there are other factors too) but missles for some reason have 0 cooldown between launches and are a highly consistent global special which are basically begging to be spammed

    • @fyreboy5798
      @fyreboy5798 Před 2 lety +17

      Easy idea to fix that: have a sort of “cool down” after firing where you can’t charge another special. Inkstrike had this in the first game.

    • @JakoBpyroTech
      @JakoBpyroTech Před 2 lety +18

      @@fyreboy5798 so, before the missiles land and you can still see the people you've locked onto, you can't charge special?

    • @mello_450
      @mello_450 Před 2 lety +18

      @@fyreboy5798 100% and it would be so easy to add to idk why they haven't done it already

    • @kokirilink
      @kokirilink Před 2 lety +26

      The difference is that with Inkstorm you still need to have some sort of plan in mind, and if you don’t you can throw clouds that are absolutely ineffective. Missiles, on the other hand, don’t require any kind of skill or plan to be deployed. They’ll auto-target and, eventually, if you’re spamming them, you’ll find something with your special. Or at the very least you’ll be an inconvenience.

    • @JakoBpyroTech
      @JakoBpyroTech Před 2 lety +2

      @@kokirilink perhaps, but timing your missiles can make them more effective

  • @bluestar3939
    @bluestar3939 Před 2 lety +82

    An other thing that made Splatoon 1 less focused on specials is that with the QR meta you lose your special points more often due to dying more often. Now we don't want a QR meta again so making every death lose more special points will already help a lot so I also want the different levels of special depletion to come back.

  • @orbusg8451
    @orbusg8451 Před 2 lety +76

    For a while the tentatek splattershot was THE most used weapon in the game by a landslide and repeatedly got special point nerfed until it needed a staggering 230 points. It started at 190 (and people still used it because inkjet and the set itself was that awesome)
    The inkjet has been nerfed and the special cost eventually brought back down to 200 as a result of lower usage, but it really shows that they didn't want to admit that the power of inkjet was a problem.

  • @etherealswordsman3214
    @etherealswordsman3214 Před 2 lety +52

    another thing with the splatoon 1 specials compared to 2's. Most of splatoon's were very different in purpose. for many of them, they were specifically a short ranger's only answer for charger. other's were specifically zone control, and not useful for a heck of a lot else. and then a couple were panic buttons, and only panic buttons. bubbler in particular didn't give any boost to inking, didn't last too long and often times would end up not chaining to any of your team. kraken couldn't chain to anyone else, and while it was a power house, it lasts, what, 4 seconds, if that? unlike splatoon 2, these specials had very specific use cases that you had to wait to take advantage of, but in return they were ridiculously good at what they did.

  • @oofiederp
    @oofiederp Před 2 lety +58

    I still find it funny that as I mentioned in the RB video, poor painters such as VRB/GRB and vRapid are 190-200p yet weapons that literally SPAM special like Flingza kShot and 89 and 180p and have been refused to be nerfed or changed in anyway.

  • @ShadowLinkxMaster
    @ShadowLinkxMaster Před 2 lety +29

    I wouldn’t mind special depletion coming back so long as Special Saver still saves up to 100%. I always liked how you can die and still retain your special entirely.

  • @MrMalix
    @MrMalix Před 2 lety +66

    3:04 I know this is a very minor detail, but your transitions were actually sick, they reminded me of how other big CZcamsrs divide up their videos with that perfect music change

  • @guillermocervisalmeron2209

    Reflux laughs at this video

  • @rockyx588
    @rockyx588 Před 2 lety +21

    I feel like special depletion would make the game way more mechanical skill based than ability based. Since you like using Overwatch as an example. GOATS meta was unfun bc it was so ability based.

  • @8joshzilla
    @8joshzilla Před 2 lety +4

    Love the video. One thing to also consider when talking about special spam is specifically double weapon comps, such as double armor and missiles. How we could prevent this from being more prevalent in Splatoon 3 is through a system COD does similarly to their Score-streaks. This is to take away the ability to use the same exact special simultaneously with one another so they can't be chained together at the same time. There could even be a 5 second cooldown after one special is used so that the same one can't just be activated afterwards by another teammate. This would encourage specials that are different from one another and fulfill other purposes rather than just abusing one or two specials in the game with a team comp. If the specials are different however, like a crab tank and big bubbler, then these of course can still be chained together with special coordination.

