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The zone takes 5 and a half pencil shots, but there's a perfect sprinkler spot thanks to the new pole With the old poles out, I think they managed to give pencil another gift because why the fuck not
@@pickcollins9910 The thing that sucks is I like pencil conceptually, and same with cooler, so its been my main pretty much since it came out, I don't even care if its meta, but now everyone (reasonably) hates it
I haven't played the game in forever, what's up with Pencil. I know it was good when I left and that it's good at painting, but what about it is so oppressive to justify the hate.
@@thiefpotato2759 In competitive play, it's become the most used weapon as it can get so many coolers, covering both the roles of backline and support and enabling your team to go forward. It doesn't get that much hate, but it's everywhere so people are going to complain
the mahi rework almost feels like an accidental success, where the devs really didnt know what to do and it worked, this feels the same way but a stage like mincemeat has so many more inherent flaws that this almost random changing doesnt feel nearly as significant
I thought the cover blocks in splat zones would be a paintable block to flank around mid. It looked like that in the sketch... I overhyped myself beyond belief and now I'm at rock bottom looking at this. maaaaaaan
I mean it's definitely better than what it used to be, I wasn't expecting more from the blueprint they showed before. Unironically I'm glad they reworked it
Man the teaser for mincemeat being reworked looked so promising and well we didn’t exactly get what we thought we might get. Also the pole in mid I swear like every rework just got to add one because why not.
These modern Splatoon maps feel like small flat bowls with random boxes spread out between them. There's no part that feels like a map/place besides the background. For Splatoon 4 they should do a massive in size/scope map maker. If games like Halo on the Xbox 360 with online could do it there's no reason Splatoon on the next console couldn't
I so wish that pile of junk along the right side of mid was a little platform the defending side could sneak onto and jump into the other side of mid with. Like it’s right there!!
I just appreciate that we got a rework at all. I dont mind that it's mid, its like a 6.5/10. Something ive noticed playing the map is that it flows a whole lot better. Its much easier for people to get in your base and get around to other areas. Rainmaker is honestly kinda genius with one obvious but harder route and one longer but more defensive route. If you can't push left, then you always have the option of pushing right.
You can polish a turd until it shines, but in the end its still a shiny turd. Also who the heck at Nintendo has an obsession with sticking a pole in the middle.
I swear, for every pole they add to a map, it ends up being an unintentional buff to zipcaster, and clever sprinkler placement, a trickshot aim buff for bloblobber, and marker, and most of all: *_a sneaking buff for charger users, including FRICKIN. PENCIL._* Aside from the lackluster map changes (for better, or worse…), I still find it crazy how I find pencil to be one of the few cruddiest weapons in the game, to quickly rising to be quite a favorable one, and then needing nerfs to tone it down for over the course of a YEAR.
I thought at first maybe the biggest changes happened in Turf War, due to that being the mode they seemed to focus on most when they reworked Mahi, and the mode overall that gets the most attention, so I gave it a quick look... I was wrong, it's an even worse upgrade than the others... The ramp from Clams is absent, the ramp at the grates is also absent, however for some reason Nintendo decided that the right-side ramp that substitutes the wall should stay (I guess they're worried players don't know how to paint walls) and the only other changes to really be in that mode is the extended spawn area (which is rarely gotten to anyway because of the map design) Mincemeat being in Turf War rotation legitimately made me avoid that mode altogether when I wanted to just get some cash or gear chunks, it's the lack of a flank route and the only way to push forwards into enemy territory being a grate bridge, combined with the fact that the Mid-Ledge is far too safe for any long-range weapon from that difficulty to push up. Adding those ramps isn't even really rework-worthy, Undertow was given a ramp to spawn in a standard update overnight and Eeltail got one removed, rework implies large changes, Mahi felt more like that (well, for turf war) and this doesn't really feel like a rework, it feels like... This combined with the fact Snipewriter got untouched while the competition got nerfed... Yeah I legitimately do not know what Nintendo really wants anymore. Many of the rebalances were questionable, and if it wasn't for Side Order, and Fresh Season 2023 coming soon, I wouldn't blame anyone for taking a break from the game...
