Terret
Inkling Cadet
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- Jan 30, 2024
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S’Blast is supposed to have a tiny radius, I won’t argue with that. That said, 1.8 units is insanely small, to the point where that and frame data similar to range makes it surprisingly weak as a main weapon, even with a god burst Booyah kit. Even with the radius buff, it is still significantly smaller than any of the other radii which is why I think that buff is fine. The damage buff thinking about it now though was pushing it.Overall my impression after reading through the list is that most of these changes either buff a major weakness of a weapon or nerf a major strength, which takes away from the weapon's core identity. This is what I mentioned in the kits thread but now that I think about it, it really doesn't apply to kits nearly as much as balance changes. Also there are a lot of tiny damage buffs for some reason.
the most prominent examples:
S-blast long range mode damage & radius increase
Liter + splat charger + pencil range nerfs
Liter + splat charger charge time buffs
Clash direct + indirect combo
Painbrush startup buff
Bloblobber
Like, s-blast is supposed to have weak long range AOE. It's the biggest weakness of the weapon. Removing these kinds of weaknesses is how to make every weapon start to feel the same, because it removes the uniqueness. So sure it might make s-blast better, but that doesn't mean it's a good change. Same for the rest of the changes in this list.
Big changes, but address a big issue that needed fixed:
the biggest / most drastic changes:
(the ones that needed changed tier)
Reefslider endlag
Dynamo vertical flick
Pencil paint nerf
Curling ink usage
Big changes that I don't think were necessary and I hope it's obvious why these are broken:
Angle shooter 75 damage
Clash damage combo
Zooka splash damage
Also, can you explain the slight damage buffs to, like, everything? I don't really see the purpose behind these.
The range nerfs on the long range chargers while do damage identity to a seemingly major extent, I feel had to be done. It is in part due to map design, but chargers in their current state are generally not very good for the game with how oppressive their range is, which is why I thought to make them able to control less space. The charge speed buffs are compensation for that.
Clash with direct indirect combo sounds broken on paper, but it’s not going to be as bad as it sounds. Its paint is still awful, still needs two shots minimum to kill, even if it’s easier and the maximum shot count is still four. My only real concern with it is how infuriating it might be on the casual end.
Painbrush still has the weakness of startup to an extent. Also, it’s admittedly hard to justify keeping identity of a weapon if it’s just going to feel horrible to use. That said, 23 to 17 frames might be a lot to some so I get it.
Blob is weird. My thought process was to make it more punishing to be hit by a bubble but make there be less bubbles. That way it’s less annoying but more rewarding. As for the identity crisis, until there are no more bubbles, blob is going to continue to be a very weird and unique weapon.
Dart doing 75 is kind of insane, yeah, even with the ink consumption nerf. I’ll probably either make it 55% of the tank or nerf the direct from 50 to 35, making the total 60. Likely the latter.
Zooka splash I had the thought to try to make it easier to combo other things with it. So if Zooka was still good, you wouldn’t just run Zooka to combo with Zooka. Though 65 might be pushing it, especially since wave combos with 53 now anyway. I am working on fixing startup
As for the slight damage buffs to a LOT of these, it was either to try to make damage more reliable because it’s incredibly cheap to lose an engagement from falloff, or make cool combos with other things. Like tetras out of reefslider. That said, for the falloff issue, I might have taken the wrong approach. And I couldn’t help but have 96 do 69