  • @Dynashu
    @Dynashu Před 2 lety +20

    After being burnt out with special spam lately, I definitely agree on the aspect of special depletion returning. Lately I've played Splatoon 1 and have played with many weapons with varying special depletions. I usually would not like 75% depletion but when it happens in-game, it doesn't feel too bad most of the time, since the weapon is mostly too powerful, as for light depletion, it does feel like they need it (Splat 1 Cherry H-3 may be debatable though)
    I also like the idea of making Medium and Heavy depletion 55% and 70%, it doesn't sound at punishing as 75% for using a certain weapon

  • @thunderyrhino3607
    @thunderyrhino3607 Před 2 lety +7

    I remember the time when you could launch an inkstrike at your opponents checkpoint. It wouldnt really do much being placed there but it was FUN!

  • @yinyangyt8749
    @yinyangyt8749 Před 2 lety +7

    Speaking of things that should return in Splatoon 3. The amiibo challenges. Also, I agree they should bringing back the special stop

  • @Eribow
    @Eribow Před 2 lety +43

    If chara was a dev for Nintendo Splatoon would be better in general ngl

    • @lilacocto9103
      @lilacocto9103 Před 2 lety +6

      Yeah, he's figured out how every single ability and stat factors into gameplay. He would be the perfect choice for balancing.

  • @katies6426
    @katies6426 Před 2 lety +14

    Special depletion is a good concept, and if we got the changes you made, it could level the game out a lot. Also, I found a 39 and 1/4 inch or 99.06 centimeter blahaj on ikea.

  • @halloweenpeachy
    @halloweenpeachy Před 2 lety +15

    *220 Weapons were meta at one point*. Yeah Zap really has to be the except huh. Anyways yeah special spam can die.

  • @Zakal2
    @Zakal2 Před 2 lety +4

    My biggest nightmare is when stuff like Spamming Specials to win games prevalent as hell, there are videos like these that show and suggest entire solutions but Squid Lab might just straight up ignore it, pretend S1 Special Depletion never existed and proceed to continue the trend of approving of Special Spam

  • @DioSpl
    @DioSpl Před 2 lety +18

    I would like to point out something they did with Splashdown that I thought was a good concept. Having a special with low special points and low in game value is cool. Imagine if you had a special with 100p that gives you less value compared to other specials. They tried to do this with Splashdown with the 150p special. I would like for Splatoon 3 to have something like this.

  • @plazmurr
    @plazmurr Před 2 lety +3

    I'd also add special delay to specials (after death or using your special, you can't farm another one for a certain period of time or under a certain condition) for example you can't get points for missles until all of your missles have dropped or you can't use splat 3's armour replacement until it ends for everyone

  • @cobaltcabana
    @cobaltcabana Před 2 lety +6

    imagine the increase in special saver use if armor weapons got heavy depletion

  • @Exl6243
    @Exl6243 Před 2 lety +4

    While I think special depletion is a good solution to solve special spam, I also think that special spam isn’t that great of a problem because of one reason: specials aren’t that overpowered in Splatoon 2. The reason why special depletion was required in Splatoon 1 is because specials, while they required you a lot of paint to charge up in a small map, they were MUCH more powerful than the specials in Splatoon 2. They were high risk, high reward in Splatoon 1, and specials in Splatoon 2 were lower risk, but also lower reward. If we introduce a mechanic that further increases the risk to painting to build specials, we could the meta completely shift away from specials…

    • @bluestar3939
      @bluestar3939 Před 2 lety +2

      Splatoon 1 specials were not high risk considering you either become invincible (kraken, bubbler) or can use it from a safe distance (inkzooka, inkstrike, killer whale)
      Some Splatoon 2 specials are indeed low risk like the missiles which are the main problem when it comes to special spam, but some of them like inkjet and hammer are high risk high reward and those are much harder to spam. So imo using special depletion to separate the easy to use from the high risk ones would be a good idea

    • @ProChara
      @ProChara  Před 2 lety

      yea special spam isn't a problem on every special, thats why the solutions include a light depletion and 180p option, its not really about the power of the specials themselves playstyles shouldn't be dictated around farming special, especially when some force displacement.
      Also worth noting this is a Splatoon 3 solution and special design could be different but maps and paint will likely be closer to 2.

  • @4xzx4
    @4xzx4 Před 2 lety +4

    Splashdown mains: *we are going to be 100 steps ahead in Splatoon 3...*

  • @gregheffley5745
    @gregheffley5745 Před 2 lety +4

    My only problem with the depletion system in Splatoon 1 was that my favorite weapon, the Gold Dynamo Roller, ended up getting a 75% depletion. It reminds me of the ability Respawn Punisher. Which, I shall mention, got my vote for the worst ability in Splatoon 2 until three years ago, when I discovered that just a little amount of Special Saver could cancel out Respawn Punisher's special penalty. Now, I don't use Respawn Punisher without at least three subs of Special Saver.

