It's time forrrr... giving my thoughts. Everyone clap your hands for the splatoon balance discussions!
Before I go full
critique here, I do want to give your post some credit. There's some merit to not wanting the most accessible class to be too viable at top level, and that goes for any competitive game. For fighting games, as the devs, and players invested in the scene, you want your flashier, more interesting characters to be better. Not by
too much, but you want the more unique, complex options to see use, so that your game's variety gets to shine.
But I'll be honest, there's a part of me that doesn't hate easier weapons being viable in Splatoon. It's a team game, you'll have 4 people on your team, not all of them need to be some kind of insane one trick monster. I've played the game with weaker players on my teams numerous times, and I like that they can play at a high level while still feeling like they're meaningfully contributing to the team by playing simpler weapons. It's cool having them on and having them be able to take on better teams than they normally could!
So typically, they'll play as paint supports. Playing weapons that get a lot of passive value for the team but without insane play making power. Stuff like neo splash, zap or junior... And those are specifically weapons that theoretically should be toned back for the sexy, skillfull supports to see use, lol (with all respect to the
dirty shooter players ily still).
So I got mixed feelings on this, I don't want these weapons to be nerfed into unviability, I don't want to ask my S rank friend to switch to vsplash actchually because we don't want to run a junior for example.
But then again (this post will be long, strap in kids) there's also the argument of which weapon is hard actually. Because I do NOT think the shooter class is of equal skill requirment.
H3 is one of the most difficult weapons in the game, yet it's a shooter! Should it be nerfed on that basis? Hell no!
And then there's the kits argument. Neo splash is considered one of the most braindead weapons in the game but I'd argue vanilla splash is not an easy weapon to come to grips with.
Some shooters work alright if you just play passively and spam, but they thrive if you learn to be aggressive in the right circumstances. Vanilla splash (hi bestie), nzap, and I'd argue even junior have depth like this, but you can also play them like a scaredy cat and get solid value, so how do we balance those?
Shooters are also, at the end of the day, kind of necessary for comp building right now. I get that in an ideal world, all supports would be playing these super hype, deep, intense weapons, but with the weapon kits we have in the game right now, that's just not possible.
There's a great video on Gus's channel with Chara that kind of summarizes my thoughts on your post. Paint supports (in this game, the majority of which being shooters) are the
glue of your comps. They're almost a necessity to have for your fighting focused weapons to go do their thing without worrying about entry tools and most importantly, having paint to work with. If you remove the glue, the pieces fall apart.
If you nerf paint supports this badly, how do roller comps even work? I guess... heavy edit, vroller, sorella tent... and what? Dread? Would you run Bucket RB without a splash??
Right now, the most viable short range shooters in that role are vshot, ttek, vsplash, neo splash, n-zap 85, and both 52s
Vshot and ttek: simple paint support that get a very strong trizooka or tristrike to either have high slaying potential or reliable entry, with good bombs. What would replace these? The best options I can genuinely think of are a supportive focused dualie squelchers, that won't get as many bombs, and has wave breaker or a beakon, or the vanilla mini splatling, with
ULTRA STAMP.
Vanilla splash: Great combo tools, enables aoe weapons with its paint and chip damage. What's the repla- Dualie. It's only dualie.
Neo Splash: Pure paint gun that
spams cheese on the objective. What replaces that??? I can't think of anything, and don't go dragging poor vbrella into this.
52s. Good painting weapons, with decent kits, but very fast and
very good at slaying for their class. The closest replacement I can think of is decavitator (and it does very different things) or recycled brella, lol.
N-zap: The only viable backless cooler weapon. Good luck getting your 210p cooler on a trislosher bestie!
You get my point. Nerf all shooters, you nerf every comp in this game. Everything would feel terrible because all comps would have massive holes they can't fill. Or they would just run vdualies, you would see vdualies everywhere, which, for the record, I am
fully in favor of, but that's not great for weapon diversity, is it? I think vdualies are a very healthy weapon, but they can't be the ONLY viable paint support weapon.
Now, I have so, so much I want to add on this topic, so I'll try keeping this short.
It seems like you want to make shooters worse at fighting by lowering their firerates, and by extension, their killtime but, that also nerfs their paint. I think it's important to mention.
Now what are the consequences of making shooters worse at both painting and fighting? You may ask, well the answer is sorella brella. Great kit, painfully mediocre short range weapon that used to be good at fighting and even painting back in s2.
