OnePotWonder
Inkling Fleet Admiral
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It's safe to assume we'll get another patch to Splatoon sometime next month. What changes do you want to see most from it? Feel free to keep things realistic, or not. If I don't, this post will be a dozen pages long, so I'll stick to changes that I think could possibly happen, even if unlikely.
Sub Weapon Buffs
Toxic Mist
This change gives Mist much more utility, making it a way to instantly ink the area beneath its user's feet, and making it so hitting an enemy with the sub directly traps them in ink.
Angle Shooter
It has to happen eventually... right...? The balance team has to know by now.
Special Weapon Nerfs
Trizooka
Even if the damage wouldn't change how it plays nearly as much as the increased startup, nerfing it from the dumbest damage number in the series to something round would be equally beneficial to my state of mind. I'd prefer they nerf its startup by 40 frames, but it's supposed to be realistic.
Triple Inkstrike
Tacticooler
Special Weapon Buffs
Wave Breaker
Wave Breaker can be buffed in a lot of different ways, but these two buffs are the most obvious. The first makes it harder to avoid the waves, and the second makes it possible to place Wave Breakers in safer locations without reducing their impact.
Kraken Royale
The main reason Kraken Royale users spam their charge attack to move around the stage is because swimming normally makes them susceptible to knockback from enemy attacks. Removing that weakness makes the special feel way less restrictive.
Splattercolor Screen
Splattercolor Screen's biggest problem outside of its accessibility issues is that you... can't see through it...? Why was this ever the case? Why is it still the case now?? These two changes alone fix 90% of the special's issues.
Main Weapon Nerfs
Splash-o-matic
Ink consumption nerfs for shooters will be a common sight in this section of the post. Splash needs no other changes apart from this.
Splattershot
N-ZAP
Carbon Roller
Snipewriter
Slosher
Splatana Stamper
Decavitator
Main Weapon Buffs
Splattershot Nova
Dynamo Roller
Goo Tuber
Sloshing Machine*
Glooga Dualies
Dualie Squelchers*
Splat Brella
Undercover Brella
That's all of the changes I can think of as of now. I think that all of these are possible, even if some of them are highly improbable, such as the Recycled Brella buff or the Tacticooler nerf.
Feel free to share your own hopes for the next patch in this thread.
Thanks for reading mine, and have a wonderful day.
*Added in post, though meant to be part of the thread originally.
Sub Weapon Buffs
Toxic Mist
Now inks a small patch of turf in the middle of the cloud
This change gives Mist much more utility, making it a way to instantly ink the area beneath its user's feet, and making it so hitting an enemy with the sub directly traps them in ink.
Angle Shooter
Trail damage increased from 0 to 20
It has to happen eventually... right...? The balance team has to know by now.
Special Weapon Nerfs
Trizooka
Startup increased by 10 frames
Splash damage decreased from 53 to 50
Even if the damage wouldn't change how it plays nearly as much as the increased startup, nerfing it from the dumbest damage number in the series to something round would be equally beneficial to my state of mind. I'd prefer they nerf its startup by 40 frames, but it's supposed to be realistic.
Triple Inkstrike
The special only ends once its full duration has elapsed
Duration increased from 6 to 10 seconds
Triple Inkstrike needs a recharge cooldown more badly than Big Swig needs a new kit. This special is way too easy to spam and it needs to stop.Tacticooler
Special Saver points reduced from 57 to 29 AP
This change reduces the amount of special charge preserved when dying with Cooler from 100% to 90%, making it less annoyingly foolproof.Special Weapon Buffs
Wave Breaker
Wave height increased by 50%
Waves can now reach areas higher than before
Wave Breaker can be buffed in a lot of different ways, but these two buffs are the most obvious. The first makes it harder to avoid the waves, and the second makes it possible to place Wave Breakers in safer locations without reducing their impact.
Kraken Royale
No longer takes knockback
Can no longer climb the Tower Control tower and is automatically pushed off if activated on top of it
The main reason Kraken Royale users spam their charge attack to move around the stage is because swimming normally makes them susceptible to knockback from enemy attacks. Removing that weakness makes the special feel way less restrictive.
Splattercolor Screen
Replaced fizzing sound effect with an effect that muffles game audio
The user's team can now see through the entire screen
Splattercolor Screen's biggest problem outside of its accessibility issues is that you... can't see through it...? Why was this ever the case? Why is it still the case now?? These two changes alone fix 90% of the special's issues.
Main Weapon Nerfs
Splash-o-matic
Ink consumption increaed by 25%
Ink consumption nerfs for shooters will be a common sight in this section of the post. Splash needs no other changes apart from this.