  • @slv-mf7ui
    @slv-mf7ui Před 2 lety +3

    Honestly I think having a few more special-spammy weapons is ok as long as they aren't turning everything into a special spam weapon. Vsplash is a whole lot of fun to play and one of the reasons is that it gets fast Inkjets. I think having some complex specials be spammable is alright. A special like Inkjet is fun to spam because it's actually interesting to use the special and has a high skill floor, and it's not as annoying to be against an Inkjet spammer because it can actually be punished for spamming too much because you can shoot them down or jump camp them, unlike Missiles which is just annoying. Vsplash is fun because it's good at spamming a complex special that's fun to use, but it can also slay with the main weapon and doesn't spend the whole time painting. It also means you can play aggressive without having to worry as much about losing your special since you can just recharge it pretty fast (Although I guess just giving it light depletion soup would also allow you to play aggressive and not worry as much about losing your special, but still, spamming a lot of Inkjets because of low p for special and good paint is fun).

  • @Dynashu
    @Dynashu Před 2 lety +3

    After thinking a bit on the weapons that were meta at some point, I'm remembering Tentatek used to be 230p, which is the most pfs ever in Splatoon

  • @fyreboy5798
    @fyreboy5798 Před 2 lety +8

    What I thought of for special depletion was a kit by kit rule, ranging from losing 40% to 60% of your special, in increments of 5.
    For your suggestion of changing how much special is lost, I’d say keep Medium at 60%, and add a Normal at 50%.

    • @ProChara
      @ProChara  Před 2 lety +3

      in splatoon 1 is a kit by kit rule, 40/60/75, in splat 3 I think it fits better on specials as a 40/55/70 basis

    • @gregheffley5745
      @gregheffley5745 Před 2 lety +1

      ​@@ProChara Just don't put the 70% depletion on the Gold Dynamo Roller or any other weapon that could potentially get my vote for best weapon.

  • @healexhelixvideos4680
    @healexhelixvideos4680 Před 2 lety +3

    I mained Aerospray back in splat 1 and I was a special spammer, namely with the inkstrike. I specifically sought out methods of inking as much turf as possible, mainly by flanking and getting very good at thoroughly inking turf quickly. It made for high risk, high reward "assassin" type gameplay that forced me to get good at killing with a 5 shot weapon (namely by being agile enough to get to my opponents while simultaneously blocking off their escape.) I was able to reliably get an inkstrike before 30 seconds in, which is when the teams faced off on most maps. With good placement, I was able to block off the enemy advance for the initial rush, or at least rustle them into less powerful positions.
    That said, even if my team was losing, I was able to flank the enemy and easily get 2k+ turf covered in turf wars, or be a heavy nuisance to the enemy team in ranked game modes. One of my favorite methods to stall the enemy was to instrike near their spawn point, so as to delay their return to the battlefield.

  • @remon.yo2
    @remon.yo2 Před 2 lety +2

    I remember one guy spamming tenta missiles in one round so that he got like 20 kills. They won that game just bc of the tenta missiles- The map size was not big so we all kept dying lol

  • @snivyboy168
    @snivyboy168 Před 11 měsíci +1

    8:11 actually seeing Chara holding his Custom Range Blaster, the weapon he still wants back to this day, as if it's here right now is so emotional

  • @du6z
    @du6z Před 2 lety +6

    These are all super great ideas Chara! i never played splat 1 but i like the idea of special depletion so it would be really cool to see back in Splatoon 3

  • @user-kp3hd9wr4w
    @user-kp3hd9wr4w Před 2 lety +8

    In splatoon 1, junior is one of my favorite weapons. It is difficult to use, but if you can thinking outside the box, it is incredible. I think if we leave special spam, then junior will not really have a worth. Maybe just make this kind of weapons without op special

    • @ProChara
      @ProChara  Před 2 lety +4

      I think jr jus needs a different kind of special, bubbler wasn't too bad because jr had to move up to use that special even if it spammed it.