Overall though, this patch didn't even take a day to age like milk. Outside of the wave breaker and maybe like 2 special value changes, almost every single change this patch has included is almost guaranteed to harm the game long-term. Theres also changes like the undercover jump thing, where they make changes that will impact literally nobody, not even someone playing the weapon
1:10 I’ve been looking at the zone a lot and it’s not actually any smaller than it used to be, it just looks smaller bears mid is bigger and the zone didn’t grow with it, which is stupid, but it didn’t get smaller, which is good I guess… though while the external dimensions of the zone haven’t changed… they did slap a giant fucking block in the middle, so I suppose that it is smaller. In my opinion though, I think on other modes the block is good because it’s actually a mild nerf to charges as they now have a spot that they can’t see. However the pole is useless and does just as much here as it did on wahoo
There needs to be some kind of defender sponge in the area with all the uninkable walls in clam blitz. There is literally one way for defenders to get back to spawn high ground and that's the grate on the opposite side of the map...
They definitely could've done more, but some people are talking as if they expected the developers to just replace mincemeat with a new map all together, and that's just setting yourself up for disappointment I feel lol. The tower in mid is honestly cool, it acts as both cover, an extra route up to the grates, and inkable ground while on the grates. And the fact that you can just throw a power clam from that new bit of geometry in clam blitz without even touching the grate is great.
i genuinely don't understand why they didn't just... add more inkable walls, it would solve so many issues and would be so easy to do. why are they so afraid of giving us flanks?
Devs really giving off a "we don't know what the fuck we're doing" vibe with this patch, between the weapon changes and the rework shit is just all over the place.
All they had to do was make the walls next to the trucks inkable and it would make the stage a lot easier to move around on but nope, pole The stage has gone from really bad to just bad
Imagine all the Splatoon players freaking out if they shadow-dropped this Mincemeat update without telling anyone and we'd all think we were misremembering the map.
DON'T let them get away with this! Don't try to "stay positive!!!!11!1!11" its hurting the game since we keep accepting all the disappointment! Every patch we keep hoping the next ones better and then it isn't!! If we're okay with this rework we're gonna start getting a couple ramps and a pole again next time! Stop being so toxicly over-positive to the point we can't express basic dissatisfaction out of fear of being labeled too negative!
Alright the new splatoon 3 devs are paid too much. They either do not understand what the complaints are, which means theyre both ignoring fans and honestly just kinda dumb with all the decisions theyre making, or, they are listening to the fans but are too arrogant to actually address them and they depressingly think theyre map design / patch ideas are actually good, and we're just wrong. Get the old S1/S2 devs back, im sure they learned their lesson about special balance.
Turf and TC are the same- zones is awful now. Eliter and pencil can now camp on center grate with INKABLE FLOOR, and have right side peeking ability on the regular sniper perch?? So much for a playable zones map. At least RM and clams are better tho
I at least really like that they made the tower a squid surge spot, at the beginning. After remembering how Splat 1 Museum placed the Rainmaker podium on top of the spinner near the spawn, I wish more.checkpoints had unique placements. I don't know if it would be good competitively but, I wish more modes took advantage of the gimmicks on the stages instead of trying to ignore them. Like make one of the checkpoints on Mahi really close to the final podium, but make it so you have to platform over water/grates to get to it. Thinking about it, a lot of Splat 3 maps don't really have "gimmicks" to them. Most, if not every, Splatoon 1 map had something that made it seem like each one started with a unique pitch. Saltspray - "What if we had a map where the spawns were side-to-side instead of across from each other?" Hammerhead "What if we had a map with a top path comprised of mostly grates?" Mahi "What if we had a map that changes terrain, by having water that lowers?" Urchin Underpass "What if we made a map with flank routes that you have to either have to swim up, run across, or squid through a grate wall?" Also side note, I think I'm going to miss those Mincemeat cars...
bruh, if im using a charger here, if they hide behind the pole and jumpscare me, HOW WILL I GET GOOD WITH THE CHARGER ON THIS MAP? HUH? HUH???? STUPID POLE THING
My theory is that since side order is coming out next month the dev team is focusing on that and less on the multiplayer side of splatoon. Once side order is out, the full dev team will have full attention on the multiplayer again.
There is one thing that buggs me about splatoon 3 that i think nobody would agree with me on and its my hot take that the game should have asymmetrical maps because the theme is chaos right, so why dont we have more chaotic map design!
This update promises so much yet delivers so little. They fixed everything but the main issues and if anything made those issues worse. Overall this new update is nothing more than a disappointment.
