Holy those are a lot of changes. Deciding not to go through every single one of them and just limit this to those I find interesting.
Main Weapons
S-Blast - Agree with bigger poke radius, though, why the damage buff? The radius buff alone would make it more consistent + easier to poke with no?
Splat Chargers - I think the charge time and range is fine atm. At most I'd decrease the range by 0.5-1.0 if I absolutely had to, but these weapons' strengths and weaknesses are the most affected by map design.
Eliters - Maybe on the charge buff, I'd do a smaller 2/60 buff if I had to, but even then I'd be wary of letting Liters charge follow up shots too quickly. probably no to the range change as above.
Dualie Squelchers - Agree on reduced ink consumption on rolls, but maybe closer to 7-6.5% since they're one of the most mobile rolls. Disagree on damage and jump spread.
Splatana Wiper - It currently doesn't scale on Run Speed Up, I'd rather it do that. The melee change would make it a two shot which sounds fine enough.
52 Gal/96 Gal - Sorta agree on startup nerf, disagree on 52 Gal efficiency nerf, 96 Gal damage buff is unneeded but nice so shrug.
Splattershot Pro - I'm fine with a slight firerate buff.
Clash Blaster - I mean sure, it'd let it combo off bomb indirects.
Painbrush - Startup should be reduced yeah, maybe not by that much though. Closer to around 20/60.
Snipewriter - Disagree on the damage buff. A bomb combo's cool, just not on Snipewriter. Agree with the range nerf, but closer to (vanilla) normal charger range rather than its current scoped charger. Slight paint nerf closer to 2-4% would be fine, I think the tacticooler kit in particular just needs a higher special point requirement though due to it also having sprinkler.
Ballpoint - I guess it does need something. I never see this weapon now, ever, along with machine.
Undercover - Maybe. It's mostly weak because of the kits.
Sub Weapons
Angle Shooter - I like the idea of the tripwire doing damage to chip/prevent healing, just not by this much woah. Direct 30-35, tripwire 5-10. I'd be fine with the total damage doing 45.
Curling Bomb - I have no clue why this bomb should do less than Fizzy while costing more. Cost should go from 65% to 55-60% if it gets other changes, otherwise I can see 45-55%.
Fizzy Bomb - If double Fizzy's that much of a problem I could see this, otherwise it's in a fine spot.
Special Weapons
Booyah Bomb - Agree on HP nerf, disagree with radius nerf, unsure about special charge up buff.
Reefslider - fine enough endlag buff, now make it work with drop roller.
Triple Splashdown - I dunno, landing splash buff I'd be okay with. I'd rather the player lose less special overall so there are more opportunities to come back in with it. Something like 40% regularly, 25% in jump (as it is now). Also make it work with drop roller lmao.
Trizooka - Maybe interval nerf, the rest probably not.
Tenta Missiles - Shrug. Decreasing the amount of missiles on a full team would be fine, maybe even down to 2. Big maybe on the max missile count, leaning towards probably not. I'd probably reduce the lockout time from what it is atm tbh, it feels super bad to lose part of your kit for so long without it providing any value during that time. Maybe reduce the lockout by 8-10% for each missile landed? Or at the very least remove it once every missile has landed.
Wave Breaker - HP increase would be nice, wave damage would probably be better off at around 52 just for the dread combo, and to make range poke combo more consistent, 55 feels like a bit much (could combo with accidental falloff much easier). More waves would also be nice, if both the speed at which they came out was slightly faster and if the interval between waves was a bit shorter.
Triple Inkstrike/Inkjet - These are in a fine spot tbh.
Splattercolor Screen - A better buff would be to make it more see-through for the allied team, at the very least from the thrown side. and/or have it ink more frequently so it's tougher to get through.
Damage buff for S’Blast came to mind to make it easier to combo with burst. Looking back, it is a bit much so I’ll tone that back.
Chargers I wanted to try to make less oppressive in terms of range but easier and more fun to handle, hence why I had the thought to slightly decrease the charge time.
Liter was a similar thought process but you have a much better point on that.
Dualie Squelchers I can see the distaste for the damage but why the jump rng? The fact it jumps as much as it does is actually why I did it. Though I can sort of see how that would be too much with everything else.
Wiper I never figured out how to scale it with run speed, hence why I just gave it the inkbrush treatment.
52 kills faster than sploosh for some reason which is why I nerfed 52’s startup (and 96 for consistency). As for the ink efficiency nerf, that is admittedly a partial bias against it with how dumb I feel the main weapon is. Though I’m the process of making some patch ideas, I might have made other weapons dumber so…
Painbrush I didn’t know how much would make it crazy. I tried 17 startup frames in the training room and it felt fair in my head. I can see how that seems a little insane though.
Pencil with the range nerf, I made it about a fifth of a unit longer ranged than the altered charger (for comparison, the altered scope is about two units longer than charger). I nerfed the paint heavily but it just about reaches cooler in three charges. Actually working on changing special points (and to some extent kits) and I have Pencil now at 210.
With line marker, I messed with it a bit to see how the tripwire worked. You can only get hit once per tripwire. So I actually think 25 would probably be okay if it’s 45% of the ink tank. As for the direct total, while I understand 75 is kind of ridiculous for a success, 45 total is nowhere near enough of a reward for hitting it. That said, I do see a major problem in double darts just killing someone outright, which is likely why you proposed it do 45 total. Actually, I don’t really know how to approach it.
Curling I wanted it to be used more for what its role is, as a movement tool. Since most weapons with it are fairly heavy, I wanted to make it weaker overall but much less ink hungry to compensate
Fizzy in its current state imo is kind of ridiculous at everything it does which is why I nerfed it to 65% of the tank. I’m also considering other changes I want to do like giving machine some of its frames back and in part, also makes this nerf a precaution.
Booyah is one of the specials I touched with the attempt to try to slightly lower the power level of certain specials in terms of entry. This is the same reason I lightly toned back jet as well, with plans to lightly nerf crab (and nerf cooler when I figure out how to remove the special saver)
I always wanted to let reefslider work with drop roller but I still haven’t figured that out either.
TSD even if I knew how to implement the special depletion change, I personally think it should not have decreased special depletion while in the air. As for why, it incentivizes it to be used more as a panic button rather than a combo tool or a special counter, which in general are not good things to have in the game imo.
Zooka I wanted to try to make it less selfish of a special hence why I buffed it’s splash to 65 and make more reasonable to react to which is why I nerfed it’s direct damage to 180.
Missiles is fair. Any kind of positive change doesn’t seem like a good sign but I’d say even with this they are arguably healthier than killer wail 5.1. My thought process was to incentivize targeting less people though that might lead to too many issues for backlines. As for the output part, I’m not sure how something like that could be done to improve it in the code, though I like the idea.
Wave is actually really weak right now. 55 damage does sound like a lot but at the same time, there’s Zooka that has a 220 from across the map, Crab locking down space in a massive area, strikes melting everything in their path, and wave just has unreliable combos and location, which for its radius covered, is insanely underwhelming in comparison.
Strikes are fine but they are also not very good for the game in their current state. They do deny cheese which is a good thing but at the same time, they have a genuinely absurd touch of death for how much area they cover, so while they may be fine balance-wise, their strengths are so absurd to the point of being genuinely problematic.
Screen I haven’t figured out how to edit the model to allow teammates to see through it easier, though the paint buff I can probably figure out.
thank you for your feedback!