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You can watch some top-level QRSJ play here. You can see how it's just a mess of no one able to get a foot hold on anyone because the respawn times are so fast. And when they do it's just the same thing over and over again. Suicide pushes and even when you have the lead you're suicide pushing...
Alright, so you scrublords think that QRSJ is just a salt inducing strategy and honestly you need to #GETGUD if you dislike it. But honestly that just shows your lack of understanding of Splatoon and it's mechanics and more importantly high-level splatoon play. When you're really good at this...
Tenacity is one of those choices you pick if you often find yourself alive and you're team is dead. This is kind of rare, but caters well to things like a charger, or something more slippery that doesn't die often.
The more you live, the more you get out of it. But your team has to be dyin...
Although the DC rule didn't run in our favor. It was still really good to have. I like the idea it prevents the tournament from dragging on. And the fact that you get at least 1 re-do is fine. (Perhaps change to per game? Instead? I feel like this won't change much, honestly.)
I still like...
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