Patch Hopes for 9.3.0

OnePotWonder

Inkling Fleet Admiral
Joined
Jan 31, 2024
Messages
945
Location
Canada
Pronouns
He/Him
Switch Friend Code
SW-2068-8904-6306
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
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 24
Maximum 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.
 
Last edited:

SAMICOM

Inkling Commander
Joined
Jul 31, 2024
Messages
333
Location
Northern Inkadia
Pronouns
what about them
Switch Friend Code
SW-1519-4190-1330
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
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.

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.

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 24
Maximum 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.
ooo, these are good!
 

QuagSass

Inkling Commander
Joined
Jan 30, 2024
Messages
335
Location
The Chicken pen
Switch Friend Code
SW-4841-6661-0032
Trying to think of what I want and also what is reasonable makes an already short list miniscule. I'm admittedly quite happy with the game overall. Still, I got a couple things that'd make me happier.

Hydra Splatling: Charge speed increased by 10%

Heehee, you know I gotta put a Hydra buff in here <3
This buff would basically give Hydra it's Splatoon 1 charge speed back, from 2.5s to 2.25s. This is probably the least realistic change I have, but I think it's also the most realistic buff for Hydra. (Outside of an ink efficiency buff I guess)
The weapon needs something to help it out in the faster than ever S3, and another mobility buff is unlikely. Less charge time would go a long way while not being too strong. 2.25 seconds of charge time is still quite a lot for any weapon, a full second longer than Heavy's and 0.25 seconds longer than Edit. You could go for 2.3 or 2.4 if 2.25 is still too much.

Snipewriter 5H: Points for special 210p -> 220p
Obligatory Pencil nerf that would make me very happy. If the devs were to nerf Pencil again, this would probably be how. I'd also be down for a range nerf, though I find that unlikely. Would this actually push Pencil out of the meta? Probably not, it fills such a solid niche as a backline Cooler weapon. It'd need Cooler itself to "go out of style" so to speak for other backlines to have a chance.


Booyah Bomb: Object damage multipliers from weapons no longer affect the Booyah Bomb user after the armor is broken.

It's a wonder this bug hasn't been fixed. Sure, it's funny when a Splatana just oneshots a Booyah Bomb armor and all. But c'mon.
Now with even more weapons that deal absurd object damage, it would be nice if this could get fixed. Not losing sleep if this doesn't happen, but I would be slightly confused.

Wave Breaker: Increased the height that the waves can travel.

Wave Breaker needs more than this to be good. But even something as simple as this would drastically improve the special. Letting you place it more freely and not having to guess whether it'll cover the ledge you couldn't quite throw it up to. And it'll let it be able to be placed in safer spots, lessening the amount of times a weapon with ridiculous object damage can kill it before it outputs a single wave.

This buff is probably the one I care about the most. Let my silly little ball toy do it's job good please 🙏


And hm, I think that's all I well and truly care about. Maybe bonk .52 Gal on the head a bit, that'd be neat.
 

OnePotWonder

Inkling Fleet Admiral
Joined
Jan 31, 2024
Messages
945
Location
Canada
Pronouns
He/Him
Switch Friend Code
SW-2068-8904-6306
I realize I forgot to mention a nerf for .52 Gal in the original post. Here's the changes I hope it would receive:

.52 Gal
Ink consumption increased by 45%
Delay between consecutive shots increased by 1 frame
Will either of these actually happen? Definitely not. But these nerfs would pretty much fix the weapon, making it way more ink hungry so that it can't use its Splash Wall so freely, and reducing its fire rate so it can't paint quite as well or splat quite as quickly, especially if it misses a shot or two.
 

Smash Arena

Pro Squid
Joined
Dec 11, 2014
Messages
101
For patch 9.3.0, I would prefer Nintendo avoids nerfs, but focuses on buffing some underused weapons, like the L-3 and H-3 Nozzlenoses. Would also love some simpler stage improvements, like more inkable walls, but that's going to be a hard find from Nintendo this late in the game's life. Plus, it seems like Nintendo has developed an allergy to inkable walls/less restrictive stage design with Splatoon 3.
 

McSquid82

Inkling Cadet
Joined
Apr 4, 2018
Messages
206
Location
Kansas
Pronouns
He/him
NNID
Ewel
Switch Friend Code
SW-7398-4915-8969
I actually think the charge speed for the Hydra is fine where it is. It's firing time has been buffed to just over 4.3 seconds. Considering how the mobility has actually been buffed slightly in this game's life cycle, I think 2.5 seconds is more than fair considering how long its firing time is now.
 

OnePotWonder

Inkling Fleet Admiral
Joined
Jan 31, 2024
Messages
945
Location
Canada
Pronouns
He/Him
Switch Friend Code
SW-2068-8904-6306
I actually think the charge speed for the Hydra is fine where it is. It's firing time has been buffed to just over 4.3 seconds. Considering how the mobility has actually been buffed slightly in this game's life cycle, I think 2.5 seconds is more than fair considering how long its firing time is now.
History has been made, for I agree with you on this.
Hydra's main weakness has long been its charge time, and mitigating that weakness at this point seems like a bad idea. It might be fine for the weapon to charge to one ring slightly faster, but the overall charge time is at a nice round number right now and keeping it at that is very reasonable, especially for how much of a powerhouse it is when fully charged.
 