  • @slydargon.-.7048
    @slydargon.-.7048 Před 2 lety +6

    I've never noticed this dang you give really good points, my respects

  • @breezey3195
    @breezey3195 Před 2 lety +1

    Congrats on 10k subs dude u deserve it for all your hard work

  • @ianw.7897
    @ianw.7897 Před 2 lety +3

    special depletion is a really good idea ngl and if you are really really against it you have special saver to reduce the effects (but it’ll cost gear slots to even it out ofc) so i wanna see it in splat 3

  • @Dratini__
    @Dratini__ Před 2 lety +3

    Glad to see someone had similar opinions to me about this :)
    I would love to hear your thoughts on sub spam as well: though somewhat gear dependent, it's mostly a playstyle issue that is very successful at most ranks, and yet extremely low-effort and uninteresting to play against due to how uninteractive it is. The buffs to Jr's ink tank seemed to basically validate this playstyle, similar to what you mentioned at 4:02. The effectiveness of Ink Saver Sub even as you continue stacking it seems to be part of the problem, but I think the lack of sufficient cooldowns between bombs is a much bigger issue. Torpedo does have a noticeable cooldown between throws, but the fact that your ink begins refilling before the bomb has even exploded means that you can spam them on cooldown with minimal ink efficiency.
    Then there is also the question of why the players themselves decide to sub spam. I don't think I can personally provide a good answer besides that doing it wins games, but I think that the devs have the power through how they design the game to prevent this from happening.
    Spamming is absolute dogshit :)))

    • @ProChara
      @ProChara  Před 2 lety +2

      mostly last ditch efforts fault and non lethal subs being trash splat/suction/fizzy all too good

  • @captaincaption
    @captaincaption Před 2 lety +2

    2:21 this is important stuff right here

  • @WyGuy49
    @WyGuy49 Před 2 lety +2

    Epic video as always Chara. Keep on uploading!

  • @AC-jb7yo
    @AC-jb7yo Před 2 lety +3

    From the rather casual side of the game many weapons including missiles are more common in my experience. Even tho many players don’t make the special count past 9 I will see several teams with 3 missiles or armors.

  • @VaniSpl
    @VaniSpl Před 2 lety +1

    Hope they pull out a mix up between points for special and special depletion. Great video Chara!

  • @aliteraldumpsterfire672
    @aliteraldumpsterfire672 Před 2 lety +1

    You made some really good points about a lot of things, map size especially! Yeah, I'll just grab an N-Zap, and be spamming out missiles on some of the more wide open maps. That's sorta a problem

  • @gregheffley5745
    @gregheffley5745 Před 2 lety +2

    I actually like special spammers in Splatoon 2. They impress me whenever they get 10 or more specials in one match.

  • @Lucas-gy5yr
    @Lucas-gy5yr Před 2 lety +3

    Please do a video on the best situations to use each special!

  • @noizepusher7594
    @noizepusher7594 Před rokem +1

    0:49, the monkeys paw curls a finger

  • @leahmorgan7803
    @leahmorgan7803 Před 2 lety +2

    Ugh I wish tenta missiles were cut from splat 3. They can be so disruptive to game play more so than any other weapon because they don't have a localised effect like booyah bomb and splashdown etc. Going up against a team of 2 or more tenta missile weapons is just so frustrating (ESPECIALLY when they're special spammers) because it completely cuts off your mobility, and straight up stops you from being able to play properly. Certainly it can be frustrating to go up against a team of 3 booyah bombs, or any other special, but because they have a localised area of effect (except ink armour but that is a more defensive special) they are not just aggressively disruptive to game play. But hopefully if some of these measures are brought in to stop special spamming, tenta missiles won't be so damn annoying

    • @vgamer456
      @vgamer456 Před 2 lety

      I agree. Tenta Missiles are intensely distracting when you're trying to look around and back up your teammates and suddenly you have to dodge out of the way of up to 10 or 15 missiles which cover up your viewing area as they explode on the ground. I feel like it also encourages really horrendous spawn camping because the opposing team can just farm by the other team's spawn and just Tenta missile if some tries to leave the spawn area.

    • @AidGum
      @AidGum Před rokem

      @@vgamer456 This didn't age well lmao

    • @vgamer456
      @vgamer456 Před rokem

      @@AidGum Oh well lol

  • @yikes6758
    @yikes6758 Před rokem

    i literally didnt notice that maps got bigger until you pointed it out, god damn

  • @PikKraken8
    @PikKraken8 Před rokem +1

    I good system in Splatoon 4 could be that the points to get the special is tied to how much you have used it. For example, every time you use a special it will take 5-10 more points to get it again.

  • @Drawcie
    @Drawcie Před 2 lety +1

    I didn't really realise that special spamming was an issue, but I can definitely say i've experienced it. though I must say I'm not surprised that there's a glaring problem like this, it took them until the fifth smash bros to not have the majority of the fighters be unusable in competitive

  • @iznxai
    @iznxai Před 2 lety +1

    spl 3 can also be completely different and add double special points for ranked, and have objective give you the normal amount, for zones inking zone gives you double points per paint and +x pts on capture based on penalty given, tower can give more points when riding tower (ties in with backline problem with low special output) rm and cb suck so im not gon think about them

  • @apple_axolotl6239
    @apple_axolotl6239 Před 2 lety

    OMG I JUST REALIZED YOU GOT 10K!!! CONGRATS!!!!

