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He said 30 damage PER SECOND and caps at 50.
@correojon
Yes, in your example the ink would deal 10 more damage to drop you to 50. If you have for example 30HP left, enemy ink won't deal any extra damage to you but prevents health regeneration.
Also worth noting: The official guide claims that...
I 100% agree with this list and explanations.
On the topic of ninja squid vs cold blooded: Cold blooded I can see being important once competitive teams are a thing. Right now with randoms I feel like it's too situational, altough you start seeing echolocators a lot more in the A ranks. Ninja...
Oh I wasn't actually accusing the guide on being wrong with that (after reading my post again, I probably worded that poorly). I just heard a lot of people saying that the first run speed up adds 25% to your movement speed which is not true. It's like you say, to reach the cap of 50% you need...
That'd be interesting to see what the guide actually says about ninja squid, because if it really says 25%, who knows what other numbers might be wrong (wouldn't be the first time for a strategy guide to have wrong information). I think the speed penalty is 5%, maybe it becomes more apparent...
Don't know if this has been mentioned yet, but when the enemy team has control of the zone(s), your team's special meter charges automatically. So a good strategy might be to just play it safe for a while and charge a special to get back in the game.
So I'm gonna assume that's what the guide says right? I made a bunch of tests in the training area and there's no way that ninja squid reduces your swim speed by 25%. I'm not even sure the penalty is working at all. Swimming from the starting line in the training area to the dummy in the middle...