This is what I called you out for at the start. You are not attempting to balance the game, you are just trying to kill weapons you personally have a grudge against. At least you're finally being honest and admitting this isn't about balance
Equality versus equity. If you want balance, you're asking for all weapons to be viable. I only want weapons that make the game more fun and enriching to be viable, and shooters only ever make things worse. This is not based upon personal bias, for the last time. I admit that I am biased, but this thread is meant to be agreeable, and others do agree with it.
Shooters objectively make the game less interesting. That is why I am nerfing them.
I strongly disagree with lumping aggressive slayer weapons into the same category as weapons that don't even need to aim. Shot really isn't that dominant at low levels, certainly not in the same way. I even addressed this earlier:
Clash also falls into the category of "aggressive slayer weapon," so yes, I will lump them together. Shot may not be the most dominant at lower levels of play, but it is absolutely the most prominent.
You completely missed my point with this, never have I said anything about not needing to learn anything new. This is about having something that the new players can effectively use to eventually play and learn the weapons unlocked at later levels once they get to said levels and not get destroyed in trying to do so when they are in their early levels.
Why would a new player ever switch off of Splattershot if it's the first weapon they learn and it's able to compete with top tiers?
Why do you think there are players that have five-starred Splattershot
five times? Why is it the most popular weapon?
Splattershot being both strong and easy kills incentive to try any other weapons for a ton of players. It's not healthy.
I am not saying nerfing beginner weapons is a bad thing, what I am saying is making them where they can't properly fight their opponents during a match at all is a bad thing. In fact, I agree that slight nerfs are needed to keep beginner weapons from being dominant, harsh nerfs are definitely not needed in this case.
Shot would still be perfectly capable of fighting with the nerfs, it just wouldn't be able to splat as fast as rollers and blasters because that is completely ridiculous. Even if you wanted to argue it should be able to match their times to splat, it still paints twice as well.
The thing is, even in turf war there are now a bunch of weapons that paint just as well if not better than shooters that didn't exist in Splatoon 2. The Reef-lux's turf output is insane, and the Pencil is still the best painting charger by a country mile. And last but not least, the Big Swig Roller finally gives an incentive to using the rolling mode. This is just to name a few, so even in turf war if you want good paint, you're not just limited to shooters anymore.
That does not change anything. Even if a REEF-LUX or Big Swig can paint better than shooters, what good are their kits?
Quad shooter will wipe the floor with any sort of REEF-LUX Swig Pencil Dread comp in Turf War.
Weapons cannot be good at both fighting and painting or else they overtake the entire role. You were all witch hunting Pencil when it filled in both the support and backline roles at the same time, yet don't care whatsoever that shooters can simultaneously fill in the support and short-range slayer roles.
Yeah, why are we even talking about Splatoon 2? The fact that quad Shooter isn't the meta now, and hasn't been for a very long time, means that Shooters aren't the bogeyman you make them out to be.
Shooters received zero main weapon nerfs between Splatoon 2 and 3, not even to .52 Gal or Jet Squelcher, the most hated weapons of endgame Splatoon 2 meta. They're all still just as strong main-weapon wise.
And I need not remind you that shooters never once left the meta. Splash, Jr., Shot, .52, and N-ZAP have remained in comp use for the game's entire lifespan.
A weapon class doesn't need to fill all four slots on a comp to be overpowered, missingno.