Reworking EVERY Splatoon 3 Sub Weapon!

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  • čas přidán 4. 02. 2024
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    Sub Weapons are by far the least balanced thing in Splatoon 3, often making or breaking the weapons they are on. Lets make some changes to every sub weapon in the game in order to fix that and put them on an even playing field.
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    Music Used ►
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    Macadamia Hills - Leon Chang
    Toads Factory - Mario Kart Wii
    4th dimensional grooves - Leon Chang
    Metallic Madness (Act 2) - Sonic Mania
    All Art by Wolfie ► womfie.carrd.co/
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    #splatoon3 #sideorder #nintendoswitch
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Komentáře • 94

  • @Jardonian
    @Jardonian  Před 4 měsíci +16

    I didn’t talk about this in the video but most of the problems with bomb spam are directly related to the ability Last Ditch Effort, which is itself by far the least healthy thing for this game. It wasn’t what I wanted to talk about in this one so I ignored it for now but it needs a rework too in order for this issue to really get addressed.

    • @Ringoismybirdo
      @Ringoismybirdo Před 4 měsíci +1

      Well last ditch effort isn’t unbalanced itself it’s the combination so I feel like the ability would get a huge drop with these bomb nerfs if it also got nerfed

    • @marisstaff7019
      @marisstaff7019 Před 4 měsíci

      There are far more unhealthy things.Also nerfing bombs nerfs LDE, and it was already nerfed enough when it gave 1.8 mains instead of 2.4

    • @drunkfur
      @drunkfur Před 4 měsíci

      I didn't even consider this, but my comment about increasing bomb cool-down time rather than increase ink cost would still help nerf LDE bomb spam 😎👍

    • @DanielP-jq4dj
      @DanielP-jq4dj Před 4 měsíci

      Didn’t that ability get nerfed?

    • @drunkfur
      @drunkfur Před 4 měsíci +1

      @DanielP-jq4dj technically yes, but barely. It's slightly less OP than it was before, but it's still the top ability by a long shot. (Unless you're cracked enough of a slayer to use opening gambit instead lol)

  • @LuddyFish_
    @LuddyFish_ Před 4 měsíci +57

    I think another good nerf to reduce bomb spam is to increase white ink frames. Increasing white ink frames also makes using bombs more committal.

  • @kekekepi
    @kekekepi Před 4 měsíci +13

    i like how the nerfs just kill off other weapons that are already struggling, pretty much contradicting what you said in the beginning

    • @drkgon
      @drkgon Před 4 měsíci +1

      Bro does not know what he’s doing I swear 😭🙏

  • @Salaaaad
    @Salaaaad Před 4 měsíci +31

    Thank you! Splat bombs get way too much value for just being tossed like wherever.

    • @Pancakejae
      @Pancakejae Před 4 měsíci

      100% fcking jr players definitely don’t need to be able to spam their bombs

    • @Jardonian
      @Jardonian  Před 4 měsíci +9

      I’m SAYING Jr players be out here maining bomb instead of the main weapon

    • @user-ry2ve9xd7m
      @user-ry2ve9xd7m Před 4 měsíci

      They have no choice because if they don't then they are gonna die

    • @user-ry2ve9xd7m
      @user-ry2ve9xd7m Před 4 měsíci

      Plus they most likely are trying to get other weapons

    • @yaxier2558
      @yaxier2558 Před 7 dny

      No kidding, last day I played splattershot with splat bomb and I killed half a team by accidentally tossing one into the air