QuagSass

Inkling Commander
Joined
Jan 30, 2024
Messages
335
Location
The Chicken pen
Switch Friend Code
SW-4841-6661-0032
I actually think the charge speed for the Hydra is fine where it is. It's firing time has been buffed to just over 4.3 seconds. Considering how the mobility has actually been buffed slightly in this game's life cycle, I think 2.5 seconds is more than fair considering how long its firing time is now.
Oh no, buffing the charge time definitely isn't a good idea. But you know I had to put an unrealistic Hydra buff in there somewhere <3
I would much prefer a mobility buff, that's what the weapon actually needs.

One day it'll have a 1 second long chargehold. One day.
 

isaac4

Inkling Fleet Admiral
Joined
Jan 31, 2024
Messages
762
Pronouns
He/Him
This is my third time typing this.

Explosher
- ink cost per slosh decreased from 11.7% > 11.1%

Slosher
- ink cost per slosh decreased from 7.6% > 7.2%

Decavitator
- decreased hitbox length on charged slashes
- decreased width on uncharged slash projectile
- endlag from uncharged slash is slightly reduced

Dualie Squelchers
- damage per shot increased from 28 > 30
- ink cost per roll decreased from 8% > 5%

Wellstring
- decreased object damage

PFS Changes
vMachine - 220p > 210p
Rapid Deco - 210p > 190p
Tri-Slosher Nouveau - 210p > 190p
Pencil - 210p > 220p
.52 Gal - 200 > 220p (kill this weapon)
 
Last edited:

isaac4

Inkling Fleet Admiral
Joined
Jan 31, 2024
Messages
762
Pronouns
He/Him
I'm making a separate post to also point out one change I don't agree with (there's more but I don't have any strong feelings on 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.
Pretty obvious I wouldn't agree with this change. It felt terrible enough with Machine and doing it to Slosher (even if it's only 2 frames) would still feel bad.
Feeling slightly worse to use isn't a very good argument though but I also don't understand why it has to be nerfed to begin with.
It's very useful for comp building with how reliable it is as a slayer while also being good at enabling other weapons with its chip damage, Splat Bomb, and Strikes.
I can understand nerfing the range on Decavs direct hitbox because of how overtuned and easy it is but there's nothing about Slosher that stands out to me as overtuned.
 

OnePotWonder

Inkling Fleet Admiral
Joined
Jan 31, 2024
Messages
945
Location
Canada
Pronouns
He/Him
Switch Friend Code
SW-2068-8904-6306
I'm making a separate post to also point out one change I don't agree with (there's more but I don't have any strong feelings on them).


Pretty obvious I wouldn't agree with this change. It felt terrible enough with Machine and doing it to Slosher (even if it's only 2 frames) would still feel bad.
Feeling slightly worse to use isn't a very good argument though but I also don't understand why it has to be nerfed to begin with.
It's very useful for comp building with how reliable it is as a slayer while also being good at enabling other weapons with its chip damage, Splat Bomb, and Strikes.
I can understand nerfing the range on Decavs direct hitbox because of how overtuned and easy it is but there's nothing about Slosher that stands out to me as overtuned.
Slosher's reliability is exactly why I think it should be nerfed. And Decavitator, for that matter. I do definitely have some bias here as an H-3 / Bamboo / Big Swig player, but I really don't think any weapon that has a large, consistent projectile hitbox should be top tier. It's not difficult for a Slosher to land its sloshes, I know that from experience. I do think Slosher should stay pickable, but if any slosher should be the top tier, it should be Machine. Landing a direct 76 is actually somewhat difficult, plus Fizzy Bomb and Booyah Bomb are much better for the game than Splat Bomb and Triple Inkstrike, since they encourage more active play.

...I forgot to add Machine buffs in the original post, didn't I? I'll quickly add them.
 

Grushi

Moderator
Moderator
Joined
Jan 30, 2024
Messages
545
Location
France
Pronouns
He/Him
You know what? I got a good feeling about this one. I'm pretty satisfied with the game's balance as it is, since coming back to tent (AKA giving up on the rest of the brellas lmao) I finally feel like I'm playing on a similar power scale to everyone else, so now it can only get better!

The devs know the game's meta by now, last few patches were pretty good, so now they just gotta bring a few stragglers up to speed. Like throw some random buffs to dynamo bamboo brellas machine or some weakish specials and I'm good!

As long as they don't end up buffing some toxic weapon (nintendo if you buff ultra stamp and give undercover 0,1 second faster shield regen time I'll never forgive you) or nerfing crab or cooler it can only get better from here
 

Users who are viewing this thread

Top Bottom