  • @Sanngot
    @Sanngot Před 2 lety +2

    I definitely feel like Splatoon 2 took the ‘special’ out of the word special with those weapons who had ‘special spam’ as their gameplay style.

  • @Sizyphus
    @Sizyphus Před 2 lety +3

    I think the real issue comes from certain specials not being able to be wasted/punished. Specifically specials like middles and armor. You can’t spam stamp or inkjet or even storm without either being killed for mistiming it or it being a wasted special. Middles and armor are spammable IN THEIR DESIGN. You can use them with no repercussions at all.
    I just don’t want to see the game get to the point where dying means you essentially lose the match because you’re behind on specials. Or that slaying is the only useful role. I think specials should be moderately chargeable, not extremelyyyy depleted, and SUPER IMPACTFUL but only when USED CORRECTLY. You use the overwatch comparisons all the time. Look at their ults. They make great plays and an impact but can be easily cancelled or wasted. That’s how it should be. The most “spammable” a special should ever be would be booyah and ink storm. I think they are “easy” because they’re harder to waste and stay alive for, but I never feel like I’m constantly bombarded or beat by them. (Ok maybe booyah rn but only because it’s strong and everyone uses .52).
    Great video as always, but that’s my 2 cents and I think you’d agree?

    • @ProChara
      @ProChara  Před 2 lety +1

      Any special can be spammed but some are easier then others (inkjet spam exists with vsplash but its not really that useful) the issue is when its with more simple sppecials missiles/armor are the worst offenders becuse you can use them from anywhere but there will always be specials like that, so its important any special like that cant output too many.

    • @Sizyphus
      @Sizyphus Před 2 lety

      @@ProChara yeah I agree. I just hope if they implement what you said in this video they do it correctly. And I’m REALLY looking forward to seeing the special designs in the next game. I think the specials in themselves could fix a large portion of this problem.
      Thanks for your response!

  • @eclipse-754
    @eclipse-754 Před 2 lety +4

    missiles should really have a cooldown

    • @TheLaXandro
      @TheLaXandro Před 2 lety +1

      I still wonder why they tied missile drop time to distance to target, they could've had a cool mechanic where the timer ticking down from activation would then be shared with their drop timing. It would alleviate their spamminess by giving them the same effective cooldown as Ink Storm and Armor, while also giving them more options- you could either launch them right away and get a lot of echo time, or wait till the end of the timer and get missiles that drop almost immediately and give the enemy no time to think. Of course, if you time it too late they won't reach the target before timer ends and will be wasted, so you won't be able to do airstrikes from base.

  • @lpmatthews7387
    @lpmatthews7387 Před 2 lety

    YASSSSSS, tmod loader and calamity ost for the videos :D

  • @VGF80
    @VGF80 Před 2 lety

    I'm not sure what do you mean by default points for speacial. Unless it means the points for special it gets when it's initially added to the game?
    (I didn't fully get into splatoon 2 until late 2018)
    So like every weapon when it's finally avaliable receives 180p for speacial and then may get nerfed or buffed later on?

  • @lor8262
    @lor8262 Před rokem

    I'm late to this topic but I think an ability akin to respawn punisher would be a good addition. Special punisher could be a main ability for shirts that increase the amount of special they lose when splatted, or something that takes away special every time you hit them

    • @MizunoKetsuban
      @MizunoKetsuban Před rokem

      Respawn punisher already affects special meter, though.

    • @lor8262
      @lor8262 Před rokem

      @@MizunoKetsuban huh I didn't know that

  • @sabbagecavage5690
    @sabbagecavage5690 Před 2 lety

    I can't believe I found someone with the overlap of terraria calamity mod music like and splatoon 2 player

  • @Not_SARU
    @Not_SARU Před 2 lety

    id do the same thing but a bit different
    rather than make it based on the special id keep it based on the individual weapon kit
    e.g. a weapon with good-great painting power and a well painting sub weapon like sprinkler would be higher points for special so 210-220p and a weapon with bad own painting power and a not painting sub luke beakon would be low points for special so 180p
    but depending if the kit is decent bad or very good with said weapon at a certain point in time it can be either low depletion at 35% if its really bad. 50% for medium if its decent but not broken or 75% at high depletion if its really good/broken.
    this system allows to restrict strong/broken weapon kits much better by making them more punishing if played badly but rewards players that are good with it without having to nerf the mainweapon (which equals more tools to balance without risking to make not so good weapons even worse) while allowing bad kits to be aided much more by making them less punishing all while being flexible to adjust to changes in the game. But it would require the devs to be more in touch with the competitive community and what the meta is at any point

  • @edgelux3381
    @edgelux3381 Před 2 lety +1

    it sickens me to know that the inkbrush nouveau, STILL one of the best baller spammers in the game with a 180p charge, used to have a 160p special charge at one point.