  • @Jackogien
    @Jackogien Před 4 měsíci +37

    Curling bomb buff my beloved

    • @Jardonian
      @Jardonian  Před 4 měsíci +2

      yessir, let the mobility tool be used for mobility

  • @glitchingeclipse9850
    @glitchingeclipse9850 Před 4 měsíci +14

    A few things I'd like to say for the vid:
    I know someone else has already explained how bomb spam is not really an easy fix in the comments which I agree with, but theres some input on both Burst and Fizzy that I'd like to give
    I would like to say first that burst bomb's damage nerf probably wouldn't work that well because, unless I'm wrong about this, I believe Burst overlaps both of the indirect hitboxes on the direct (basically, the 25 + 35 damage hitboxes get added together immediately to make the direct damage become 60). The reason I say this is because this is how angle shooter works in the code on direct, where it overlaps the 40 dmg direct and the tripwire's 0 dmg, so I assume that this is something also present in burst bomb. If this is incorrect, just disregard this part.
    As for fizzy, I think that a different nerf needs to be done instead of the ink consumption increases to decrease its painting and spamming. Firstly, I think that Fizzy needs a decrease in its paint trail's power to prevent it from being just a better curling bomb. To explain how I think this would be done, i'm going to go from 0 - 3 for values, 0 being no paint trail while 3 being fizzy's maximum charge paint trail. For the nerf, fizzy's pain trail would go from 1 - 2 - 3 each charge to 0 - 1 - 2, which would work to prevent it from being an easy paint trail option on one charge and would decrease its painting by a bit. Secondly, I think fizzy also needs a change to its sub saver curve to make double fizzy harder to obtain, as double fizzy bomb is absolutely busted for no reason. Make it take a few more gear subs worth of sub saver to get double fizzy, and this would help a lot (tri slosher nouveau is the main weapon that gets hurt by this the most, so it should just go back to 200p or 190p to make up for it).
    Now for point sensor, I don't think that in its current state its okay. Solely location isn't very helpful on its own, and I think that there needs to be something else added to it so it isn't a bad slot for a sub. Taken from Prochara's vid on sub balance mainly, but I think point sensor should give more information than just location, such as the enemy's current ink tank capacity and their special charge percentage. This would make using point sensor much more rewarding for both you and your team, because now its a tool that can give you information on WHEN you can push in instead of just where a person is.
    For angle shooter, I do really like the changes you did, however I do think there are some things that need to be added alongside tripwire damage and +5 damage on direct. These being:
    - range reduced from 1.5x eliter range to 1.25x eliter range (I don't think having this be able to hit across a lot of maps for free is a very good idea even if its harder to hit, because with these buffs this would make angle shooter backliners incredibly annoying to deal with).
    - Tripwire duration extended by half a second (makes tripwire a bit better at holding space).
    - Location duration extended by 1 second (Gives its location a bit more use and leniency).
    - make it so reflecting off of surfaces shows a dashed/dotted line effect so you can know where the angle shooter is going to continue going after reflecting off a surface (More of a QoL change to help people learn how to use Angle shooter's reflecting more and could help with learning the best areas to use angle shooter's tripwire in).

    • @Jardonian
      @Jardonian  Před 4 měsíci

      I originally had dart with slight nerf of reducing its paint back where it was before it got buffed and a very similar range nerf but I ended up deciding to cut it, I 100% agree with that. I’ll be real I could not figure out what to do with burst and sensor, I wanted to do more but I didn’t wanna completely change their identity and wasn’t happy with either of them but I didn’t have more time to keep pondering it. Fizzy nerf is a good idea tho, I like that

  • @derpykid2.020
    @derpykid2.020 Před 4 měsíci +7

    was gonna hear you out but the VERY FIRST CHANGE at the start of this video might make me regret that

    • @forrest6939
      @forrest6939 Před 4 měsíci +5

      honestly i dont think bombs are "too powerful" i think the others are just not good enough you know

  • @dalemonshateu6948
    @dalemonshateu6948 Před 4 měsíci +6

    Personally, angle shooter is one of my favourite sub weapons, as in, I makes at least 1 or 2 people see “splatted by angle shooter” every round I play. What angle shooter really needs is a reduction of the learning curve, by making it actually aim at your crosshair. Once you know how to use angle shooter it essentially becomes a burst bomb with effectively infinite range, so buffing it is a very slippery slope, potentially making it overpowered at higher levels while still being mediocre at lower levels.

    • @Jardonian
      @Jardonian  Před 4 měsíci +1

      Fun fact, angle shooter is so fast that it is not possible within the engine of the game to make it properly work with the crossheir. Also it’s the worst sub in the game at all levels by far, I wouldn’t call the most basic buffs it could receive a slippery slope

    • @Jardonian
      @Jardonian  Před 4 měsíci

      Oh also that pfp goes crazy

  • @drunkfur
    @drunkfur Před 4 měsíci +3

    Personally i don't think the bombs should have higher ink cost, as 75+% would make you run out of ink with your main weapon immediately after. Rather, to help curb spam, slightly increase the cool-down time that you can't regain ink after throwing one. Same effect, but will make it a smidge easier to use a single bomb and not be immediately helpless with little to no ink for your main!

  • @xraenon1664
    @xraenon1664 Před 4 měsíci +4

    I hope we get more sub weapons in general. We’ve gotten several new specials, but if memory serves the last new subs outside of Angle Shooter were in the Splatoon 2 3.0 update

    • @Jardonian
      @Jardonian  Před 4 měsíci +1

      100% agree, some new stuff would be greatly appreciated

  • @jimmz6
    @jimmz6 Před 4 měsíci +3

    i think sprincler should return to splatoon 1 varient where it is always at its starting version and curling should become a pure movement too like 40% but doesnt explode and charging makes the line longer