Splattershot
Ink consumption increased by 30%
Paint reduced by 10%
If Splattershot is going to keep getting fighting buffs (hopefully not), it needs some support power nerfs.N-ZAP
Ink consumption increased by 25%
Increase in chance to shoot toward the outer reticle per shot increased from 0.5% to 1%
On top of increasing its ink consumption, ZAP will have its ridiculous accuracy buff from patch 8.0.0 reverted.Carbon Roller
Range at which lethal damage is dealt (both flicks) decreased by 10%
I have a personal bias against this weapon, feel free to ignore this change. In my opinion this thing should have to be standing within arm's reach to be able to splat in a single flick, since it's so easy for it to get a second one out compared to other rollers.Snipewriter
Full charge damage decreased from 68 to 60
Range reduced by 5%
The main thing that's kept Snipewriter in the meta for so long is its ability to combo with weapons that deal between 32 and 40 damage like Splattershot and Splatana Stamper, both very strong options. Reverting its damage back to its original 60 removes those combos and makes the weapon less of a shoo-in for any comps that use them.Slosher
Interval between sloshes increased by 2 frames
It worked for Machine, it'll work for Slosher. While some are vehemently against nerfing this weapon, it's way too strong to remain unnerfed.Splatana Stamper
Slash range reduced by 10%
Why this hasn't happened and why I see nobody talk about it are both mysteries to me. This weapon has the same maximum range as Jet Squelcher despite being a midline slayer with a melee one-shot. It does not need this much poking power.Decavitator
Melee hitbox size reduced by 20%
Decavitator has always been way too lenient with the aim and spacing of its melee hitbox. Dedicated players should be able to adapt to this change without too much difficulty, though it will meaningfully reduce the power of the weapon.Main Weapon Buffs
Splattershot Nova
Increase in chance to shoot toward the outer reticle per shot removed
Splattershot Nova's entire gimmick is supposed to be its stagnant accuracy, having the lowest maximum chance to shoot wide. Instead it has the same maximum chance to miss as other shooters, and reaches it before it even fires enough shots to splat a target. This will be fixed.Dynamo Roller
Paint (both flicks) increased by 10%
Dash speed increased from 0.108 to 0.148 units per frame
Dynamo Roller gets one obvious change and one less obvious change. First is giving the weapon consistent paint, which it has needed for a very long time. The second is making its motor actually work, giving it the fastest maximum rolling speed in the class; barely above Big Swig.Goo Tuber
Range when fully charged increased from 20.95 to 22.95 units
Goo Tuber needs more range and more reason to fully charge. Increasing its range when fully charged is a no-brainer.Sloshing Machine*
Interval between sloshes decreased by 2 frames
Ink consumption decreased from 9.2% to 8.8% per slosh
(Standard) Points for special decreased from 220 to 200
Machines nerfs this game have been much too severe, so I would partially revert all of its main weapon nerfs and fully revert its points for special nerfs. I think Machine's main and kit are a lot heathier for the meta than Slosher, so the goal is ultimately to make it the slightly better option.Glooga Dualies
Standard fire damage increased from 36 to 45
Delay between finishing a dodge roll and firing decreased from 8 to 4 frames
Both of these buffs do a lot for Gloogas, the former making its standard fire more viable against enemies that are already weakened as well as for breaking objects, and the latter making its dodge rolls feel much less laggy.Dualie Squelchers*
Damage increased from 28 to 30
I don't think I need to explain this one. Squelchers are one of the most difficult and interesting main weapons in the game, and this extra damage goes a long way in making the weapon better. Especially its Custom kit, since it would finally be able to combo one shot with its Super Chumps.Splat Brella
Damage per pellet increased from 16.2 to 18
Maximum damage increased from 81 to 90
Brella damage buff, reducing the total number of pellets needed to splat by one.Undercover Brella
Damage per pellet increased from 12 to 13
Maximum damage increased from 40 to 45
Brella damage buff, reducing the total number of pellets needed to splat by one.
Recycled Brella 24Maximum damage increased from 90 to 105
Brella damage buff, reducing the total number of shots needed to splat by one, to one. Recycled Brella being able to potentially splat in one shot makes up for how pathetic its shield is at defending the user, letting the shield be used for more aggressive plays.That's all of the changes I can think of as of now. I think that all of these are possible, even if some of them are highly improbable, such as the Recycled Brella buff or the Tacticooler nerf.
Feel free to share your own hopes for the next patch in this thread.
Thanks for reading mine, and have a wonderful day.
*Added in post, though meant to be part of the thread originally.
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