  • @redgerran
    @redgerran Před 2 lety

    As a neo-sploosh main, I'm surprised I haven't been doing this the whole time.

  • @SapphireCrook
    @SapphireCrook Před rokem

    There's another idea, that Advance Wars uses, that might be worth considering: increasing cost over uses. In AW, every time you use a power it costs 20% more the next time, additively. Splatoon could easily use this, or even make it reset on death so that frequenters of the Respawn Zone aren't penalized, or nudge farmers to 'bench' at times to recover.
    The downside is that special would be harder to time and count intuitively, which in a fast paced game like Splatoon would be a significant element to weight and balance. Not to mention it makes last-minute special turnarounds less likely, potentially stagnating late plays.
    I'm no Splatoo pro, mind, I merely wanted to present another solution another game had used, it really depends on where and what the problem is on what solution actually fixes it.

  • @tigerelly6778
    @tigerelly6778 Před 2 lety

    Nice triple kill😁

  • @Dark_Pulse
    @Dark_Pulse Před 2 lety

    What if the point per special will be a lot more? As we saw in the Salmon run trailer in the direct, the assuming each notch on the special gauge was worth 5, it came out to 230 points. So maybe to help prevent special spam, they are making them even more expensive

    • @ProChara
      @ProChara  Před 2 lety

      possibly, but I feel 230 is super risky, thats 50 more then the default. I wouldn't expect that big a jump but it could happen.

  • @abby.lee.miller.
    @abby.lee.miller. Před 2 lety +1

    I watched this video while playing a Ranked match with loads of Special Charge Up.

  • @jammychoo
    @jammychoo Před rokem +1

    I am (unfortunately) guilty of special spamming😅😭 I didn't know it was so bad I just love to spam specials (especially Tenta Missiles) with my Neo Sploosh. I've slightly got out of it but it just feels satisfying.

    • @BookSloth
      @BookSloth Před rokem +2

      I don't think it's bad for someone to special spam. If something is possible to do without glitches or hacks that gives you an advantage in game, then do it. Its Nintendo that should be responsible for reducing the ability to special spam and reliance on special spamming.

  • @charcolttheone3492
    @charcolttheone3492 Před 2 lety +2

    I will say that tenta spam is annoying but usually it doesn't end up being effective for most people who I fight against

    • @syafiqk2866
      @syafiqk2866 Před 2 lety

      It’s pretty effective against backliners and when teams fights together. As a backliner, I have to move away and reset my charge when there’s an incoming tenta missile… which is really annoying. And for team fights, even if one teammate avoids the missiles, the other could get hit because they fight so close together.

  • @woopyboi449
    @woopyboi449 Před 2 lety

    Dude what time is it for you?

  • @BluVapour
    @BluVapour Před 2 lety +2

    PLEASE BRING IT BACK

  • @AnthanKrufix
    @AnthanKrufix Před 2 lety +1

    I just had a game where I had Tentamissiles aimed at me for the entire round... No gap lasting longer than 3 seconds.. I'm serious... I recorded it and watched it back.

  • @SuperRitz44
    @SuperRitz44 Před rokem

    We need an update on this video!

  • @temmiedestructo7309
    @temmiedestructo7309 Před rokem

    Ok, for some reason I didn't realize they ever removed depletion differences from specific weapons, I thought it was just hidden. Good to know, and still potentially relevant for splatoon 3? Though I suppose it's mostly an issue with one special in particular. If anything, bringing back this feature would at least be an interesting call-back, though I don't know enough about balance to say if this would be the solution we need.

  • @antonywu6672
    @antonywu6672 Před 2 lety

    Just the first few seconds in and I already feel scouted out lol

  • @emiliorojas9121
    @emiliorojas9121 Před 2 lety +2

    Man, some splatoon 2 specials are broken, not only missiles but inkstorm and the stamp. What they got in common asside from being easily spammmable, they paint like crazy and from anywhere, the other are pretty ok, not super powerful, but they dont have to.