  • @MeloniestNeon
    @MeloniestNeon Před 4 měsíci +1

    I had the idea for a unique buff to Angle Shooter, a sort of homing ricochet effect that I've been cooking up a concept for for a while, and I totally didn't steal the original idea from Ultrakill's coins. The way it would work is that when an enemy is hit by a Marker, a little echolocation wave like Autobomb would go out, and if there are any players in that area, the dart would show a little aiming visual of it's trail, and fire whatever remaining length it has towards the marked player after maybe 40 frames or so. I also think it needs a range nerf, around 20% of its current range shaved off, as I definitely think its a bit too long right now and with it being an actual sub it might be too strong.
    Also, for a wall-of-text unrelated to Angle shooter, I have two major issues with the bomb nerfs;
    1. While I agree its still way too strong right now, I think Burst getting that damage nerf is a very painful thing for non-shooter weapons, like blasters, sloshers, and Splatanas, even though on Stamper 55 would still combo. But imagine it gets put on an actual burst bomb weapon like Dread, or Explo, Bamboo, or Range; now it's not going to combo as well with their indirect or partial charge hits, which is what Burst directs are really there for, and while it wouldn't be awful it would still be a bit much in my opinion. The paint nerf is entirely fair though!
    2. Splat and Suction bomb should not be 75%, that would make low ink efficiency weapons (speaking as a Dualie Squelchers and Blaster player) feel absolutely horrid to play using their weapons, imagine a poor Dynamo getting literally just one flick out after throwing splat bomb. Instead, as others have suggested, I think white ink frames are much more fair for all weapon classes (shooters and some dualies need toning back anyways to be able to spam bombs less compared to other classes, that's not really a fault of the bombs).

  • @Noteturtle90
    @Noteturtle90 Před 4 měsíci +1

    I actually thought of something pretty cool for sprinkler and mist that also buffs bubble. What if you could throw a sprinkler on top of a bubbler, acting like the sprinkler of doom but shootable and not as good, which also soaks up damage temporarily. For mist, it should slowly plaint the area it's in, like a slower ink storm, as well as scaling up if thrown into a bubbler. The mist bubble is kinda extreme, especially if it lasts after the bubble, but honestly it needs it. Would also make comps with vtri slosh or neo stamp and vsroller or other bubble weapons far better. Angle shooter I envision as a dart, so a stronger but more precise burst bomb with better ink cost and the trail thing would be cool, say 65 on a direct and 35 on the trail. Extreme, but it is literally the worst sub in the game, and the only thing holding big swig back, and having an explo kit with it (bc really good synergy) be good.
    I hate sprinkler not because it's bad all around, I hate it because it has been given to agressive weapons like ltetras and s92, and your rework is really cool, making it more of a threat the longer they ignore it, and they have to be careful with it.

  • @OlmiOP
    @OlmiOP Před 4 měsíci +1

    I actually REALLY like the idea of Sprinkler starting at stage 2 and getting better overtime! Rewards tactical use like you said, and it's just really interesting in general!
    Not as on board with the tiny explosion though, since I don't think it should have an offensive option

  • @Eldritch-weirdass
    @Eldritch-weirdass Před 4 měsíci +1

    Huh ive actually never thought the bombs were busted untill now
    I think ur reworks are very neat and would be lovely in game

  • @CEO_of_gaming
    @CEO_of_gaming Před 4 měsíci +2

    I don’t think bombs need any nerfs, rather the utility subs need to be buffed to be on par with the bombs.
    Subs like wall, sensor, beacon, and mine are already good enough but curling, sprinkler, mist, and especially dart need buffs. While most of your buffs to those 4 were great you definitely went a little overboard with dart. 25 damage with the trail is way too much if you ask me and should only be like 10 or 15.
    Ok but I lied about fizzy it should be 65% it’s actually so dumb that it’s 60%

  • @newtrog.367
    @newtrog.367 Před 4 měsíci

    I feel like the best way to reduce bomb spam is to introduce a cooldown (im not talking about white ink frames) to bombs. The cooldown would be a short timer that prevents you from using your sub for a short time, this prevents bomb spam and wont be a detriment to ink hungry weapons like increasing the cost of bombs would be

  • @Dr_Nig
    @Dr_Nig Před 4 měsíci

    My thoughts about it.
    About Splat/Suction/Auto/Fizzy Bomb and Torpedo, it's since the beginning of Spla2 I'm convinced they needed more ink cost (or increased endlag before being able to recover ink), but I would also add a reduction of Sub Saver effect up until 10 APs (so that if you want to use more of your sub, you need to balance out your abilities more). Burst would only need the Sub Saver nerf applied as it already recieved the ink cost nerf. As a side note, Suction Bomb should start lighting up earlier for the simple reason that our brain is attracted by movement, and in a fast paced game like Splatoon, our brain "cancels" a "static" Suction Bomb because it's focussed on other things that are happening.
    For Curling, besides the ink cost buff, I also thought it could also not lose speed before exploding so to be an even more effective poking tool. Also make the ink trail it leaves a bit wider.
    As per the other subs.
    - Wall is already ay-okay: adding the ability to choose to deploy it a bit farther/closer would be sufficient even if ever so slightly.
    - Sensor, just to add more flavour to it, I've thought it could apply a very weaker Respawn Punisher effect only relative to the user of the sub: if you splat (one of the) the marked opponent, they get the effect; if they splat you while marked, you get it. To balance it, Sensor would last a bit less (still Sub Power Up dependant) and it would apply only on the first player splatted that has been marked. It's really just for fun though: Sensor it's already useful as it is, especially after the buff to Ninja Squid.
    - I'm okay with reducing its cost but if they keep giving Beakon to fast & aggressive weapons that can just go in and out the quarrel like they've done in the past year, I think that it should recieve two nerfs: first, if a player jumps to one of their own Beakons, they can't deploy another one for 90 frames (as if they don't double deploy already); second, reduce the amount of beakons per player to 2 if there are 2 or more Beakon users in a team. As a buff, extend a bit the area around the Beakon in which enemy players are marked on the map.
    - About Ink Mine's mark effect you could simply just increase the related effect of Sub Power Up so that you'd still put a bit of management on the player but without having to spend 3 sub abilities just to get an extra second of marking.
    - Sprinkler acting as a bomb when destroyed is a bit too much: at this point just, without changing its current way of functioning, still remove phase 3, increase its damage back to 30 like in Spla1 and give it a better, more solid painting pattern so it can actually have a chance to hit players around it that's not by accident.
    - In my opinion Mist needs to step up its game, especially after how fast paced the game became in Spla3. Hear me out: give it a smaller radius and make it Sub Power Up dependant (instead of throwing distance) if you want to condition a bigger area, but in exchange just straight up make it apply the enemy ink effect on players that go through it on top of the ink drain. This way it can combo in a better way with weapons and act more as a support for yourself and your teammates.
    - About Angle Shooter, I've never used it so I won't say anything.

