How would weapon perks affect you?

QuagSass

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So ProChara recently put out a video about weapon class specific perks (link here). Each class would get to pick between two options with the idea that the perks would help promote different playstyles for the weapons. I think the idea is really cool and could be super fun!

Of course as a Splatling-class onetrick, I was particularly interested in seeing what perks mr. Professional Character gave to my beloved spinny guns.
One of the perks was an increase in strafing speed while charging and shooting. An incredible perk that all Splatlings would appreciate and a general buff that most Splatling players want for these weapons.
The reasoning for this perk in the video was that Splatlings run a lot of Run Speed Up and removing the need for as much of it would open up the possibility for different gear sets to be run. A very reasonable perk that is strong, without breaking what is already a strong class. Good, good!

But the more that I think about it, the more I wonder: What abilities would I even want to run, besides RSU?

There's Ink Resistance Up, an ability that I already like to run more than the average Splatling player. But I never feel like I need more of it than what I already have.
I suppose Special Charge Up is a solid option, but very few Splatlings have specials worth farming (oh boy! More Wave Breakers!!!)
Heavy Edit would go insane with more SCU tho. That's a scary thought.
QR Splatling is a funny option and probably only feasible on Vimi. But that's just a meme build realistically.

In the end I'm not sure how much a passive run speed buff would change gear builds for Splatlings specifically. Maybe we'd see more SCU on Splatlings with specials and that's about it.
But maybe I'm too addicted to RSU to see anything beyond it. Can't help it, that gazpacho is tasty.

I'd still take the run speed buff over the fire duration buff tho, but that's just because I play Hydra lol.



But what about you guys? How would the perks in the video change up your gear or how you play?
 

Vidknight

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I might do rollers, and Brushes later but right now I want to focus on blasters since I have a lot to say about those perks.

a permanent 1 second less respawn time is just insane I have no other way to put it. Now on paper the 1 second doesn't sound all to crazy, but that is basically the equivalent of one main of QR. Diving a bit more into it lets take a look into the numbers this perk drops respawn time down to 6.5, one main drop it down to 5.3 already you dropped it down considerably with 1 main. Now lets use my own personal build since I want to exemplify my point
Screenshot 2025-04-12 201700.png

The RP time for this build is 5.1 with the perk it drops down to 4.1!!!! Almost as much as a cooler. Now yes I know that QR doesn't always take effect, but even if you do get a kill that is still one second of respawn time shaved. And like I always say (actually I never say this, but I did always believe it) every second in a splatoon match counts, and anytime you can save for more important stuff is great this perk is top tier change my mind.

The ink recovery one I also feel is pretty strong I can't give exact numbers since I have the mathematician skills of a 7 year old who was dropped on their head too many time as a baby. But what I can say is that this does also seem pretty crazy for those blasters that don't like playing the far forward you get more up time to do blaster things as long as you hit your shots. Bonus points it awards direct hit which encourage the user to go for more directs.

Honestly both of these perks are insane, blasters are eating good in the neighborhood.
 

DzNutsKong

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SO, talking about the proposed ideas for the swords...

The idea for a charge hold on swords needed a bit more elaboration. Every weapon with a charge hold has some amount of startup between when they pop out of ink and are able to fire a shot. Nautilus has a very short startup and something like a Charger has a very long startup. Swords would by default need a very short one since the charge time is already so fast as is, not to mention the fact that you don't recover ink and are fully visible with a charge hold. I imagine it's a little bit faster and if so I guess it could be nice for Stamper and maybe Wiper? Useless for Decav though since its charge is almost instant and its windup comes from the attack itself.

The squid roll attack sounds kinda nice for me though. Squid roll into uncharged slash is actually a faster, more ink-efficient, and less committal way to kill than the one-shot. The hitbox is smaller but the freedom to move during the attack would be nice and that's not to mention all the spots where you can quickly land after a squid roll and dash in some direction to mix up your movement. I don't know how useful this would be for Wiper or Stamper though. Like really, I haven't watched enough recent gameplay to know how consistent they are at landing one-shots, but I can imagine they're pretty good and this becomes a bit more situational there as a result. The fact this combos with both of their charged shots as well as their subs (provided no sub resist) is nice though.
 

McSquid82

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I commented on this video, and here was what I said. The only perk I agree with is giving all rollers increased ink efficiency the faster they're rolling. Even then, I'm not sure that was so much a perk as a universal buff to the entire class to give players more incentive to actually use the roll. Right now, except for the Big Swig, rolling with rollers is ironically thought of as the worst way to use them, even for paint coverage, which says to me that rolling in general needs even more buffs.

That's beside the point I'm trying to make though, which is I don't think blanket class wide perks in general are a good idea. If certain weapons are underperforming, I would rather they devs try to look at each one on a case by case basis and buff or nerf their stats to be played optimally. Individual weapons already have defining attributes and features, and they don't need perks. That's what balance adjustments are for. By the way, I've excluded main/sub weapons and kits from this post because that's an entirely different discussion.
 

TwoBadNeighbors

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So ProChara recently put out a video about weapon class specific perks (link here). Each class would get to pick between two options with the idea that the perks would help promote different playstyles for the weapons. I think the idea is really cool and could be super fun!

Of course as a Splatling-class onetrick, I was particularly interested in seeing what perks mr. Professional Character gave to my beloved spinny guns.
One of the perks was an increase in strafing speed while charging and shooting. An incredible perk that all Splatlings would appreciate and a general buff that most Splatling players want for these weapons.
The reasoning for this perk in the video was that Splatlings run a lot of Run Speed Up and removing the need for as much of it would open up the possibility for different gear sets to be run. A very reasonable perk that is strong, without breaking what is already a strong class. Good, good!
I've been into splatlings lately, those being edit and ballpoint, and my playstyle for both is (partly) special farming. I farm cooler from edit because...It's cooler, and more special power up would be nice. And for ballpoint I love farming inkjet because ballpoint paints shockingly well, and inkjet is awesome (and can be good! Assuming you do it well, which is a coin toss for me). I would welcome more special charge/power up chunks.

An ability I would like is more midfire charge, but that wouldn't be super balanced. Something I do think would work, is something like the bigger hitbox chip from side order where the last ring of the charge makes your shots have a bigger collision hitbox. Doesn't seem too overpowered, and could be pretty fun.
 

C-53

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For stringers, Chara proposed something resembling built-in thermal ink, as well as a lightweight splat special charge. I like the idea of built-in thermal ink, as it might open up gear slots for me. The special charge thing is very "win more," in my opinion. All of the stringers already have pretty good special output, and this would mean getting more special output for doing something that already generates advantage. Nah.

More than either of these two things, I'd prefer charge hold on Tri-stringer. That is complicated though, because Reeflux already has it, and I don't think it has as much value for Wellstring (though I wouldn't turn it down).
 

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