  • @jayonix
    @jayonix Před 2 lety

    fire video but whats the song at 8:23 lol

    • @ProChara
      @ProChara  Před 2 lety

      check the description for any music credit

  • @AmnesiaKurata
    @AmnesiaKurata Před 2 lety

    Damn, I never knew what Special Depletion was

  • @jasonowouwu3094
    @jasonowouwu3094 Před 2 lety

    I hope they do this for splatoon 3

  • @Thewaterspirit57
    @Thewaterspirit57 Před 2 lety +1

    IMO, special spam doesn't really occur for me that much. The max I've ever seen is 6 or 7, with it most of the time being me, depending on the kit lol

  • @DecadoPrime
    @DecadoPrime Před 2 lety +1

    Special spam can get pretty annoying. Hopefully they do fix it

  • @Atlas_wings
    @Atlas_wings Před 2 lety

    I was playing TC once and someone got 3 tenta missiles in the first minute

  • @Splat56
    @Splat56 Před rokem

    8:26 that’s exactly what happened. 🤣

  • @LoneSwordsman_
    @LoneSwordsman_ Před 2 lety

    Me being a flingza main and using my special twice per match
    "You don't need to thank me"

  • @_Celestial
    @_Celestial Před 2 lety +1

    Imagine special spam in splat1
    About 14 krakens in 1 match and 20 bubblers

  • @phonzylover911
    @phonzylover911 Před 2 lety

    Yo 10k!

  • @1fongnat
    @1fongnat Před 2 lety +1

    *Vicvillon's rat song intensifies*

  • @Luna_B_8
    @Luna_B_8 Před rokem

    I would've loved if they kept the idea of having a certain amount of point depending on the weapons (not all weapons are equal in paint) and YES Special Depletion HAS TO be a thing, Splashdown, shit light depletion as you said, Missiles get shitted on heavy, worst Special they have ever created
    Even Triple Inkstrike has a better design than Missiles cause there has been THOUGHTS put into it (although, tbh I'd love to be able to swim during the Special and a bigger hitbox but it is fine cause it isn't Missiles)

  • @kwayke9
    @kwayke9 Před rokem

    With default pfs being 200 now, all they need to is get missiles out of the game (no point in reworking them, they already did it with tristrike) and it should be mostly fine, honestly

  • @sloshy2412
    @sloshy2412 Před 2 lety

    As a soda main i would really like it if there was less special spam

  • @neB282
    @neB282 Před 2 lety

    I didn’t even know flingza was a special spammer, I use foil flingza!

  • @catsinwonderland7473
    @catsinwonderland7473 Před 2 lety +1

    I miss death counts too.

    • @catsinwonderland7473
      @catsinwonderland7473 Před 2 lety

      the whiplash of splatoon1 and splat2n gameplay being shown makes my eyes bleed. I forgot how much I hated the oversaturation of the ink

  • @CobiaCrossink
    @CobiaCrossink Před 2 lety

    Quite an elegant solution to such a problem. I have to ask this of you though, Prochara.
    How would you handle all 139 non-Rainmaker non-Grizzco weapon kits/skins/variants in S2? If we include S3's two new classes (Bows & yet to be announced class of minimum of 3 weapons and 2 kits to a max 5 weapons & 3 kits for both class) & weapons in S2 that did not get a third kit, we get an increase to 189 weapon kits. That is massive. This is also not including any new weapons Nintendo is making for the other established classes.
    My solution would be to have one main weapon & let it have all three selectable subs and three selectable specials exchangeable with each other. Let's take the Splattershot Jr. in S2 for example. Imagine having a swappable Splat Bomb, Auto Bomb, and Torpedo with Ink Armor, Ink Storm, and Bubble Blower. Yes, I know the subs and specials will be different in S3.
    The devs can release combinations of these subs and specials at a time with updates. I.e., 4 subs, 4 specials, 2 subs & 2 specials, etc. To address the special gauge, we can have a set range for all nine combos of sub-to-specials (i.e. 180p - 210p). this might make it harder for the devs to balance the game, but this would make the possibilities WAY MORE open for all sorts of play styles.
    So what do you think? Just an idea.

    • @ProChara
      @ProChara  Před 2 lety

      I dont think weapon kits are that big a thing I dont mind subs/specials being interchangable but there should be a variety of kits in my opinion. It sounds like a lot more then it is.

    • @CobiaCrossink
      @CobiaCrossink Před 2 lety

      @@ProChara Well, I am just thinking about about how many weapons kit/skins there are from a beginner's perspective. 139 does sound like a lot when not divided up by class.
      What do you mean by "there should be a variety of kits?" You mean you would rather stick to kits instead of sets? I would not mind being able to select from one out of three subs and one out of three specials with the option to swamp them out.