  • @reunionxsos7545
    @reunionxsos7545 Před 4 měsíci

    I was thinking sprinkler would be cool if it could be charged so if your teammates hit it paints farther and longer. But the opponent can also destroy it but if it's already charged it'll pop a small amount of damaging ink. Depending on how much ink was left in it, that's how much that's how big the pop will be. Probably have the max affect be the size of a single chump.
    For angle shooter, what would be cool is if whoever gets hit by one gets a sensor bar that spins around them. The further the bar, the longer the duration effect will be and the bar will shrink as the effect reaches it's end. (Sub weapon upgrade would increase the length by a small amount)
    The twist is that the spinning sensor bar is also contagious and everyone who gets hit by it also gets a spinning sensor around them but with no damage. Now the enemy team has to be a bit more careful swimming by each other which would also help teach the importance of spacing.

  • @andrewjanes7220
    @andrewjanes7220 Před 4 měsíci +2

    I think a good change would be to make toxic mist a smoke bomb of sorts

  • @springtronfanboy6889
    @springtronfanboy6889 Před 3 měsíci

    I think that angle shooter should consume 5 percent of your ink- tank on a direct hit

  • @tacenda3250
    @tacenda3250 Před 4 měsíci

    My ideal changes:
    First off: Increasing bomb costs seriously hurts ink hungry weapons. Just decrease ink efficiency of Splattershot, Sploosh, and Nzap by 10%
    Squid Beakon:
    ▲Decrease Ink usage: 75%> 70%
    ▼if a player jumps to one of their own Beakons, they can't deploy another one for 60 frames
    Toxic Mist:
    ▲Mist deals 5 damage per sec
    ▲Mist slowly inks surfaces, including walls, similar to Ink Storm
    ▲Slightly increase the effect of Sub Power Up.
    ▲Decreases squid roll movement speed in mist by 50%
    ▲Decreases Kracken movement speed in mist by 20%, but does not affect the charge attack
    Ink Mine:
    ▲Can throw the mine the distance of a Wave Breaker
    ▲Location of your mine can be seen on the map (can only be seen by the player that placed it)
    ▲At the top right of your screen there are two black dots. If a mine is placed, one of those dots gets filled in with your ink color. This signifies how many mines you have placed.
    Line Marker
    ▲Name change from Angle Shooter
    ▲Creates a large puddle of ink at your feet when thrown, similar to Torpedo
    ▲trail actually follows cursor instead of below
    ▲Triples size and hitbox of marker so it's possible to direct hit.
    ▲Trail damage 20
    ▲Direct hit damage increases by 10 each time it bounces off a wall
    Splash Wall:
    ▲Should display it's trajectory like a bomb, and be able to be aimed within short range.
    ▲Bombs that explode prematurely when touched by the wall need to be rendered inert to players or at least deals 90 damage instead of a OHKO. (the wall should still take damage) so it doesn't become a liability to yourself and others.
    Sprinkler:
    --This sub really just needs to be removed, as special spam is not healthy for the game. Regardless, I'm hesitant about your changes because one of the most useful uses in my opinion is quickly painting around your feet when placing it under you, especially for the Dynamo. Perhaps a compromise could be that it fires a quick burst of ink upon first placing, then follows your suggested changes.
    If your changes aren't followed, this is what I had in mind:
    ▲High-power time: 8>10 Seconds
    ▲Remove low-power time, so it's always mid-power after high-power wears off
    ▲Creates a large puddle of ink at your feet when thrown, similar to Torpedo
    ▲Increases damage: 20> 30
    Curling Bomb
    ▲Contact damage 20> 80 / 100
    ▲Charges 20% faster.
    ▲Instantly fully charges after pressing A while charging. This gives it a new offensive utility as a large bomb you can instantly place in front of you. Or maybe: When fully charged, it explodes 50% faster.(?) This gives it a new utility of quickly inking around your feet
    ▲Explosion radius increased by 5%
    ▲Ink consumption 65%> 55%
    ▲Ink recovery lag reduced by 3 frames
    ▲In addition to its current effects, Sub Power Up slightly increases the explosion radius.
    Auto Bomb
    ▲Reduces the time it takes to start moving after landing by 30%
    ▲As it's chasing an enemy, it emits a glow that's only visible to the player who threw it. AND/OR you can see it through walls like Thermal Ink? OR the sub icon flashes / lights up in the top right corner if it detects someone. The purpose of this is to make it better at recon as it is easier to see if it detects an enemy, especially if thrown over walls, and easier to watch its chase, especially in high-intensity environments
    ▲Explosion size increases by 30% if it doesn't detect an enemy. This makes it roughly the size of a splat bomb and thus can paint a bit better.
    ▲In addition to its current effects, Sub Power Up slightly increases the detection radius
    Suction Bomb
    ▼Cannot throw a second bomb until the first explodes
    Burst Bomb
    ▼Reduce direct hit damage 60> 50
    ▼Reduce Ink coverage by 7%
    Splat Bomb
    ▼Increase explosion delay by 10 frames so it's easier to dodge and react to, especially for heavy weapons.
    Fizzy Bomb
    ▼Decrease indirect damage: 35> 30
    ▲Increase direct damage: 50> 60
    --One of the reasons Fizzy Bombs are so spamable is because of their high indirect damage. You usually don't even have to aim, just throw it in someone's general direction. This is a good trade-off