Its playstyle doesn't differ much from shooters, in a lot of ways, but there's one thing I've noticed from maining it and even hearing of top level users back when people still had faith in the weapon.
What happens when you have a weapon that's both mediocre at fighting and at painting? Well, from my own experience, I can tell you that I had better results while I was playing passively, not rushing in to fight unless absolutely necessary, farming my special, poking with bombs, and only taking the fights I was sure to win, which weren't many. You just don't take risks anymore, and you don't even support your team that well since you don't even paint that well. Is this fun? No. No it isn't, and I don't think that's the direction the devs should take. It's not fun to play, it's not fun to fight, it's not fun to watch.
I understand that it's annoying that a splattershot sharked and killed you in half a second, but think of the alternative, what else would it do if it didn't have that fast kill time to work with?
You need to think about what your nerfs will lead to, playstyle wise, and here? It would only make shooters rely more on special spam and their absurd mobility, since they can't fight as well. Is that really a good direction to take this?
So you have to think about what playstyles, and associated weapons, you want to help with your patches. Shooters would still be played, they're still necessary, and I think the ones with truly insane kits would probably be okay, but you could do better than that.
Wow, great segway into my perfect, unquestionable version of shooter nerfs! I am a talented game developer, so you should not give me any feedback whatsoever./j
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I'm doing my best not to ramble too much everyone, we're almost there
Splattershoshoshot:
Splattershot just doesn't have many overtuned aspects, I get that zooka spam vshot is annoying, but you can't fix it without nerfing the paint or ink efficiency and making it worse for casuals in turf war, or making it 220p which is just overkill. Zooka needs to be nerfed, splattershot is fine.
Ttek 190 > 200p though, it gets strikes too easily, which is too strong for tower control.
Splash:
Neo splash 200 > 210p maybe, the vanilla kit is much more interesting comps wise and playstyle wise. But frankly, neo splash is just kind of inoffensive now that it's not enabling a champagne bottle on steroids.
.52 gal oh how I missed you:
I said this was the last time I talked about 52, dammit.
I agree that it's too good at fighting, easiest slayer in the game relative to the value it gets, wall invalidates too many options, wail is annoying, and it's not that interesting comps wise... on the vanilla kit!
This may surprise you, but I kind of like 52 deco. I think its playstyle is cool, I like the sharking focused nature of the kit, and it's great at enabling fast, short range comps. So I thought of how to nerf the main weapon in a way that would hurt the deco kit less.
.52 gal: range reduced by 10%, but accuracy improved by 15%
Wall 52 becomes much worse if it has less range to paint and threaten the enemy team, but sharking 52 doesn't care too much about having less range, it moves around a lot more. To compensate I'd improve the accuracy, I don't know how shooter rng works, but I think it needs a compensation buff, I'd argue the weapon would have much clearer counterplay with this, and would actually feel better to play! Win-win. You can make the vanilla kit 210p too, just in case, but that's not too important.
Aerospray more like aerosPRAY-
Paint droplets reduced by 10% and endlag before swimming in ink increased by two frames
This weapon ruins turf war for so many players, especially casuals. That's reason enough to nerf it HARD, the gold aersopray kit was a bad idea, but here it is, so we gotta work around it. I think it should be worse at painting and getting away so easily, make it more punishable.
Splattershot Jr.:
Junior: 180 > 190p, I think it should keep the ink efficiency for ease of use, keep the bombs for the fighting capabilities, as annoying as it frankly is, but it should not get bubble this fast, that's all.
Jet oh you poor thing:
Vanilla Jet Squelcher: 180 > 190p because that's dumb in rainmaker. I think its paint is totally fine as long as it gets an healthy special, that's a pretty nice strength for comp building, and I don't find ink storm spam to be offensive for the custom kit.
Sploosh:
-o-matic: 180 > 190p, cheese.
I think that's it? There may be stuff I'm forgetting, but these are the only nerfs I'd make. I think squeezer was handled very well.
To conclude, and to put you out of your misery,
@isaac4 did make a good point that most shooters could receive slaps on the wrists and be totally fine, a lot of other weapons are. You could reduce some of their overtuned aspects to make them less extreme and they'd still be fine.
Yes, I'm specifically looking at 52 and aerospray, I think these are the main culprits.
I think general fire rate nerfs are pretty harsh but I'm mostly worried about the consequences that would have, I don't know if the game would be healthier with those.
What's that? What do you mean I still have that fighting 52s guide to write? Ohhhhhh
Oh.
Well I guess I'm STILL not done with this thing, am I?