OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 871
- Location
- Marooner’s Bay
- Pronouns
- He/Him
- Switch Friend Code
- SW-2068-8904-6306
I figured, ultimately, it would just be easier to put all of my weapon reworks in a single post.
The title says it all; without further ado:
Splattershot Nova
Now has perfect accuracy while on the ground.
Nova is actually a pretty good weapon. If its shots hit, that is. As such, I think the best solution for buffing this weapon is to remove its grounded shot RNG. This would not only make the weapon better balance-wise, but also aesthetically, I think.
Big Swig Roller
Improved scaling of horizontal flick damage; range where 50+ damage will be dealt increased by ~40%.
Rolling speed increased by ~20%
Big Swig is weird. It plays unlike any other roller, preferring to combo multiple flicks together than go for one-shots. It's already a fairly decent weapon (save for its kits) after its minimum horizontal damage buff, so I only gave it a couple other small buffs.
Goo Tuber
Overall charge time reduced by 10 frames; first ring takes 45 frames, second ring takes 20 frames.
I wouldn’t be surprised if you were expecting me to give Goo Tuber the ability to charge while swimming. I and others have floated the idea around once or twice. All the charger really needs is a noteworthy charge speed buff. This isn’t all for Goo Tuber, though.
Goo Tuber Pro (name pending)
New charger-type weapon:
75 frame charge time,
~5% less range than Splat Charger,
5 second charge hold,
Can charge shots while swimming,
Has similar minimum range to Goo Tuber
Partial charge damage scales from 40 to 100.
I took the other idea for reworking Goo Tuber and made it its own weapon. It loses its lethal partial charges and faster charge hold for a much more valuable gimmick; charging while swimming. It also gets genuine backline range so it can be a proper anchor.
Bloblobber
Initial blob damage increased to 45.
Projectile speed increased by ~80%, range unaffected.
Trailing blob damage reduced to 22.
Trailing blobs no longer bounce across floors.
Bloblobber is my first really creative fix. I've made the initial projectile a lot more threatening to compensate for the removal of its mass projectile spam. At optimal range, the weapon is truly threatening; at long range, it's barely a threat at all.
Both Splatlings and Dualies have no real bottom tier main weapons. Dapples and Mini struggle due to their kits.
Undercover Brella
Damage per pellet while canopy is not open increased to 15.
Maximum damage while canopy is not open increased to 57.
Undercover Brella has long needed to be more of a threat and have more of a reward for not using its shield. I've solved both. Undercover can now splat in two shots if it doesn't use its shield. Nintendo wants to make Undercover a shark? There you go.
Clash Blaster
Direct damage increased to 75.
Interval between consecutive shots increased by 5 frames.
Indirect damage now falls off based on distance from the center, to as low as 22.5 damage.
A simple, elegant fix. Clash gets its direct-indirect combo, at the cost of a significant amount of fire rate and being a five-shot splat at the edges of its blast radius. Now it's not only rewarded for, but also encouraged to hit directs.
I'm going to be honest, the entire brush class needs fixing. That's a better topic for another thread.
Tri-Stringer
Shot spread reduced by ~15%
Explosion damage increased to 35
A couple of QoL changes for base Stringer to make it better at what it does. Half the time a set of three arrows already splats due to the damage dealt by the ink around where they land. The spread decrease makes shots easier to hit at all ranges.
I think it's pretty common knowledge that all three splatanas are not only not bottom tier, but seeing tournament use.
If you read all of that, thanks! I hope you'll share your thoughts about these below.
If you didn't read all of this, why bother clicking on the thread?
In either case, have a wonderful day.
The title says it all; without further ado:
Splattershot Nova
Now has perfect accuracy while on the ground.
Nova is actually a pretty good weapon. If its shots hit, that is. As such, I think the best solution for buffing this weapon is to remove its grounded shot RNG. This would not only make the weapon better balance-wise, but also aesthetically, I think.
Big Swig Roller
Improved scaling of horizontal flick damage; range where 50+ damage will be dealt increased by ~40%.
Rolling speed increased by ~20%
Big Swig is weird. It plays unlike any other roller, preferring to combo multiple flicks together than go for one-shots. It's already a fairly decent weapon (save for its kits) after its minimum horizontal damage buff, so I only gave it a couple other small buffs.
Goo Tuber
Overall charge time reduced by 10 frames; first ring takes 45 frames, second ring takes 20 frames.
I wouldn’t be surprised if you were expecting me to give Goo Tuber the ability to charge while swimming. I and others have floated the idea around once or twice. All the charger really needs is a noteworthy charge speed buff. This isn’t all for Goo Tuber, though.
Goo Tuber Pro (name pending)
New charger-type weapon:
75 frame charge time,
~5% less range than Splat Charger,
5 second charge hold,
Can charge shots while swimming,
Has similar minimum range to Goo Tuber
Partial charge damage scales from 40 to 100.
I took the other idea for reworking Goo Tuber and made it its own weapon. It loses its lethal partial charges and faster charge hold for a much more valuable gimmick; charging while swimming. It also gets genuine backline range so it can be a proper anchor.
Bloblobber
Initial blob damage increased to 45.
Projectile speed increased by ~80%, range unaffected.
Trailing blob damage reduced to 22.
Trailing blobs no longer bounce across floors.
Bloblobber is my first really creative fix. I've made the initial projectile a lot more threatening to compensate for the removal of its mass projectile spam. At optimal range, the weapon is truly threatening; at long range, it's barely a threat at all.
Both Splatlings and Dualies have no real bottom tier main weapons. Dapples and Mini struggle due to their kits.
Undercover Brella
Damage per pellet while canopy is not open increased to 15.
Maximum damage while canopy is not open increased to 57.
Undercover Brella has long needed to be more of a threat and have more of a reward for not using its shield. I've solved both. Undercover can now splat in two shots if it doesn't use its shield. Nintendo wants to make Undercover a shark? There you go.
Clash Blaster
Direct damage increased to 75.
Interval between consecutive shots increased by 5 frames.
Indirect damage now falls off based on distance from the center, to as low as 22.5 damage.
A simple, elegant fix. Clash gets its direct-indirect combo, at the cost of a significant amount of fire rate and being a five-shot splat at the edges of its blast radius. Now it's not only rewarded for, but also encouraged to hit directs.
I'm going to be honest, the entire brush class needs fixing. That's a better topic for another thread.
Tri-Stringer
Shot spread reduced by ~15%
Explosion damage increased to 35
A couple of QoL changes for base Stringer to make it better at what it does. Half the time a set of three arrows already splats due to the damage dealt by the ink around where they land. The spread decrease makes shots easier to hit at all ranges.
I think it's pretty common knowledge that all three splatanas are not only not bottom tier, but seeing tournament use.
If you read all of that, thanks! I hope you'll share your thoughts about these below.
If you didn't read all of this, why bother clicking on the thread?
In either case, have a wonderful day.
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