  • @yaxier2558
    @yaxier2558 Před 7 dny

    Wouldn’t it be neat if the sprinkler increased its fire rate every time an ally shoots at it? Like the side order tower

  • @darrinfix199
    @darrinfix199 Před 4 měsíci

    had this crazy idea of a mist/disruptor/sensor combo. mist still works normal but disruptor's slowdown and marking works while in it and sensor's tracking works when you leave it.

  • @Drake_Waffle
    @Drake_Waffle Před 4 měsíci

    Personally what I would do with angle shooter is make the direct hit ignore sub defense up, and also decrease the tripwire damage to 20, otherwise I like alot of the changes

  • @ninjacrafter2215
    @ninjacrafter2215 Před 4 měsíci

    honestly, I think sprinkler works better as a painting or defensive tool. Instead of giving it an explosion when destroyed, I think it should just get a significant hp boost, so that it can’t be destroyed as quickly. I do agree with removing the decay, though I don’t think the sprinkler should get faster over time.
    As for the angle shooter, I also think its tripwire should do damage, but I feel that 25 damage is way too high. Something like 5 or 10 damage would be much more fair in my opinion. It would deter players from going through the tripwire without being too powerful of an attack. I also think that it should mark people for twice as long on direct hits.

  • @DekuGamer
    @DekuGamer Před 4 měsíci

    This video was great! I really like how you presented all the information. While I'm no expert on how balances work, I have to agree with the overall idea that subs are currently too spamable. Especially with Jr kits lol. I don't understand how the "white frames" work on the sub meter as far as balancing, but I feel like that's the root cause of the problem.

  • @PatPatych
    @PatPatych Před 4 měsíci

    Make the beacon heal you faster like Storm does after the buff and have a mini toxic mist effect on enemies in a very small radius, because right now, having beacons basically means having no sub in actual combat and going full support. That's not fun.

  • @Greenomb
    @Greenomb Před 4 měsíci

    Honestly, I feel like curling bomb should just not be a lethal bomb. Nobody ever uses it for damage and this aspect of its design just holds it back too much from excelling in what it is actually used for.
    It could still deal a bit of damage but would be much more like ink mine where its damage dealing capability is secondary.
    With that design space opened up it could be reworked to be much cheaper or to work better as a mobility/painting tool (preferably a healthy balance between being the three aspects).

  • @user-bl8cd2xd4g
    @user-bl8cd2xd4g Před 4 měsíci +1

    >increases sprinkler ink consumption to 70%
    Huge YIKES. Imagine Dynamo, just needing a quick tool to paint its feet to escape. I'd definitely rather have less ink consumption and no quality buffs. Dude needs more understanding of the game

  • @ashtongiertz8728
    @ashtongiertz8728 Před 3 měsíci

    If all subs, mains, and specials were more or less equal, then there'd be no reason to restrict subs and specials to specific kits. We could just choose our favorite main, sub, and special.
    And what would happen as a result is everyone falling into a meta where everyone's using the same subs and specials.

  • @user-nr6rz4pm1e
    @user-nr6rz4pm1e Před 4 dny

    I think bombs only get so much value because all the other subs aren’t really that good, so I think bomb ink consumption should be decreased to some of them and leave everything else how they already are. I agree with most of your utility sub changes
    Overall it’s not a bad rework but could be tweaked just a little. :D

  • @gierasole
    @gierasole Před 4 měsíci

    yayyy i love the bomb mechanics thanks for making this ❤

  • @Magic_Mango
    @Magic_Mango Před 4 měsíci

    I imagine Sprinkler's explosion would be about the size of a tri-stringer's arrow, right? Great video btw!