I usually prefer not jumping the shark too often with these patches, since a lot of the time certain changes could be boiled down to "experimenting to see what's the issue". Hence the theory that they may be trying to see if pencil or cooler is the issue by nerfing nearly every common cooler weapons' SPs except for pencil
Its crazy how when they rework a map, they remove the unfinished theme of the map. This means that a whole lot more maps are getting reworks. And the 1 rework per season scedual doesnt give us enough time to go through each map. This looks like proof that we’re getting a content extension!!! Or they’ll start doing multiple reworks per season.
It’s not like they’ll give every stage a rework. Most of them are ok- they won’t patch wahoo or any other s2 maps that are the same. My guesses are Eeltail, Hammerhead, and maybe Brinewater/Undertow
I feel more like they try to keep certain design aspects intact, like, what makes the map unique, but in this case they couldn't do that because the inherit design has so many flaws that all you could've done is to disregard it entirely and just make a new map. basically, I believe they did the best they could to this map without outright replacing the wretched thing
They seem to be getting the hang of making new, decent stages now. This one really was so bad it couldn't really be fixed, which _sucks_ . What's worse is that this could also very much apply to some of the other early stages, too.
@squiddu that's such an insane take to be because splatoon 1 Urchin Underpass underwent HUGE design changes, the fact that current devs are just throwing their hands in the air and saying "well, no way to fix this" sucks.
This is the equivalent of polishing up a burnt roast turkey, you can try to shine up that nasty crust but at the end of the day the best way to fix it is to get a new turkey
I don't think that is true. I think there is one thing that would make it better: paintable walls. Being able to get back to spawn through paintable walls would fix it.
@@Exl6243 with this rework, obviously paintable walls were never a concept meant for this stage. And even with paintable walls, where would you even go? To the enemy base where they have constant high ground? I really wish it could have been better than meh, but that’s where the devs want the stage I suppose
@@budderguy2128 For one, all modes need to let you go to the right of the enemy area. If they dont your only option is the left grate bridge meatgrinder, which btw they added a sniper perch to guard now. yay. All modes should also let you climb the far left wall by their truck for the same reason. I also see zero reason the block by the truck isnt paintable so you can avoid the midgrinder, which even after this rework, is not possible and thanks to the return of the OG sniper spot is even worse. Bad devs.
@@unl3ash3d95 Possible different dev teams, main devs (maybe even brought in the S1/S2 devs?) made robo, the interns working on the patch do the rework... would explain a lot.
@@MysteriousStranger50 I know I heard somewhere that a lot of the music team is the same one that worked on S1/S/2 but I have no idea about the design team
The things I do like about the rework: Certain areas are slightly bigger or wider with more room to move around in. Ramps in certain areas so you don't have to climb the wall. Also a spot at the spawn to make it easier to attack opponents who are trying to spawn camp you. Splat Zone looks slightly smaller. And that pole in the middle looks like a useful spot to add a sprinkler or Wave Breaker. Also interesting to see a new platform to make it easier to attack those next to the zone. The Tower looks easier to reach in the middle of the map now, where you don't need to walk on the grate. I wonder how well that platform near the middle will do when defending or attacking the tower. Rainmaker is easier to reach in the middle of the map too. Also like how it's easier to go over the grate using that small ramp in case you and the team want to take the left path. I like how in Clam Blitz, it's easier to score with either path you take now. I feel players shouldn't have to deal with a grate or jump just to score.
this feels like less of a rework and more of a “changed the terrain on certain stages” patch that they’d release in february of last year. it’s so useless
Lack of mid cover and the crap spawn were the map's biggest problems, IMO, so this is a huge improvement. And the ability to climb up middle of the grate and have cover behind the pole is actually SUPER useful for breaking up the standstills that often occur on either side of it. It's still going to be super cramped fight club, but it's definitely a MUCH better map now. I'm not disappointed, actually.
This is like… not a rework, it’s a standard update in terms of changes. We’ve had little changes like this here and there. When they say rework, I expect a REWORK.
Tbh not too bad imo. Should have added a few sponges to be able to retreat to your base. Paintable walls there would encourage spawncamping more given how big spawn is now. Feel like long range still rules this map but at least they removed those weird shield poles. Those ramps might be better than we think but need to try it in actual gameplay first. Cant judge without trying. Will give it a chance first.