youre_a_squib_now
Inkling Fleet Admiral
So I looked through the patch notes again.
I think this is all the introduction I'm going to give.
The crab tank duration nerf is fine, but I think it would be more interesting to nerf its range slightly instead. Nerfing its range would force it to position further forward, making it easier to splat or at least easier to force into ball form, giving the special more counterplay. I think this would keep it being fun to use. It already takes a few seconds to start shooting so yet another duration nerf would make it feel... not the best.
I'm assuming you made the machine changes based on chara's video on the subject, but he actually suggests reducing the interval by two frames, not three, and I think I agree with him. Machine was meta for a reason (and even with the 5 frame nerf, neo machine is starting to see a fair bit of use), and you only reduced the indirect radius by 5%, so a three frame buff (relative to 7.0) is a bit too much. Zooka is getting nerfed though so a two frame buff should be okay.
I think nerfing jet's paint is fine, but 15% seems like a lot, especially since that's a radius nerf. This decreases the actual amount of paint at the landing point by almost 28%. I don't see any reason for this much of a nerf, considering it's not that great of a weapon right now anyway. 5 or 10% feels more fair.
The dualie squelcher buffs I don't have any problems with, but I think together they might be a bit too much. It has weaker kits at the moment, but wave and chumps are both getting buffs, and idk if you've changed those kits. I think until we can test it, removing the damage buff makes the most sense, since the shots are supposed to be weak and 30 is a very good combo number.
For wave breaker, the player has to choose whether to shoot the wave breaker, jump over the waves, or tank the damage. Right now, the wave breaker is very easily destroyed, but you fixed that. The waves are also extremely easy to jump over. Having 4 of them fixes this to some extent, but I think slightly increasing the height of the waves would be a helpful change as well, making jumping over the waves require more commitment and making you more vulnerable while doing so. Your damage buff makes tanking the damage more unappealing when it was already the worst of the three options, and the wave doing more damage doesn't make a difference if it is just jumped over every time. So I think this should be removed.
The tri-stringer changes just seem odd to me. The strafe speed is a really cool aspect of the weapon that also separates it from chargers; why nerf it? Also, good bow players already feel fairly oppressive to fight, but it requires a lot of skill. Opening that up to lower skills (with the damage buffs) sounds like a nightmare.
Instead, I propose that we increase its movement speed while charging or charged by, say, 5%. A fairly small buff, but it should help its matchups against quite a few weapons, especially chargers. This plus the chargers' range nerfs should be enough to let bow compete with them fairly well. (If you're worried about the movement speed overlapping with with reef-lux and taking away from that weapon's identity, give it the same buff. It deserves it.)
And now the part where I just... don't understand the reasoning behind some of these.
Can you explain the inkjet boost buff? I don't really see any reason for it. it's pretty good at dodging as is, and shorter range weapons already have a slightly hard time shooting it down. Inkjet also doesn't seem like a special that particularly needs buffed.
A small hp nerf for booyah makes sense, but why the radius nerf? What problem does this solve?
also, what is the "charge scaling"? Is this a change to special gauge charging or booyah bomb charging? And why was it changed?
Why was blaster changed to lightweight? It's literally the "default" blaster.
Did you change octobrush's damage buff to a falloff buff? You said you were going to (message #23) but I don't see it in the patch notes anywhere.
Same for undercover. Pretty sure you were going to reduce the damage buff. (#25)
Why the paint reduction for curling? The damage one makes sense I guess to avoid shredding splash walls and such, but I don't see any reason to nerf the paint.
Vac is one of the weakest specials atm and i don't remember it getting any buffs in riibalanced. Being able to end it early would be nice but that could be hard to implement and idk how else it could be buffed.
I think this is all the introduction I'm going to give.
The crab tank duration nerf is fine, but I think it would be more interesting to nerf its range slightly instead. Nerfing its range would force it to position further forward, making it easier to splat or at least easier to force into ball form, giving the special more counterplay. I think this would keep it being fun to use. It already takes a few seconds to start shooting so yet another duration nerf would make it feel... not the best.
I'm assuming you made the machine changes based on chara's video on the subject, but he actually suggests reducing the interval by two frames, not three, and I think I agree with him. Machine was meta for a reason (and even with the 5 frame nerf, neo machine is starting to see a fair bit of use), and you only reduced the indirect radius by 5%, so a three frame buff (relative to 7.0) is a bit too much. Zooka is getting nerfed though so a two frame buff should be okay.
I think nerfing jet's paint is fine, but 15% seems like a lot, especially since that's a radius nerf. This decreases the actual amount of paint at the landing point by almost 28%. I don't see any reason for this much of a nerf, considering it's not that great of a weapon right now anyway. 5 or 10% feels more fair.
The dualie squelcher buffs I don't have any problems with, but I think together they might be a bit too much. It has weaker kits at the moment, but wave and chumps are both getting buffs, and idk if you've changed those kits. I think until we can test it, removing the damage buff makes the most sense, since the shots are supposed to be weak and 30 is a very good combo number.
For wave breaker, the player has to choose whether to shoot the wave breaker, jump over the waves, or tank the damage. Right now, the wave breaker is very easily destroyed, but you fixed that. The waves are also extremely easy to jump over. Having 4 of them fixes this to some extent, but I think slightly increasing the height of the waves would be a helpful change as well, making jumping over the waves require more commitment and making you more vulnerable while doing so. Your damage buff makes tanking the damage more unappealing when it was already the worst of the three options, and the wave doing more damage doesn't make a difference if it is just jumped over every time. So I think this should be removed.
The tri-stringer changes just seem odd to me. The strafe speed is a really cool aspect of the weapon that also separates it from chargers; why nerf it? Also, good bow players already feel fairly oppressive to fight, but it requires a lot of skill. Opening that up to lower skills (with the damage buffs) sounds like a nightmare.
Instead, I propose that we increase its movement speed while charging or charged by, say, 5%. A fairly small buff, but it should help its matchups against quite a few weapons, especially chargers. This plus the chargers' range nerfs should be enough to let bow compete with them fairly well. (If you're worried about the movement speed overlapping with with reef-lux and taking away from that weapon's identity, give it the same buff. It deserves it.)
And now the part where I just... don't understand the reasoning behind some of these.
Can you explain the inkjet boost buff? I don't really see any reason for it. it's pretty good at dodging as is, and shorter range weapons already have a slightly hard time shooting it down. Inkjet also doesn't seem like a special that particularly needs buffed.
A small hp nerf for booyah makes sense, but why the radius nerf? What problem does this solve?
also, what is the "charge scaling"? Is this a change to special gauge charging or booyah bomb charging? And why was it changed?
Why was blaster changed to lightweight? It's literally the "default" blaster.
Did you change octobrush's damage buff to a falloff buff? You said you were going to (message #23) but I don't see it in the patch notes anywhere.
Same for undercover. Pretty sure you were going to reduce the damage buff. (#25)
Why the paint reduction for curling? The damage one makes sense I guess to avoid shredding splash walls and such, but I don't see any reason to nerf the paint.
Vac is one of the weakest specials atm and i don't remember it getting any buffs in riibalanced. Being able to end it early would be nice but that could be hard to implement and idk how else it could be buffed.
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