    • @Jardonian
      @Jardonian  Před 4 měsíci

      Yeah roughly that size, ty :)

  • @KasaiYuppa
    @KasaiYuppa Před 4 měsíci

    heres my mist buff:
    momentum canceling!
    the mist should be so thick that an inkling thunks into it instead of rolling right through it. you cant dodge roll through it, and krakens cant just charge through it. make mist so stinky that any squid or octo just loses focus on any maneuver because its that toxic. now it adds counterplay to kraken, dualies, and can make it hard to approach from a specific edge.

    • @Jardonian
      @Jardonian  Před 4 měsíci

      Wait this mist buff is sick actually I love this

    • @HeDronHeDronHedron
      @HeDronHeDronHedron Před 4 měsíci

      so why exactly do dualies need this nerf

    • @KasaiYuppa
      @KasaiYuppa Před 4 měsíci

      @@HeDronHeDronHedron right now mist has been nerfed by the fact that most folk can maneuver outta it with a squid roll, but dualies can also dodge roll out of it. as a dapples main i WOULD want dualies to be somewhat exempt... which could be a dualies buff indirectly, but ehh id rather be consistent with my pitch. its either buff mist more (which it needs) at a dualies nerf, or buff dualies at a mist nerf with that decision.
      tl;dr could go either way for balance reasons, i just think mist needs it more then dualies do.

  • @luovalola6022
    @luovalola6022 Před 4 měsíci

    bomb spam is by far the most annoying thing in the game because half the time when the bombs do explode the person has recovered enough ink to throw two more >:( i love mobility based bombs and i think you did a really great job making them more useful!!! more variety with viable subs, weapons, and specials can only help the meta

  • @MAXYIGA441
    @MAXYIGA441 Před 4 měsíci

    Sorinkler buff. Keep the same ibk cost but the size of the ink pelets increase by 25 or 50%. Idk if they shoukd keep decay or not. If they removed it there would be a timer when the ink becomes biger.

  • @Ringoismybirdo
    @Ringoismybirdo Před 4 měsíci

    Bows and angle shooters would be scary after this if the buffs happen heck make it even more scary give it I would say triple ink strike

  • @Andre-zz4hv
    @Andre-zz4hv Před 4 měsíci

    what? All the videos about buffing the sensor give him the ability to see the weapons of enemies marked on the map, and in the case of Wall: greater resistance because he has weapons that break instantly

  • @DanielP-jq4dj
    @DanielP-jq4dj Před 4 měsíci

    Point sensor should allow you to see the weapons wielded by marked opponents.

    • @implying8903
      @implying8903 Před 4 měsíci

      Where?

    • @DanielP-jq4dj
      @DanielP-jq4dj Před 4 měsíci

      @@implying8903 What do you mean where? Seeing their weapons will give you a better idea of which opponent is hiding there, and how you could approach them based on how they could splat you with their weapon.
      Right now, point sensor says, "There is an enemy here" but it doesn't specify which one, where as if it told you what weapon they had, it could tell you, "The one with emperry dualies is hiding here; but watch out, he could use his triple splashdown to surprise ambush you!"
      It could also tell you about that eliter player who loves to bring respawn punisher to the game, so it'd tell you, "If you see that eliter icon above that marked player, be careful, because if they splat you, you won't be playing for a while."
      Does this all make sense to you? Because I couldn't find a better way to explain it.

    • @implying8903
      @implying8903 Před 4 měsíci

      @@DanielP-jq4dj I know that it would be helpful, I was literally asking: where does it show what weapon they have? Does it appear on the map or over their head? Do you want to replace or modify the current location effect? Should it scale with the distance between players? Because if you do, how do you make it clearly readable from far away without obstructing your view up close? I'm trying to say that this change would be really hard to implement and use effectively. There are plenty of easier ways to balance the sub weapons.

    • @DanielP-jq4dj
      @DanielP-jq4dj Před 4 měsíci

      I'm thinking a transparent icon over their head, and also emulating how the recon ability worked in splatoon 1. I don't know what that would look like since I never played splatoon 1, and couldn't find any screenshots of it anywhere on the internet, but I have heard that recon shows the weapons and locations of your opponents on the Wii U gamepad screen. @@implying8903

  • @HeDronHeDronHedron
    @HeDronHeDronHedron Před 4 měsíci

    1:28 this also effectively nerfs gold dynamo, sorella splat brella, vmachine, trinouveau (again), and (NOT STAMPER, SPLAT CHARGER)

    • @HeDronHeDronHedron
      @HeDronHeDronHedron Před 4 měsíci

      nvm you nerfed stamper later, just because why not, also sblast91 because why not

    • @Jardonian
      @Jardonian  Před 4 měsíci

      Bro put charger on here like he’s on the team 💀
      No those weapons should be buffed in other ways (brella 90 dmg, tri lower pfs, etc), giving them a bomb to spam is not a healthy way of making a weapon good

    • @HeDronHeDronHedron
      @HeDronHeDronHedron Před 4 měsíci +2

      @@Jardonian dynamo has awful ink efficiency and if its good it should have bad ink efficiency. gold dynamo does not spam bombs and none of the weapons except maybe the ones with fizzy really spam.