    • @ProChara
      @ProChara  Před 2 lety

      @@CobiaCrossink Kits/sets I mean sub/special not gear, weapon kits are unlocked with time so I dont think its too overwhelming, splat 1 took 20 lvls to get all, 2 30, so I expect 3 (especially if its not rushed) will take 40-50 levels, maybe they can make more ways to gain XP.

    • @CobiaCrossink
      @CobiaCrossink Před 2 lety

      @@ProChara That makes sense. I still would not mind a faster way of getting through all the weapons in the training area though.

    • @ProChara
      @ProChara  Před 2 lety

      @@CobiaCrossink yea i jus want to be able to scroll through classes and open them itd be way faster

  • @caramelgrace2156
    @caramelgrace2156 Před 2 lety

    Honestly this would all be great, but I fear considering that these are game devs at the end of the day that these won't be listened to. If anything I fear most with specials like the vacuum and the BEEG BUBBLE that it'll actually get worse in S3.

  • @EminenceAlpaca
    @EminenceAlpaca Před 2 lety

    Missiles especially. 🗿from a former S+9..

  • @mr.berserk8339
    @mr.berserk8339 Před 2 lety

    I feel a bit bad since I main n-zap I didn't even know it was meta

    • @ProChara
      @ProChara  Před 2 lety

      Theres nothing wrong with playing something thats meta or not, jus play what u like

  • @sebastianthedemiboy8639
    @sebastianthedemiboy8639 Před 2 lety +1

    All tenta/ink armor all special power up teams are myths but the chance of encountering them is never 0

    • @yuujinner5801
      @yuujinner5801 Před 2 lety +2

      No but fr I've actually been part of a ranked missle spam team. Despite being the flingza, I actually had the least specials lmao. And I didn't even realize it until I saw the win screen

    • @TheLaXandro
      @TheLaXandro Před 2 lety

      @@yuujinner5801 Flingza is a pretty weak inker even after the buffs, even at 220p Mini gets more of them, nevermind bonkers things like KShot and H3 that both ink well and have cheap missiles.

  • @LOVEUGYARU
    @LOVEUGYARU Před 2 lety

    anyone else think more cramped maps would be hype?

  • @halloweenpeachy
    @halloweenpeachy Před 2 lety

    (I really need to stop commenting just to comment when a video drops).
    ANYWAYS, I’ve been playing Splatoon 1 alot lately because I got tired of alot of Splat 2’s problems. I’ve been using dynamo because of me using it the most out of everything in Splat 2. 75% Depletion doesn’t feel too bad tbh because I think Splat 1 horizontal has more range then Splat 2 horizontal could be wrong, you have a better splat bomb because I’ve been using gold dynamo more then the other 2 in splat 1. Oh and also you have an inkstrike for when you need to control one zone because jank zone layouts. Heavy Depletion feels like I need to work for inkstrike instead of just like *lol you just need to spam vertical flick to get 9 booyah bombs*. So yeah, I’d like depletion in Splat 3 it also stops the neo sploosh bullshit for soloq games.

    • @halloweenpeachy
      @halloweenpeachy Před 2 lety

      Also dynamo still spams vertical flick In Splat 2. It only isn’t flingza 2.0 because it’s omega slow and it’s flicks take 18% of the tank. Also dynamo vertical only paints like 3 points less then flingza and dynamo has better specials. Like I said it’s just too slow to be a special spammer. Oh and also did I mention that your horizontal sometimes doesn’t do enough damage so you just get killed? Fun…

  • @Sunset_bunnys
    @Sunset_bunnys Před 2 lety

    I once jused my special 21 times on one match

  • @captaincaption
    @captaincaption Před 2 lety

    5:41 Do they even care?

  • @ronaldsilva3451
    @ronaldsilva3451 Před 2 lety

    A lot of the maps size are bigger chara but what you chara didn't say that weapons are really buffed like a lot but special spam is really good because if you use it you will get 17 specials and Nintendo was really smart to get splatoon s cramt side maps splatoon to that was really bigger splatoon 1 map right chara

  • @thejontao
    @thejontao Před rokem

    I know this video is a year old, and a bit late for commenting… but what about increasing special cost per special activated? Is that too punishing? So if the first three specials each cost 200, the fourth is 210, the fifth is 220, etc.
    It would introduce a kind of evolving gameplay…. The beginning of the game would be special “heavy”, but as it draws out, specials become more rare…
    Just an idea.