  • @wuninihihi6136
    @wuninihihi6136 Před 4 měsíci

    Tower sprinkler Defense with this puff😈

  • @osiohanu8166
    @osiohanu8166 Před 4 měsíci

    I honestly do t’ont think autobomb needs any changes. Like when’s the last time anyone complained about an autobomb. I also think torp and suction are largely fine maybe decrease the explosion radii of top a bit but that’s all. The only bombs that need any significant nerfs imo are splat and fizzy. Also I think point sensor could still use more

    • @Jardonian
      @Jardonian  Před 4 měsíci

      I’ll be real I wanted to change sensor but I could not for the life of me figure out how to change it in an interesting way. Also the auto nerf is primarily so it’s harder to spam with LDE specifically, that ability is the real reason I even needed to nerf bombs lmao

  • @implying8903
    @implying8903 Před 4 měsíci +2

    You made sprinkler worse😢

  • @squirtleislife1312
    @squirtleislife1312 Před 4 měsíci

    See the problem with nerfing bomb costs is that it's gonna affect ink hungry weapons the most. Shot, nzap, jr, they're all gonna be fine after the nerf even if it's noticeable, but something like a blaster that *needs* bombs to poke is just not gonna be able to fight at all after throwing one bomb. Dsquelchers, luna, range, slosher, octobrush, dread, sbrella, blaster, those are some of the weapons that are gonn be hurt by the change the most, weapons that don't deserve the nerfs. Fizzy and torp even got the whiting frames so they can't be spammed, a much healthier change if you ask me. I understand bombs are really strong, but nerfing them only the poor get poorer, and they don't even feel overpowered. If the problem is LDE, nerf LDE, but making them feel worse for everyone is not a good solution imo

    • @tacenda3250
      @tacenda3250 Před 4 měsíci

      Instead of increasing cost, they should increase the ink consumption of Splattershot, Sploosh, and N-Zap by 10%

    • @squirtleislife1312
      @squirtleislife1312 Před 4 měsíci +1

      @@tacenda3250 I don't think that's necessary either. The reason why so many weapons are able to be picked is because shooters are so versatile and can put ink on the floor so efficiently. The worse your shooters paint, the worse the roller is gonna be able to shark and the blaster is gonna move around. And they don't feel oppressive by any means, I'd say they're all balanced, it's their versatility is what allows other weapons to shine

    • @tacenda3250
      @tacenda3250 Před 4 měsíci

      @@squirtleislife1312Your description tells me that shooters are necessary on any team, otherwise you'll be at a disadvantage. I'm inclined to agree with you. Shooters aren't overpowered, but they need SOMETHING to not make them so dominate

    • @squirtleislife1312
      @squirtleislife1312 Před 4 měsíci

      @@tacenda3250 I don't really see why? You can make them less ink efficient, but that's gonna hurt all the weapons that need paint on the floor to work. You can nerf their fighting power, but that's gonna make them feel so much worse to play despite the fact that they're not overpowered. Range blaster is considered really solid right now despite needing comps to be built around it, and jr has two solid kits yet is nothing more than a mid tier (precisely because it can't fight) even tho you can probably use it in most comps and be fine with it

    • @HeDronHeDronHedron
      @HeDronHeDronHedron Před 4 měsíci

      @@tacenda3250 The current most dominant weapon is a charger, and not even a 1 shot one.

  • @k1baede728
    @k1baede728 Před 4 měsíci

    I don't like the bomb nerfs,it ruins weapons like slosher, charger,gold dynamo etc..just add more waiting frames..

  • @a-ramenartist9734
    @a-ramenartist9734 Před 4 měsíci

    I don't like a lot of the bomb changes. Basically half of the time spent recovering ink is spent recovering white ink frames, so a nerf to ink cost would only add milliseconds to bomb spam, but take away seconds for main weapons like range blaster or sorella brella. The closest thing I could think of to a real nerf to bomb spam is increasing white ink frames, which would certainly help (especially since the weapons it would affect the most are shooters), but it wouldn't fix it either, since the way sub weapons are handled in splatoon (having an unlimited amount of bombs as long as you have the ink) just makes bomb spam an inevitability, and probably won't change until a new game happens. Honestly that's probably why splatoon 3 has been so negligent in adding new sub weapons while specials have gotten so much, the devs have just realized the entire system of sub weapons is flawed, meanwhile special mechanics have been practically perfected over the years.
    Also a simple ink efficiency buff is nowhere near enough to give curling bomb real utility on more than just roller. I think if they cut the cooking time in half (because realistically zero people care about anything inbetween max and min range), that would actually give weapons like heavy edit and reeflux which struggle at close range and against weapons that play under ledges, a reason to use it, similar to how vcharger uses splat bombs, but doubling as a movement tool too.
    The sprinkler buff seems kind of interesting, but honestly the first thing I would do personally is increase the damage back to a 4 shot like in splatoon 1, as it can genuinely be useful as a way to hold space given proper placement behind cover, but just needs something extra to make it better at that. I think making it so it increases fire rate as time passes sounds interesting on paper, since it emphasizes the setup, but in practice infinite mode 1 would make the sub more about camping in one location the entire match rather than holding positions at the edge of your team's control (on top of the obvious problem having impossible spots that would annoy turf war players). I think a simple mode 1 duration buff would be more than enough. Also the explosion kinda seems useless, and if you made it useful, then sprinkler would just be a bomb, a more interesting idea that fits the theming more would be a burst of shots that fire directly up, like what happens when a hose top flies off, which wouldn't be very dangerous unless you were literally standing on top, but also paints a little even after the sprinkler dies.
    Last thought, you should really be able to see mines and sprinklers from you and your teammates on the map, they can provide valuable information on where opponents are.

    • @Jardonian
      @Jardonian  Před 4 měsíci

      tbh most of bomb spam is LDEs fault and in a dream world that would get a rework to make it way less viable. I originally had some white ink changes but it felt bad to some weapons that would really badly hurt from it for a similar reason to the ones you mentioned, its kinda a lose lose and I wasn't super sure what to do about it. Ended up going this route but I can def see the other one too.

    • @a-ramenartist9734
      @a-ramenartist9734 Před 4 měsíci

      @@Jardonian realistically, white ink frames would only affect shooters, brushes, and maybe dualies, as most other weapons have more endlag on their main weapons than white ink frames take up anyways.

  • @SeaSlug
    @SeaSlug Před 4 měsíci

    Making sprinkler cost more?
    That's stupid.
    It's awful but it at least paints your feet quickly to escape or go up walls on slow weapons like dyno s blast
    Who cares about the paint it outputs
    Giving it a overtime paint buff would basically just be a nerf for most of the weapons that are stuck with it

  • @valeriorocket3620
    @valeriorocket3620 Před dnem

    I appreciate the courage in addressing the sub weapons in this game, but your suggestions seem far from what would actually help in my opinion. The reason why bombs are competitvely on top is not related to the spammability in 99% of the cases, they are at that spot because they are versatile and offer you another way to splat the enemy or to force them to move out, or to also paint when in situations where your weapon isn't up to the task in the short time you have. Increasing costs or white ink frames isn't going to solve the issue simply because their utility is in the speed and versatility they provide. Splatoon 3 is a very fast game that requires every player to focus on a ton of different dangers at once, bombs that deal damage add up to that, unlike other subs that even if they provide buff or debuffs, are no immediate threat. Torpedo does 60 on a direct hit but the reason why it's so great is that it forces the enemies to deal with it, despite being a bomb that can be shot down with a single shot if deployed in the air. Same goes for fizzy, it takes a lot to fully charge it to get the most out of the paint and damage, but the flexibility it offers is great to synergize with any weapon, not just in terms of combos, but with almost everything that specific weapon is lacking in.

  • @filipmarkovic369
    @filipmarkovic369 Před 4 měsíci +2

    Dart needs the entire line it makes to paint the floor underneath.

    • @VMan776
      @VMan776 Před 4 měsíci

      Thank you! That's what I've been saying!

  • @user-gm2go4zr5i
    @user-gm2go4zr5i Před 4 měsíci

    I say I will make torpedo and sprinkler spamable

  • @Lisku_
    @Lisku_ Před 4 měsíci

    ya know most of the top players have horrible opinions. and they always think they’re right.
    not talking about this btw

    • @HeDronHeDronHedron
      @HeDronHeDronHedron Před 4 měsíci

      top players should be more like this guy, who suggest a nerf to historic top tier gold dynamo roller!!!!!

  • @Champeonic
    @Champeonic Před 4 měsíci

    Nintendo take notes

  • @eeveemaster243
    @eeveemaster243 Před 4 měsíci

    I would like to see another Line Marker buff, as well as a buff to Squid Beakons that makes it so that the more beakons the weapon had placed the more passive special charge it gets, with no passive special charge if it doesn't have any beakons placed.
    Also crazy ass opinion (I'm still watching tho)
    Edit: DISGUSTING TREATMENT OF BOMBS. I can only assume half of the reason you made this video was because you don't know any counter play to bomb spam. 💀
    Second edit: BRO MADE THE OUT OF COMBAT WEAPON COST LESS THAN THE IN COMBAT BOMBS
    Genuinely none of this makes sense to me as a LOW level competitive player. Bomb spam is not an issue if you know how to *play the game*
    Bomb spam is not an issue, and a lot of its counterplay boils down to:
    1. Avoid the bombs
    2. Rush them right as they throw the bombs
    3. Treat them like a backline if they're bomb spamming and avoid their LOS and/or where they're spamming bombs at.
    Edit 3: I am sorry, but I really just up and stumbled upon the wrong channel tonight. Nothing in this video vibes with me, not even the music, sorry to say

  • @alexcrisman1954
    @alexcrisman1954 Před 4 měsíci

    I don’t think this guy knows what rework means